Hai Smogon people ! I've been playing Pokémon strategically for a few years now (but still pretty newbie considering I joined this world when GEN IV was out for a while already) but I never got around to post in these forums although I know Smogon for a long time now (can't say I'm a lurker either, though I do read some tiers-related changes and other similar things).
I stopped playing Pokémon around a year ago, but now I'm back to try out Gen VI, and see how well (or how bad) I fare against other people. So far this team brought me up to 1400, which is nowhere near expert I know, but now I'm stuck and I have no idea how to make this team better. I have also no idea what the speed tiers are and I'm clueless about some other "common knowledge".
So yeah, that's basically why I'm asking you guys to help me out. Let's get started.
Godzilla (Tyranitar) @ Weakness Policy
Ability: Sand Stream
EVs: 252 Spd / 184 Atk / 72 HP
Jolly Nature
- Ice Punch
- Stone Edge
- Dragon Dance
- Crunch
This cute little thing is one obviously one of my physical sweeper, entering after the enemy team has been softened or if I see an occasion to switch in on a weak super effective attack to get a free +2 Atk boost. Dragon Dance allows me outspeed, well, lots of stuff after just one DD, and if Weakness Policy gets activated it's pretty much a free sweep. Ice Punch's here to hit Dragons and Gliscors thinking they can wall it, Stone Edge for the high power and STAB, Crunch for the same reason despite being less powerful. I have to say, I'm still hesitating whether to pick EQ over SE though...
Def not a cat (nor dog) (Sylveon) @ Leftovers
Ability: Pixilate
EVs: 252 Def / 252 HP / 4 Spd
Bold Nature
- Hyper Voice
- Calm Mind
- Hidden Power [Ground]
- Heal Bell
A good cleric from my point of view. It correctly walls special attacks and can be switched into Outrage, letting it 2HKO-ing most dragons. Calm Mind is used when most of the physical attackers are down, and further increases its already high SDef along with its more than usable SAtk. HP Ground for coverage, most notably un-balloon-ed Excadrills on the switch and Heatrans. Hyper Voice, thanks to Pixilate, gives Sylveon a nice STAB which can hit through Substitutes. Then for the last slot I chose Heal Bell, because I can't stand status at all.
Weirdass Shield (Aegislash) @ Life Orb
Ability: Stance Change
EVs: 252 SAtk / 4 Spd / 252 HP
Naughty Nature
- Shadow Ball
- Shadow Sneak
- Sacred Sword
- King's Shield
This thing is pretty easy to use and racks up easy kills. Its naturally high defenses let him tank pretty much anything as loong as they aren't high powered or boosted super effective moves. On the offensive side, Life Orb provides great hitting power : Shadow Ball is its main move, hitting hard everything. Shadow Sneak finishes people off or can be used to deal a large amount of damage before dying. Sacred Sword deals with Tyranitar, among other things. King's Shield provides good survivability and acts as an anti physical-attacker, also boosting its defenses.
I'm Fat and Ugly (Venusaur-Mega) @ Venusaurite
Ability: Thick Fat
EVs: 72 Def / 252 HP / 184 SDef
Relaxed Nature
- Leech Seed
- Giga Drain
- Sludge Bomb
- Earthquake
Ok this one is a given for my team. I used to struggle a lot (like, HELLUVA LOT) against Conk, Azumarill, and other hard-hitting unboosted attackers. It takes up my megaslot, but it serves its purpose greatly. It's a bit of a mixed walls with great survivability with Leech Seed and Giga Drain (not Synthesis because of the occasional sandstorms). Sludge Bomb's here to hit fairies and acts as its main damaging move. Earthquake's here for coverage. I don't know if I should put Sleep Powder somewhere in there...
Yromraks (Skarmory) (M) @ Leftovers
Ability: Sturdy
EVs: 232 Def / 252 HP / 24 Spd
Impish Nature
- Defog
- Brave Bird
- Whirlwind
- Roost
My physicall wall, eating up most physical moves. It's mainly here because I needed something to clear the field from entry hazards, as I don't have any moves to set up some. Whirlwind's here to negate boosted physical sweepers, Roost for staying power, Brave Bird for the high-powered STAB, hitting hard most Fighting types. Nothing else to say. It just blocks physical threats and provides Ground-immunity.
Microwave (Rotom-Heat) @ Choice Scarf
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 HP
Modest Nature
- Overheat
- Volt Switch
- Trick
- Hidden Power [Ice]
Classical ScarfTrick Rotom-H, crippling stallers and otherwise revenge-killing (or OHKO-ing) threats with great coverage. Overheat is its STAB and deals shittons of damage. Volt Switch gives me momentum and switch to a better pokémon according to the situation, also dealing respectable damage, and HP Ice for coverage and hitting Dragons, resistant to both of its other offensive moves. It can be switched onto Earthquake and other ground-type moves (Excadrill still hits though). It also acts as my starter.
So, that's it for my team. Sorry if I didn't detail it more than that, I haven't done any calculations (ye I suck), but I lack time right now. Thanks in advance for any suggestions, and thank you for reading this far ! I think most of my defeats comes from a lack of mind-skill, but that's something which can be trained over time. So far this team serves me well.
I stopped playing Pokémon around a year ago, but now I'm back to try out Gen VI, and see how well (or how bad) I fare against other people. So far this team brought me up to 1400, which is nowhere near expert I know, but now I'm stuck and I have no idea how to make this team better. I have also no idea what the speed tiers are and I'm clueless about some other "common knowledge".
So yeah, that's basically why I'm asking you guys to help me out. Let's get started.

Godzilla (Tyranitar) @ Weakness Policy
Ability: Sand Stream
EVs: 252 Spd / 184 Atk / 72 HP
Jolly Nature
- Ice Punch
- Stone Edge
- Dragon Dance
- Crunch
This cute little thing is one obviously one of my physical sweeper, entering after the enemy team has been softened or if I see an occasion to switch in on a weak super effective attack to get a free +2 Atk boost. Dragon Dance allows me outspeed, well, lots of stuff after just one DD, and if Weakness Policy gets activated it's pretty much a free sweep. Ice Punch's here to hit Dragons and Gliscors thinking they can wall it, Stone Edge for the high power and STAB, Crunch for the same reason despite being less powerful. I have to say, I'm still hesitating whether to pick EQ over SE though...

Def not a cat (nor dog) (Sylveon) @ Leftovers
Ability: Pixilate
EVs: 252 Def / 252 HP / 4 Spd
Bold Nature
- Hyper Voice
- Calm Mind
- Hidden Power [Ground]
- Heal Bell
A good cleric from my point of view. It correctly walls special attacks and can be switched into Outrage, letting it 2HKO-ing most dragons. Calm Mind is used when most of the physical attackers are down, and further increases its already high SDef along with its more than usable SAtk. HP Ground for coverage, most notably un-balloon-ed Excadrills on the switch and Heatrans. Hyper Voice, thanks to Pixilate, gives Sylveon a nice STAB which can hit through Substitutes. Then for the last slot I chose Heal Bell, because I can't stand status at all.

Weirdass Shield (Aegislash) @ Life Orb
Ability: Stance Change
EVs: 252 SAtk / 4 Spd / 252 HP
Naughty Nature
- Shadow Ball
- Shadow Sneak
- Sacred Sword
- King's Shield
This thing is pretty easy to use and racks up easy kills. Its naturally high defenses let him tank pretty much anything as loong as they aren't high powered or boosted super effective moves. On the offensive side, Life Orb provides great hitting power : Shadow Ball is its main move, hitting hard everything. Shadow Sneak finishes people off or can be used to deal a large amount of damage before dying. Sacred Sword deals with Tyranitar, among other things. King's Shield provides good survivability and acts as an anti physical-attacker, also boosting its defenses.

I'm Fat and Ugly (Venusaur-Mega) @ Venusaurite
Ability: Thick Fat
EVs: 72 Def / 252 HP / 184 SDef
Relaxed Nature
- Leech Seed
- Giga Drain
- Sludge Bomb
- Earthquake
Ok this one is a given for my team. I used to struggle a lot (like, HELLUVA LOT) against Conk, Azumarill, and other hard-hitting unboosted attackers. It takes up my megaslot, but it serves its purpose greatly. It's a bit of a mixed walls with great survivability with Leech Seed and Giga Drain (not Synthesis because of the occasional sandstorms). Sludge Bomb's here to hit fairies and acts as its main damaging move. Earthquake's here for coverage. I don't know if I should put Sleep Powder somewhere in there...

Yromraks (Skarmory) (M) @ Leftovers
Ability: Sturdy
EVs: 232 Def / 252 HP / 24 Spd
Impish Nature
- Defog
- Brave Bird
- Whirlwind
- Roost
My physicall wall, eating up most physical moves. It's mainly here because I needed something to clear the field from entry hazards, as I don't have any moves to set up some. Whirlwind's here to negate boosted physical sweepers, Roost for staying power, Brave Bird for the high-powered STAB, hitting hard most Fighting types. Nothing else to say. It just blocks physical threats and provides Ground-immunity.

Microwave (Rotom-Heat) @ Choice Scarf
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 HP
Modest Nature
- Overheat
- Volt Switch
- Trick
- Hidden Power [Ice]
Classical ScarfTrick Rotom-H, crippling stallers and otherwise revenge-killing (or OHKO-ing) threats with great coverage. Overheat is its STAB and deals shittons of damage. Volt Switch gives me momentum and switch to a better pokémon according to the situation, also dealing respectable damage, and HP Ice for coverage and hitting Dragons, resistant to both of its other offensive moves. It can be switched onto Earthquake and other ground-type moves (Excadrill still hits though). It also acts as my starter.