So, this is my first RMT and I'm pretty new to strategizing teams, so all the help I can get is welcome.
Venusaur (M) @ Choice Scarf
Ability: Overgrow
EVs: 252 Spd/252 SpAtk/6 SpDef
Modest nature (+SpAtk,-Atk)
- Hidden Power
- Leaf Storm
- Sleep Powder
- Sludge Bomb
Choice Scard Venusaur, my Lead. Choice Scarf Venusaur sits firmly at 380 Speed, allowing it to outpace beneficial base 120 Speed Pokemon, most importantly, Alakazam. Venusaur has enough time to come in on many attacks thanks to its excellent typing, making it a reliable Choice Scarf user on any team.
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Swellow (M) @ Toxic Orb
Ability: Guts
EVs: 42 HP/252 Atk/216 Spd
Jolly nature (+Spd,-SpAtk)
- Brave Bird
- Facade
- Quick Attack
- U-turn
Swellow is a fearsome sweeper late-game, with excellent Speed and access to strong STAB attacks. Thanks to Toxic Orb, Facade has 140 Base Power STAB attack, while Brave Bird allows you to hit the Ghost-types that Facade cannot.
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Arcanine @ Leftovers
Careful | Intimidate
EVs: 252 HP / 4 Atk / 252 SpDef
Extremespeed / Flare Blitz / Morning Sun / Toxic
My Defensive Attacker and favorite Pokemon. Arcanine's good all-round stats allow it to be both bulky and yet hit extremely hard at the same time. This fact, combined with its Intimidate ability and access to ExtremeSpeed, allows it to function as a very effective anti-lead.
Flare Blitz is a high powered STAB attack that does big damage to pretty much anything that doesn't resist it. ExtremeSpeed is the real crux of the set, allowing Arcanine to beat Focus Sash users without having to take another attack, and can 2HKO some faster, frailer leads. Against Arcanine, the bulky Water switch in is almost inevitable, and a well-timed Toxic can cripple both Slowbro and Milotic (despite activating Marvel Scale, if it doesn't have Rest, it's not going to enjoy Toxic). Steel-types never switch into Arcanine, and Poison is often paired with Grass, meaning there is usually very little risk involved in using Toxic.
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Steelix (M) @ Occa Berry
Ability: Sturdy
EVs: 252 Atk/6 Spd/252 SpDef
Careful nature (+SpDef,-SpAtk)
- Earthquake
- Explosion
- Iron Head
- Stealth Rock
Standard Wall Steelix. Its great resistances cause many switches, which it can exploit by laying down Stealth Rock while the opposing Pokemon flees. STAB Earthquake deals respectable damage, and no Steelix should walk out the door without it. The third slot depends on whether you want coverage with Stone Edge, or STAB and accuracy in Gyro Ball. Both hit Flying-types and frail Ghosts; Stone Edge does better against Moltres, while Gyro Ball does better against Mismagius. A Sassy or Relaxed nature with 0 Speed IVs should be used with Gyro Ball in order to increase its Base Power. The fourth slot provides additional support. Roar works well after you've eliminated the opponent's Taunt user, as it scouts the opponent's team and racks up Stealth Rock damage. Toxic can wear down Steelix's usual counters gradually, making it harder for them to stall, but Explosion can leave a lasting dent on them or even OHKO them outright. Unfortunately, Steelix will then no longer be able to supply its valuable resistances to the team.
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Milotic (F) @ Leftovers
Ability: Marvel Scale
EVs: 248 HP/252 Def/10 Spd
Bold nature (+Def,-Atk)
- Haze
- Hidden Power
- Recover
- Surf
Physical Defensive Milotic. Milotic's excellent 95/79/125 defenses combined with its superb Water typing cement it as an exceptional defensive Water-type. Milotic is capable of sponging hits from many top attackers in UU and either Recovering off the damage or hitting back from 100 base Special Attack.
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Drapion (M) @ Life Orb
Ability: Sniper
EVs: 252 Atk/252 Spd/6 SpDef
Jolly nature (+Spd,-SpAtk)
- Aqua Tail
- Brick Break
- Crunch
- Earthquake
Drapion's access to Pursuit makes an all-out attacking set viable. Drapion has several qualities that distinguish it from other common Pursuiters. First, a neutrality to Fighting-type attacks means that Drapion performs better against Alakazam's Focus Blast and Mismagius's Hidden Power Fighting. Second, its relatively high Speed—greater than that of Rotom—allows Drapion to fire off attacks before it is hit by nasty status effects, especially burn.
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Welp, there we are! Please post any suggestions or opinions that come to mind!
Venusaur (M) @ Choice Scarf
Ability: Overgrow
EVs: 252 Spd/252 SpAtk/6 SpDef
Modest nature (+SpAtk,-Atk)
- Hidden Power
- Leaf Storm
- Sleep Powder
- Sludge Bomb
Choice Scard Venusaur, my Lead. Choice Scarf Venusaur sits firmly at 380 Speed, allowing it to outpace beneficial base 120 Speed Pokemon, most importantly, Alakazam. Venusaur has enough time to come in on many attacks thanks to its excellent typing, making it a reliable Choice Scarf user on any team.
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Swellow (M) @ Toxic Orb
Ability: Guts
EVs: 42 HP/252 Atk/216 Spd
Jolly nature (+Spd,-SpAtk)
- Brave Bird
- Facade
- Quick Attack
- U-turn
Swellow is a fearsome sweeper late-game, with excellent Speed and access to strong STAB attacks. Thanks to Toxic Orb, Facade has 140 Base Power STAB attack, while Brave Bird allows you to hit the Ghost-types that Facade cannot.
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Arcanine @ Leftovers
Careful | Intimidate
EVs: 252 HP / 4 Atk / 252 SpDef
Extremespeed / Flare Blitz / Morning Sun / Toxic
My Defensive Attacker and favorite Pokemon. Arcanine's good all-round stats allow it to be both bulky and yet hit extremely hard at the same time. This fact, combined with its Intimidate ability and access to ExtremeSpeed, allows it to function as a very effective anti-lead.
Flare Blitz is a high powered STAB attack that does big damage to pretty much anything that doesn't resist it. ExtremeSpeed is the real crux of the set, allowing Arcanine to beat Focus Sash users without having to take another attack, and can 2HKO some faster, frailer leads. Against Arcanine, the bulky Water switch in is almost inevitable, and a well-timed Toxic can cripple both Slowbro and Milotic (despite activating Marvel Scale, if it doesn't have Rest, it's not going to enjoy Toxic). Steel-types never switch into Arcanine, and Poison is often paired with Grass, meaning there is usually very little risk involved in using Toxic.
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Steelix (M) @ Occa Berry
Ability: Sturdy
EVs: 252 Atk/6 Spd/252 SpDef
Careful nature (+SpDef,-SpAtk)
- Earthquake
- Explosion
- Iron Head
- Stealth Rock
Standard Wall Steelix. Its great resistances cause many switches, which it can exploit by laying down Stealth Rock while the opposing Pokemon flees. STAB Earthquake deals respectable damage, and no Steelix should walk out the door without it. The third slot depends on whether you want coverage with Stone Edge, or STAB and accuracy in Gyro Ball. Both hit Flying-types and frail Ghosts; Stone Edge does better against Moltres, while Gyro Ball does better against Mismagius. A Sassy or Relaxed nature with 0 Speed IVs should be used with Gyro Ball in order to increase its Base Power. The fourth slot provides additional support. Roar works well after you've eliminated the opponent's Taunt user, as it scouts the opponent's team and racks up Stealth Rock damage. Toxic can wear down Steelix's usual counters gradually, making it harder for them to stall, but Explosion can leave a lasting dent on them or even OHKO them outright. Unfortunately, Steelix will then no longer be able to supply its valuable resistances to the team.
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Milotic (F) @ Leftovers
Ability: Marvel Scale
EVs: 248 HP/252 Def/10 Spd
Bold nature (+Def,-Atk)
- Haze
- Hidden Power
- Recover
- Surf
Physical Defensive Milotic. Milotic's excellent 95/79/125 defenses combined with its superb Water typing cement it as an exceptional defensive Water-type. Milotic is capable of sponging hits from many top attackers in UU and either Recovering off the damage or hitting back from 100 base Special Attack.
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Drapion (M) @ Life Orb
Ability: Sniper
EVs: 252 Atk/252 Spd/6 SpDef
Jolly nature (+Spd,-SpAtk)
- Aqua Tail
- Brick Break
- Crunch
- Earthquake
Drapion's access to Pursuit makes an all-out attacking set viable. Drapion has several qualities that distinguish it from other common Pursuiters. First, a neutrality to Fighting-type attacks means that Drapion performs better against Alakazam's Focus Blast and Mismagius's Hidden Power Fighting. Second, its relatively high Speed—greater than that of Rotom—allows Drapion to fire off attacks before it is hit by nasty status effects, especially burn.
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Welp, there we are! Please post any suggestions or opinions that come to mind!