Hi everyone! Contained in this thread is a team I threw together one time against a friend in an ORAS wifi battle. This team won that battle, admittedly against a test team, so I decided to import them into Showdown to see how they'd do. They've done well, but I can't help but feel that something's missing. I'm open to suggestions as to what to do!
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Stealth Rock
- Moonlight
- Heal Bell
- Moonblast
Clefable's job is mostly to be the Stealth Rock user and the cleric. I lead with Clef to get the rocks up, then either get a Moonblast or two off, or switch into something to handle the situation better. Switching is made easier thanks to the Magic Guard because Clef can just absorb opposing status and hazards. Moonlight is there to keep Clef alive longer, and Heal Bell is the cleric move of choice to heal status on the rest of the team. I tend to see more Unaware Clefable these days than Magic Guard, but I like what the latter can do better, at least on Clefable.
Excadrill @ Air Balloon
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rapid Spin
- Rock Slide
- Earthquake
- Swords Dance
Spinner or defogger slot? Checked off with an otherwise offensive Excadrill. He's also a booster, but I've found myself rarely having the chance to boost or not even needing to boost. I'd be willing to drop Swords Dance for, say, Iron Head for some more coverage. Rapid Spin makes life easier for the rest of the team, although it doesn't deter my team a whole lot. Earthquake is the main STAB move, and Rock Slide is there for those silly Talonflames and Charizards that think they can safely switch in on him.
Gengar @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Sludge Bomb
- Shadow Ball
- Giga Drain
- Trick
Scarf Gengar is too fast for his own good. He serves the purpose of excellent revenge killer due to his speed. The Modest nature gives him a little more offensively, since the Scarf already boosts his speed to really high levels. Sludge Bomb and Shadow Ball are the STAB moves, hitting anything that doesn't resist them hard. Giga Drain is an odd choice for coverage, but it also gives Gengar a smidge more longevity if need be. Trick is in case I feel like being a troll to some unsuspecting defensive Pokemon.
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 4 Def / 252 SpD
Adamant Nature
- Mach Punch
- Drain Punch
- Ice Punch
- Knock Off
Well I need at least one generic thing, now don't I? Assault Vest is the main thing I see on Conkeldurr nowadays, and it does really well for me. The extra EVs in Defense have been really helpful for Conk, letting him survive some attacks that one wouldn't think he'd survive. Drain Punch is the main STAB move in this situation, as it hits fairly hard and gives him some longevity. Mach Punch gives me a priority option on the team, and it's usually made or broken some battles. Ice Punch deals with stuff like Gliscor and Lando-T, while Knock Off is there to disrupt and kill Ghosts and Psychics.
Gyarados @ Gyaradosite
Ability: Intimidate --> Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Crunch
- Earthquake
This thing is what can really make or break a battle for me. Usually, getting an Intimidate off on the foe can lead the foe to some switching, which can let me get a free Mega Evolution and Dragon Dance. After even 1 D-Dance, Mega Gyara hits like a truck, with STAB Waterfall and Crunch doing great damage to most things. Earthquake is the coverage move, and it's hilarious to use it on Rotom-W when it thinks it can avoid it with its little Levitate. Mega Gyara is nothing to be trifled with, even though regular Gyarados seems to be getting more usage nowadays.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- U-turn
- Giga Drain
- Leech Seed
- Thunder Wave
Celebi's here as more of a support Pokemon than anything else. It doesn't have much of an offensive presence due to a defensive nature, but what this Pokemon does in support makes up for it. The combo of Thunder Wave, Leech Seed, and U-turn is potent defensively because T-Wave cripples, Leech Seed whittles, and U-turn pivots. This combo generally lets my team get more preferable matchups. Giga Drain is there for more Celebi longevity and an actual offensive presence, albeit meager.
And there's this team. As previously stated, I'm open to suggestions, and I'd love to hear from you. Thanks and have a great day!

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Stealth Rock
- Moonlight
- Heal Bell
- Moonblast
Clefable's job is mostly to be the Stealth Rock user and the cleric. I lead with Clef to get the rocks up, then either get a Moonblast or two off, or switch into something to handle the situation better. Switching is made easier thanks to the Magic Guard because Clef can just absorb opposing status and hazards. Moonlight is there to keep Clef alive longer, and Heal Bell is the cleric move of choice to heal status on the rest of the team. I tend to see more Unaware Clefable these days than Magic Guard, but I like what the latter can do better, at least on Clefable.

Excadrill @ Air Balloon
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rapid Spin
- Rock Slide
- Earthquake
- Swords Dance
Spinner or defogger slot? Checked off with an otherwise offensive Excadrill. He's also a booster, but I've found myself rarely having the chance to boost or not even needing to boost. I'd be willing to drop Swords Dance for, say, Iron Head for some more coverage. Rapid Spin makes life easier for the rest of the team, although it doesn't deter my team a whole lot. Earthquake is the main STAB move, and Rock Slide is there for those silly Talonflames and Charizards that think they can safely switch in on him.

Gengar @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Sludge Bomb
- Shadow Ball
- Giga Drain
- Trick
Scarf Gengar is too fast for his own good. He serves the purpose of excellent revenge killer due to his speed. The Modest nature gives him a little more offensively, since the Scarf already boosts his speed to really high levels. Sludge Bomb and Shadow Ball are the STAB moves, hitting anything that doesn't resist them hard. Giga Drain is an odd choice for coverage, but it also gives Gengar a smidge more longevity if need be. Trick is in case I feel like being a troll to some unsuspecting defensive Pokemon.

Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 4 Def / 252 SpD
Adamant Nature
- Mach Punch
- Drain Punch
- Ice Punch
- Knock Off
Well I need at least one generic thing, now don't I? Assault Vest is the main thing I see on Conkeldurr nowadays, and it does really well for me. The extra EVs in Defense have been really helpful for Conk, letting him survive some attacks that one wouldn't think he'd survive. Drain Punch is the main STAB move in this situation, as it hits fairly hard and gives him some longevity. Mach Punch gives me a priority option on the team, and it's usually made or broken some battles. Ice Punch deals with stuff like Gliscor and Lando-T, while Knock Off is there to disrupt and kill Ghosts and Psychics.

Gyarados @ Gyaradosite
Ability: Intimidate --> Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Crunch
- Earthquake
This thing is what can really make or break a battle for me. Usually, getting an Intimidate off on the foe can lead the foe to some switching, which can let me get a free Mega Evolution and Dragon Dance. After even 1 D-Dance, Mega Gyara hits like a truck, with STAB Waterfall and Crunch doing great damage to most things. Earthquake is the coverage move, and it's hilarious to use it on Rotom-W when it thinks it can avoid it with its little Levitate. Mega Gyara is nothing to be trifled with, even though regular Gyarados seems to be getting more usage nowadays.

Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- U-turn
- Giga Drain
- Leech Seed
- Thunder Wave
Celebi's here as more of a support Pokemon than anything else. It doesn't have much of an offensive presence due to a defensive nature, but what this Pokemon does in support makes up for it. The combo of Thunder Wave, Leech Seed, and U-turn is potent defensively because T-Wave cripples, Leech Seed whittles, and U-turn pivots. This combo generally lets my team get more preferable matchups. Giga Drain is there for more Celebi longevity and an actual offensive presence, albeit meager.
And there's this team. As previously stated, I'm open to suggestions, and I'd love to hear from you. Thanks and have a great day!
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Stealth Rock
- Moonlight
- Heal Bell
- Moonblast
Excadrill @ Air Balloon
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rapid Spin
- Rock Slide
- Earthquake
- Swords Dance
Gengar @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Sludge Bomb
- Shadow Ball
- Giga Drain
- Trick
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 4 Def / 252 SpD
Adamant Nature
- Mach Punch
- Drain Punch
- Ice Punch
- Knock Off
Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Crunch
- Earthquake
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- U-turn
- Giga Drain
- Leech Seed
- Thunder Wave
Ability: Magic Guard
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Stealth Rock
- Moonlight
- Heal Bell
- Moonblast
Excadrill @ Air Balloon
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rapid Spin
- Rock Slide
- Earthquake
- Swords Dance
Gengar @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Sludge Bomb
- Shadow Ball
- Giga Drain
- Trick
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 4 Def / 252 SpD
Adamant Nature
- Mach Punch
- Drain Punch
- Ice Punch
- Knock Off
Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Crunch
- Earthquake
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- U-turn
- Giga Drain
- Leech Seed
- Thunder Wave