Aggressive Force

Introduction:
The team is based around a Dragon / Fairy / Steel trio that I wanted to try out. The core, given pure typing, has defensive coverage against all of each others' Super Effective types bar Steel's Ground. As for the Pokemon used in the core, I went with a more offensively oriented core, and ultimately settled on Garchomp + Lucario as the main attacking 'mons while Togekiss provided utility such as Thunderwave and Heal Bell support, and perhaps Wish should I wish to include that. The remainder of the team serves to glue together and support this core. Overall, I have had fair success with this team.

Team:
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Garchomp @ Lum Berry
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Earthquake
- Outrage
- Swords Dance
- Rock Slide

Part 1 of Dragon / Steel / Fairy Trio! Garchomp and Lucario hit very hard together and can break through a good number of things. Lum to cure Outrage confusion as well as annoy status inducers, especially Sableye. Garchomp can be played very aggressively as it's meant to break things. Dragon Claw is an option over Outrage, though the latter hits 50% harder. Lastly, Swords Dance buffs Garchomp's attack and lets it hit extra hard. Rock Slide is added in the last slot because opposing Togekiss are annoying otherwise. Rock Slide also provides the nice BS flinch ever so often, as well as better coverage against Flying types. It is used over Stone Edge purely for accuracy reasons. Garchomp's base 102 speed puts it at a unique benchmark, though it is not the amount of speed that it used to be when Garchomp first entered the DP meta. Nevertheless, Garchomp can still be counted on as a reliable and solid hitter.


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Lucario @ Lucarionite
Ability: Steadfast
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Close Combat
- Bullet Punch
- Crunch
- Swords Dance

Lucario excellently complements Garchomp's offensive capabilities and brings to the table fearsome things like 240 BST Close Combat thanks to Adaptability. Bullet Punch for Adapability STAB'd priority, though E-Speed is viable too against Pokemon that carry priority and also outspeed Mega Lucario. Crunch for type coverage against Celebi and Jellicent, mostly, though the latter I hardly ever see. Swords Dance because hardly anything likes facing +2 Mega Lucario. Ice Punch could work in the last slot because Dragonite at full health is somewhat annoying provided Togekiss is low on health. Lucario's Fighting STAB excellently complements Garchomp's Dragon + Ground, and the two can hit at least Neutral for a good number of things, bar some annoying fuckers like opposing Togekiss.


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Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 48 Spd / 208 Def
Serious Nature
IVs: 0 Atk
- Thunder Wave
- Heal Bell
- Roost
- Air Slash

Togekiss provides great utility for the team, crippling faster Pokemon and even performing annoying Para-Flinch tactics. Hitting Thunderwave on an otherwise threatening sweeper always feels good. The EVs are ripped from the Physically Defensive set on Smogon's page, and haven't been customized against specific threats yet - that may come later. I just noticed that it's Serious Nature while typing hahaha. Forgot to change that when setting the Nature, but alas, Nature should be Bold if you're going with physically defensive, and is changed accordingly in the importable. Togekiss also forms a coincidentally decent type coverage with Heatran and Rotom-W, and the three can comfortably switch between each other in the face of most threats.


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Gengar @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Thunderbolt
- Sludge Wave
- Substitutue

Even though Lucario + Garchomp can power through a shit ton of Pokemon, there are a few that they have trouble with, or generally require one to go down in order for the other to beat. These are most commonly: Celebi, Jellicent, Skarmory, Hippowdon, Sableye, Slowbro, and a few others that I have not listed. Gengar with Thunderbolt is able to cover a good number of these threats, and so Gengar joined the crew. The Life Orb was chosen because Gengar's primary goal is to hit hard, and it hits suprisingly not hard due to its semi-weak STABs. Sludge Wave > Sludge Bomb because the 5 extra BST helps somewhat and I generally don't care for Sludge Bomb's 30% Poison rate, though if you like that, okay. Substitute is there for scouting purposes, though you can definitely use a fourth coverage move in that slot. An interesting note is that if you're playing outside of Smogon rules you can use Sub to force the opponent to guess whether you run a Mega Lucario or Mega Gengar. Alternatively you can switch to Expert Belt or even Lum if you want to play mindgames outside of the Smogon meta and attack without worry of "revealing" your lack of Mega Stone.


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Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 36 SAtk / 220 Spd
Modest Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Pain Split
- Will-O-Wisp

Rotom-Wash is a great general utility Pokemon. It helps cover up a Water weakness (kind of?) the team would have otherwise. Fairly standard set, Thunder Wave > Will-o is an option but Rotom-W is also mostly my buffer against other opposing Rotom-W's, in which case Thunderwave doesn't really help. Will-o's buff to 85 accuracy this gen is pretty fantastic because I can miss less with it! In addition, Rotom-W and Heatran are generally my lead unless the opponent's team preview calls for something different. Unlike the four earlier Pokemon, however, Rotom-W was added to the team without much great consideration nor care. This and Heatran would be two of the Pokemon I'm most willing to swap for a replacement.


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Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
IVs: 2 Atk / 30 Def
- Fire Blast
- Stealth Rock
- Earth Power
- Hidden Power [Ice]

Fairly standard Balloon Heatran - for 5th gen at least. Reliably sets up rocks and provides Fire coverage when needed. It's also helpful as a Dragon buffer due to its Steel typing, and Balloon is surprisingly helpful provided you play it carefully. Heatran is also great for going in on Talonflames and Genesects which would be annoying otherwise. Like the Rotom-W above, this Heatran was added after I added Rotom-W because Rotom-W and Heatran form a decent core on their own, and complement each other well. Replacements welcome, though it has served me well.

Importable (with Togekiss' nature fixed):
Garchomp @ Lum Berry
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Earthquake
- Outrage
- Swords Dance
- Rock Slide

Lucario @ Lucarionite
Ability: Steadfast
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Close Combat
- Bullet Punch
- Crunch
- Swords Dance

Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 48 Spd / 208 Def
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Heal Bell
- Roost
- Air Slash

Gengar @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Thunderbolt
- Sludge Wave
- Substitute

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 36 SAtk / 220 Spd
Modest Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Pain Split
- Will-O-Wisp

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
IVs: 2 Atk / 30 Def
- Fire Blast
- Stealth Rock
- Earth Power
- Hidden Power [Ice]
 
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