Hi, I did some teambuilding and came up with this team a few weeks ago. I've managed to win most of the battles I've played, and it would be nice if I could have some feedback and suggestions on how to improve this team.
Greninja @ Focus Sash
Ability: Protean
Shiny: Yes
EVs: 20 Atk / 236 SpA / 252 Spe
Naive Nature
- Water Shuriken
- Dark Pulse
- Gunk Shot
- Hydro Pump
So, this Greninja is usually my lead, and is able to land a ko or two in the match. Focus sash is to guarantee it at least a turn of damage. Water shuriken is for priority, dark pulse and hydro pump are its 2 main attacks, and gunk shot is to deal with fairies and special walls, which usually hits them hard enough. Protean gives greninjas moves STAB, and also because I could not find a Greninja with Battle Bond, but this was more than good enough for me.
Mawile-Mega @ Mawilite
Ability: Intimidate
Shiny: Yes
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Play Rough
- Ice Punch
- Iron Head
- Sucker Punch
Mawile is my Mega for the team, as it has a thumping attack stat and huge power doubles this giving it insane power. Mawile can also easily switch in to some physical attackers due to its ability intimidate, its decent base defence, and its many resistances as well as 2 immunities. Play rough and Iron Head are its 2 main STAB attacks, Ice punch is for coverage, and sucker punch is to have some priority. I gave it 92 hp evs because its hp is rather poor and needed a little extra, and the 164 in speed lets it outspeed some slower pokemon in the tier which could otherwise threaten it.
Rotom-Wash @ Wiki Berry
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Defog
Now we have Rotom. Rotom is my main defogger, as it has levitate, making it immune to spikes, toxic spikes, and spider web, while taking less damage to rocks. Hydro Pump is its main hard-hitting STAB move, volt switch is to pivot and give the rest of the team momentum, will o wisp is to cripple any physical threats, which couples nicely with its high defence stat, and defog is of course to remove hazards. 56 speed evs are to give is a little boost. 200 DEF as i previously mentioned, goes with will o wisp, helping rotom as a physical wall, and max hp is because it has a low base hp stat and it needs all the health it can get especially when tanking hits. Wiki berry is for recovery as rotom doesn't have very reliable recovery options.
Tornadus-Therian @ Fightinium Z
Ability: Regenerator
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Knock Off
- Focus Blast
- Defog
This, is Tornadus, My Z-Move user and secondary defogger for the team. I chose Tornadus because it has good speed and a pretty decent spatk stat. Hurricane is its main STAB, and can also cause confusion which is very handy, knock off is to scout for Z-Crystals and to get rid of other items such as leftovers or berries etc. Focus Blast allows tornadus to hit ice and rock types hard, and provide it with a powerful Z-Move. And Defog is of course to remove hazards, but it is my secondary defogger due to it taking more damage to rocks than Rotom. The main problem with this set is the low accuracy moves, but I'm always willing to test my luck. I think the EVs are fairly obvious.
Heatran @ Leftovers
Ability: Flash Fire
Shiny: Yes
EVs: 212 HP / 252 SpD / 44 Spe
Calm Nature
- Lava Plume
- Earth Power
- Toxic
- Protect
Here we have Heatran, the MVP of the team, this lad has won me so many battles because of its large number of resistances, good defences, and absolute henchness. He has lava plume as the main STAB move, which also has a nice chance to burn which has been extremely useful. Earth power is to counter other Heatrans and provide a bit of coverage. Toxic allows me to stall out any bulkier opponents who take my 2 attacks well, and protect is to scout for ground type moves and other moves in order to check heatrans threats. It also grants me leftovers recovery. I gave the lad max SpDef to make it very bulky to any powerful special attacks, as well as its resistances. 212 Health is to give it some longevity coupled with leftovers, and the rest went into speed to let it outspeed some slower mons.
Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Giga Drain
- Knock Off
- Hidden Power [Ice]
- Earthquake
Finally we have Tangrowth, who completes the Fire Water Grass trio within the team. Tangrowth is my defensive and special wall, and is able to switch into many things, as well as having reliable recovery in Regenerator. Giga Drain is its main STAB and gives it healing, Knock off is to scout for crystals and remove items, aswell as coverage, HP Ice is also for coverage against Pokemon like Garchomp and Zapdos, and Earthquake is a surprise attack I put on him to hit other annoying Pokemon such as Diancie, Heatran, and Magnezone. I was having a bit of 5th move syndrome with Tangrowth as he has a vast movepool and I had other good move options such as Sludge Bomb, Rock slide, and even Toxic, but this is what I decided on. Assault vest is to boost his otherwise mediocre SpDef, I gave him max Special Defence to get over this, and then 248 hp for bulk and longevity, and 8 hp for a little more Physical Defence.
Well, thats about it, I look forward to seeing feedback I suppose.
Greninja @ Focus Sash
Ability: Protean
Shiny: Yes
EVs: 20 Atk / 236 SpA / 252 Spe
Naive Nature
- Water Shuriken
- Dark Pulse
- Gunk Shot
- Hydro Pump
So, this Greninja is usually my lead, and is able to land a ko or two in the match. Focus sash is to guarantee it at least a turn of damage. Water shuriken is for priority, dark pulse and hydro pump are its 2 main attacks, and gunk shot is to deal with fairies and special walls, which usually hits them hard enough. Protean gives greninjas moves STAB, and also because I could not find a Greninja with Battle Bond, but this was more than good enough for me.
Mawile-Mega @ Mawilite
Ability: Intimidate
Shiny: Yes
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Play Rough
- Ice Punch
- Iron Head
- Sucker Punch
Mawile is my Mega for the team, as it has a thumping attack stat and huge power doubles this giving it insane power. Mawile can also easily switch in to some physical attackers due to its ability intimidate, its decent base defence, and its many resistances as well as 2 immunities. Play rough and Iron Head are its 2 main STAB attacks, Ice punch is for coverage, and sucker punch is to have some priority. I gave it 92 hp evs because its hp is rather poor and needed a little extra, and the 164 in speed lets it outspeed some slower pokemon in the tier which could otherwise threaten it.
Rotom-Wash @ Wiki Berry
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Defog
Now we have Rotom. Rotom is my main defogger, as it has levitate, making it immune to spikes, toxic spikes, and spider web, while taking less damage to rocks. Hydro Pump is its main hard-hitting STAB move, volt switch is to pivot and give the rest of the team momentum, will o wisp is to cripple any physical threats, which couples nicely with its high defence stat, and defog is of course to remove hazards. 56 speed evs are to give is a little boost. 200 DEF as i previously mentioned, goes with will o wisp, helping rotom as a physical wall, and max hp is because it has a low base hp stat and it needs all the health it can get especially when tanking hits. Wiki berry is for recovery as rotom doesn't have very reliable recovery options.
Tornadus-Therian @ Fightinium Z
Ability: Regenerator
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Knock Off
- Focus Blast
- Defog
This, is Tornadus, My Z-Move user and secondary defogger for the team. I chose Tornadus because it has good speed and a pretty decent spatk stat. Hurricane is its main STAB, and can also cause confusion which is very handy, knock off is to scout for Z-Crystals and to get rid of other items such as leftovers or berries etc. Focus Blast allows tornadus to hit ice and rock types hard, and provide it with a powerful Z-Move. And Defog is of course to remove hazards, but it is my secondary defogger due to it taking more damage to rocks than Rotom. The main problem with this set is the low accuracy moves, but I'm always willing to test my luck. I think the EVs are fairly obvious.
Heatran @ Leftovers
Ability: Flash Fire
Shiny: Yes
EVs: 212 HP / 252 SpD / 44 Spe
Calm Nature
- Lava Plume
- Earth Power
- Toxic
- Protect
Here we have Heatran, the MVP of the team, this lad has won me so many battles because of its large number of resistances, good defences, and absolute henchness. He has lava plume as the main STAB move, which also has a nice chance to burn which has been extremely useful. Earth power is to counter other Heatrans and provide a bit of coverage. Toxic allows me to stall out any bulkier opponents who take my 2 attacks well, and protect is to scout for ground type moves and other moves in order to check heatrans threats. It also grants me leftovers recovery. I gave the lad max SpDef to make it very bulky to any powerful special attacks, as well as its resistances. 212 Health is to give it some longevity coupled with leftovers, and the rest went into speed to let it outspeed some slower mons.
Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Giga Drain
- Knock Off
- Hidden Power [Ice]
- Earthquake
Finally we have Tangrowth, who completes the Fire Water Grass trio within the team. Tangrowth is my defensive and special wall, and is able to switch into many things, as well as having reliable recovery in Regenerator. Giga Drain is its main STAB and gives it healing, Knock off is to scout for crystals and remove items, aswell as coverage, HP Ice is also for coverage against Pokemon like Garchomp and Zapdos, and Earthquake is a surprise attack I put on him to hit other annoying Pokemon such as Diancie, Heatran, and Magnezone. I was having a bit of 5th move syndrome with Tangrowth as he has a vast movepool and I had other good move options such as Sludge Bomb, Rock slide, and even Toxic, but this is what I decided on. Assault vest is to boost his otherwise mediocre SpDef, I gave him max Special Defence to get over this, and then 248 hp for bulk and longevity, and 8 hp for a little more Physical Defence.
Well, thats about it, I look forward to seeing feedback I suppose.