So as you may have all read in the title, I have come back from a break of not playing pokemon. My hiatus started Just around the time before BW2 came out. As you can imagine by skills are pretty bad, so what better way to get back into things than to make a team and have to oh so lovely people of the RMT forums help me make a team to tackle the new Meta. Seriously, I had no clue what the hell was going on when I started playing again like WTF is a Zekyurem and why do all the genies have new forms O.O. Anyways enough about that time to get into what you are all probably here for: The Team.
Deoxys-Defense @ Mental Herb
Trait: Pressure
EVs: 252 HP / 4 SDef / 252 Spd
Timid Nature
- Stealth Rock
- Spikes
- Taunt
- Magic Coat
The usual lead and entry hazard seter upper. The first thing I noticed when I came back was the use of Deo-D as a lead. I gave a spin and I can say that it is a fairly solid lead although it is sometimes useless on my team. Anyways SR for free damage and makes sure there ain't no BS like multi-scale D-Nite to ruin my parade. Spikes for that extra damage to everything that doesn't float. Taunt is to utilize Deo-D's base 90 speed, which is a lot faster than other pokes that setup entry hazards, to make sure that the opponent will not get up their entry hazards. Magic coat is great at reflecting status and entry hazards back at my opponent, although I don't get much use out if, so it is subject to change.
Salamence @ Life Orb
Trait: Intimidate
EVs: 252 Spd / 192 SAtk / 64 Atk
Naive Nature
- Draco Meteor
- Fire Blast
- Outrage
- Earthquake
Tried and True Mixmence. In my eyes one of the best wall/stall breakers ever. I decided what better way to mark my return than with one of my all time favourites. Standard mixmence. DMeteor for just insane dmg and smash through basically anything that isn't a steel or named Blissey/Chansey. Fire Blast roasts common steel types like Ferrothorn or Scizor (although some prediction is needed for Scizor). Outrage is a another STAB move that does massive damage even to the 2 pink blobs. To round out the set EQ deals with everything else most notably Heatran and T-Tar. Mence is my go to wallbreaker and like always has served me very well.
Mienshao @ Life Orb
Trait: Regenerator
EVs: 164 Atk / 92 SAtk / 252 Spd
Naive Nature
- Hi Jump Kick
- Fake Out
- U-turn
- Hidden Power [Ice]
This one of the more iffy pokes on my team. I say it is iffy because for me it just feels like its a bit out of place. Regardless, Mienshao is a great pokemon to use. It works well as an anti lead at times and if given the right conditions will do massive damage late game to my opponents. Hi Jump being the main attack here. And STAB Hi Jump Kick is nothing to scoff at, even against pokes that resist it, Hi jump kick can do major damage. Fake out is for the occasional revenge killing and for some free damage when Mienshao switches in. HP Ice if for any pesky Gliscors that may want to switch in and rain on my parade. Although this is a mix set, I think that the fact that I have Mence makes this poke seem redundant. Up for suggestions on what to change it to.
Gengar @ Life Orb
Trait: Levitate
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature
- Shadow Ball
- Focus Blast
- Protect
- Hidden Power [Fire]
This is my resident spin blocker. Gengar also functions as a sweeper if need be. This set is actually one of the old Gen 4 sets MSYTICgar. The idea is to use protect on pokes that would normally trap Gengar like T-tar and Scizor and then react accordingly to what they do. If Scizor BP then switch, if it pursuits then HP fire. I really enjoy using this set and I am surprised at how effective it is even though its from last gen. Well I guess what they say is true: Whats old is new and whats new is old.
Weavile @ Life Orb
Trait: Pressure
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
IVs: 30 SAtk
- Ice Shard
- Low Kick
- Pursuit
- Ice Punch
This is my revenge killer and let me tell you, this guy is a life saver. I didn't use Weavile much even in Gen 4, but I feel that Weavile fits really well on my team. It keeps powerful sweepers like Lati@s, Garchomp, Genies etc. in check. Ice shard is there as the main choice for revenge killing. It deals major damage thanks to STAB, life orb and Weavile's beautiful base 120 Atk. Low kick is there for coverage and to kill off any pesky steel/rock types namely T-tar. Ice punch is there for some extra power against pokes that Weavile can't OHKO with ice shard. Weavile is definitely a nice addition to my team and its a life saver in a lot of battles.
Magnezone @ Choice Scarf
Trait: Magnet Pull
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Flash Cannon
- Thunderbolt
- Volt Switch
- Hidden Power [Fire]
Magnezone. The other poke that I feel doesn't quite fit on my team. I use it mainly to trap steels and to take care of water types. At first I had the Balloon, but I found that it was just way too slow to do anything, so I scrapped that in favour of the Choice scarf. The moves are self explainatory. Thunderbolt for a great STAB, Flash Cannon to help with certain pokes. Volt Switch is there for scouting and HP Fire is to gg no re any steel types.
So there it is my team after coming back.
Some notable problems I have been noticing is that once Magnezone dies Rain teams are a pain in my ass to deal with. Another problem is that fire types are pretty dangerous to my teams, since Mence and Deo-D is the only thing that can take fire attacks and since Deo-D doesn't have any attacks, Mence is really the only option and mence is frail. Although this ain't my best team to date, its what I have using to ladder with for awhile now. Comments, Critiques and Suggestions are always welcomed!

Deoxys-Defense @ Mental Herb
Trait: Pressure
EVs: 252 HP / 4 SDef / 252 Spd
Timid Nature
- Stealth Rock
- Spikes
- Taunt
- Magic Coat
The usual lead and entry hazard seter upper. The first thing I noticed when I came back was the use of Deo-D as a lead. I gave a spin and I can say that it is a fairly solid lead although it is sometimes useless on my team. Anyways SR for free damage and makes sure there ain't no BS like multi-scale D-Nite to ruin my parade. Spikes for that extra damage to everything that doesn't float. Taunt is to utilize Deo-D's base 90 speed, which is a lot faster than other pokes that setup entry hazards, to make sure that the opponent will not get up their entry hazards. Magic coat is great at reflecting status and entry hazards back at my opponent, although I don't get much use out if, so it is subject to change.

Salamence @ Life Orb
Trait: Intimidate
EVs: 252 Spd / 192 SAtk / 64 Atk
Naive Nature
- Draco Meteor
- Fire Blast
- Outrage
- Earthquake
Tried and True Mixmence. In my eyes one of the best wall/stall breakers ever. I decided what better way to mark my return than with one of my all time favourites. Standard mixmence. DMeteor for just insane dmg and smash through basically anything that isn't a steel or named Blissey/Chansey. Fire Blast roasts common steel types like Ferrothorn or Scizor (although some prediction is needed for Scizor). Outrage is a another STAB move that does massive damage even to the 2 pink blobs. To round out the set EQ deals with everything else most notably Heatran and T-Tar. Mence is my go to wallbreaker and like always has served me very well.

Mienshao @ Life Orb
Trait: Regenerator
EVs: 164 Atk / 92 SAtk / 252 Spd
Naive Nature
- Hi Jump Kick
- Fake Out
- U-turn
- Hidden Power [Ice]
This one of the more iffy pokes on my team. I say it is iffy because for me it just feels like its a bit out of place. Regardless, Mienshao is a great pokemon to use. It works well as an anti lead at times and if given the right conditions will do massive damage late game to my opponents. Hi Jump being the main attack here. And STAB Hi Jump Kick is nothing to scoff at, even against pokes that resist it, Hi jump kick can do major damage. Fake out is for the occasional revenge killing and for some free damage when Mienshao switches in. HP Ice if for any pesky Gliscors that may want to switch in and rain on my parade. Although this is a mix set, I think that the fact that I have Mence makes this poke seem redundant. Up for suggestions on what to change it to.

Gengar @ Life Orb
Trait: Levitate
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature
- Shadow Ball
- Focus Blast
- Protect
- Hidden Power [Fire]
This is my resident spin blocker. Gengar also functions as a sweeper if need be. This set is actually one of the old Gen 4 sets MSYTICgar. The idea is to use protect on pokes that would normally trap Gengar like T-tar and Scizor and then react accordingly to what they do. If Scizor BP then switch, if it pursuits then HP fire. I really enjoy using this set and I am surprised at how effective it is even though its from last gen. Well I guess what they say is true: Whats old is new and whats new is old.

Weavile @ Life Orb
Trait: Pressure
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
IVs: 30 SAtk
- Ice Shard
- Low Kick
- Pursuit
- Ice Punch
This is my revenge killer and let me tell you, this guy is a life saver. I didn't use Weavile much even in Gen 4, but I feel that Weavile fits really well on my team. It keeps powerful sweepers like Lati@s, Garchomp, Genies etc. in check. Ice shard is there as the main choice for revenge killing. It deals major damage thanks to STAB, life orb and Weavile's beautiful base 120 Atk. Low kick is there for coverage and to kill off any pesky steel/rock types namely T-tar. Ice punch is there for some extra power against pokes that Weavile can't OHKO with ice shard. Weavile is definitely a nice addition to my team and its a life saver in a lot of battles.

Magnezone @ Choice Scarf
Trait: Magnet Pull
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Flash Cannon
- Thunderbolt
- Volt Switch
- Hidden Power [Fire]
Magnezone. The other poke that I feel doesn't quite fit on my team. I use it mainly to trap steels and to take care of water types. At first I had the Balloon, but I found that it was just way too slow to do anything, so I scrapped that in favour of the Choice scarf. The moves are self explainatory. Thunderbolt for a great STAB, Flash Cannon to help with certain pokes. Volt Switch is there for scouting and HP Fire is to gg no re any steel types.
So there it is my team after coming back.
Some notable problems I have been noticing is that once Magnezone dies Rain teams are a pain in my ass to deal with. Another problem is that fire types are pretty dangerous to my teams, since Mence and Deo-D is the only thing that can take fire attacks and since Deo-D doesn't have any attacks, Mence is really the only option and mence is frail. Although this ain't my best team to date, its what I have using to ladder with for awhile now. Comments, Critiques and Suggestions are always welcomed!