So this is my new team. It started as a bad attempt at HO until xJownage gave some great advice, and I've had some more success with it. However, I'm running into some issues with dealing with more bulky teams, and I would really appreciate some advice.
Edit: Should also mention that I have some issues with water teams as well.
Deoxys-Speed @ Life Orb
Ability: Pressure
EVs: 4 Atk / 252 SAtk / 252 Spd
Naive Nature
- Psycho Boost
- Superpower
- Ice Beam
- Stealth Rock
This is just a typical 3 attack life orb lead. Psycho Boost does very nice STAB damage, superpower helps take care of Tyranitar (especially when the other person decides to put him out as a lead), and ice beam is wonderful coverage that kills a good number of things. Stealth rock is stealth rock. This slot has been doing a lot less work as I move up the ladder, and I'm really tempted to switch leads.
Aegislash @ Leftovers
Ability: Stance Change
EVs: 244 HP / 12 Def / 252 SAtk
Modest Nature
- King's Shield
- Shadow Ball
- Shadow Sneak
- Flash Cannon/Sacred Sword
Basic Aegislash set for killing. Shadow ball is a STAB nuke, Shadow Sneak is very good and needed priority, and King's Shield is practically mandatory. I can't quite decide on the last slot. Flash cannon is another good stab that helps against fairies, and Sacred Sword is useful fighting coverage. I'm also tempted to test out a toxic/sub stall set. The 12 def evs are there to ensure survival against a lot of earthquakes.
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Outrage
- Earthquake
- Stone Edge
- Dragon Claw/something else?
Basic revenge killer/clean up set. Outrage is an absurdly good stab, earthquake is phenomenal coverage and another good stab, stone edge hits hard against so many things (especially charizard y), and Dragon Claw is good but hasn't been doing much work lately. I'm very tempted to swap it out for something else. Overall he is really solid and has ensured several wins.
Greninja @ Life Orb
Ability: Protean
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature
- Hydro Pump
- Ice Beam
- Extrasensory
- Hidden Power [Fire]
Greninja is insane. It outspeeds a ton of unboosted things and has phenomenal coverage that lets it stay in for a while. Hydro Pump is a big blast, Ice Beam is wonderful Coverage, Extrasensory helps against fighting types and Mega Venusaur, and Hidden Power Fire hits a ton of things for good fire damage. I used to run Dark Pulse but took it out because I felt that it was unneeded with the other coverages I have. I also feel that maybe one or two things could change, maybe putting Grass Knot in somewhere?
Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Fire Punch
- Dragon Claw
- Earthquake
- Dragon Dance
Hoo boy. This guy is absurd. There are only a few things that outspeed him after a dragon dance, and after one he kills so many things. Fire Punch is preferred over flare blitz so he can stay out longer, dragon claw is a scary STAB, Earthquake gives him phenomenal coverage, and dragon dance is obvious. He usually takes out huge chunks of teams if he gets a DD off.
Scizor @ Leftovers
Ability: Technician
EVs: 252 Atk / 248 HP / 8 Spd
Adamant Nature
- Defog
- Bullet Punch
- Knock Off
- Bug Bite
This is the slot I'm most iffy about. I had Excadrill here for a while before taking him out when I realized I had 3 water weaknesses, and so far Scizor does some work and adds much needed priority. However, he's mediocre as a defogger and will probably work much better as a Band set with another spinner/defogger replacing something else. Bullet punch is an obvious stab, knock off is amazing, and I should honestly replace Bug Bite with U-Turn.
Thanks for reading, and like I said, I would really appreciate any help.
Edit: Should also mention that I have some issues with water teams as well.
Deoxys-Speed @ Life Orb
Ability: Pressure
EVs: 4 Atk / 252 SAtk / 252 Spd
Naive Nature
- Psycho Boost
- Superpower
- Ice Beam
- Stealth Rock
This is just a typical 3 attack life orb lead. Psycho Boost does very nice STAB damage, superpower helps take care of Tyranitar (especially when the other person decides to put him out as a lead), and ice beam is wonderful coverage that kills a good number of things. Stealth rock is stealth rock. This slot has been doing a lot less work as I move up the ladder, and I'm really tempted to switch leads.
Aegislash @ Leftovers
Ability: Stance Change
EVs: 244 HP / 12 Def / 252 SAtk
Modest Nature
- King's Shield
- Shadow Ball
- Shadow Sneak
- Flash Cannon/Sacred Sword
Basic Aegislash set for killing. Shadow ball is a STAB nuke, Shadow Sneak is very good and needed priority, and King's Shield is practically mandatory. I can't quite decide on the last slot. Flash cannon is another good stab that helps against fairies, and Sacred Sword is useful fighting coverage. I'm also tempted to test out a toxic/sub stall set. The 12 def evs are there to ensure survival against a lot of earthquakes.
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Outrage
- Earthquake
- Stone Edge
- Dragon Claw/something else?
Basic revenge killer/clean up set. Outrage is an absurdly good stab, earthquake is phenomenal coverage and another good stab, stone edge hits hard against so many things (especially charizard y), and Dragon Claw is good but hasn't been doing much work lately. I'm very tempted to swap it out for something else. Overall he is really solid and has ensured several wins.
Greninja @ Life Orb
Ability: Protean
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature
- Hydro Pump
- Ice Beam
- Extrasensory
- Hidden Power [Fire]
Greninja is insane. It outspeeds a ton of unboosted things and has phenomenal coverage that lets it stay in for a while. Hydro Pump is a big blast, Ice Beam is wonderful Coverage, Extrasensory helps against fighting types and Mega Venusaur, and Hidden Power Fire hits a ton of things for good fire damage. I used to run Dark Pulse but took it out because I felt that it was unneeded with the other coverages I have. I also feel that maybe one or two things could change, maybe putting Grass Knot in somewhere?
Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Fire Punch
- Dragon Claw
- Earthquake
- Dragon Dance
Hoo boy. This guy is absurd. There are only a few things that outspeed him after a dragon dance, and after one he kills so many things. Fire Punch is preferred over flare blitz so he can stay out longer, dragon claw is a scary STAB, Earthquake gives him phenomenal coverage, and dragon dance is obvious. He usually takes out huge chunks of teams if he gets a DD off.
Scizor @ Leftovers
Ability: Technician
EVs: 252 Atk / 248 HP / 8 Spd
Adamant Nature
- Defog
- Bullet Punch
- Knock Off
- Bug Bite
This is the slot I'm most iffy about. I had Excadrill here for a while before taking him out when I realized I had 3 water weaknesses, and so far Scizor does some work and adds much needed priority. However, he's mediocre as a defogger and will probably work much better as a Band set with another spinner/defogger replacing something else. Bullet punch is an obvious stab, knock off is amazing, and I should honestly replace Bug Bite with U-Turn.
Thanks for reading, and like I said, I would really appreciate any help.
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