Hi, this is my first competitive team so please, go easy. As the title suggests, my team operates through predominantly fast pokemon and priority moves and is as follows:
Static (Jolteon) @ Choice Specs
Ability: Volt Absorb
EV's: 252 SAtk / 252 Spd / 4 HP
Nature: Timid (+Spd, -Atk)
- Hidden Power Ice
- Volt Switch
- Shadow Ball
- Thunderbolt
Role: Hit and Run
Acts as my lead with a standard set. Normally, I would begin with a powered up Volt Switch to avoid Earthquakers and gain the upper hand on switches. He also acts as a great counter to very common threats like Greninja and Talonflame with powerful Thunderbolts (Which also pokes huge holes in teams). Jolteon biggest counter is obviously Ground type, hence the 60 power HP Ice. While it is not normally powerful enough to get rid of most Ground types, it does dominate common Dragons and Gliscors. Finally, Shadowball is mainly for coverage purposes and also acts as his most powerful attack if faced with Electric types. As you can see, his tactic is more or less hit fast, hit hard and escape.
Toothpaste (Togekiss) @ Leftovers
Ability: Serene Grace
EV's: 252 HP / 100 SDef / 156 Def
Nature: Bold (+Def, -Atk)
- Roost
- Thunder Wave
- Air Slash
- Aura Sphere
Role: Punching Bag + Cripple Causer
This will often be the Pokemon to appear after a Volt Switch. Not only is he unaffected by Ground moves, he also has incredible bulk that almost always refuses a OHKO on him. He is a typical paraflincher but I have balanced his defences to created a more versatile wall. Roost and Leftovers work great together in recovery. Finally, Aura Sphere works as coverage, keeps Rock, Steel and Ice types at bay and never misses (Just in case of Double Team/Minimize).
Nightmare (Gengar) @ Gengarite
Ability: Levitate
EV's: 252 Spe / 252 SAtk / 4 HP
Nature: Timid (+Spd, -Atk)
- Destiny Bond
- Shadow Ball
- Protect
- Sludge Bomb
Role: Special Powerhouse
Fast and Offensive, perfect for my team. I would normally mega evolve as soon as possible (unless I was expecting Choiced Scarfed Earthquake) and would Protect if I needed to outspeed things like Greninja perhaps. Sludge Bomb and Shadowball acts as great STABs that cover most types. With his ability, Destiny Bond is a very sneaky way to take down a threat as a sort of leaving present that wouldn't be OHKO'd with other attacks.
Scizzle (Scizor) @ Choice Band
Ability: Technician
EV's: 252 Atk / 252 HP / 4 SDef
Nature: Adamant (+Atk, -SAtk)
- Bullet Punch
- Pursuit
- X-Scissor
- Brick Break
Role: Physical Revenge Killer
Another common switch-in to take a hit due to his many resistances. Choice Banded, STAB, Technician, priority Bullet Punch hurts those that don't resist. Pursuit is for players that commonly switch or for coverage of those that use Aegislash. X-Scissor another powerful STAB where Bullet Punch isn't enough. Brick Break keeps Steel types and Blissey in check. 4x weak to Fire so wouldn't operate so well against sun teams.
Salamonster (Salamence) @ Life Orb
Ability: Moxie
EV's: 252 Spe / 252 Atk / 4 SDef
Nature: Naive (+Spd, -SDef)
- Dragon Dance
- Dragon Claw
- Earthquake
- Fire Blast
Role: Physical Sweeper
What I would normally switch to if Scizor was expecting a Fire attack. I find that Moxie is the best ability for a Salamence. Especially when I'm able to set up a Dragon Dance and transform into a monstrous sweeper. Even without a DD boost he can still throw out LO boosted Dragon Claws and Earthquakes and after a Moxie boost he becomes a top priority for others teams before he boosts again. Ice Shard is probably his biggest threat but that can be absorbed by my Scizor. Fire Blast is for Special coverage against things like Skarmory or other Scizors.
Clawz (Weavile) @ Focus Sash
Ability: Pressure
EV's: 252 Spe / 252 Atk / 4 HP
Nature: Jolly (+Spe, -SAtk)
- Swords Dance
- Ice Shard
- Night Slash
- Poison Jab
Role: Destruction
His role is to cause as much damage as possible before fainting. If Gengar is expecting a Psyshock/Psychic, he is the perfect switch-in. Almost always guaranteed a Swords Dance. Priority boosted Ice Shard destroys Dragons and fast Flying tpes. STAB Night Slash hits hard on those that don't resist. Poison Jab offers coverage on common specially defensive Fairy types like Togekiss or Florges.
...and that's all. What do you think?
Static (Jolteon) @ Choice Specs
Ability: Volt Absorb
EV's: 252 SAtk / 252 Spd / 4 HP
Nature: Timid (+Spd, -Atk)
- Hidden Power Ice
- Volt Switch
- Shadow Ball
- Thunderbolt
Role: Hit and Run
Acts as my lead with a standard set. Normally, I would begin with a powered up Volt Switch to avoid Earthquakers and gain the upper hand on switches. He also acts as a great counter to very common threats like Greninja and Talonflame with powerful Thunderbolts (Which also pokes huge holes in teams). Jolteon biggest counter is obviously Ground type, hence the 60 power HP Ice. While it is not normally powerful enough to get rid of most Ground types, it does dominate common Dragons and Gliscors. Finally, Shadowball is mainly for coverage purposes and also acts as his most powerful attack if faced with Electric types. As you can see, his tactic is more or less hit fast, hit hard and escape.
Toothpaste (Togekiss) @ Leftovers
Ability: Serene Grace
EV's: 252 HP / 100 SDef / 156 Def
Nature: Bold (+Def, -Atk)
- Roost
- Thunder Wave
- Air Slash
- Aura Sphere
Role: Punching Bag + Cripple Causer
This will often be the Pokemon to appear after a Volt Switch. Not only is he unaffected by Ground moves, he also has incredible bulk that almost always refuses a OHKO on him. He is a typical paraflincher but I have balanced his defences to created a more versatile wall. Roost and Leftovers work great together in recovery. Finally, Aura Sphere works as coverage, keeps Rock, Steel and Ice types at bay and never misses (Just in case of Double Team/Minimize).
Nightmare (Gengar) @ Gengarite
Ability: Levitate
EV's: 252 Spe / 252 SAtk / 4 HP
Nature: Timid (+Spd, -Atk)
- Destiny Bond
- Shadow Ball
- Protect
- Sludge Bomb
Role: Special Powerhouse
Fast and Offensive, perfect for my team. I would normally mega evolve as soon as possible (unless I was expecting Choiced Scarfed Earthquake) and would Protect if I needed to outspeed things like Greninja perhaps. Sludge Bomb and Shadowball acts as great STABs that cover most types. With his ability, Destiny Bond is a very sneaky way to take down a threat as a sort of leaving present that wouldn't be OHKO'd with other attacks.
Scizzle (Scizor) @ Choice Band
Ability: Technician
EV's: 252 Atk / 252 HP / 4 SDef
Nature: Adamant (+Atk, -SAtk)
- Bullet Punch
- Pursuit
- X-Scissor
- Brick Break
Role: Physical Revenge Killer
Another common switch-in to take a hit due to his many resistances. Choice Banded, STAB, Technician, priority Bullet Punch hurts those that don't resist. Pursuit is for players that commonly switch or for coverage of those that use Aegislash. X-Scissor another powerful STAB where Bullet Punch isn't enough. Brick Break keeps Steel types and Blissey in check. 4x weak to Fire so wouldn't operate so well against sun teams.
Salamonster (Salamence) @ Life Orb
Ability: Moxie
EV's: 252 Spe / 252 Atk / 4 SDef
Nature: Naive (+Spd, -SDef)
- Dragon Dance
- Dragon Claw
- Earthquake
- Fire Blast
Role: Physical Sweeper
What I would normally switch to if Scizor was expecting a Fire attack. I find that Moxie is the best ability for a Salamence. Especially when I'm able to set up a Dragon Dance and transform into a monstrous sweeper. Even without a DD boost he can still throw out LO boosted Dragon Claws and Earthquakes and after a Moxie boost he becomes a top priority for others teams before he boosts again. Ice Shard is probably his biggest threat but that can be absorbed by my Scizor. Fire Blast is for Special coverage against things like Skarmory or other Scizors.
Clawz (Weavile) @ Focus Sash
Ability: Pressure
EV's: 252 Spe / 252 Atk / 4 HP
Nature: Jolly (+Spe, -SAtk)
- Swords Dance
- Ice Shard
- Night Slash
- Poison Jab
Role: Destruction
His role is to cause as much damage as possible before fainting. If Gengar is expecting a Psyshock/Psychic, he is the perfect switch-in. Almost always guaranteed a Swords Dance. Priority boosted Ice Shard destroys Dragons and fast Flying tpes. STAB Night Slash hits hard on those that don't resist. Poison Jab offers coverage on common specially defensive Fairy types like Togekiss or Florges.
...and that's all. What do you think?