Hello, everyone. I had started playing Pokemon towards the end of third gen, but had only started digging into competitive play less than a year ago. The following team was a team I had put and tested. I have based it around the idea of trying to take down my friend's Greninja and Mega ZardY with a Mega Swampert. With that said, I think I should introduce you to my team.
Swampert @ Swampertite
Ability: Torrent
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
-Waterfall
-Earthquake
-Ice Punch
-Protect
Swampert, along with Blaziken, is one of my all-time favorites and was able to lead me into believing that it could sponge some hits. I also noticed that it gains Swift Swim upon Mega Evolution and this team is my attempt at taking advantage of that. I chose this as the physical tank/rain sweeper on my team as its hp, attack, and defense base stats are what I consider high. Waterfall and EQ, both packing somewhat high power, are its STAB attacks. Ice punch is for dealing with grass- and flying- types which it may otherwise be unable to touch. Protect is there to make sure that Swampert does not get KO'd by a grass-type attack before Swift Swim kicks in.
Vaporeon @ Damp Rock
Ability: Hydration
EVs: 204 HP / 248 Def / 56 SpD
Calm Nature
- Rain Dance
- Scald
- Roar
- Rest
Vaporeon is what I looked towards when I was looking for another team member that could potentially take advantage of rain. Vaporeon is the Rain Dancer of the team, having both the bulk and a somewhat reliable mean of recovery. Its ability Hydration is there to allow it to hold Damp Rock rather than holding the Chesto Berry. Rest is for recovery. Scald is for the potential burn on any physical attackers or some really bulky Pokes.
Yanmega @ Life Orb
Ability: Speed Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Bug Buzz
- Air Slash
- Ancient Power
- Protect
I saw potential for this dragonfly-looking-thing in special sweeping, something that was missing from my team. Yanmega is there to deal with grass-types that threaten Mega Swampert or Vaporeon and is the offensive lead. Bug Buzz and Air Slash are its STAB moves as these are the most powerful special STAB it has. Ancient Power is for taking down Mega ZardY who could override rain with Drought. Protect is to allow Speed Boost to kick in when needed.
Empoleon @ Leftovers
Ability: Torrent
248 HP / 8 Def / 252 SpD
Calm Nature
- Scald
- Roar
- Stealth Rock
- Defog
When I thought of a specially defensive Pokemon that could take neutral hits from the threats I had in mind when building this team, Empoleon popped up in my mind. This penguin plays as the pseudo-hazer, entry hazard lead, and entry hazard remover. Leftovers is for passive recovery. Scald is to give burn to physical threats. Roar for pseudo-hazing or bringing in Pokemon that are 4 times weak to rock to give them a punishment. Defog is to remove any entry hazards on my side of the field and comes with a handy drop in evasion on the opponent.
Metagross @ Assault Vest
Ability: Clear Body
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Meteor Mash
- Zen Headbutt
- Bullet Punch
- Earthquake
Metagross crossed my mind when it comes to finding a balanced mix between offense and defense. This metal arachnid serves as a secondary physical tank and a priority user. Clear Body is included to make sure that its attack does not drop from Intimidate or Attack-cutting moves. Assault Vest allows it to *barely* live a Dark Pulse from Greninja or a Shadow Ball from Gengar and hit really hard in return. Bullet Punch is to net a KO on a Poke that could kill it if it gets outsped. 252 Atk EVs is given to maximize its damage.
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Dragon Claw
- Rock Slide
- Protect
Garchomp is a fierce physical attacker, and is just what I need to take out both Mega Zard X and Y if everything else on the team fails to do so. Its role is to dish out as much damage as possible while staying alive. For that reason, the Rocky Helmet was included. 252 Spe and Jolly is to make sure it outspeeds unboosted Mega ZardX. EQ is an obvious stab choice for the land shark. Dragon Claw is preferred over Outrage or Dragon Rush due to the inability to choose a target or the bad accuracy respectively. Rock slide is included to hit multiple targets at once. Protect is to scout for any moves the opponent may have that could potentially shut Garchomp down in one blow.
Thank you in advance for any response
Swampert @ Swampertite
Ability: Torrent
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
-Waterfall
-Earthquake
-Ice Punch
-Protect
Swampert, along with Blaziken, is one of my all-time favorites and was able to lead me into believing that it could sponge some hits. I also noticed that it gains Swift Swim upon Mega Evolution and this team is my attempt at taking advantage of that. I chose this as the physical tank/rain sweeper on my team as its hp, attack, and defense base stats are what I consider high. Waterfall and EQ, both packing somewhat high power, are its STAB attacks. Ice punch is for dealing with grass- and flying- types which it may otherwise be unable to touch. Protect is there to make sure that Swampert does not get KO'd by a grass-type attack before Swift Swim kicks in.
Vaporeon @ Damp Rock
Ability: Hydration
EVs: 204 HP / 248 Def / 56 SpD
Calm Nature
- Rain Dance
- Scald
- Roar
- Rest
Vaporeon is what I looked towards when I was looking for another team member that could potentially take advantage of rain. Vaporeon is the Rain Dancer of the team, having both the bulk and a somewhat reliable mean of recovery. Its ability Hydration is there to allow it to hold Damp Rock rather than holding the Chesto Berry. Rest is for recovery. Scald is for the potential burn on any physical attackers or some really bulky Pokes.
Yanmega @ Life Orb
Ability: Speed Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Bug Buzz
- Air Slash
- Ancient Power
- Protect
I saw potential for this dragonfly-looking-thing in special sweeping, something that was missing from my team. Yanmega is there to deal with grass-types that threaten Mega Swampert or Vaporeon and is the offensive lead. Bug Buzz and Air Slash are its STAB moves as these are the most powerful special STAB it has. Ancient Power is for taking down Mega ZardY who could override rain with Drought. Protect is to allow Speed Boost to kick in when needed.
Empoleon @ Leftovers
Ability: Torrent
248 HP / 8 Def / 252 SpD
Calm Nature
- Scald
- Roar
- Stealth Rock
- Defog
When I thought of a specially defensive Pokemon that could take neutral hits from the threats I had in mind when building this team, Empoleon popped up in my mind. This penguin plays as the pseudo-hazer, entry hazard lead, and entry hazard remover. Leftovers is for passive recovery. Scald is to give burn to physical threats. Roar for pseudo-hazing or bringing in Pokemon that are 4 times weak to rock to give them a punishment. Defog is to remove any entry hazards on my side of the field and comes with a handy drop in evasion on the opponent.
Metagross @ Assault Vest
Ability: Clear Body
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Meteor Mash
- Zen Headbutt
- Bullet Punch
- Earthquake
Metagross crossed my mind when it comes to finding a balanced mix between offense and defense. This metal arachnid serves as a secondary physical tank and a priority user. Clear Body is included to make sure that its attack does not drop from Intimidate or Attack-cutting moves. Assault Vest allows it to *barely* live a Dark Pulse from Greninja or a Shadow Ball from Gengar and hit really hard in return. Bullet Punch is to net a KO on a Poke that could kill it if it gets outsped. 252 Atk EVs is given to maximize its damage.
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Dragon Claw
- Rock Slide
- Protect
Garchomp is a fierce physical attacker, and is just what I need to take out both Mega Zard X and Y if everything else on the team fails to do so. Its role is to dish out as much damage as possible while staying alive. For that reason, the Rocky Helmet was included. 252 Spe and Jolly is to make sure it outspeeds unboosted Mega ZardX. EQ is an obvious stab choice for the land shark. Dragon Claw is preferred over Outrage or Dragon Rush due to the inability to choose a target or the bad accuracy respectively. Rock slide is included to hit multiple targets at once. Protect is to scout for any moves the opponent may have that could potentially shut Garchomp down in one blow.
Thank you in advance for any response