Or maybe it does... >.>
Quick View:
I haven't been around in the competitive scene since the early days of Gen V, where weather was everywhere, whether you liked it or not. I'm trying to get back into things, and figure out all that's changed since the releases of B2/W2 and X/Y. I've been playing around in Showdown for a bit now, and this is what I feel is the best I've been able to come up with based on what I know.
Forretress @ Red Card
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature
IVs: 0 Spd
- Stealth Rock
- Spikes
- Rapid Spin
- Gyro Ball
Your run-of-the-mill Entry Hazard and Rapid Spinner Lead. I'm running a Red Card to deal with any Set-Up Leads, just so I don't have to waste a turn switching and allowing for a boost that might lead to a sweep on my team. This might not work so well with a Maxed Attack Cloyster or Baton Passed Mega Kang, though. I also question if I should be running Volt Switch over Spikes. I'm not sure what the general consensus is on dual Entry Hazards.
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 248 Def / 16 Spd
Impish Nature
- Earthquake
- Taunt
- Stone Edge
- Protect
The Physical side of the Defensive Core on this team. Hopefully quick enough to Taunt most Status users and Set-Up Sweepers. His massive Physical Defense and his typing should allow for him to handle most of the common attacking types, plus he synergizes with the next member of the team fairly well to my knowledge. Stone Edge is used over Ice Fang to allow for him to switch into Talonflame and OHKO, who seems to be the most common threat right now. Then again, I might want to replace Stone Edge with Toxic, as bulkier Physical Attackers such as Dragonite can wall this set. The EV Spread was taken from a set from last Gen, so Idk if it's outdated and I need to max out HP and Defense, or throw in even more speed.
Jellicent @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature
- Scald
- Toxic
- Shadow Ball
- Recover
The Special side of the Defensive Core on this team, and compliment to Gliscor. The intention here is to be able to cripple Physical Attackers with Scald on the switch in, and stall out any Special Attackers with his massive Sp. Def. and the use of Toxic and Recover. I'm still debating on if I should keep Shadow Ball or not. While Taunt's nice, Gliscor already has it and is faster anyway. Giga Drain could be nice to for dealing with Rotom-W and other Bulky Waters, along with providing another source of recovery.
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Outrage
- Earthquake
- Fire Fang
- Stone Edge
Your typical Revenge Killer. The intention here is to be able to come in after something faints and either OHKO or 2HKO. Outrage is used over Dragon Claw to provide more power, and should a Fairy switch in on Outrage, confusion wouldn't set in unless Outrage would have ended anyway, and I would need to switch regardless of if I was running Outrage or Dragon Claw. Fire Fang and Stone Edge are to provide coverage for the likes of Ferrothorn, Skarmory, and Togekiss (Yes, I know Fire Blast would be better for Skarmory, but I feel like Fire Fang works better to deal with Ferrothorn. Then again, the next guy might be better at dealing with Ferrothorn than Garchomp...)
Volcarona @ Lum Berry
Ability: Flame Body
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Fiery Dance
- Bug Buzz
- Quiver Dance
- Giga Drain
The Special Sweeper of this team's Offensive Core. He's mostly around since I don't really have many other Fire moves on the team. A Lum Berry is used to help shrug off any statuses something might try to use as I set up with Quiver Dance. Life Orb was ditched since I found that the residual damage just helped the enemy revenge much easier, or force me to switch out and have a hard time switching back in. Fiery Dance is used over Fire Blast, since I prefer the more reliable accuracy and the potential boost to Sp. Atk. which could help facilitate a sweep. Giga Drain is used over HP Ice/Rock to better deal with Bulky Waters who may want to switch in as I set up.
Lucario @ Lucarionite
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Close Combat
- Swords Dance
- Crunch
- Bullet Punch
The Physical Sweeper of this team's Offensive Core and the Mega of the team. His late game sweeping potential, along with the fact people aren't screaming for him to be banned just yet, is the main reason I ended up choosing him. Crunch is chosen over EQ to deal with Bulky Ghosts and Psychics, and I'd rather have Gliscor deal with the likes of Aegislash. Bullet Punch is chosen over Extreme Speed to deal with Fairies and Gengar, and again, I'd rather leave Gliscor to deal with something like Talonflame.
So there you have it! Any advice on this team would be greatly appreciated!
Quick View:






I haven't been around in the competitive scene since the early days of Gen V, where weather was everywhere, whether you liked it or not. I'm trying to get back into things, and figure out all that's changed since the releases of B2/W2 and X/Y. I've been playing around in Showdown for a bit now, and this is what I feel is the best I've been able to come up with based on what I know.

Forretress @ Red Card
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature
IVs: 0 Spd
- Stealth Rock
- Spikes
- Rapid Spin
- Gyro Ball
Your run-of-the-mill Entry Hazard and Rapid Spinner Lead. I'm running a Red Card to deal with any Set-Up Leads, just so I don't have to waste a turn switching and allowing for a boost that might lead to a sweep on my team. This might not work so well with a Maxed Attack Cloyster or Baton Passed Mega Kang, though. I also question if I should be running Volt Switch over Spikes. I'm not sure what the general consensus is on dual Entry Hazards.

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 248 Def / 16 Spd
Impish Nature
- Earthquake
- Taunt
- Stone Edge
- Protect
The Physical side of the Defensive Core on this team. Hopefully quick enough to Taunt most Status users and Set-Up Sweepers. His massive Physical Defense and his typing should allow for him to handle most of the common attacking types, plus he synergizes with the next member of the team fairly well to my knowledge. Stone Edge is used over Ice Fang to allow for him to switch into Talonflame and OHKO, who seems to be the most common threat right now. Then again, I might want to replace Stone Edge with Toxic, as bulkier Physical Attackers such as Dragonite can wall this set. The EV Spread was taken from a set from last Gen, so Idk if it's outdated and I need to max out HP and Defense, or throw in even more speed.

Jellicent @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature
- Scald
- Toxic
- Shadow Ball
- Recover
The Special side of the Defensive Core on this team, and compliment to Gliscor. The intention here is to be able to cripple Physical Attackers with Scald on the switch in, and stall out any Special Attackers with his massive Sp. Def. and the use of Toxic and Recover. I'm still debating on if I should keep Shadow Ball or not. While Taunt's nice, Gliscor already has it and is faster anyway. Giga Drain could be nice to for dealing with Rotom-W and other Bulky Waters, along with providing another source of recovery.

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Outrage
- Earthquake
- Fire Fang
- Stone Edge
Your typical Revenge Killer. The intention here is to be able to come in after something faints and either OHKO or 2HKO. Outrage is used over Dragon Claw to provide more power, and should a Fairy switch in on Outrage, confusion wouldn't set in unless Outrage would have ended anyway, and I would need to switch regardless of if I was running Outrage or Dragon Claw. Fire Fang and Stone Edge are to provide coverage for the likes of Ferrothorn, Skarmory, and Togekiss (Yes, I know Fire Blast would be better for Skarmory, but I feel like Fire Fang works better to deal with Ferrothorn. Then again, the next guy might be better at dealing with Ferrothorn than Garchomp...)

Volcarona @ Lum Berry
Ability: Flame Body
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Fiery Dance
- Bug Buzz
- Quiver Dance
- Giga Drain
The Special Sweeper of this team's Offensive Core. He's mostly around since I don't really have many other Fire moves on the team. A Lum Berry is used to help shrug off any statuses something might try to use as I set up with Quiver Dance. Life Orb was ditched since I found that the residual damage just helped the enemy revenge much easier, or force me to switch out and have a hard time switching back in. Fiery Dance is used over Fire Blast, since I prefer the more reliable accuracy and the potential boost to Sp. Atk. which could help facilitate a sweep. Giga Drain is used over HP Ice/Rock to better deal with Bulky Waters who may want to switch in as I set up.

Lucario @ Lucarionite
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Close Combat
- Swords Dance
- Crunch
- Bullet Punch
The Physical Sweeper of this team's Offensive Core and the Mega of the team. His late game sweeping potential, along with the fact people aren't screaming for him to be banned just yet, is the main reason I ended up choosing him. Crunch is chosen over EQ to deal with Bulky Ghosts and Psychics, and I'd rather have Gliscor deal with the likes of Aegislash. Bullet Punch is chosen over Extreme Speed to deal with Fairies and Gengar, and again, I'd rather leave Gliscor to deal with something like Talonflame.
So there you have it! Any advice on this team would be greatly appreciated!
Last edited: