When I downloaded Pokemon Showdown, I built a team. Over the games I've played I've modified it, changing Pokemon in and out as I saw fit. This is what I've gotten so far.
Donphan @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature (+Def, -Spd)
- Stealth Rock
- Rapid Spin
- Earthquake
- Rock Slide
Normally this is my lead. Stealth Rocks come out first turn and I pull it back in favor of something else. It comes back out if the enemy lays hazards, or shows physical Aegislash. Occasionally it becomes a pivot if I want to bring Moltres in on something that has an Electric move. Lately I've been making nice plays against SR balloon Heatran/Metagross leads, where I use Rapid Spin first turn to break their balloons and remove their rocks they just laid.
Sylveon @ Leftovers
Ability: Pixilate
EVs: 168 HP / 88 SAtk / 252 SDef
Calm Nature (+SpD, -Atk)
- Hyper Voice
- Psyshock
- Calm Mind
- Wish
Sylveon is a special wall, designed to come in on a myriad of special threats and set up in their faces. Even special Mega-Lucario and Aegislash can't come in because I can wall them if I have one Calm Mind by the time they get in. Sylveon is also an end game option. Since it can set up a sweep against special threats, all I have to do is eliminate physical threats and I can sweep with it.
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature (+Def, -Spd)
IVs: 0 Spd
- Giga Drain
- Leech Seed
- Spikes
- Gyro Ball
This is my option to eliminate the physical threats that stand in Sylveon's way. Iron Barbs and Rocky Helmet force enemies to kill themselves on it, and I can set up seeds and spikes to help Sylveon. Gyro Ball is useful against a handful of threats. I took Giga Drain instead of Power Whip because Giga Drain heals me.
Moltres @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature (+SpD, -Atk)
- Toxic
- Air Slash
- Will-O-Wisp
- Roost
Calm Moltres is a very effective counter to all the Scald-using defensive Water types. Most Scalds fail to even 3HKO after Leftovers recovery, so Roost allows Moltres to easily wall them. Toxic is how I kill said Water types. I'm considering replacing Air Slash with Flamethrower, since Flamethrower hits Steel types like Aegislash. WoW neuters physical threats that stop Sylveon sweeps as well.
Tentacruel @ Black Sludge
Ability: Clear Body
EVs: 252 HP / 240 Def / 16 Spd
Bold Nature (+Def, -Atk)
- Toxic Spikes
- Scald
- Mirror Coat
- Ice Beam
Tentacruel is my own defensive Water type. I can bring it in to absorb Toxic Spikes, counter a few physical threats like Mega-Heracross, and score a counter kill with Mirror Coat against things that try to hit me with a non-STAB Thunderbolt or something of the like.
Espeon @ Choice Scarf
Ability: Magic Bounce
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SpA, -Atk)
- Psyshock
- Hidden Power [Fire]
- Grass Knot
- Dazzling Gleam
Espeon plays two roles on my team: spike blocker and revenge killer. With a Scarf Espeon can outpace most threats, even some things with a speed boost. Modest gives it the firepower to use that speed to get revenge kills with super effective hits. Magic Bounce allows me to come in on things that are going to set up hazards, status me, or do anything else that I can reflect.
Donphan @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature (+Def, -Spd)
- Stealth Rock
- Rapid Spin
- Earthquake
- Rock Slide
Normally this is my lead. Stealth Rocks come out first turn and I pull it back in favor of something else. It comes back out if the enemy lays hazards, or shows physical Aegislash. Occasionally it becomes a pivot if I want to bring Moltres in on something that has an Electric move. Lately I've been making nice plays against SR balloon Heatran/Metagross leads, where I use Rapid Spin first turn to break their balloons and remove their rocks they just laid.
Sylveon @ Leftovers
Ability: Pixilate
EVs: 168 HP / 88 SAtk / 252 SDef
Calm Nature (+SpD, -Atk)
- Hyper Voice
- Psyshock
- Calm Mind
- Wish
Sylveon is a special wall, designed to come in on a myriad of special threats and set up in their faces. Even special Mega-Lucario and Aegislash can't come in because I can wall them if I have one Calm Mind by the time they get in. Sylveon is also an end game option. Since it can set up a sweep against special threats, all I have to do is eliminate physical threats and I can sweep with it.
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature (+Def, -Spd)
IVs: 0 Spd
- Giga Drain
- Leech Seed
- Spikes
- Gyro Ball
This is my option to eliminate the physical threats that stand in Sylveon's way. Iron Barbs and Rocky Helmet force enemies to kill themselves on it, and I can set up seeds and spikes to help Sylveon. Gyro Ball is useful against a handful of threats. I took Giga Drain instead of Power Whip because Giga Drain heals me.
Moltres @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature (+SpD, -Atk)
- Toxic
- Air Slash
- Will-O-Wisp
- Roost
Calm Moltres is a very effective counter to all the Scald-using defensive Water types. Most Scalds fail to even 3HKO after Leftovers recovery, so Roost allows Moltres to easily wall them. Toxic is how I kill said Water types. I'm considering replacing Air Slash with Flamethrower, since Flamethrower hits Steel types like Aegislash. WoW neuters physical threats that stop Sylveon sweeps as well.
Tentacruel @ Black Sludge
Ability: Clear Body
EVs: 252 HP / 240 Def / 16 Spd
Bold Nature (+Def, -Atk)
- Toxic Spikes
- Scald
- Mirror Coat
- Ice Beam
Tentacruel is my own defensive Water type. I can bring it in to absorb Toxic Spikes, counter a few physical threats like Mega-Heracross, and score a counter kill with Mirror Coat against things that try to hit me with a non-STAB Thunderbolt or something of the like.
Espeon @ Choice Scarf
Ability: Magic Bounce
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SpA, -Atk)
- Psyshock
- Hidden Power [Fire]
- Grass Knot
- Dazzling Gleam
Espeon plays two roles on my team: spike blocker and revenge killer. With a Scarf Espeon can outpace most threats, even some things with a speed boost. Modest gives it the firepower to use that speed to get revenge kills with super effective hits. Magic Bounce allows me to come in on things that are going to set up hazards, status me, or do anything else that I can reflect.