Would anyone be willing to help me with my team? It's for VGC 2014, so all rules specific to that metagame (Item Clause, Kalos-Dex only, lack of Mega Kanga and MegaGar bans, bring-6-choose-4, etc.) should be taken into account.
So here's the team:
Charizard (F) @ Charizardite Y
Ability: Blaze
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature
- Heat Wave
- Solar Beam
- Air Slash
- Protect
This is the Pokemon around which the rest of the team centers. His main goal is to go in and either go Mega turn one and start roasting things with Sun-boosted Heat Waves or Protect to scout for dangerous moves and switch out to allow something else to take care of threats. Solarbeam is for coverage, and Air Slash is a backup STAB move.
Scizor (M) @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SDef
Adamant Nature
- Bullet Punch
- X-Scissor
- Aerial Ace
- Quick Attack
Scizor is part of my cleanup crew for Charizard, and also can take out some Pokemon that cause it problems. Bullet Punch is the primary attack, allowing Scizor to take out the Rock-types that cause Charizard problems. X-Scissor is a secondary STAB, Aerial Ace is to handle the frail Evasion abusers, and Quick Attack is a backup Technician-boosted priority move.
Liepard (M) @ Mental Herb
Ability: Prankster
EVs: 252 Spd / 252 HP / 4 Def
Timid Nature
- Yawn
- Taunt
- Fake Out
- Snarl
This is quite possibly the most annoying Pokemon in the VGC 2014 metagame. It has the fastest Taunt in the metagame, which allows it to deal with opposing Pranksters and stop any Trick Room user not named Aromatisse. The other moves are for annoyance alone. Yawn either incapacitates an opponent for a few turns or forces a switch, Fake Out holds up an opponent for a turn, and Snarl causes problems for any opposing special attackers who might otherwise cause my team problems.
Reuniclus (M) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 SAtk / 252 Def
Bold Nature
- Helping Hand
- Trick Room
- Reflect
- Psychic
Reuniclus is my backup Trick Room counter, only seeing battle if the opponent is running an Aromatisse. If they are, Reuniclus will go out turn 1 with Charizard and use Trick Room to cancel the opponent's. After that, it will either use Reflect to make my team more durable or use Helping Hand to power Charizard's Heat Waves up to astronomically high levels. Psychic is for the odd occasion that I actually want an attacking move.
Garchomp (M) @ Life Orb
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Dragon Claw
- Earthquake
- Brick Break
- Protect
Garchomp is my other cleaner, and also serves as a screen breaker. Since I see dual screens fairly frequently in VGC, I needed something that could use Brick Break, and Garchomp fit the bill, boasting near-perfect coverage with only its STAB moves and therefore having a free moveslot for Brick Break. Its STAB moves let it destroy almost anything, and Protect lets it scout for random Ice-type moves or stall for a turn.
Umbreon @ Sitrus Berry
Ability: Inner Focus
EVs: 4 SDef / 252 HP / 252 Def
Bold Nature
- Helping Hand
- Confuse Ray
- Moonlight
- Taunt
Umbreon is my team's other annoyer, and is Charizard's typical partner. With the given spread, it is extremely durable, able to take almost any physical attack and heal off most of the damage with Sun-boosted Moonlight. Helping Hand is there because it can boost Charizard's Heat Waves to be so powerful that they frequently will OHKO both opposing Pokemon. The other two moves are simply for annoying the opponent and disrupting their team.