I've been trying to create a good, viable team for a long time now but nothing has worked. Countless times I have been defeated by something as simple as calm minding Latios. Eventually I gave up and put together this team- a team based entirely around pure power. No walls, no setup, just dealing damage very quickly and very painfully. If you're interested in the team's name, I'll be happy to explain. For now, just know Daimaria's a character of mine who uses this team against her rival, Maria. Long story. Anyway, since I always dreamt of it as some pseudo-final-battle team I've included the custom champion theme I always imagined went along with this team well for your listening pleasure:
http://www.youtube.com/watch?v=KqaI_pZwubw
If you haven't noticed, I tried to do 3 physical sweepers and 3 special sweepers. I'm hoping to keep it that way, but if you have any suggestions feel free to let me know. With the exception of maybe Jolteon, the team is based around pure power and the logic of defeating your opponent before they can defeat you. Walls rarely hold their own after my team has been boosted, and nothing short of bad foresight on my part and a dedicated rain team can stop it.
Jolteon (M) @ Leftovers
Trait: Volt Absorb
EVs: 252 Spd / 252 HP / 4 SAtk
Timid Nature
- Baton Pass
- Substitute
- Thunderbolt
- Hidden Power [Ice]
My general lead. Jolteon's speed allows me to scout possible threats using substitute while avoiding status moves and damage. If I like what I see, I'll baton pass to another member for a free switch. In the off chance I find something I feel I can handle, I have two attacks at the ready- a reliable stab move to feed off of Jolteon's already decent special attack and HP Ice for anything that tries to check him. He's new to the team but his substitute's have helped my other 5 members, especially his newest best friend:
Volcarona (F) @ Life Orb
Trait: Flame Body
EVs: 252 Spd / 252 SAtk / 4 HP
Modest Nature
- Quiver Dance
- Bug Buzz
- Fiery Dance
- Giga Drain
By far my best specialist attacker. Volcarona's a nightmare to deal with if given a free substitute. One or two quiver dances ensures I can KO anything that doesn't resist my attacks. Even blissey will have trouble dealing with this sun goddess. What I've noticed is people always, ALWAYS send in something to absorb predictable fire from Volcarona, thinking they catch me off guard. Hippowdon, Jellicent, Terrakion, Swampert, even Gligar. The sad thing is I want them to switch to a water/ground pokemon. So far no one has been able to see Giga Drain coming. I'm not trying to brag, and I don't know why people don't see it, but switching to a water type and me predicting it will almost guarantee they have one less pokemon from it. The method is simple- send Volcarona in either as a lead or with Jolteon's substitute, spend a turn quiver dancing (either because my substitute is broken or they switch to a water pokemon, thinking I can't handle it) Then if I know it's a specialist, spend one more turn dancing before sucking them dry. Feiry dance either to get a powerful stab against something neutral, or as a finisher for (I hope) a boost in special attack. Bug Buzz for another evil stab move and the chance to reduce their special defense even further. Heatran does shut her down, but the variations I've seen seem to all be special attackers or walls, so after a few quiver dances even bug buzz is going to hurt. I am on the fence about her item- Life Orb ensures I can KO threats like Terrakion and Jellicent with one quiver dance, but Lum Berrry allows me to survive those annoying paralysis hax that always seems to cripple her. Either way I've swept 6-0 with Volcarona, so I refuse to remove her.
Alakazam (M) @ Life Orb
Trait: Magic Guard
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Focus Blast
- Psyshock
- Shadow Ball
- Charge Beam
Alakazam's idea is simple- go up against something that tries to poison/burn him or is afraid of getting hit with psychic, use charge beam on whatever comes in, and finish it off with one of my other three attacks after (hopefully) I get +1 special attack. Psyshock instead of Psychic in case I get a wall like Blissey. His special attack is high enough that, coupled with +1 special attack and life orb, most things that face him will go down before they can even move. All four attacks allow for coverage, with Charge Beam being more of a finisher with potential for greater power. A pseudo-Moxie, if you will. Speaking of Moxie...
Salamence (M) @ Choice Scarf
Trait: Moxie
EVs: 252 Atk / 252 Spd / 4 SDef
Jolly Nature
- Earthquake
- Outrage
- Brick Break
- Aerial Ace
The biggest and baddest physical threat I can offer comes from Salamence. Anyone with eyes can see how this works: Go up against something weakened, outspeed it with an attack for full force, kill it, get a free +1 attack, repeat. Outrage from Salamence, even without attack boost, is not something most pokemon can survive. Each of my four attacks is for coverage- earthquake for steel types, outrage for stab and anti-dragons, brick break for flying steels or particularly sturdy walls (ferrothorn), and aerial ace for a good stab that doesn't miss. Aerial Ace isn't much but it's pretty powerful against the right pokemon. The only drawback is if Salamence is stuck in outrage and hurts itself with confusion. It'll end up killing itself from its own power. Smart players who notice no drop in their attack will be able to predict accordingly, so I try to save him for later in the game. Haxorus on the other hand....
Haxorus (M) @ Lum Berry
Trait: Mold Breaker
EVs: 220 Spd / 252 Atk / 36 HP
Adamant Nature
- Dragon Dance
- Outrage
- Earthquake
- Brick Break
Haxorus is easily one of my favorite pokemon, all because of his stats. I've never seen anything hit as hard as him that wasn't a legendary. So it's only fair to give him the ability to outspeed most threats, right? It's like giving shuckle Blissey's hp and sand veil. With no choice item to hold him down, Haxorus is free to counter anything that comes at him- steel types are either quaked or broken, and outrage means something will die. A lum berry ensures I either survive a status problem once to get that extra bit of speed I need or give him a second wind to keep outraging after the first go. The extra points in hp allow him to survive incoming ice attacks such as Donphan's ice shard and anything that faster pokemon (venusaur with a sun boost) might throw at me.
Conkeldurr (M) @ Leftovers
Trait: Guts
Shiny: Yes
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Bulk Up
- Drain Punch
- Ice Punch
- Mach Punch
What team's complete without Elmo on steroids? Conkeldurr is the one guy on this team that doesn't care about status problems. I generally switch to him to either scare off things specially defensive or take an incoming status problem I try to predict. While they switch out I get in a bulk up for that little bit of power (as if guts activating wasn't enough), then I just beat on the enemy until they can't beat back. Drain punch to keep me healthy, mach punch for a quick kill, ice punch for coverage against dragons and flyers. There's not much to him. I was considering putting more EVs into his special defense so he can survive a specialist attack, but I don't know how well he can hit if I take away from his attack- he needs all the HP he can get.
So far the team's done well. From what I can tell my biggest problem is rain teams- rain cripples Volcarona and renders her dance pointless, while anything that should be able to counter bulky water pokemon is easily dispatched through speed and ice beam. Stealth rock, naturally, is also a big deal. I figure if I can get volcarona out before the stealth rocks she'll go down fighting anyway, and salamence doesn't care about damage as long as it's killing the opponent. Sun teams don't seem to be much of a problem, as they just make Volcarona even more terrifying. In any case, I really enjoy this team. I know it isn't much for strategy, but it's still frighting to deal with 5 pokemon that can one shot something on your team and 1 pokemon that can give them a free turn/switch.
http://www.youtube.com/watch?v=KqaI_pZwubw
If you haven't noticed, I tried to do 3 physical sweepers and 3 special sweepers. I'm hoping to keep it that way, but if you have any suggestions feel free to let me know. With the exception of maybe Jolteon, the team is based around pure power and the logic of defeating your opponent before they can defeat you. Walls rarely hold their own after my team has been boosted, and nothing short of bad foresight on my part and a dedicated rain team can stop it.

Jolteon (M) @ Leftovers
Trait: Volt Absorb
EVs: 252 Spd / 252 HP / 4 SAtk
Timid Nature
- Baton Pass
- Substitute
- Thunderbolt
- Hidden Power [Ice]
My general lead. Jolteon's speed allows me to scout possible threats using substitute while avoiding status moves and damage. If I like what I see, I'll baton pass to another member for a free switch. In the off chance I find something I feel I can handle, I have two attacks at the ready- a reliable stab move to feed off of Jolteon's already decent special attack and HP Ice for anything that tries to check him. He's new to the team but his substitute's have helped my other 5 members, especially his newest best friend:

Volcarona (F) @ Life Orb
Trait: Flame Body
EVs: 252 Spd / 252 SAtk / 4 HP
Modest Nature
- Quiver Dance
- Bug Buzz
- Fiery Dance
- Giga Drain
By far my best specialist attacker. Volcarona's a nightmare to deal with if given a free substitute. One or two quiver dances ensures I can KO anything that doesn't resist my attacks. Even blissey will have trouble dealing with this sun goddess. What I've noticed is people always, ALWAYS send in something to absorb predictable fire from Volcarona, thinking they catch me off guard. Hippowdon, Jellicent, Terrakion, Swampert, even Gligar. The sad thing is I want them to switch to a water/ground pokemon. So far no one has been able to see Giga Drain coming. I'm not trying to brag, and I don't know why people don't see it, but switching to a water type and me predicting it will almost guarantee they have one less pokemon from it. The method is simple- send Volcarona in either as a lead or with Jolteon's substitute, spend a turn quiver dancing (either because my substitute is broken or they switch to a water pokemon, thinking I can't handle it) Then if I know it's a specialist, spend one more turn dancing before sucking them dry. Feiry dance either to get a powerful stab against something neutral, or as a finisher for (I hope) a boost in special attack. Bug Buzz for another evil stab move and the chance to reduce their special defense even further. Heatran does shut her down, but the variations I've seen seem to all be special attackers or walls, so after a few quiver dances even bug buzz is going to hurt. I am on the fence about her item- Life Orb ensures I can KO threats like Terrakion and Jellicent with one quiver dance, but Lum Berrry allows me to survive those annoying paralysis hax that always seems to cripple her. Either way I've swept 6-0 with Volcarona, so I refuse to remove her.

Alakazam (M) @ Life Orb
Trait: Magic Guard
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Focus Blast
- Psyshock
- Shadow Ball
- Charge Beam
Alakazam's idea is simple- go up against something that tries to poison/burn him or is afraid of getting hit with psychic, use charge beam on whatever comes in, and finish it off with one of my other three attacks after (hopefully) I get +1 special attack. Psyshock instead of Psychic in case I get a wall like Blissey. His special attack is high enough that, coupled with +1 special attack and life orb, most things that face him will go down before they can even move. All four attacks allow for coverage, with Charge Beam being more of a finisher with potential for greater power. A pseudo-Moxie, if you will. Speaking of Moxie...

Salamence (M) @ Choice Scarf
Trait: Moxie
EVs: 252 Atk / 252 Spd / 4 SDef
Jolly Nature
- Earthquake
- Outrage
- Brick Break
- Aerial Ace
The biggest and baddest physical threat I can offer comes from Salamence. Anyone with eyes can see how this works: Go up against something weakened, outspeed it with an attack for full force, kill it, get a free +1 attack, repeat. Outrage from Salamence, even without attack boost, is not something most pokemon can survive. Each of my four attacks is for coverage- earthquake for steel types, outrage for stab and anti-dragons, brick break for flying steels or particularly sturdy walls (ferrothorn), and aerial ace for a good stab that doesn't miss. Aerial Ace isn't much but it's pretty powerful against the right pokemon. The only drawback is if Salamence is stuck in outrage and hurts itself with confusion. It'll end up killing itself from its own power. Smart players who notice no drop in their attack will be able to predict accordingly, so I try to save him for later in the game. Haxorus on the other hand....

Haxorus (M) @ Lum Berry
Trait: Mold Breaker
EVs: 220 Spd / 252 Atk / 36 HP
Adamant Nature
- Dragon Dance
- Outrage
- Earthquake
- Brick Break
Haxorus is easily one of my favorite pokemon, all because of his stats. I've never seen anything hit as hard as him that wasn't a legendary. So it's only fair to give him the ability to outspeed most threats, right? It's like giving shuckle Blissey's hp and sand veil. With no choice item to hold him down, Haxorus is free to counter anything that comes at him- steel types are either quaked or broken, and outrage means something will die. A lum berry ensures I either survive a status problem once to get that extra bit of speed I need or give him a second wind to keep outraging after the first go. The extra points in hp allow him to survive incoming ice attacks such as Donphan's ice shard and anything that faster pokemon (venusaur with a sun boost) might throw at me.

Conkeldurr (M) @ Leftovers
Trait: Guts
Shiny: Yes
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Bulk Up
- Drain Punch
- Ice Punch
- Mach Punch
What team's complete without Elmo on steroids? Conkeldurr is the one guy on this team that doesn't care about status problems. I generally switch to him to either scare off things specially defensive or take an incoming status problem I try to predict. While they switch out I get in a bulk up for that little bit of power (as if guts activating wasn't enough), then I just beat on the enemy until they can't beat back. Drain punch to keep me healthy, mach punch for a quick kill, ice punch for coverage against dragons and flyers. There's not much to him. I was considering putting more EVs into his special defense so he can survive a specialist attack, but I don't know how well he can hit if I take away from his attack- he needs all the HP he can get.
So far the team's done well. From what I can tell my biggest problem is rain teams- rain cripples Volcarona and renders her dance pointless, while anything that should be able to counter bulky water pokemon is easily dispatched through speed and ice beam. Stealth rock, naturally, is also a big deal. I figure if I can get volcarona out before the stealth rocks she'll go down fighting anyway, and salamence doesn't care about damage as long as it's killing the opponent. Sun teams don't seem to be much of a problem, as they just make Volcarona even more terrifying. In any case, I really enjoy this team. I know it isn't much for strategy, but it's still frighting to deal with 5 pokemon that can one shot something on your team and 1 pokemon that can give them a free turn/switch.