





This is my first Rate My Team I've done, though I've made a load of teams in the past and been testing a few of these guys for a long time, but I'm pretty sure there's some dead meat in the team somewhere. I tend to be mainly on the attack in battles, so not much of the team is very bulky and is more made for speed and power Bear in mind this is for Triples, so I'll mention positions in the descriptions:

Kangaskhan@ Kangaskhanite
Ability: Scrappy --> Parental Bond
Nature: Adamant
EVs: 252 Atk / 248 HP / 8 Spe
- Fake Out
- Return
- Earthquake
- Sucker Punch
Mainly used as the Core of the team, I tend to use it in the middle as a lead. Fake-out is used on the most dangerous member of the other team (hitting almost always due to Scrappy), freeing up the other two to do their bit. Also used as the wall of the main Trio, as due to the HP bulk it can take a good few hits once protected from fighting-types (by the BB Brothers). The rest of team is partially built around allowing it to use it's Earthquake freely, as it's my main Electric-Counter, against major threats such as Magnezone. The Sucker-Punch priority allows for easy killing of Psychics , which threaten one of the main elements of the team, plus it gives a good revenge kill, especially since it's almost always center. The slight extra speed EV gives a slight better chance of outspeeding others, and the high Attack allows for a nice chunk to be dealt first-turn by Fake-Out, allowing Sucker Punch to deal with anything fairly fragile eg. Gredinja.

Talonflame@ Life Orb
Ability: Brave Bird
Nature: Jolly
EVs: 252 Spe / 252 Attack / 4 Sp. Def
- Brave Bird
- Flare Blitz
- U-Turn
- Quick Guard
One of the Brave Bird Brothers, I tend to lead with this on one of the sides. A classically set up Talonflame, it provides the much needed Fighting-Type coverage for Kanghaskhan, as Brave Bird hits all sides of the field, with the Fake-Out from Kanghaskhan stopping anything too dangerous to it, eg. Vaporeon, Garchomp for a turn. The Flare-Blitz is simply a cover-all move, to just damage everything on the field nicely. The U-Turn allows damaging switch out if the field is too dangerous for Talonflame to consider battling, as coming back in is usually safe due to a lack of Stealth Rocks. The Quick-Guard is a move i found out about by competitive battling - It stops the other side from using the Fake-Out against me and stops their Talonflame's Brave Bird (Which is very good for the other BB Brother), although i do use this move rarely. The Life Orb makes Talonflame powerful but fragile, as it tends to die in most battles, but allows for 1-hit KO's on lots of fragile but powerful Mons, such as Gredinja. The flying typing also allows it to miss Kangaskhan's Earthquake, covering a bit for its Electric Weakness.

Blaziken@ Expert Belt
Ability: Speed Boost
Nature: Adamant
EVs: 252 Atk / 252 Spe / 4 Sp. Def
- Brave Bird
- High-Jump Kick
- Flare Blitz
- Protect
The second Brave Bird Brother and similar, I tend to lead with this on the other side. Carrying the same-ish moves as Talonflame, the main difference is the High-Jump kick, mainly used to deal with Rock types or Bulky Normal or Steel Types which are hard for Talonflame and Kangaskhan to hurt, Rock types being the most important one to take down. The Brave Bird and Flare Blitz work in the same way to Talonflame's, taking out whatever is required, with the protect allowing the speed boost to work properly. The Expert Belt allows for a slight power increase without a real downside, and the small extra bulk can allow another turn of life, although this rarely happens in honesty.

Magnezone@ Assault Vest
Ability: Sturdy
Nature: Modest
EVs: 252 Sp. Atk / 248 HP / 8 Sp. Def
- Thunderbolt
- Discharge
- Volt-Switch
- Flash Cannon
This is mainly a switch in 'Mon, and acts as both a Special attacker and a slight wall, in a similar (but special) way to Kangaskhan. Mainly used as a Water-Type wall to help the BB Brothers, Thunderbolt is the main move it uses, normally swapping in on one side due to the fragility of the BB Brothers. Discharge does come out if its next to one of the 'Mons who carry either King's Shield or Protect, and the Volt-Switch allows for a easy swap out if a bad type comes in for it. It also acts as the Fairy wall of the team, helping out Gredinja and Blaziken with this, also acting as a general wall in some ways due to its high HP, although this is not its primary purpose. Sturdy allows for a guaranteed live for one turn, needed due to the prevalence of Earthquake in the Metagame. Due to only carrying attacking moves, the Assault Vest was a natural choice to help to prevent any special moves from being too damaging and helping it specially wall better, stopping threats such as M-Manetric's Overheat.

Gredinja@ Focus Sash
Ability: Protean
Nature: Timid
EVs: 252 Spe / 252 Sp. Atk / 8 Sp. Def
- Scald
- Ice Beam
- Extrasensory
- Dark Pulse
The main special attacker of the team, and a very varied one. Scald is carried to take care of mainly Rock and Ground types, which have no real counters on the rest of the team, scald chosen partially due to the burn chance, also used to take care of Fire type threats such as Talonflame. Ice beam also takes care of the Ground types and provides coverage against Flying types too, a burden for Blaziken, and gives the type change in case of a predicted Electric type move. Extrasensory provides extra cover against fighting types for Kanghaskhan and Magnezone, and the Dark Pulse can hit the whole field if played right, along with stopping Psychics for Blaziken. The Focus Sash guarantees a turn and so is a mainly late game player, the EV's backing up its natural talents.

Aegislash@Air Balloon
Ability: Stance Change
Nature: Adamant
EVs: 252 Atk / 248 HP / 8 Sp. Def
- King's Shield
- Iron Head
- Shadow Sneak
- Sacred Sword
The main wall, made to be a late-game 'Mon to take out anything left behind. The King's Shield allows it to weaken anything nasty eg. Talonflame before going in for the kill, and the Shadow Sneak builds on this and stops the other team taking advantage of its weakened form. The Iron head provides good solid coverage on most, and the Sacred Sword takes care of any left over Rock, Steel or Normal types Blaziken failed to deal with. Mainly used to try to keep the others in as best shape as possible and to help them take out weakened foes. The Air balloon allows for Earthquake to not affect it, to both allow us to use it and to stop them from going for it instantly. Also in use as a Fighting Wall since it cannot be hit by most, allowing it to be a good swap-in.
As i said, they're a Triples Team, so when rating please bear that in mind, although a few OU ideas are still very much applicable in Triples - Thanks!