Hello everyone! I am relatively new to competitive pokemon (About 2 months), but as of late I have played a decent amount of the simulator. I wanted to share with you all the team I have made and had pretty good success with, peaking me at about 1400. I am hoping you all can improve my knowledge of the metagame and improve my team!
The Team:
Sets:
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 100 Atk / 44 Def / 112 SpD
Adamant Nature
- Stealth Rock
- U-turn
- Earthquake
- Stone Edge
Landorus-T seems to be a very stable pokemon in general. Very bulky and can really pack a punch. Stealth Rock are very good hazards that can put a dent into some really scary pokemon, especially Talonflame. U-Turn helps get some damage in on slower pokemon before switching out, plus forms a good Intimidate VoltTurn combo with Mega Manetric. Earthquake is an extremely strong STAB move that does great damage to most pokemon. Finally, Stone Edge provides coverage against any flying types that may switch in on an Earthquake. Note, the EVs were meant to give Lando-T a bit more bulk, but are likely far from optimized. Leftovers increase its stayability, allowing otherwise unlikely regeneration.
Manectric-Mega @ Manectite
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Flamethrower
- Hidden Power [Ice]
I wanted to use Mega Manectric primarily to form the afforementioned Intimidate VoltTurn duo. Other than that, it's speed allows for one to outspeed most un-scarfed pokemon, and it's special attack is very nice. Volt Switch is a necessity to form the VoltTurn, and Manetric is able to use it to it's highest potential due to it's speed. Thunderbolt allows Manectric to STAB hit pokemon without the side-affect of switching out. Flamethrower not only allows coverage, but it is the only fire type attack on the team, making Manetric my best option against the likes of Scizor and Ferrothorn, as well as most Ice-Types. Hidden Power Ice allows pokemon Manectric to deal with Dragon types, as well as the Ground Types that usually switch into it.
Honchkrow @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sucker Punch
- Pursuit
- Brave Bird
- Superpower
Now, this is probably the seemingly oddest choice on the team, but it has proven extremely vital to the success of the team. I chose to use it after it has done serious damage to all my other teams, winning games by itself, plus it seemed like a decent fit. It starts out being a very good revenge killer, life orb boosting all of it's moves. After +1 attack is when it starts destroying most. Brave Bird OHKO's most pokemon at that point, including most Fairies, which are frustrating for the team. Sucker Punch and Pursuit allow you to do good damage to those who resist Brave Bird, with SP giving priority against faster pokemon, and Pursuit allowing you to kill obvious switchouts. Superpower allows good damage against other Dark Types and Steel Types, but is not always a great option as it nullifies any moxie boosts you could get.
Latias (F) @ Life Orb
Ability: Levitate
EVs: 252 HP / 200 Def / 56 SpD
Bold Nature
- Defog
- Healing Wish
- Draco Meteor
- Psyshock
Latias is a great fit for the team. It's incredibly bulky on both ends with these EV's, and can remove any annoying hazards with Defog. Both Draco Meteor and Psyshock do great damage with aid from Life Orb, allowing it to deal with most defensive threats. The main use of Latias, though, is Healing Wish. Both of the primary damage dealers on this team, Manetric and Honchcrow, have no forms of HP recovery at all. So, if either of them take serious damage, I can just use healing wish and bring them back up to full. Plus, if any of my other pokemon are more useful in a specific match, I can always use healing wish on them instead.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Will-O-Wisp
- Volt Switch
- Hydro Pump
- Pain Split
My team so far has had a glaring weakness to Ice-Types. So I chose Rotom-W to take damage from those, as well as being my best option against Fire-Types and the every annoying Mega-Metagross. Will-O-Wisp cripples almost all offensive threats, which is very nice. Volt-Switch is useful when paired with Lando-T and Manectric, and allows Rotom to get damage in on pokemon before switching out. Hydro Pump is the best Water move to use, as it deals with fire types as well as scald being unnescessary with Will-O-Wisp. Pain Split simply allows for more regeneration.
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Mach Punch
- Drain Punch
- Poison Jab
- Knock Off
Conkeldurr is mainly here to be a statis soaker, as well as a tertiary physical attacker. Mach Punch allows priority against faster threats, making it a decent revenge killer. Drain Punch allows for regeneration as well as a stronger STAB move. Poison Jab allows for some damage to be done against Grass types, as well as doing decent damage against fairy types that don't instantly kill it. To be honest, it's the most replacable move on the set right now. Knock Off allows good damage against ghost type switch ins, as well as removing items which is incredibly useful.
Major Threats:
Specs Sylveon sweeps my team almost every time.
Mega Sceptile is a beast, only thing that tends to outspeed Mega Manectric besides Scarfed Pokemon.
Unaware Clefable is absolutely awf.ul, as it doesnt die in One hit to a +1 Brave Bird from Honchcrow.
Thank you all for reading, and I hope to improve this team with your suggestions! I ideally want to keep Mega-Manectric, Lando-T, and Honchcrow, but if better suggestions are made, I will edit
The Team:






Sets:

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 100 Atk / 44 Def / 112 SpD
Adamant Nature
- Stealth Rock
- U-turn
- Earthquake
- Stone Edge
Landorus-T seems to be a very stable pokemon in general. Very bulky and can really pack a punch. Stealth Rock are very good hazards that can put a dent into some really scary pokemon, especially Talonflame. U-Turn helps get some damage in on slower pokemon before switching out, plus forms a good Intimidate VoltTurn combo with Mega Manetric. Earthquake is an extremely strong STAB move that does great damage to most pokemon. Finally, Stone Edge provides coverage against any flying types that may switch in on an Earthquake. Note, the EVs were meant to give Lando-T a bit more bulk, but are likely far from optimized. Leftovers increase its stayability, allowing otherwise unlikely regeneration.

Manectric-Mega @ Manectite
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Flamethrower
- Hidden Power [Ice]
I wanted to use Mega Manectric primarily to form the afforementioned Intimidate VoltTurn duo. Other than that, it's speed allows for one to outspeed most un-scarfed pokemon, and it's special attack is very nice. Volt Switch is a necessity to form the VoltTurn, and Manetric is able to use it to it's highest potential due to it's speed. Thunderbolt allows Manectric to STAB hit pokemon without the side-affect of switching out. Flamethrower not only allows coverage, but it is the only fire type attack on the team, making Manetric my best option against the likes of Scizor and Ferrothorn, as well as most Ice-Types. Hidden Power Ice allows pokemon Manectric to deal with Dragon types, as well as the Ground Types that usually switch into it.

Honchkrow @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sucker Punch
- Pursuit
- Brave Bird
- Superpower
Now, this is probably the seemingly oddest choice on the team, but it has proven extremely vital to the success of the team. I chose to use it after it has done serious damage to all my other teams, winning games by itself, plus it seemed like a decent fit. It starts out being a very good revenge killer, life orb boosting all of it's moves. After +1 attack is when it starts destroying most. Brave Bird OHKO's most pokemon at that point, including most Fairies, which are frustrating for the team. Sucker Punch and Pursuit allow you to do good damage to those who resist Brave Bird, with SP giving priority against faster pokemon, and Pursuit allowing you to kill obvious switchouts. Superpower allows good damage against other Dark Types and Steel Types, but is not always a great option as it nullifies any moxie boosts you could get.

Latias (F) @ Life Orb
Ability: Levitate
EVs: 252 HP / 200 Def / 56 SpD
Bold Nature
- Defog
- Healing Wish
- Draco Meteor
- Psyshock
Latias is a great fit for the team. It's incredibly bulky on both ends with these EV's, and can remove any annoying hazards with Defog. Both Draco Meteor and Psyshock do great damage with aid from Life Orb, allowing it to deal with most defensive threats. The main use of Latias, though, is Healing Wish. Both of the primary damage dealers on this team, Manetric and Honchcrow, have no forms of HP recovery at all. So, if either of them take serious damage, I can just use healing wish and bring them back up to full. Plus, if any of my other pokemon are more useful in a specific match, I can always use healing wish on them instead.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Will-O-Wisp
- Volt Switch
- Hydro Pump
- Pain Split
My team so far has had a glaring weakness to Ice-Types. So I chose Rotom-W to take damage from those, as well as being my best option against Fire-Types and the every annoying Mega-Metagross. Will-O-Wisp cripples almost all offensive threats, which is very nice. Volt-Switch is useful when paired with Lando-T and Manectric, and allows Rotom to get damage in on pokemon before switching out. Hydro Pump is the best Water move to use, as it deals with fire types as well as scald being unnescessary with Will-O-Wisp. Pain Split simply allows for more regeneration.

Conkeldurr @ Assault Vest
Ability: Guts
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Mach Punch
- Drain Punch
- Poison Jab
- Knock Off
Conkeldurr is mainly here to be a statis soaker, as well as a tertiary physical attacker. Mach Punch allows priority against faster threats, making it a decent revenge killer. Drain Punch allows for regeneration as well as a stronger STAB move. Poison Jab allows for some damage to be done against Grass types, as well as doing decent damage against fairy types that don't instantly kill it. To be honest, it's the most replacable move on the set right now. Knock Off allows good damage against ghost type switch ins, as well as removing items which is incredibly useful.
Major Threats:
Specs Sylveon sweeps my team almost every time.
Mega Sceptile is a beast, only thing that tends to outspeed Mega Manectric besides Scarfed Pokemon.
Unaware Clefable is absolutely awf.ul, as it doesnt die in One hit to a +1 Brave Bird from Honchcrow.
Thank you all for reading, and I hope to improve this team with your suggestions! I ideally want to keep Mega-Manectric, Lando-T, and Honchcrow, but if better suggestions are made, I will edit