EDIT: Thank you everyone for your suggestions, every help is important, and make this team better. TEAM BULDING PROCESS Team Building Process (Move your mouse to reveal the content) Team Building Process (open) Team Building Process (close) Former members (Move your mouse to reveal the content) Former members (open) Former members (close) CURRENT TEAM DETAILS Juggernaut Hippowdon (F) @ Sitrus Berry Trait: Sand Stream EVs: 252 HP / 200 SpDef / 56 Atk Sassy Nature (+SpDef -Spd) - Earthquake - Ice Fang - Crunch - Protect This Hippowdon allows me to set the sand and cover Tyranitars' weaknesses. With Earthquake as its main STAB spread move, Hippowdon can hit hard without sacrifying defenses. Ice Fang for flyings, dragons and almost everything that resists or is immune to EQ. Crunch, for those annoying psychics or ghosts, and Protect for scouting. I was thinking in Passho Berry to resist water type moves, but in that case, good is Gastrondon's Storm Drain to handle them. Leftovers may be useful, but Sitrus Berry's quick health regain is a better way to survive. The EVs spread allows the Hippo to endure almost every Scald in OU and a lot of Surfs. Namor Gastrodon (F) @ Rindo Berry Trait: Storm Drain EVs: 252 HP / 252 Def / 4 SDef Bold Nature (+Def, -Atk) - Scald - Ice Beam - Stockpile/Earth Power - Recover This guy is crucial against Rain teams and/or any water type Pokémon. Is the perfect counter to Rotom-W, making it useless. Bold nature making it a little more bulky, for spaming Recover. Scald for STAB and Ice Beam for type covering. Rindo Berry in case of grass types. I finally chose Recover as my stall move and I'm trying Stockpile instead of Earth Power. This is because I already have two strong Earthquake users, so another is not that necesary. This Stockpile + Recover combo is more effective (and annoyer) than Protect and helps Gastro to live longer. Gastrodon's role has became essential since the addition of Aggron, Chandelure and Hippowdon, thinking in the huge amount of rain teams out there in the VGC metagame. Well, Aggron is not included anymore, but Marowak also suffers with rain. QuickSilver Hitmontop (M) @ Fighting Gem Trait: Intimidate EVs: 252 HP / 252 Atk / 4 SDef Adamant Nature (+Atk, -SAtk) - Fake Out - Close Combat - Sucker Punch - Wide Guard Standard offensive support Hitmontop. This guy used to help Tyranitar against opposing fighting types, but nowadays helps Marowak with its Intimidate. Fake Out for Trick Room setting along with Musharna, Sucker Punch for those annoying Psychic and Ghost types, Close Combat + Fighting Gem for a massive damaging STAB hit, OHKOing the most Tyranitar, Terrakion, Hydreigon and many other typical threats in VGC. Wide Guard in case your prediction skills are awesome, Detect for scouting. Since I'm playing this Hitmontop for a long time, I finally chose Wide Guard. Havok Bronzong (F) @ Mental Herb Trait: Levitate EVs: 252 HP / 68 Def / 188 SpDef Brave Nature (+Atk, -Spd) - Trick Room - Gyro Ball - Imprison / Zen Headbutt / Light Screen - Protect Being a defensive Pokémon and having Steel as one of your types is a huge advantage and Bronzong knows how to use it well. Brave nature to give its attack a little boost, but its EV spread is more defensive, focusing mainly in its spDef thinking in just two things: Chandelure and Heatran. Setting Trick Room is its main function so Mental Herb is needed here. This guy is taunted and it's dead weight. STAB Gyro Ball as its main offensive move, and Protect as a staple move in VGC. The third slot is making me doubt. Imprison helps me to nullify a lot of stallers or anti-Trick Room on the opposing side. It also prevents the foe from using Protect, leaving them literally unprotected. Zen Headbutt may become my second STAB offensive move, giving Bronzong another way to be important in the team, as an offensive threat. This also implies the rearrange of its EV spread to a more offensive one and Light Screen gives my team a very useful SpDef boost, apreciated by Chandelure and himself. Marrow Marowak(F) @ Thick Club Trait: Lightningrod / Rock Head EVs: 252 HP / 252 Atk / 4 Def Brave Nature (+Atk, -Spd) - Earthquake - Rock Slide - Bonemerang / Double Edge - Detect Whitout Tick Club, there would be no reason to use Marowak at all. But its decent bulk, its monstrous attack stat (reaching 289 under VGC rules) and typing make this Pokémon at least an interesting alternative. Being just Ground type eliminates a lot of weaknesses and with that enormous attack a STAB Rock Slide would be greedy. Earthquake as its main STAB offensive and spread move, inflicting massive damage to both rivals (nor flying, nor levitating), Rock Slide for Flying and Ice covering and Detect over Protect because Imprison. But, same as Bronzong, this girl is being tested, so the third move (and its appropiate ability) is causing me trouble. When I need to hit hard and with STAB without hurting my partner, Bonemerang is the best way to do it. If so, Lightningrod should be the ability, protecting my three non-ground Pokémon from being hit by a single-target electric move. But, if I want more type coverage, abusing its huge attack, Double-Edge is a very good alternative, making Marowak absolutely depending to Rock Head for avoiding recoil damage. FlameOn! Chandelure (F) @ Fire Gem Trait: Flash Fire EVs: 252 HP / 252 SpAtk / 4 SpDef Quiet Nature (+SpAtk, -Spd) - Trick Room - Heat Wave - Shadow Ball/Energy Ball - Protect The chandelier is one of my favourite Pokémon (with Aggron -not anymore- and Gastrodon) in the team. The tremendous power of Fire Gem + Heat Wave can bring down almost everything that don't resists it or at least inflict a lot of damage. I thought in Focus Sash instead of Fire Gem, but under Hippowdon's sand, Chandelure's typing (not Rock, Ground or Steel) would make the sash absolutely useless. Those 252 EVs in HP allows Chandelure to resist many Rock Slides, Scalds and/or Earthquakes and set Trick Room. Thanks to its typing and ability, it's immune to Fake Out and other Heat Waves. Maybe I could sacrifice some EVs on the SpAtk to improve its SpDef or its Def, but I would really miss those points. I'm still not sure about Shadow Ball or Energy Ball. I know that Shadow Ball gains STAB, but sometimes a grass type move may be very helpfull. At the moment, I stay with Shadow Ball, just for the STAB. Team usage / Sinergy To lead, Hitmontop is a must in my team. You can use it with Chandelure, Bronzong and Hippowdon. Chandelure and Bronzong are obvious thinking in its Trick Room. Allows Hippowdon to set the sand and to scout without any worries. Also, Hitmontop may help in defensive ways with its Wide Guard and Sucker Punch, keeping the team safe of spread moves and eliminating dying foes. This may be useful when paired with Gastrodon since Gastro needs some covering to set its Stockpile without issues. Gastrondon is useful at anytime and almost against any trainer or strategy. I commonly use him along with Chandelure, absorbing and redirecting water type moves aimed to Chandelure to itself. This situation gives Chandelure the chance to eliminate water types using Energy Ball. So works viceversa; Chandelure sweeps those grass type Pokémon that try to kill Gastro, keeping it safe. Gastrodon is also useful along with Marowak or Hippowdon, for the same reason that is along with Chadelure, its awesome ability Storm Drain. Gastrodon's Scald is particularly useful when paired with Marowak because of the burns that it may cause. Those burns cuts foe's attack, helping Marowak against physical sweepers, increasing its bulk.