Tyranitar @ Assault Vest
Ability: Sand Stream
EVs: 252 SDef / 208 Atk / 48 HP
Careful Nature
- Crunch
- Pursuit
- Stone Edge
- Superpower
With the assault vest Tyranitar now has the capability to serve as a fantastic special wall. 252 ev's in special defense help it accomplish it's walling feats not really sure about the movepool so it's just carrying all the usual Ttar attacks, pursuit is really just to get ghost types on the switch. Oh yeah and he sets sand,
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 208 Def / 48 SDef
Bold Nature
IVs: 0 Spd
- Leech Seed
- Power Whip
- Gyro Ball
- Stealth Rock
Ferrothorn is on my team mostly to just wall and set up rocks. Can't really think of anything else to say for this one. I must admit though he provides a nice counter for any grass and water types that wish to target my beloved Ttar or Excadrill.
Aegislash @ weakness policy
Ability: Stance Change
EVs: 252 Atk / 124 Def / 124 SDef / 8 HP
Brave Nature
IVs: 0 Spd
- King's Shield
- Shadow Sneak
- Iron head
- Sacred Sword
Six gen gave the gift of a beautiful physical sweeper in the form of Aegislash .
I can just switch in on a fire or ground type moves targeting other members of my team, activate weakness policy and begin sweeping. not really sure what ev spread to give this guy so this disgusting mess of an ev spread will do for now.
Clefable @ Life Orb
Ability: Magic Guard
EVs: 4 SDef / 252 HP / 252 SAtk
Modest Nature
- Wish
- Fire Blast
- Ice Beam
- Thunderbolt
basically my whole team could do with a bit of wish support, Clefable provides with the bonus of being an amazing special attacker (Clefable's special attack was buffed this gen) honestly not sure how to use Clefable and whether I even want it on my team all I know is that it can easily switch in on any fighting type attacks thrown at Ttar, Not worry about entry hazards, Sand and toxic and launch a wish or a life orb boosted attack. (with lack of life orb damage!)
Excadrill @ Leftovers
Ability: Sand Rush
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Rapid Spin
- Earthquake
- Iron Head
- Aerial Ace
Another Poke I'm kinda doubtful about using on my team. but sand rush provides a boost in speed
allowing this guy to rapid spin off any entry hazards like boss. while this team doesn't seem to care much about entry hazards rapid spin is vital as in order to switch in my aegislash to an attack it's weak to and survive I can't suffer a bit of entry hazard damage. Basically anything that's a threat is resisted by something else on my team. as for moves don't really know what to go for earthquake and iron head are musts and aerial ace is just there to surprise and dish a bit of damage on fighting types.
Garchomp @ Garchompite
~~
Ability: Rough Skin-sand force
EVs: 180 Spd / 252 Atk / 76 HP
Jolly Nature
- Dragon Tail
- Earthquake
- Iron Head
- Outrage
Mega-garchomp converts garchomp from the trolling hyper fast sweeper we all know it to be to an evil bulky wall-breaker. dragon tail phases out any threats, iron head gives fairy types a powerful punishment for switching in and earthquake and ourtage are the obligatory STAB-moves. Mostly chose this guy because after testing my team on showdown I discovered it was walled and stat boosted against way too much. Mega-garchomp fixed this by being so powerful it can dish out severe damage to just about anything well being bulky enough that it can tank hits. Clefable gives this guy wish support making sure that he can keep smashing through things like wallbreakers do.

Ability: Sand Stream
EVs: 252 SDef / 208 Atk / 48 HP
Careful Nature
- Crunch
- Pursuit
- Stone Edge
- Superpower
With the assault vest Tyranitar now has the capability to serve as a fantastic special wall. 252 ev's in special defense help it accomplish it's walling feats not really sure about the movepool so it's just carrying all the usual Ttar attacks, pursuit is really just to get ghost types on the switch. Oh yeah and he sets sand,
Ferrothorn @ Leftovers

Ability: Iron Barbs
EVs: 252 HP / 208 Def / 48 SDef
Bold Nature
IVs: 0 Spd
- Leech Seed
- Power Whip
- Gyro Ball
- Stealth Rock
Ferrothorn is on my team mostly to just wall and set up rocks. Can't really think of anything else to say for this one. I must admit though he provides a nice counter for any grass and water types that wish to target my beloved Ttar or Excadrill.
Aegislash @ weakness policy

Ability: Stance Change
EVs: 252 Atk / 124 Def / 124 SDef / 8 HP
Brave Nature
IVs: 0 Spd
- King's Shield
- Shadow Sneak
- Iron head
- Sacred Sword
Six gen gave the gift of a beautiful physical sweeper in the form of Aegislash .
I can just switch in on a fire or ground type moves targeting other members of my team, activate weakness policy and begin sweeping. not really sure what ev spread to give this guy so this disgusting mess of an ev spread will do for now.
Clefable @ Life Orb

Ability: Magic Guard
EVs: 4 SDef / 252 HP / 252 SAtk
Modest Nature
- Wish
- Fire Blast
- Ice Beam
- Thunderbolt
basically my whole team could do with a bit of wish support, Clefable provides with the bonus of being an amazing special attacker (Clefable's special attack was buffed this gen) honestly not sure how to use Clefable and whether I even want it on my team all I know is that it can easily switch in on any fighting type attacks thrown at Ttar, Not worry about entry hazards, Sand and toxic and launch a wish or a life orb boosted attack. (with lack of life orb damage!)
Excadrill @ Leftovers

Ability: Sand Rush
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Rapid Spin
- Earthquake
- Iron Head
- Aerial Ace
Another Poke I'm kinda doubtful about using on my team. but sand rush provides a boost in speed
allowing this guy to rapid spin off any entry hazards like boss. while this team doesn't seem to care much about entry hazards rapid spin is vital as in order to switch in my aegislash to an attack it's weak to and survive I can't suffer a bit of entry hazard damage. Basically anything that's a threat is resisted by something else on my team. as for moves don't really know what to go for earthquake and iron head are musts and aerial ace is just there to surprise and dish a bit of damage on fighting types.
Garchomp @ Garchompite


Ability: Rough Skin-sand force
EVs: 180 Spd / 252 Atk / 76 HP
Jolly Nature
- Dragon Tail
- Earthquake
- Iron Head
- Outrage
Mega-garchomp converts garchomp from the trolling hyper fast sweeper we all know it to be to an evil bulky wall-breaker. dragon tail phases out any threats, iron head gives fairy types a powerful punishment for switching in and earthquake and ourtage are the obligatory STAB-moves. Mostly chose this guy because after testing my team on showdown I discovered it was walled and stat boosted against way too much. Mega-garchomp fixed this by being so powerful it can dish out severe damage to just about anything well being bulky enough that it can tank hits. Clefable gives this guy wish support making sure that he can keep smashing through things like wallbreakers do.
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