Hey everybody! I've just started battling on shoddy, and after battling with a few unsuccessful teams, I wanted to make a team that can win a lot (Who doesn't? haha). I started this team and worked around Jirachi, the first poke I put on this team. I tried to set it up so each weakness is covered by multiple resistances. I originally designed this team around the ParaFlinch strategy, and it evolved into what I think is a pretty balanced team. I win more often than I lose, but I would appreciate any advice to make this team better. Team Synergy at a Glance A Closer Look Heatran (M) @ Shuca Berry Ability: Flash Fire EVs: 4 HP/252 Spd/252 SAtk Timid nature (+Spd, -Atk) - Stealth Rock - Earth Power - Flamethrower - Explosion This lead is meant purely to use SR, then switch out. This way the opponent thinks he is sashed, and may be in for a nasty surprise later in the battle. I've noticed that even with the Shuca Berry, Heatran can still be OHKO'd by some ground attacks. I originally had HP Ice, which I replaced with Explosion, but now I have no ice moves on my team. Is this a problem? Flamethrower is very powerful after Flash Fire. Because fire attacks are often aimed at Jirachi and Breloom, it is relatively easy to switch Heatran in for Flash Fire. --- Suicune @ Leftovers Ability: Pressure EVs: 252 HP/252 Def/4 SAtk Bold nature (+Def, -Atk) - Calm Mind - Surf - Rest - Sleep Talk I chose Suicune to add to the overall synergy of this team. It resists the fire attacks that hurt Jirachi and Breloom. The Crocune set adds overall bulk. Rotom resists the electric attacks that hurt him, and my steel types resist the grass attacks. After battling a few times with this new set, I decided I love the Crocune set. It has brought me out of a few tight spots. --- Salamence (M) @ Life Orb Ability: Intimidate EVs: 84 Atk/208 Spd/216 SAtk Mild nature (+SAtk, -Def) - Draco Meteor - Fire Blast - Roost - Brick Break I originally had Umbreon in this spot, but I barely ever used it, so I replaced it with this Mixmence. I used the New Mixmence EVs with the classic moveset from Smogon. Is this the best way to go? Roost is to heal off damage from SR. It also helps by taking away the 4X ice weakness. Brick break helps against blissey, although I have to watch out for Ice Beam. Brick break also helps against the steel types that aren't weak to Fire Blast. The flying type helps support my ground-weak steels. I have had a lot of success with this Mixmence. Is there anything that would make it better suited for my team? --- Breloom (M) @ Toxic Orb Ability: Poison Heal EVs: 44 HP/252 Atk/212 Spd Adamant nature (+Atk, -SAtk) - Substitute - Leech Seed - Focus Punch - Spore Breloom was originally meant to take out dark types that could stop Rotom-w from setting up for Jirachi. It has turned out to be an excellent threat in the late game though. Once its counters have been removed it is hard to stop this SubPunching set. Leech Seed helps take down walls, as well as adding survivability. Once the opponent is seeded, Breloom is very difficult to take down. I like to bring this in on something that will do little damage to it, causing a switch. this way I can get a Sub up, and save spore to hit it's counters, such as ghost types that would usually screw this set over. --- Rotom-h @ Leftovers Ability: Levitate EVs: 248 HP/168 Def/88 Spd Bold nature (+Def, -Atk) - Thunder Wave - Overheat - Confuse Ray/???? - Thunderbolt/???? Originally, this was a Rotom-w with HP Fire, so steel types wouldn't switch out right away, allowing me to do some damage. I switched Rotom-w to Rotom-h in order to better counter some threats to Jirachi. Its typing gives it an imunity to EQ and a resistance to Magnezone's electric attacks. Overheat is for steel types that resist Jirachi. T-Wave and Confuse Ray are to support Jirachi's ParaFlinch. I can switch Rotom-h into the ground attacks that are often aimed at Heatran, giving me a free turn to start statusing. I only really meant for Rotom to Paralyze opponent's Pokes, and take out steel types, which is accomplished with T-Wave and Thunderbolt. Is there anything else that would work better in the last two moveslots? --- Jirachi @ Leftovers Ability: Serene Grace EVs: 80 HP/252 Atk/176 Spd Jolly nature (+Spd, -SAtk) - Body Slam - Iron Head - Wish - U-turn This is the poke that started the whole team. With Serene Grace, Body Slam and Iron Head, Jirachi is an excellent ParaFlincher. I decided to use Jirachi over Togekiss because of its superior typing and stats. It has to be wary of other steel types, which resist this whole set. Magnezone in particular is dangerous because of its trapping ability. --- So in summary, this team is meant to back up the ParaFlinching Jirachi and the SubPunching Breloom. All these pokes work pretty well together, but I am open to any suggestions from battlers that are more knowledgeable than myself. Thanks!