I've messed around with a few battles and this is my first team after doing some experimentation with different pokemon. Let me know what you think!
Metagross @ Occa Berry
Ability: Clear Body
EVs: 252 HP / 240 Atk / 16 Spe
Adamant Nature
- Bullet Punch
- Earthquake
- Explosion
- Stealth Rock
I've basically been using Metagross as an explosive lead/stealth-rock set up. My strategy with him is basically to set up SR 1st, tank the first hit and then explode. The Occa Berry is to make sure he survives an initial fire attack long enough to get the trap in place. Usually he's been outspeeded but in the rare case that he's faster that's what Earthquake is for, Bullet Punch is for if the opposition is weak to steel and the 16 speed is to beat base 90's.
Charizard-Mega-X (M) @ Charizardite X
Ability: Tough Claws
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Dragon Claw
- Fire Punch
- Earthquake
- Dragon Dance
DD Charizard is my all-out physical attacker. I've been walled by Ferrothorn and the like in the past so he's basically my counter to any of the grass-type stallers. I prefer accuracy in place of the high-power attacks so that's why i chose Fire Punch. Earthquake is for general type coverage and Dragon Claw is to give him a strong attack that will hit most pokemon for at least neutral damage.
Gengar (F) @ Choice Specs
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Focus Blast
- Shadow Ball
- Thunderbolt
- Hidden Power [Grass]
Gengar basically functions as a revenge killer/spin-stopper for me and that's about it. This slot is the one that I'm the most open to switching up since I haven't really found a perfect one for it yet. The Choice Specs are to make sure that whatever she hits is going down in a single super-effective attack (ideally, at least) since she's pretty weak in terms of defense. Pretty standard set except for the HP Grass which I put on specifically to deal with Rotom-Wash and Swampert who have both given me problems in the few games I've played.
Starmie @ Choice Scarf
Ability: Natural Cure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Surf
- Thunderbolt
- Ice Beam
- Rapid Spin
Starmie is here just in case Gengar gets KO'd and I can't stop their obstacle setup since Charizard will get absolutely demolished by Stealth Rocks. The secondary function is also to work as a revenge killer, I'll switch him in and between those three attacks I've got most types covered in terms of having a super effective attack. Choice Scarf is just to make sure that Starmie is able to hit first then get out of there.
Togekiss (F) @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Air Slash
- Aura Sphere
- Thunder Wave
- Roost
I've used Togekiss as a sort of bulky mon that can still deal out some special damage. With Serene Grace and Air Slash the opposition is flinching 60% of the time if I recall correctly. Aura Sphere is for type coverage, T-Wave is to slow down the opposition who is usually faster and Roost is to make her last as long as possible.
Scizor (M) @ Life Orb
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bug Bite
- Bullet Punch
- Aerial Ace
- Swords Dance
Kind of my counterpart to Togekiss as a physical attacker that can take a couple (non-fire) hits. With the technician skill it boosts attacks that are at 60 power or under so I've got Bug Bite, Bullet Punch (with also strikes first) and Aerial Ace to take advantage of that boost. Swords Dance is to just give him even more of an attack boost. I'm considering switching Life Orb for something else but I'm not quite sure what to use yet.
Metagross @ Occa Berry
Ability: Clear Body
EVs: 252 HP / 240 Atk / 16 Spe
Adamant Nature
- Bullet Punch
- Earthquake
- Explosion
- Stealth Rock
I've basically been using Metagross as an explosive lead/stealth-rock set up. My strategy with him is basically to set up SR 1st, tank the first hit and then explode. The Occa Berry is to make sure he survives an initial fire attack long enough to get the trap in place. Usually he's been outspeeded but in the rare case that he's faster that's what Earthquake is for, Bullet Punch is for if the opposition is weak to steel and the 16 speed is to beat base 90's.
Charizard-Mega-X (M) @ Charizardite X
Ability: Tough Claws
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Dragon Claw
- Fire Punch
- Earthquake
- Dragon Dance
DD Charizard is my all-out physical attacker. I've been walled by Ferrothorn and the like in the past so he's basically my counter to any of the grass-type stallers. I prefer accuracy in place of the high-power attacks so that's why i chose Fire Punch. Earthquake is for general type coverage and Dragon Claw is to give him a strong attack that will hit most pokemon for at least neutral damage.
Gengar (F) @ Choice Specs
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Focus Blast
- Shadow Ball
- Thunderbolt
- Hidden Power [Grass]
Gengar basically functions as a revenge killer/spin-stopper for me and that's about it. This slot is the one that I'm the most open to switching up since I haven't really found a perfect one for it yet. The Choice Specs are to make sure that whatever she hits is going down in a single super-effective attack (ideally, at least) since she's pretty weak in terms of defense. Pretty standard set except for the HP Grass which I put on specifically to deal with Rotom-Wash and Swampert who have both given me problems in the few games I've played.
Starmie @ Choice Scarf
Ability: Natural Cure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Surf
- Thunderbolt
- Ice Beam
- Rapid Spin
Starmie is here just in case Gengar gets KO'd and I can't stop their obstacle setup since Charizard will get absolutely demolished by Stealth Rocks. The secondary function is also to work as a revenge killer, I'll switch him in and between those three attacks I've got most types covered in terms of having a super effective attack. Choice Scarf is just to make sure that Starmie is able to hit first then get out of there.
Togekiss (F) @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Air Slash
- Aura Sphere
- Thunder Wave
- Roost
I've used Togekiss as a sort of bulky mon that can still deal out some special damage. With Serene Grace and Air Slash the opposition is flinching 60% of the time if I recall correctly. Aura Sphere is for type coverage, T-Wave is to slow down the opposition who is usually faster and Roost is to make her last as long as possible.
Scizor (M) @ Life Orb
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bug Bite
- Bullet Punch
- Aerial Ace
- Swords Dance
Kind of my counterpart to Togekiss as a physical attacker that can take a couple (non-fire) hits. With the technician skill it boosts attacks that are at 60 power or under so I've got Bug Bite, Bullet Punch (with also strikes first) and Aerial Ace to take advantage of that boost. Swords Dance is to just give him even more of an attack boost. I'm considering switching Life Orb for something else but I'm not quite sure what to use yet.