The Team
Role: Utility/Physical Attacker
Bisharp @ Leftovers
Ability: Defiant
EVs: 252 Atk / 200 HP / 4 SDef / 52 Spd
Adamant Nature
- Sucker Punch
- Iron Head
- Knock Off
- Swords Dance
Synergy
: Sylveon/Scolipede/Thundurus
: Thundurus
: Charizard X/Greninja
Bisharp is my late game cleaner of the team, Pretty default set with knock Off to help deal with chansey and anything else that would run eviolite. Leftovers are for gradual HP recovery as Bisharp tends to get worn down on switches. Iron head is my fairy coverage and Swords dance and sucker punch go hand in hand for strong priority.
-----
Role: Baton Passer/Revenge Killer
Scolipede @ Focus Sash
Ability: Speed Boost
EVs: 252 Spd / 252 HP / 4 Atk
Jolly Nature
- Megahorn
- Swords Dance
- Baton Pass
- Protect
Synergy
: Thundurus/Bisharp
:Bisharp
:Charizard X/Greninja
:Bisharp/Greninja
Scollpede was originally adde to the team to provide Iron defense bulk to Sylveon making it an extreme mixed wall, however I found that didn't really give Scolipede much chance on its own. What it can do is now provide Attack and speed boosts to Charizard and Bisharp which comes in particularly handy for both of said pokemon, the only problem is them surviving a baton pass as they lack decent bulk. After a protect speed boost, this pokemon can become a fairly decent revenge killer if Megahorns accuracy doesn't work against you. Considering replacing for a different pokemon who plays a different role.
-----
Role: Cleric/Special Wall
Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 SpD / 252 HP / 4 SAtk
Calm Nature
- Hyper Voice
- Wish
- Calm Mind
- Heal Bell
Synergy
: Scolipede/Bisharp
:Thundurus/Bisharp/Charizard X/Greninja
Sylveon is my teams Cleric. Hyper voice is a strong move which prevents me being taunt bait and also bypasses pokemon hiding behind Substitutes. Calm mind is to bulk up and deal major damage once all physical threats have been removed. Heal Bell and wish are your two standard cleric moves to heal and Remove status for the team or itself. Defence EV's are for emergency Bulk in tight situations.
-----
Role:Special Sweeper/Revenge Killer
Greninja @ Expert Belt
Ability: Protean
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Surf
- Ice Beam
- Dark Pulse
- Hidden Power [Fire]
Synergy
Greninja's synergy depends on which move type it used last therefore, synergy with greninja is not really worth investing in.
Greninja is my main Special Sweeper, four coverage moves to deal with a huge range of pokemon in 1/2hko's. I opted for Hidden-power fire to deal with steels in the event my Charizard is dead. The other three moves are standard coverage and I went for accuracy over power for safety.
-----
Role:Physical Sweeper
Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Spd / 252 Atk / 4 Def
Adamant Nature
- Flare Blitz
- Earthquake
- Dragon Dance
- Dragon Claw
Synergy
:Thundurus
:Bisharp
:Bisharp/Sylveon
Charizard is my Main physical Sweeper, I currently have no Spinner or Defog user on my team so I have ran into situations where Charizard is somewhat unhelpful for matches, however it has great coverage and can bag a decent knockout or two during matches which gives me an edge on my opponent. 4 Def EV's are so Stealth rocks does 49% damage instead of 50. Considering replacing with a Pokemon that plays a similar role but isn't ruined by Stealth rocks.
-----
Role:Taunter/Special Sweeper
Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Thunder Wave
- Taunt
- Thunderbolt
- Hidden Power [Ice]
Synergy
:Bisharp
:Bisharp/Greninja
Finally I have Thundurus that does a huge amount for my team. Taunt can stop/delay stealth rocks and Screens whereas thunder wave can slow down fast threats or just be used to get free turns form paralysis. These two moves mixed with high speed ensure I almost always get first move against other pranksters. Thunder-wave is for stab against water types and Hidden-power Ice prevents myself from getting walled by ground types.
-----
My team is lacking a few key things such as Priority moves, Hazard removal and hazards. However they are not essential.
Example Games of Team:
http://replay.pokemonshowdown.com/ou-96794880
Threats
Talonflame/Priority moves
Quagsire/Gastrodon
Rotom-Wash
Changes will be updated in original thread in blue :)
I also Prefer non-legendary pokemon for those that want to suggest changes.
Currently Testing
To Replace Greninja:
Rotom-W @ Chesto Berry
EV: 252 HP / 252 Def / 4 SpA
Ability: Levitate
Bold Nature
- Will-o-Wisp
- Volt Switch
- Rest
- Hydro Pump
Final Verdict: Was too predictable by opponents.

Role: Utility/Physical Attacker
Bisharp @ Leftovers
Ability: Defiant
EVs: 252 Atk / 200 HP / 4 SDef / 52 Spd
Adamant Nature
- Sucker Punch
- Iron Head
- Knock Off
- Swords Dance
Synergy



Bisharp is my late game cleaner of the team, Pretty default set with knock Off to help deal with chansey and anything else that would run eviolite. Leftovers are for gradual HP recovery as Bisharp tends to get worn down on switches. Iron head is my fairy coverage and Swords dance and sucker punch go hand in hand for strong priority.
-----

Role: Baton Passer/Revenge Killer
Scolipede @ Focus Sash
Ability: Speed Boost
EVs: 252 Spd / 252 HP / 4 Atk
Jolly Nature
- Megahorn
- Swords Dance
- Baton Pass
- Protect
Synergy




Scollpede was originally adde to the team to provide Iron defense bulk to Sylveon making it an extreme mixed wall, however I found that didn't really give Scolipede much chance on its own. What it can do is now provide Attack and speed boosts to Charizard and Bisharp which comes in particularly handy for both of said pokemon, the only problem is them surviving a baton pass as they lack decent bulk. After a protect speed boost, this pokemon can become a fairly decent revenge killer if Megahorns accuracy doesn't work against you. Considering replacing for a different pokemon who plays a different role.
-----

Role: Cleric/Special Wall
Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 SpD / 252 HP / 4 SAtk
Calm Nature
- Hyper Voice
- Wish
- Calm Mind
- Heal Bell
Synergy


Sylveon is my teams Cleric. Hyper voice is a strong move which prevents me being taunt bait and also bypasses pokemon hiding behind Substitutes. Calm mind is to bulk up and deal major damage once all physical threats have been removed. Heal Bell and wish are your two standard cleric moves to heal and Remove status for the team or itself. Defence EV's are for emergency Bulk in tight situations.
-----

Role:Special Sweeper/Revenge Killer
Greninja @ Expert Belt
Ability: Protean
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Surf
- Ice Beam
- Dark Pulse
- Hidden Power [Fire]
Synergy
Greninja's synergy depends on which move type it used last therefore, synergy with greninja is not really worth investing in.
Greninja is my main Special Sweeper, four coverage moves to deal with a huge range of pokemon in 1/2hko's. I opted for Hidden-power fire to deal with steels in the event my Charizard is dead. The other three moves are standard coverage and I went for accuracy over power for safety.
-----

Role:Physical Sweeper
Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Spd / 252 Atk / 4 Def
Adamant Nature
- Flare Blitz
- Earthquake
- Dragon Dance
- Dragon Claw
Synergy



Charizard is my Main physical Sweeper, I currently have no Spinner or Defog user on my team so I have ran into situations where Charizard is somewhat unhelpful for matches, however it has great coverage and can bag a decent knockout or two during matches which gives me an edge on my opponent. 4 Def EV's are so Stealth rocks does 49% damage instead of 50. Considering replacing with a Pokemon that plays a similar role but isn't ruined by Stealth rocks.
-----

Role:Taunter/Special Sweeper
Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Thunder Wave
- Taunt
- Thunderbolt
- Hidden Power [Ice]
Synergy


Finally I have Thundurus that does a huge amount for my team. Taunt can stop/delay stealth rocks and Screens whereas thunder wave can slow down fast threats or just be used to get free turns form paralysis. These two moves mixed with high speed ensure I almost always get first move against other pranksters. Thunder-wave is for stab against water types and Hidden-power Ice prevents myself from getting walled by ground types.
-----
My team is lacking a few key things such as Priority moves, Hazard removal and hazards. However they are not essential.
Example Games of Team:
http://replay.pokemonshowdown.com/ou-96794880
Threats
Talonflame/Priority moves
Quagsire/Gastrodon
Rotom-Wash
Changes will be updated in original thread in blue :)
I also Prefer non-legendary pokemon for those that want to suggest changes.
Currently Testing
To Replace Greninja:

Rotom-W @ Chesto Berry
EV: 252 HP / 252 Def / 4 SpA
Ability: Levitate
Bold Nature
- Will-o-Wisp
- Volt Switch
- Rest
- Hydro Pump
Final Verdict: Was too predictable by opponents.
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