Hi everyone! In that team, don't expect to see the all of the major threats. I like using some different pokemons once in a while and the challenge coming with them. This team will be used in battle spot and in 6v6. I tested that team these last days, tweaked something there and there, but I'd like your help to use them at their best.
Ninetales-Alola @ Light Clay
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Freeze-Dry
- Aurora Veil
- Moonblast
- Encore
That Ninetales is pretty straightforward and it's my lead most of the time. Its role is to protect the whole team via aurora veil. The light clay makes sure the dual screen stays up as long as possible. Timid and max speed EVs are important to setup aurora veil before opponents attack. Freeze-dry is to hit water types, notably peliper. Encore is good the lock opponent lead on stealth rock, sticky web, etc., or any pokemon on setup moves. However, that pokemon has low defense. Would it be a good idea to reduce its EVs in SpA to give it more Def? It already has some natural special defense bulk, so that would make it more resistant. Should I do it? If so, it would become an easy setup opportunity for the opponent.
Audino @ Leftovers
Ability: Regenerator
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Wish
- Heal Bell
- Protect
- Return
That Audino is a cleric and staller. Its EVs spread, nature, leftovers and ability (regenerator) make it as resistant as possible. I gave it equally high defense and special defense. Under aurora veil, that makes me unafraid of switching it into mostly any moves. Wish is to heal my other pokemon. Thanks to its max HP, wish heals roughly 60-75% of my other pokemons. Heal bell cures my team. Wish + protect + leftover allow it to stall if needed (poisoned/burnt pokemon, hail damage), reducing threats' HP to allow my other pokemon to sweep them.
Noivern @ Life Orb
Ability: Infiltrator
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Dragon Pulse
- Flamethrower
- Roost
- Taunt
That one is simple too. Max SpA EVs and Speed + timid to hit things quickly and as hard as possible. Dragon pulse for STAB. Flamethrower to deal with grass types, Scizor, Forretress, and Kartana. Under auroar veil, Noiver can take a hit and OHKO them on the next turn. I don't have that much experience with Buzzwole and Pheromosa, but I think Noivern could survive a fighting/bug attack and then OHKO them, unless Buzzwole goes for stone edge/ice punch. To deal with Celesteela, it needs a wish (Turn 1: Audino uses wish. Turn 2: Switch Noivern, get hit and HP goes below half, wish heals at around 90% HP. Turn 3: Noivern goes first and decreases Celesteela HP below half, Celesteela does the same to Noivern. Turn 4: Noiverns goes first and finishes Celesteela). That's if Celesteela doesn't have leech seed; that makes it more complicated. Then, roost for recovery. Taunt to prevent setup, status, etc.
Leafeon @ Life Orb / choice band
Ability: Chlorophyll
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Leaf Blade
- Swords Dance (if life orb) / x-scissor (if choice band)
- Quick Attack
- Return
I like grass types, especially Leafeon. I know there are better grass tanks, but that doesn't make Leafeon useless. I tried 2 sets and I can't decide which one is best. I used the same EVs and nature, allowing it to hit hard and fast. Aurora veil support and wish if needed. Swith it into physical atacker thanks to its good physical bulk. Then, leaf blade fo STAB, quick attack for priority and return for things resisting leaf blade it can outspeed. The last move depends on the item used. The first set uses a life orb and sword dance to boost its power even more. Here, the issue is the life orb recoil and hail damage, they both wear down Leafeon's HP quickly. The second set uses a choice band and x-scissor for slightly more coverage. From what I experienced, the choice band set seemed better. Any ideas to make that pokemon better in my team?
Lucario-Mega @ Lucarionite / Lurario @ Choice band
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Cross Chop or high jump kick (if mega) / Close combat (if choice band)
- Swords Dance (if mega) / iron tail (if choice band)
- Bullet Punch
- Earthquake
I don't know if I should mega-evolve it or not. Let's talk about the mega evolution set first. I tried that team in the format "anything goes". Mega Lucario worked well there, but it suffered from the same issue as my life orb Leafeon: hail damage wearing it down. Sword dance for more sweeping power. Bullet punch for priority. Earthquake for coverage. For STAB, I used cross chop did the job, but high jump kick is more accurate. However, that later move reduces Mega Lucario by half if it misses. I didn't use close combat because I thought it was coutnerproductive to setup a sword dance and then decrease its defensis stats and let the opponent forces a switching out. What do you think about that?
Then, for the choice band set, I used a hit and run strategy. So, I didn't mind using close combat. Iron tail instead of sword dance for more powerfull steel attack. Bullet punch and earthquake for the same reasons.
Basically, Lucario will deal with poison (one of my major flaws), fairy, electric types and, if needed, rock types (another one of my major flaws).
Could it be a good idea to combine these 2 sets and make a hit and run Mega Lucario with close combat, iron tail, bullet punch and earthquake?
Finally, I don't know what last pokemon to use. I tried a few ones on Showdown!, but I wasn't satisfied by any of them. That pokemon would need to be a check to my obvious flaws: rock attacks and stealth rock (Ninetales, Noivern), poison attacks (Ninetales, Leafeon) and fire attacks (Ninetales, Leafeon, Lucario). I had some good results with a Tentacruel (max speed, lots of EVs in special attack, some defense ans special defense EVs) with rapid spin, scald, sludge bomb and toxic spikes. However, I had better results with a bulky Tapu Fini.
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 240 Def / 16 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Nature's Madness / Haze
- Moonblast
- Defog
Leftovers, nature and EVs spread are to make that pokemon as resistant as possible. That one might look like my bulky Audino, but their roles are different. Audino is meant to support the next pokemon I'll send. Tapu Fini is meant to be a damage sponge. Under aurora veil, even super effective hits don't do that much damage. With its natural good special attack, it can still do some damage to the opponents. Moonblast and scald are STAB. With misty terrain on, scald is still used because it can burn flying/levitate/etc. pokemons and switching other tapus. Defog is a must to remove stealth rock. For the last move, I think haze was more usefull than nature's madness as it removes stat setups on the opponent. That pokemon is usefull against rock and fire types, but that adds another pokemon weak to poison.

Ninetales-Alola @ Light Clay
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Freeze-Dry
- Aurora Veil
- Moonblast
- Encore
That Ninetales is pretty straightforward and it's my lead most of the time. Its role is to protect the whole team via aurora veil. The light clay makes sure the dual screen stays up as long as possible. Timid and max speed EVs are important to setup aurora veil before opponents attack. Freeze-dry is to hit water types, notably peliper. Encore is good the lock opponent lead on stealth rock, sticky web, etc., or any pokemon on setup moves. However, that pokemon has low defense. Would it be a good idea to reduce its EVs in SpA to give it more Def? It already has some natural special defense bulk, so that would make it more resistant. Should I do it? If so, it would become an easy setup opportunity for the opponent.

Audino @ Leftovers
Ability: Regenerator
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Wish
- Heal Bell
- Protect
- Return
That Audino is a cleric and staller. Its EVs spread, nature, leftovers and ability (regenerator) make it as resistant as possible. I gave it equally high defense and special defense. Under aurora veil, that makes me unafraid of switching it into mostly any moves. Wish is to heal my other pokemon. Thanks to its max HP, wish heals roughly 60-75% of my other pokemons. Heal bell cures my team. Wish + protect + leftover allow it to stall if needed (poisoned/burnt pokemon, hail damage), reducing threats' HP to allow my other pokemon to sweep them.

Noivern @ Life Orb
Ability: Infiltrator
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Dragon Pulse
- Flamethrower
- Roost
- Taunt
That one is simple too. Max SpA EVs and Speed + timid to hit things quickly and as hard as possible. Dragon pulse for STAB. Flamethrower to deal with grass types, Scizor, Forretress, and Kartana. Under auroar veil, Noiver can take a hit and OHKO them on the next turn. I don't have that much experience with Buzzwole and Pheromosa, but I think Noivern could survive a fighting/bug attack and then OHKO them, unless Buzzwole goes for stone edge/ice punch. To deal with Celesteela, it needs a wish (Turn 1: Audino uses wish. Turn 2: Switch Noivern, get hit and HP goes below half, wish heals at around 90% HP. Turn 3: Noivern goes first and decreases Celesteela HP below half, Celesteela does the same to Noivern. Turn 4: Noiverns goes first and finishes Celesteela). That's if Celesteela doesn't have leech seed; that makes it more complicated. Then, roost for recovery. Taunt to prevent setup, status, etc.

Leafeon @ Life Orb / choice band
Ability: Chlorophyll
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Leaf Blade
- Swords Dance (if life orb) / x-scissor (if choice band)
- Quick Attack
- Return
I like grass types, especially Leafeon. I know there are better grass tanks, but that doesn't make Leafeon useless. I tried 2 sets and I can't decide which one is best. I used the same EVs and nature, allowing it to hit hard and fast. Aurora veil support and wish if needed. Swith it into physical atacker thanks to its good physical bulk. Then, leaf blade fo STAB, quick attack for priority and return for things resisting leaf blade it can outspeed. The last move depends on the item used. The first set uses a life orb and sword dance to boost its power even more. Here, the issue is the life orb recoil and hail damage, they both wear down Leafeon's HP quickly. The second set uses a choice band and x-scissor for slightly more coverage. From what I experienced, the choice band set seemed better. Any ideas to make that pokemon better in my team?

Lucario-Mega @ Lucarionite / Lurario @ Choice band
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Cross Chop or high jump kick (if mega) / Close combat (if choice band)
- Swords Dance (if mega) / iron tail (if choice band)
- Bullet Punch
- Earthquake
I don't know if I should mega-evolve it or not. Let's talk about the mega evolution set first. I tried that team in the format "anything goes". Mega Lucario worked well there, but it suffered from the same issue as my life orb Leafeon: hail damage wearing it down. Sword dance for more sweeping power. Bullet punch for priority. Earthquake for coverage. For STAB, I used cross chop did the job, but high jump kick is more accurate. However, that later move reduces Mega Lucario by half if it misses. I didn't use close combat because I thought it was coutnerproductive to setup a sword dance and then decrease its defensis stats and let the opponent forces a switching out. What do you think about that?
Then, for the choice band set, I used a hit and run strategy. So, I didn't mind using close combat. Iron tail instead of sword dance for more powerfull steel attack. Bullet punch and earthquake for the same reasons.
Basically, Lucario will deal with poison (one of my major flaws), fairy, electric types and, if needed, rock types (another one of my major flaws).
Could it be a good idea to combine these 2 sets and make a hit and run Mega Lucario with close combat, iron tail, bullet punch and earthquake?
Finally, I don't know what last pokemon to use. I tried a few ones on Showdown!, but I wasn't satisfied by any of them. That pokemon would need to be a check to my obvious flaws: rock attacks and stealth rock (Ninetales, Noivern), poison attacks (Ninetales, Leafeon) and fire attacks (Ninetales, Leafeon, Lucario). I had some good results with a Tentacruel (max speed, lots of EVs in special attack, some defense ans special defense EVs) with rapid spin, scald, sludge bomb and toxic spikes. However, I had better results with a bulky Tapu Fini.

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 240 Def / 16 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Nature's Madness / Haze
- Moonblast
- Defog
Leftovers, nature and EVs spread are to make that pokemon as resistant as possible. That one might look like my bulky Audino, but their roles are different. Audino is meant to support the next pokemon I'll send. Tapu Fini is meant to be a damage sponge. Under aurora veil, even super effective hits don't do that much damage. With its natural good special attack, it can still do some damage to the opponents. Moonblast and scald are STAB. With misty terrain on, scald is still used because it can burn flying/levitate/etc. pokemons and switching other tapus. Defog is a must to remove stealth rock. For the last move, I think haze was more usefull than nature's madness as it removes stat setups on the opponent. That pokemon is usefull against rock and fire types, but that adds another pokemon weak to poison.
In conclusion
I'd like to keep (Mega) Lucario, Leafeon, Noivern and Ninetales-Alola. I'd like to keep Audino too, but I'm really open to suggestions. Of course, I'll apreciate any suggestions to tweak them and make them better :) For the last one, I'm really thinking of using another one. I'm considering of using a ground pokemon (good against rock, poisin and fire). Any ideas? And thanks for your help guys :D