So, I'm that n00b newcomer. Because you know, everytime you are into something there is that n00b newcomer who is just like "hey it's my first day here need advices on obvious things". I think I'm gonna play that part now and I am sorry for you, since I know how annoying it can be; I just hope not to be THAT annoying.
But let's go straight to the point: I stopped playing competitive in gen IV and now I came back and """built""" a team around one of my fave new 'mons: Bisharp. There are for sure A LOT of flaws here, so feel free to give me any advice you can without taking him out :)
Bisharp (M) @ Assault Vest
Ability: Defiant
EVs: 192 HP / 220 Atk / 96 Spe
Adamant Nature
- Sucker Punch
- Knock Off
- Iron Head
- Pursuit
He is the first pokemon I picked up: I went for the bulky revenge killer/trapper set /w Assault Vest. Yeah I forgot to mention that for this team I did pretty much a copy-paste from Strategy Dex since I am completely new to the meta and wanted to start being standard and safe. There isn't a lot to say here: 3 Dark STABs providing Priority+Trapping+Item Removal, then the Iron STAB for Fairies&Coverage.
Clefable (M) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
- Calm Mind
- Moonblast
- Flamethrower
- Soft-Boiled
Since Bisharp has quite some issues with Fighting types I chose Clefable as team member #2. This set is the only one I tried so far but it feels quite nice (imho), he puts the enemy into a baaad situation quite often combining tankishness and sweeping potential if you let him Calm Mind.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
VoltTurn strategy is something I'm still not that comfortable with, but ideed when I get it right it's something too good to lack in a team. Probably this is quite a mistake, but this is the reason I try to have Rotom-W in my teams as much as possible: a tankish pesky thing who can also do a lot of special damage and VoltSwitch into the proper counter, luv it. Here he also works as the main Fire type check/counter and has Levitate to switch in on EQs directed to Bisharp, uunless they come from Mold Breaker Excadrill/Mega Gyara/anyonewithmoldbreaker.
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
At this point I noticed a problem: Clefable is weak to Steel types and Ferrothorn walls me completely. Therefore I decided adding the top notch Steel Killer to the team. Here too we have the classic set (booooring), which it seems quite perfect for the purpose.
Excadrill (M) @ Air Balloon
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Rapid Spin
- Earthquake
- Iron Head
- Stealth Rock
Now, I'll say that in this slot there was originally Landorus-T. VoltSwitch core, Stealth Rock setter and still quite nice offensive prowess; even so (probably due to my crappiness as a player) I couldn't manage making him work right, so I tried a couple of different things and this is what worked most nicely: I gave him the Air Balloon for Ground immunity and both Rocks and Rapid Spin to maximize his utility potential. Overall this is the slot where I'm most unhappy of my choice so far.
Lopunny (F) @ Lopunnite
Ability: Cute Charm
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Ice Punch
Last but not least I choose the HIV thingy as main phisical sweeping monster, since his counters/checks are handled by Rotom-W and Magnezone (or at least I hope so); she does her job extremely well, on the other hand she is frail and contributes to making my team extremely weak to Fighting types. This is the second slot I am quite not sure of.
A bit of self-criticism is the key to success everywhere in life (imho), so here is some.
So far I think my team's problems are:
Thanks in advance everyone!
But let's go straight to the point: I stopped playing competitive in gen IV and now I came back and """built""" a team around one of my fave new 'mons: Bisharp. There are for sure A LOT of flaws here, so feel free to give me any advice you can without taking him out :)

Bisharp (M) @ Assault Vest
Ability: Defiant
EVs: 192 HP / 220 Atk / 96 Spe
Adamant Nature
- Sucker Punch
- Knock Off
- Iron Head
- Pursuit
He is the first pokemon I picked up: I went for the bulky revenge killer/trapper set /w Assault Vest. Yeah I forgot to mention that for this team I did pretty much a copy-paste from Strategy Dex since I am completely new to the meta and wanted to start being standard and safe. There isn't a lot to say here: 3 Dark STABs providing Priority+Trapping+Item Removal, then the Iron STAB for Fairies&Coverage.

Clefable (M) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
- Calm Mind
- Moonblast
- Flamethrower
- Soft-Boiled
Since Bisharp has quite some issues with Fighting types I chose Clefable as team member #2. This set is the only one I tried so far but it feels quite nice (imho), he puts the enemy into a baaad situation quite often combining tankishness and sweeping potential if you let him Calm Mind.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
VoltTurn strategy is something I'm still not that comfortable with, but ideed when I get it right it's something too good to lack in a team. Probably this is quite a mistake, but this is the reason I try to have Rotom-W in my teams as much as possible: a tankish pesky thing who can also do a lot of special damage and VoltSwitch into the proper counter, luv it. Here he also works as the main Fire type check/counter and has Levitate to switch in on EQs directed to Bisharp, uunless they come from Mold Breaker Excadrill/Mega Gyara/anyonewithmoldbreaker.

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
At this point I noticed a problem: Clefable is weak to Steel types and Ferrothorn walls me completely. Therefore I decided adding the top notch Steel Killer to the team. Here too we have the classic set (booooring), which it seems quite perfect for the purpose.

Excadrill (M) @ Air Balloon
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Rapid Spin
- Earthquake
- Iron Head
- Stealth Rock
Now, I'll say that in this slot there was originally Landorus-T. VoltSwitch core, Stealth Rock setter and still quite nice offensive prowess; even so (probably due to my crappiness as a player) I couldn't manage making him work right, so I tried a couple of different things and this is what worked most nicely: I gave him the Air Balloon for Ground immunity and both Rocks and Rapid Spin to maximize his utility potential. Overall this is the slot where I'm most unhappy of my choice so far.
Lopunny (F) @ Lopunnite
Ability: Cute Charm
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Ice Punch
Last but not least I choose the HIV thingy as main phisical sweeping monster, since his counters/checks are handled by Rotom-W and Magnezone (or at least I hope so); she does her job extremely well, on the other hand she is frail and contributes to making my team extremely weak to Fighting types. This is the second slot I am quite not sure of.
A bit of self-criticism is the key to success everywhere in life (imho), so here is some.
So far I think my team's problems are:
- A big big BIG weakness to Fighting type when Clefable is dead: priority Mach Punch Breloom/ Secret Sword Keldeo really can sweep brutally through my team, expecially if I predict wrong/make a single mistake.
- Same goes Mega Charizard X if I can't get Clefable inside before he DDances, I just lost to one in the very moments before writing this (I actually killed him, but after he took 3 of my Pokemons down, so...)
- Sometimes something just feels not right about it. Yeah I'm a n00b even at explainations.
Thanks in advance everyone!