Hello! I'm a relatively new battler who is not confident in his teambuilding skills. I don't make teams often enough imo and when I do the sets are generally standard (which isn't necessarily a bad thing), and I can never tell when a team I've made is a good one or not. For a couple of months I played HO or Spikestack HO almost exclusively. I liked my games to be over quick. But I recently made an ORAS team to ladder with and decided it'd be best to just start off with some balance. So here is my attempt at an ORAS balance team, using the XY-derived Mega Scizor. Also I have this weird thing where I like my teams to look good, aesthetically as well, so I tried to balance a good team with a good looking team. So let's just get to the squad:
Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
IVs: 0 Atk
- Hydro Pump
- Dark Pulse
- Ice Beam
- Gunk Shot
Greninja acts as a standard special cleaner/sweeper. The type coverage I gave him for this team is relatively standard. Hydro and Ice Beam are a given, Gunk Shot helps me deal with Azu and Clef better, and Dark Pulse is actually my favorite move on the set, allowing Greninja to get neutral damage on many of his common switch-ins. The flinch chance can come in handy every now and then as well. I didn't feel as though I needed fire coverage on him, and I decided to forgo grass coverage on this team. Extrasensory was a no-go for me because it has an immunity and the main target of ES, Venusaur, can be played around on my team.
Scizor @ Scizorite
Ability: Light Metal
EVs: 16 HP / 252 Atk / 240 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Bug Bite
- Superpower
Mega Scizor here is the focus of the team. The goal is generally to end up cleaning up with him, but win conditions change game to game. This is an SD 3 attack set because he can sweep with one SD easier with more coverage, generally. One issue I see in my team (besides Scizor having my only fighting coverage on the team), is that Scizor is important as a switch-in due to its typing, but lacking roost means I have to play very carefully with him, especially before Mevo. My original idea for the team had Clef as a Cleric (heal bell and wish would come in handy), but I couldn't manage that. Max attack for power, and 240 speed to outspeed certain threats like standard defensive Rotom, TTar, and others (as well as speed creep with other offensive mega scizors). This Scizor set is tried and true, and it cleans up games like nothing when the right mons are eliminated or have received enough damage.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
Rotom-W is my glue. This team would be much worse without him. This team was originally based around Talonflame as revenge killer for Ninja and an easy way to stop certain ORAS threats like Lopunny, Gallade, etc. I ended up replacing Talonflame with Rotom-W because he fit the team well. He stops me from being 6-0'd by Banded Talonflame lol. He also acts as a way to deal with any pesky Heatran set. Scarf Lando gave me a bit of trouble too. Bisharp is easier handled as well by Rotom. There's also Sand Rush drill which could easily sweep my team without Rotom. Obviously he poses a major problem, but Rotom is usually my best answer to 'Ninja. Rotom is pretty much my glue because he's the best way I can handle pretty much every single one of my original threats when I first made this team. He kind of has to be on this team, I think.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Soft-Boiled
- Moonblast
- Fire Blast
Clef is my rocker because I don't use Clef as a rocker enough, and most importantly, it beats a threatening lead in (Mega) Sableye, as well as Ferrothorn, Terrak among others. It also gets up rocks in front of the common lead Landorous-T. Its typing is also relatively important to my team but I'll get to that later. Clef's set, like others, is pretty standard but it works. Softboiled for recovery, Moonblast for damage and Fire Blast for coverage, allowing Clef to hit many threats. Obviously one common lead that is bad news for Clef is 'Tran. But I also have 'Chomp who is a common lead, and I could very well lead with him when predicting a 'Tran lead (or get up rocks anyway cause that's what they'll likely do as well). So yeah, Stealth Rocker/switch-in right here.
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Outrage
- Earthquake
- Stone Edge
- Fire Blast
I haven't used ScarfChomp in a very long time and I just loved his coverage. I needed to use him. With a Scarf, Garchomp can outspeed nearly the entire meta, including threats like Lopunny, and deal hefty damage. If I can successfully deal significant damage to fast threats, Garchomp can also clean up easily with his coverage, speed, and power. As a ground type, he's also relatively important typing wise, giving me an immunity to t-wave and electric which hits most of my team neutrally. He's also the only way I can OHKO certain threats, like 'Tran.
Latias (F) @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Healing Wish
Latias is love. Latias is life. (For real though, I use this monster on almost every team). Latias is obvious. Offensive presence combined with defog capabilities, great typing, and the ability to support my team. This time around I went for a leftovers set because Latias' terrible 4mss wouldn't allow for roost/recover on this set, so I wanted her to have as much passive recovery as possible, as I want her switching in a lot. I thought about going for a more defensive set but I love the offensive presence that Latias applies, and not having Life Orb is bad enough for my damage output, I don't want to sacrifice EVs as well. So yeah, Lati is my defogger, and a last-ditch effort to sweep with one of my pokes, if they're weakened, statused, etc.
Type Synergy
I don't generally consider greninja's typing because I don't use him as a switch in very often unless I'm confident on what move they'll go for, how much damage it will do, etc. Scizor's only weakness is resisted by Greninja, Rotom, Garchomp, and Latias. Mold break EQ for Rotom will hit my entire team unfortunately but it's neutral on most of them. If anyone is packing grass coverage I have switch-ins in Scizor, Garchomp, and Lati. Clef's fear of steel and poison are both dealt with by Scizor, with steel also being dealt with by Rotom and Ninja kinda. Poison type unfortunately hits my team pretty neutrally, so HP fire Venusaur can be hard to switch into sometimes. Garchomp and Lati are both very scurred of ice, dragon, and fairy moves. I have plenty of ice switch-ins in Rotom, Greninja, and Scizor. My primary dragon type switch-in is obviously Clef but I do have Scizor as well. And fairy typing also hits my team unfortunately neutrally, with Scizor being my only switch-in. Clef acts as a great switch-in to dark moves which is much needed. Clef as well as Scizor also allow me to not get savaged by U-turners.
Importable:
Greninja (M) @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
IVs: 0 Atk
- Hydro Pump
- Dark Pulse
- Ice Beam
- Gunk Shot
Scizor (F) @ Scizorite
Ability: Light Metal
EVs: 16 HP / 252 Atk / 240 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Bug Bite
- Superpower
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Soft-Boiled
- Moonblast
- Fire Blast
Garchomp (M) @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Outrage
- Earthquake
- Stone Edge
- Fire Blast
Latias (F) @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Healing Wish
So yeah that's my team, I'd provide much more info but I don't yet have a comprehensive list of threats (though I have an idea as to who to watch out for). Halp me improve my team frens. :]]]]]]







Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
IVs: 0 Atk
- Hydro Pump
- Dark Pulse
- Ice Beam
- Gunk Shot
Greninja acts as a standard special cleaner/sweeper. The type coverage I gave him for this team is relatively standard. Hydro and Ice Beam are a given, Gunk Shot helps me deal with Azu and Clef better, and Dark Pulse is actually my favorite move on the set, allowing Greninja to get neutral damage on many of his common switch-ins. The flinch chance can come in handy every now and then as well. I didn't feel as though I needed fire coverage on him, and I decided to forgo grass coverage on this team. Extrasensory was a no-go for me because it has an immunity and the main target of ES, Venusaur, can be played around on my team.

Scizor @ Scizorite
Ability: Light Metal
EVs: 16 HP / 252 Atk / 240 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Bug Bite
- Superpower
Mega Scizor here is the focus of the team. The goal is generally to end up cleaning up with him, but win conditions change game to game. This is an SD 3 attack set because he can sweep with one SD easier with more coverage, generally. One issue I see in my team (besides Scizor having my only fighting coverage on the team), is that Scizor is important as a switch-in due to its typing, but lacking roost means I have to play very carefully with him, especially before Mevo. My original idea for the team had Clef as a Cleric (heal bell and wish would come in handy), but I couldn't manage that. Max attack for power, and 240 speed to outspeed certain threats like standard defensive Rotom, TTar, and others (as well as speed creep with other offensive mega scizors). This Scizor set is tried and true, and it cleans up games like nothing when the right mons are eliminated or have received enough damage.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
Rotom-W is my glue. This team would be much worse without him. This team was originally based around Talonflame as revenge killer for Ninja and an easy way to stop certain ORAS threats like Lopunny, Gallade, etc. I ended up replacing Talonflame with Rotom-W because he fit the team well. He stops me from being 6-0'd by Banded Talonflame lol. He also acts as a way to deal with any pesky Heatran set. Scarf Lando gave me a bit of trouble too. Bisharp is easier handled as well by Rotom. There's also Sand Rush drill which could easily sweep my team without Rotom. Obviously he poses a major problem, but Rotom is usually my best answer to 'Ninja. Rotom is pretty much my glue because he's the best way I can handle pretty much every single one of my original threats when I first made this team. He kind of has to be on this team, I think.

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Soft-Boiled
- Moonblast
- Fire Blast
Clef is my rocker because I don't use Clef as a rocker enough, and most importantly, it beats a threatening lead in (Mega) Sableye, as well as Ferrothorn, Terrak among others. It also gets up rocks in front of the common lead Landorous-T. Its typing is also relatively important to my team but I'll get to that later. Clef's set, like others, is pretty standard but it works. Softboiled for recovery, Moonblast for damage and Fire Blast for coverage, allowing Clef to hit many threats. Obviously one common lead that is bad news for Clef is 'Tran. But I also have 'Chomp who is a common lead, and I could very well lead with him when predicting a 'Tran lead (or get up rocks anyway cause that's what they'll likely do as well). So yeah, Stealth Rocker/switch-in right here.

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Outrage
- Earthquake
- Stone Edge
- Fire Blast
I haven't used ScarfChomp in a very long time and I just loved his coverage. I needed to use him. With a Scarf, Garchomp can outspeed nearly the entire meta, including threats like Lopunny, and deal hefty damage. If I can successfully deal significant damage to fast threats, Garchomp can also clean up easily with his coverage, speed, and power. As a ground type, he's also relatively important typing wise, giving me an immunity to t-wave and electric which hits most of my team neutrally. He's also the only way I can OHKO certain threats, like 'Tran.

Latias (F) @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Healing Wish
Latias is love. Latias is life. (For real though, I use this monster on almost every team). Latias is obvious. Offensive presence combined with defog capabilities, great typing, and the ability to support my team. This time around I went for a leftovers set because Latias' terrible 4mss wouldn't allow for roost/recover on this set, so I wanted her to have as much passive recovery as possible, as I want her switching in a lot. I thought about going for a more defensive set but I love the offensive presence that Latias applies, and not having Life Orb is bad enough for my damage output, I don't want to sacrifice EVs as well. So yeah, Lati is my defogger, and a last-ditch effort to sweep with one of my pokes, if they're weakened, statused, etc.
Type Synergy
I don't generally consider greninja's typing because I don't use him as a switch in very often unless I'm confident on what move they'll go for, how much damage it will do, etc. Scizor's only weakness is resisted by Greninja, Rotom, Garchomp, and Latias. Mold break EQ for Rotom will hit my entire team unfortunately but it's neutral on most of them. If anyone is packing grass coverage I have switch-ins in Scizor, Garchomp, and Lati. Clef's fear of steel and poison are both dealt with by Scizor, with steel also being dealt with by Rotom and Ninja kinda. Poison type unfortunately hits my team pretty neutrally, so HP fire Venusaur can be hard to switch into sometimes. Garchomp and Lati are both very scurred of ice, dragon, and fairy moves. I have plenty of ice switch-ins in Rotom, Greninja, and Scizor. My primary dragon type switch-in is obviously Clef but I do have Scizor as well. And fairy typing also hits my team unfortunately neutrally, with Scizor being my only switch-in. Clef acts as a great switch-in to dark moves which is much needed. Clef as well as Scizor also allow me to not get savaged by U-turners.
Importable:
Greninja (M) @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
IVs: 0 Atk
- Hydro Pump
- Dark Pulse
- Ice Beam
- Gunk Shot
Scizor (F) @ Scizorite
Ability: Light Metal
EVs: 16 HP / 252 Atk / 240 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Bug Bite
- Superpower
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Soft-Boiled
- Moonblast
- Fire Blast
Garchomp (M) @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Outrage
- Earthquake
- Stone Edge
- Fire Blast
Latias (F) @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Healing Wish
So yeah that's my team, I'd provide much more info but I don't yet have a comprehensive list of threats (though I have an idea as to who to watch out for). Halp me improve my team frens. :]]]]]]