So recently, I've been wanting to make a team with mixmence in it. With the help of a few friends, we were able to make it. Its more offensive then I am used to, but its been doing pretty well, but as with any teams, there can be some holes, tbh I havent found any major ones, but hopefully you guys can help me find them. Anyways, here it is:
Overview:
Swampert (M) @ Leftovers
Ability: Torrent
EVs: 240 HP/52 SAtk/216 SDef
Sassy nature (+SDef, -Spd)
- Earthquake
- Stealth Rock
- Protect
- Ice Beam
Alright, so here is a special defense spin on classic mixpert, as I needed some type of thing that could sponge some fire hits, and sp def pert works well. So lay up rocks, and against metagross and heatran, protect on the explosion. Protect helps for scouting too, EQ for STAB, ice beam for dragons and the random grass switch-in.
Magnezone @ Leftovers
Ability: Magnet Pull
EVs: 172 HP/84 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Hidden Power [Ice]
- Magnet Rise/?
- Substitute
- Thunderbolt
The ever classic steel trapping magnezone, as I wanted to make a team with mixmence, magnezone helps take care of any CB varients. So T-Bolt for obvious STAB, HP Ice is for dragons and grasses, plus helps when I'm 1v1 with latias. Subsitute on steels so they cant hurt me, and magnet rise if needed. Magnet rise hasn't been of that much use as of late, are there anyother option for that slot?
Salamence (M) @ Life Orb
Ability: Intimidate
EVs: 84 Atk/208 Spd/216 SAtk
Mild nature (+SAtk, -Def)
- Draco Meteor
- Earthquake
- Fire Blast
- Roost
The ever nice mixmence, which is the main focus for making the team. So Draco Meteor for the powerful STAB, EQ takes out heatrans, damages T-Tar, and is really my main physical move. Fire blast takes care of any steels that are able to get past magnezone. Roost heals off SR, sandstorm, and LO damage. I prefer it over outrage, so yea.
Infernape (M) @ Life Orb
Ability: Blaze
EVs: 60 Atk/198 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Close Combat
- Fire Blast
- Grass Knot
- Hidden Power [Ice]
One of my late gamers, able to sweep up when the jobs almost done. Main reason it is here is for CCing, and provide help late gaming. So CC takes out blissey, which I can struggle with. Fire Blast for STAB, and steels, grass knot for bulky waters, and HP ice for any dragons that might try to switch in.
Gengar @ Choice Scarf
Ability: Levitate
EVs: 6 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Shadow Ball
- Thunderbolt
- Focus Blast
- Trick
Advice from a friend on another forum made me change the scarf celebi that was here to scarf gengar. This also provides a safer way to kill gyarados too, but with trick being in the last slot, rocks and LO/SS damage are needed to kill mence off. So shadow ball for STAB, psychics, and ghosts. Thunderbolt for waters and fliers, focus blast for normals, ttar, and steels. Trick is able to cripple blissey and other walls when they might pose a threat.
Tyranitar (M) @ Leftovers
Ability: Sand Stream
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Aqua Tail
- Dragon Dance
- Stone Edge
- Crunch
This was more or less a filler, but its done its job quite well. I needed something that was physical, and that might help, DDT-Tar came to mind. So Dragon Dance for obvious reasons, Aqua Tail was the prefered choice over fire punch, as I have no other water moves, so Aqua Tail helps kill fires, grounds, and rocks. Stone Edge for STAB and killing fliers, Crunch for another STAB, and a way to hurt ghosts and psychics.
So thats it, tell me what you guys think. Any advice would be nice.
Overview:







Swampert (M) @ Leftovers
Ability: Torrent
EVs: 240 HP/52 SAtk/216 SDef
Sassy nature (+SDef, -Spd)
- Earthquake
- Stealth Rock
- Protect
- Ice Beam
Alright, so here is a special defense spin on classic mixpert, as I needed some type of thing that could sponge some fire hits, and sp def pert works well. So lay up rocks, and against metagross and heatran, protect on the explosion. Protect helps for scouting too, EQ for STAB, ice beam for dragons and the random grass switch-in.

Magnezone @ Leftovers
Ability: Magnet Pull
EVs: 172 HP/84 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Hidden Power [Ice]
- Magnet Rise/?
- Substitute
- Thunderbolt
The ever classic steel trapping magnezone, as I wanted to make a team with mixmence, magnezone helps take care of any CB varients. So T-Bolt for obvious STAB, HP Ice is for dragons and grasses, plus helps when I'm 1v1 with latias. Subsitute on steels so they cant hurt me, and magnet rise if needed. Magnet rise hasn't been of that much use as of late, are there anyother option for that slot?

Salamence (M) @ Life Orb
Ability: Intimidate
EVs: 84 Atk/208 Spd/216 SAtk
Mild nature (+SAtk, -Def)
- Draco Meteor
- Earthquake
- Fire Blast
- Roost
The ever nice mixmence, which is the main focus for making the team. So Draco Meteor for the powerful STAB, EQ takes out heatrans, damages T-Tar, and is really my main physical move. Fire blast takes care of any steels that are able to get past magnezone. Roost heals off SR, sandstorm, and LO damage. I prefer it over outrage, so yea.

Infernape (M) @ Life Orb
Ability: Blaze
EVs: 60 Atk/198 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Close Combat
- Fire Blast
- Grass Knot
- Hidden Power [Ice]
One of my late gamers, able to sweep up when the jobs almost done. Main reason it is here is for CCing, and provide help late gaming. So CC takes out blissey, which I can struggle with. Fire Blast for STAB, and steels, grass knot for bulky waters, and HP ice for any dragons that might try to switch in.

Gengar @ Choice Scarf
Ability: Levitate
EVs: 6 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Shadow Ball
- Thunderbolt
- Focus Blast
- Trick
Advice from a friend on another forum made me change the scarf celebi that was here to scarf gengar. This also provides a safer way to kill gyarados too, but with trick being in the last slot, rocks and LO/SS damage are needed to kill mence off. So shadow ball for STAB, psychics, and ghosts. Thunderbolt for waters and fliers, focus blast for normals, ttar, and steels. Trick is able to cripple blissey and other walls when they might pose a threat.

Tyranitar (M) @ Leftovers
Ability: Sand Stream
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Aqua Tail
- Dragon Dance
- Stone Edge
- Crunch
This was more or less a filler, but its done its job quite well. I needed something that was physical, and that might help, DDT-Tar came to mind. So Dragon Dance for obvious reasons, Aqua Tail was the prefered choice over fire punch, as I have no other water moves, so Aqua Tail helps kill fires, grounds, and rocks. Stone Edge for STAB and killing fliers, Crunch for another STAB, and a way to hurt ghosts and psychics.
So thats it, tell me what you guys think. Any advice would be nice.