First Gen VI RMT; Returning to Competitive Play!

I've always dabbled in competitive play, taking a heavy interest in Gen IV and dialing back last generation. Gen VI, however, has piqued my interest with all its shiny new toys (mega's, fairies, sticky web, etc.) and has pulled me back into the competitive scene. Here's a team I've been thinking about, revolving around Mega Garchomp:

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Smeargle @ Focus Sash
Ability: Own Tempo
EV's: 252 HP/ 252 Speed/ 4 Def
-Spore
-Magic Coat
-Sticky Web
-Stealth Rocks

My anti-lead to the common Galvantula. Spore's 100% accuracy is a beautiful thing. If the opponent switches in a Grass-type to take the Spore, I have Talonflame to shut them down, barring Goodra. I generally use Spore on whatever is slower than me, or if I fear an incoming attack or setup move. Some would argue that by using Smeargle the battle becomes a 5v6, but with Spore that effectively makes the battle a 5v5. I can also save Smeargle for later in the game as a meat shield, and assuming their enemy Pokemon wakes up or gets killed, I can spread more Spore around. Magic Coat is to bounce back the opposing team's hazards and incoming Taunts, which is awesome because they won't accept it. Sticky Web is there because Mega Garchomp absolutely needs. Stealth Rocks is more entry hazard goodness.

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Talonflame @ Sitrus Berry
Ability: Gale Wings
EV's: 4 HP/252 Atk/252 Speed
Adamant Nature
- Brave Bird
- Acrobatics
- Tailwind
-Flare Blitz

Garchomp's partner in crime and the team's revenge killer. There are a couple things I should explain here: first of all, my choice in hold item. Sitrus Berry heals Talonflame after he revenge kills something for me with Brave Bird. At this point he's almost always in the green. The next thing that needs explanation is having Brave Bird and Acrobatics together on one set. Following up the heal Sitrus Berry provides, Talonflame is no longer holding an item, thus Acrobatics shoots up in power and I can sweep with priority Acrobatics. As Talonflame gasps his final breaths, he provides a priority Tailwind for Garchomp to come in and abuse.

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Garchomp @ Garchompite
Ability: Rough Skin/Sand Force
EV's: 192 HP/152 Atk/164 Speed
Hasty Nature
- Substitute
- Outrage
- Earthquake
- Poison Jab

The star of the show. I built this team around Mega Garchomp for its insane boosted base Attack stat and Special Attack stat (not to mention his further improved bulk). As for the moveset: Substitute keeps Garchomp around a little while longer and it isn't difficult to set it up, as the opponent is usually switching in to their Fairy-type anticipating a STAB Dragon-Type move. Outrage is a behemoth of a STAB move that tramples over everything that isn't Steel or Fairy. I picked Poison Jab over Iron Head to kill Fairies, as it hits super-effective on Azumarill and Togekiss. Earthquake hits Mawile and is just good STAB. With Sticky Web and Tailwind support, Mega Garchomp's decreased speed won't hamper his sweep. The only thing I'm reconsidering is changing him to ChainChomp for wallbreaking shenanigans.


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Tyranitar @ Assault Vest
Ability: Sand Stream
EV's: 252 HP / 252 Atk / 4 Spd
Adamant Nature
- Stone Edge
- Pursuit
- Brick Break
- Earthquake

My defensive core consists of Tyranitar, Rotom-W, and Aegislash. They cover each other's weakness and provide much needed resistances and immunities for the team. With Assault Vest, Tyranitar becomes even bulkier than it already is. With sand and Assault Vest, Tyranitar's special defense is ridiculous. Not to mention the sand he brings provides increased power for Mega Garchomp. Stone Edge, Earthquake, and Brick Break provide coverage so that I can hit back hard at whatever decides to attack Tyranitar. Pursuit is for trapping Ghosts and Psychics that had the misfortune of running into him.


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Aegislash @ Air Balloon
Ability: Stance Change
EV's: 252 HP/ 252 Atk/ 4 Def
Brave Nature
-Swords Dance
-King's Shield
-Shadow Sneak
-Sacred Sword

The spinblocker of the team. Being reliant on Sticky Web, I need to stop my opponent from clearing my entry hazards. Another benefit to being a Ghost-type is that Aegislash covers Tyranitar's 4x weakness to Fighting with a straight-up immunity to it. I put Air Balloon on him over Leftovers so that I can switch in on Ground-Type moves. Other than that, this is a pretty standard. I get perfect coverage in Shadow Sneak and Sacred Sword. An Aegislash that gets the chance to set up Swords Dance is terrifying, so that's why that's there. I'm considering making Aegislash more defensively oriented, though, so an improved EV spread would be awesome.
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Rotom-W @ Leftovers
Ability: Levitate
EV's: 248 HP/28 Sp.Atk/ 232 SpD
Calm Nature
-Volt Switch
-Hydro Pump
-Thunder Wave
-Pain Split

Rotom-W sponges special hits well with the above EV spread and he also gives me another Ground-Type immunity for the team. Leftovers provides increased longevity. Volt Switch lets me scout and rack up chip damage. Hydro Pump is great STAB, although its accuracy makes me nervous sometimes and I'm considering switching it to Scald for more chances to spread status around. Rotom-W can spread paralysis around with Thunder Wave, which Mega Garchomp appreciates greatly. Pain Split gives Rotom-W just a little more endurance to keep up his shenanigans.

That's my team, as it stands now. My main concern is my lack of a Rapid Spinner, but I can't find a way to work one in. Smaller concerns include move choice, but other than that I'm liking this team. I really want to abuse Mega Garchomp so if anyone has a better way to do it than I have now, please, reply! Constructive criticism is welcome. Please no "this team is weak to x", though. I need to know what this team is weak to, but also how I can address the issue. Thanks in advance to whoever decides to help improve my team!
 
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I've noticed that this team gets destroyed by anything with a Substitute and priority moves, so if anyone has a fix for that, it would be much appreciated. (:
 
I'm not sure what you could replace with it but whenever I have a team that's soft to sub I use this:

Noivern @ Choice Specs
Ability: Infiltrator
EVs: 4 HP / 252 Atk / 252 Spd
Modest Nature
- Boomburst
- Draco Meteor
- Flamethrower
- Air Slash/Psychic/Shadow Ball/Focus Blast

Infiltrator is super dangerous and this thing usually gets a kill with Draco Meteor. What I really like is that it is a perfect answer to Mega Lucario. It OHKOs with Flamethrower and only takes ~90% from a +2 Bullet Punch. If the opponent is REALLY set up and has priority this won't do much, but then again most things wont.
 
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