What's up Doc?
Introduction
Hi everyone! I'm pretty new to competitive battling so I hope I'm not messing this up or bothering anybody. Anyway I wanted to debut on the upcoming Johto Classic and came up with this team which has gotten me some promising results so far. The idea was to build an hyper offensive oriented team based on the little blue bunny, so starting from him I picked up Pokémon that could deal with potential menaces. I also wanted something that I could bred ingame quickly despite being a total newbie and I think I nailed it (well, maybe that HP Grass Magneton won't be that easy).
Teambuilding Process
So as I said I wanted Azumarill to be my main Sweeper running a Belly Drum set. I also immediately put Sturdy Magneton to its side to deal with the possibility of SheerCune, counter Skarmory in its wake and lure and kill Quagsire with HP Grass. I still had problems with fast Poison types (especially Gengar), Grass types and Scizor.
Alakazam checks Gengar and can easily rip all Poison types except maybe a really bulky Venusaur, which Arcanine handles diligently while also countering Scizor. There's still that little issue of electric users (namely, Jolteon and Raikou).
Sturdy Custap Berry Golem works like a charm with electric guys, being able to deal at least two hits before falling which are more than enough to dispatch both Raikou and Jolteon. It also dents any Dragonite who thinks to prey on it with Rock blast. Tyranitar complements the team with its sandstorm: it is an excellent counter to any Ninetails that might wish to Solar Beam Azumarill and has amazing synergy with its teammates, giving an extra +50% SpDef to Golem and not affecting him, Magneton or Alakazam (thanks to Magic Guard).
The Team
Whats Up Doc? (Azumarill) @ Sitrus Berry
Ability: Huge Power
Level: 50
EVs: 84 HP / 252 Atk / 172 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off
Given the possibility to set up Belly Drum, this thing can easily OHKO most things that don't resist Water even with just Aqua Jet. Speed investment allows for a chance to outspeed not fully invested Machamps that might pose a threat with their Dynamic Punch. Knock Off gets rid of Psychic threats especially Starmies that might run Grass Knot or menace a Scald burn and also works as a good utility move in general.
Magnetic Gaze (Magneton) @ Choice Specs
Ability: Sturdy
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Flash Cannon
- Volt Switch
- Hidden Power [Grass]
As many have pointed out in the forum this guy doesn't give a damn about Sheer Cold Suicune and its shenanigans. Plus it eliminates water threats that might exploit Azumarill's low speed, expecially a Shell Break Cloyster that thinks Icicle Spear is a good move to break its Sturdy or bulky Quagsire that won't be happy to find HP Grass.
Gin no Saji (Alakazam) @ Focus Sash
Ability: Magic Guard
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Focus Blast
- Shadow Ball
- Energy Ball
Gengar's nemesis since Gen1, Alakazam is an excellent sweeper overall and can easily check all poison types that menaces Azumarill. I preferred Focus Sash over Life Orb to give it a surprise effect should the opponent resist the hit. Even an Assault Vest Machamp won't be happy to get its Knock Off blocked and being eliminated the turn after. Focus Blast is an insurance over Dark types, expecially Tyranitar, while Energy Ball is a backup anti-Quagsire in case Magneton fell or was not in the chosen 3.
Hachiko (Arcanine) @ Life Orb
Ability: Flash Fire
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Extreme Speed
- Wild Charge
- Close Combat
Arcanine mainly works as a sub or secondary attacker if too many Azumarill threats are in play. Flash Fire absorbs Fire attacks that might be aimed at Magneton giving it a boost, while Fire Blitz paired with its speed makes short work of dangerous Grass and Bug types that might sport Spore like Venusaur, Venomoth or Victribell. Extreme Speed overcomes even faster threats like Raikou while Wild Charge and Close Combat are there for further coverage.
Katamari (Golem) @ Custap Berry
Ability: Sturdy
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Explosion
The most famous rolling rock. The two hits granted by the Sturdy + Custap Berry combo are surprisingly effective on most threats that aim to dispatch Golem, which can close off with Explosion. It also deals efficently with counter moves from Golem's targets like Raikou's Aura Sphere allowing to land that victory Earthquake. Rock Blast deals consistent damage to Dragonite breaking its Multiscale and can actually slay it if enough hits are dealt. Stealth Rock is always good to have around and supports the other members with residual damage.
Kurt Zisa (Tyranitar) @ Choice Scarf
Ability: Sand Stream
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Crunch
- Superpower
- Pursuit
Tyranitar works as a good Pursuit trapper for Espeon and Alakazam, while the Choice Scarf compensates for his speed. The gratest benefit however is the sandstorm to which 3 team mates over 5 are immune. Other than improving Golem's otherwise lacking SpDef it blocks the Ninetail Drought + Solar Beam combo that might pose a serious threat to Azumarill allowing to regain momentum and finish it off the turn after.
Conclusion
I've still to test this team to a bigger extent, however so far it managed to react positively to most threats in the 000~250 range. The only thing that gave me problems so far is a bulky Porygon2 which, unless faced with a Belly Drummed Azumarill is seriously problematic being able to stall most of my team. Hope to see your opinions :)
P.S.: Here's a Pastebin of the team:






Introduction
Hi everyone! I'm pretty new to competitive battling so I hope I'm not messing this up or bothering anybody. Anyway I wanted to debut on the upcoming Johto Classic and came up with this team which has gotten me some promising results so far. The idea was to build an hyper offensive oriented team based on the little blue bunny, so starting from him I picked up Pokémon that could deal with potential menaces. I also wanted something that I could bred ingame quickly despite being a total newbie and I think I nailed it (well, maybe that HP Grass Magneton won't be that easy).
Teambuilding Process


So as I said I wanted Azumarill to be my main Sweeper running a Belly Drum set. I also immediately put Sturdy Magneton to its side to deal with the possibility of SheerCune, counter Skarmory in its wake and lure and kill Quagsire with HP Grass. I still had problems with fast Poison types (especially Gengar), Grass types and Scizor.




Alakazam checks Gengar and can easily rip all Poison types except maybe a really bulky Venusaur, which Arcanine handles diligently while also countering Scizor. There's still that little issue of electric users (namely, Jolteon and Raikou).






Sturdy Custap Berry Golem works like a charm with electric guys, being able to deal at least two hits before falling which are more than enough to dispatch both Raikou and Jolteon. It also dents any Dragonite who thinks to prey on it with Rock blast. Tyranitar complements the team with its sandstorm: it is an excellent counter to any Ninetails that might wish to Solar Beam Azumarill and has amazing synergy with its teammates, giving an extra +50% SpDef to Golem and not affecting him, Magneton or Alakazam (thanks to Magic Guard).
The Team

Whats Up Doc? (Azumarill) @ Sitrus Berry
Ability: Huge Power
Level: 50
EVs: 84 HP / 252 Atk / 172 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off
Given the possibility to set up Belly Drum, this thing can easily OHKO most things that don't resist Water even with just Aqua Jet. Speed investment allows for a chance to outspeed not fully invested Machamps that might pose a threat with their Dynamic Punch. Knock Off gets rid of Psychic threats especially Starmies that might run Grass Knot or menace a Scald burn and also works as a good utility move in general.

Magnetic Gaze (Magneton) @ Choice Specs
Ability: Sturdy
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Flash Cannon
- Volt Switch
- Hidden Power [Grass]
As many have pointed out in the forum this guy doesn't give a damn about Sheer Cold Suicune and its shenanigans. Plus it eliminates water threats that might exploit Azumarill's low speed, expecially a Shell Break Cloyster that thinks Icicle Spear is a good move to break its Sturdy or bulky Quagsire that won't be happy to find HP Grass.

Gin no Saji (Alakazam) @ Focus Sash
Ability: Magic Guard
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Focus Blast
- Shadow Ball
- Energy Ball
Gengar's nemesis since Gen1, Alakazam is an excellent sweeper overall and can easily check all poison types that menaces Azumarill. I preferred Focus Sash over Life Orb to give it a surprise effect should the opponent resist the hit. Even an Assault Vest Machamp won't be happy to get its Knock Off blocked and being eliminated the turn after. Focus Blast is an insurance over Dark types, expecially Tyranitar, while Energy Ball is a backup anti-Quagsire in case Magneton fell or was not in the chosen 3.

Hachiko (Arcanine) @ Life Orb
Ability: Flash Fire
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Extreme Speed
- Wild Charge
- Close Combat
Arcanine mainly works as a sub or secondary attacker if too many Azumarill threats are in play. Flash Fire absorbs Fire attacks that might be aimed at Magneton giving it a boost, while Fire Blitz paired with its speed makes short work of dangerous Grass and Bug types that might sport Spore like Venusaur, Venomoth or Victribell. Extreme Speed overcomes even faster threats like Raikou while Wild Charge and Close Combat are there for further coverage.

Katamari (Golem) @ Custap Berry
Ability: Sturdy
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Explosion
The most famous rolling rock. The two hits granted by the Sturdy + Custap Berry combo are surprisingly effective on most threats that aim to dispatch Golem, which can close off with Explosion. It also deals efficently with counter moves from Golem's targets like Raikou's Aura Sphere allowing to land that victory Earthquake. Rock Blast deals consistent damage to Dragonite breaking its Multiscale and can actually slay it if enough hits are dealt. Stealth Rock is always good to have around and supports the other members with residual damage.

Kurt Zisa (Tyranitar) @ Choice Scarf
Ability: Sand Stream
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Crunch
- Superpower
- Pursuit
Tyranitar works as a good Pursuit trapper for Espeon and Alakazam, while the Choice Scarf compensates for his speed. The gratest benefit however is the sandstorm to which 3 team mates over 5 are immune. Other than improving Golem's otherwise lacking SpDef it blocks the Ninetail Drought + Solar Beam combo that might pose a serious threat to Azumarill allowing to regain momentum and finish it off the turn after.
Conclusion
I've still to test this team to a bigger extent, however so far it managed to react positively to most threats in the 000~250 range. The only thing that gave me problems so far is a bulky Porygon2 which, unless faced with a Belly Drummed Azumarill is seriously problematic being able to stall most of my team. Hope to see your opinions :)
P.S.: Here's a Pastebin of the team:
Whats Up Doc? (Azumarill) @ Sitrus Berry
Ability: Huge Power
Level: 50
EVs: 84 HP / 252 Atk / 172 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off
Magnetic Gaze (Magneton) @ Choice Specs
Ability: Sturdy
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Flash Cannon
- Volt Switch
- Hidden Power [Grass]
Gin no Saji (Alakazam) (M) @ Focus Sash
Ability: Magic Guard
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Focus Blast
- Shadow Ball
- Energy Ball
Hachiko (Arcanine) @ Life Orb
Ability: Flash Fire
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Extreme Speed
- Wild Charge
- Close Combat
Katamari (Golem) @ Custap Berry
Ability: Sturdy
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Explosion
Kurt Zisa (Tyranitar) @ Choice Scarf
Ability: Sand Stream
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Crunch
- Superpower
- Pursuit
Ability: Huge Power
Level: 50
EVs: 84 HP / 252 Atk / 172 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off
Magnetic Gaze (Magneton) @ Choice Specs
Ability: Sturdy
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Flash Cannon
- Volt Switch
- Hidden Power [Grass]
Gin no Saji (Alakazam) (M) @ Focus Sash
Ability: Magic Guard
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Focus Blast
- Shadow Ball
- Energy Ball
Hachiko (Arcanine) @ Life Orb
Ability: Flash Fire
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Extreme Speed
- Wild Charge
- Close Combat
Katamari (Golem) @ Custap Berry
Ability: Sturdy
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Explosion
Kurt Zisa (Tyranitar) @ Choice Scarf
Ability: Sand Stream
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Crunch
- Superpower
- Pursuit