So this is my first VGC team and it's been doing ok but of course I need some help to iron out the issue. Any feedback at all would be appreciated.
Suicune @ Leftovers
Ability: Pressure
EVs: 232 HP / 84 Def / 112 SpA / 80 SpD
Bold Nature
- Tailwind
- Scald
- Ice Beam
- Protect
This guy is to help with speed control via tailwind and to possibly get a burn of with Scald. I picked over other choices as it's my only water resist, though it can't really do much to other water types which is problematic. Protect is for leftover stall and ice beam for dragons and Landorus.
Landorus (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide
- U-turn
- Knock Off
Landorus is here to do what Landorus does best, intimidate opponents and hit hard. I chose him because I wanted and earthquaker and intimidator. Earthquake and Rock Slide are the usual spread moves; earthquake for stab, rocks for flinch, and U-Turn to swith to a better match up and Knock Off for utility. It also hits Aegislash nicely if I suspect them to have Wide Guard.
Spyro (Salamence) @ Salamencite
Ability: Intimidate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Fire Blast
- Dragon Pulse
- Protect
Salamence is my Mega and other Intimidator. I run a special set because of the abundance of burn and intimidate. Hyper Voice is stab with aerialate and a great spread move. Fire Blast is for Pokemon who resist my other moves, and can be great against Mega Mawile, Dragon Pulse over Draco Meteor to avoid Special Attack drops and Protect for scouting.
FABULOUS (Sylveon) (M) @ Pixie Plate
Ability: Pixilate
EVs: 252 HP / 44 Def / 204 SpA / 4 SpD
Quiet Nature
- Hyper Voice
- Moonblast
- Helping Hand
- Protect
Sylveon is here to get any faster dragons which threaten Salamence. Two fairy moves may seem odd but Sylveon usually spams Hyper Voice and with this it can counter Wide Guard. Helping Hand powers up a faster partner who can possibly KO something which is threatening Sylveon. Protect is protect.
The EV's are so Sylveon can take hits so it can actually attack.
Terrakion @ Focus Sash
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rock Slide
- Close Combat
- Protect
- Quick Guard
Terrakion is my teams second physical attacker and has utility in quick guard. Rock Slide and Close Combat are STAB, as well as Rocks chance to flinch. Focus Sash can probably be replaced with something else, but it allows Terrakion to at least survive one hit and potentially KO whatever attacked it. Max speed and attack to hit fast and hit hard.
Heatran @ Sitrus Berry
Ability: Flash Fire
EVs: 180 HP / 252 SpA / 72 Spe
Modest Nature
- Heat Wave
- Earth Power
- Flash Cannon
- Protect
Heatran is here to get resist fairies which threaten Salamence. It also can counter other steel types well. Heat Wave is for spread and STAB, Earth Power for coverage and Wide Guard Aegislash, Flash Canon another STAB and hits fairies, protect for scouting. The speed EV's are so it can outspeed max speed neutral nature Bisharp and OHKO back with Heat Wave.
Suicune @ Leftovers
Ability: Pressure
EVs: 232 HP / 84 Def / 112 SpA / 80 SpD
Bold Nature
- Tailwind
- Scald
- Ice Beam
- Protect
This guy is to help with speed control via tailwind and to possibly get a burn of with Scald. I picked over other choices as it's my only water resist, though it can't really do much to other water types which is problematic. Protect is for leftover stall and ice beam for dragons and Landorus.
Landorus (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide
- U-turn
- Knock Off
Landorus is here to do what Landorus does best, intimidate opponents and hit hard. I chose him because I wanted and earthquaker and intimidator. Earthquake and Rock Slide are the usual spread moves; earthquake for stab, rocks for flinch, and U-Turn to swith to a better match up and Knock Off for utility. It also hits Aegislash nicely if I suspect them to have Wide Guard.
Spyro (Salamence) @ Salamencite
Ability: Intimidate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Fire Blast
- Dragon Pulse
- Protect
Salamence is my Mega and other Intimidator. I run a special set because of the abundance of burn and intimidate. Hyper Voice is stab with aerialate and a great spread move. Fire Blast is for Pokemon who resist my other moves, and can be great against Mega Mawile, Dragon Pulse over Draco Meteor to avoid Special Attack drops and Protect for scouting.
FABULOUS (Sylveon) (M) @ Pixie Plate
Ability: Pixilate
EVs: 252 HP / 44 Def / 204 SpA / 4 SpD
Quiet Nature
- Hyper Voice
- Moonblast
- Helping Hand
- Protect
Sylveon is here to get any faster dragons which threaten Salamence. Two fairy moves may seem odd but Sylveon usually spams Hyper Voice and with this it can counter Wide Guard. Helping Hand powers up a faster partner who can possibly KO something which is threatening Sylveon. Protect is protect.
The EV's are so Sylveon can take hits so it can actually attack.
Terrakion @ Focus Sash
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rock Slide
- Close Combat
- Protect
- Quick Guard
Terrakion is my teams second physical attacker and has utility in quick guard. Rock Slide and Close Combat are STAB, as well as Rocks chance to flinch. Focus Sash can probably be replaced with something else, but it allows Terrakion to at least survive one hit and potentially KO whatever attacked it. Max speed and attack to hit fast and hit hard.
Heatran @ Sitrus Berry
Ability: Flash Fire
EVs: 180 HP / 252 SpA / 72 Spe
Modest Nature
- Heat Wave
- Earth Power
- Flash Cannon
- Protect
Heatran is here to get resist fairies which threaten Salamence. It also can counter other steel types well. Heat Wave is for spread and STAB, Earth Power for coverage and Wide Guard Aegislash, Flash Canon another STAB and hits fairies, protect for scouting. The speed EV's are so it can outspeed max speed neutral nature Bisharp and OHKO back with Heat Wave.