I've been working on this team for a little while, and trying to build up a team for wifi battling. I'm still testing it on shoddy, and making small tweaks every so often, but I figure posting it here would be a better way to get feedback.
One thing I ask you keep in mind, getting decent legendary pokemon is rather difficult, and although there are several I love, I haven't gotten a hold of many decent ones for my collection. So currently I'm avoiding having them on my team at this time. If you suggest replacing anything, please make it something I can get from breeding. :)
Now, on to the team!
Thank you!
Giving this thread a final update. There aren't really any major weaknesses left aside from HP: Ice Raikus, but those are rare enough, even on shoddy, that I'm not really worried about them. And this team despite being weak to ice in spots isn't that safe to switch in on for electrics either.
Thank you all for the help, and the people who gave me advice on shoddy battle as well, the posts in this thread and the battling advice during matches let me beat out most of the bugs in this team and get something truly solid.
It's stable and doing well enough that I'm breeding for wifi now, dear goddess all these hidden powers are going to drive me insane.
On a side note... dratini, gligar, riolu and sneasel will all be little cup oriented (not going to bother with budew, but I'll have that too) and I'll try to squeeze some higher end moves onto them. Might as well breed two teams in one if I can. ^-~
At a glance:
What's New:
-Roserade in, Mismagus out, taking the lead spot no less.
-Dragonite not a starter anymore and is using Fire Punch.
-Gliscor has Ice Fang.
-Ninetails is out again, so sad. :(
-Weavile is back in, carrying a brand new Choice Scarf.
-Milotic is now running HP: Electric... trippy
In Detail:
EV Spreads are by:HP/Attack/Defense/S. Atk/S. Def/Speed
Roserade @ Leftovers
Ability: Natural Cure
EVs: 6/-/-/252/-/252
Nature: Timid
- Leaf Storm
- HP: Fire
- Sleep Powder
- Toxic Spikes/Leech Seed
After some debate, and giving tangrowth a great deal of testing. And then testing roserade I opted for roserade. It puts a bandaid on this teams gyra weakness, although it doesn't fix it totally the way tangrowth did. So... why opt for roserade?
Most gyras are starters, which roserade takes care of nicely, the ones it has trouble with are the ones waiting in the wings. If it starts roserade can severely cripple it enough that it isn't a threat anymore. It also makes a far stronger starter with sleep powder than dragonite did with thunder wave.
This is pretty much the standard roserade set lately, I dabbled with HP: Ice and HP: Electric, and although both worked, putting a dent in steel types is a strong bonus, especially those opening bronzongs.
I'm going back and fourth between Leech Seed and Toxic Spikes, one wears down more, and the other helps surviveability but dies on switches. I'll probably just go for two separate pokes as it seems like it's really a preference of the moment thing. Both wear down blissey or force it to constantly use aromatherapy, but toxic spikes work better against most teams. Was running Aromatherapy earlier but roserade tends to be too fragile to really put it to good use.
I have to play lightly with it as it's quite fragile, but it can at least take a hit from ice beam and survive to take down the likes of starmie and vaporeon as well. Also suicinine doesn't seem to be an issue with it as most of those seem to be calm minders skipping out on ice beam. Tangrowth didn't handle starmie or vaporeon consistantly either, which is the other aspect that made me pick the flower.
Dragonite @ Yache Berry
Ability: Inner Focus
EVs: 6/252/-/-/-/252
Nature: Jolly
- Dragon Dance
- Outrage
- Earthquake
- Fire Punch/Thunder Wave
After adding roserade, dragonite moved to a back seat and is now hiding in the eaves of the team. Before it would often get slaughtered quickly as my opponents danced around it and threw everything they had at it. Now its sweeping far more and making a far more devistating effect. Although it's far more tricky to get a DD in, but I basically wait to switch into things that don't want to be hit by an Outrage. :)
Currently running Fire Punch to handle bronzongs, and various nuisance ice types on the switch in. If zong usage seems relatively low, I'll go back to Thunder Wave.
Gliscor @ Leftovers
Ability: Sand Veil
EVs:252/80/2/-/-/176
Nature: Impish
- Earthquake
- Ice Fang
- Taunt
- Roost
For the longest time, I avoided gliscor like the plague, but it pairs so well with lucario that I eventually caved in and added it. It works as my main counter to zapdos and various flying pests, and Taunt shuts down many nasties.
Unfortunatelyit shares an ice weakness with dragonite, making it a bit risky, and garchomp running amuk means many people run 2~3 pokes with ice. Previously I was running Aerial Ace over Stone Edge, but it didn't do enough damage for me, even with stab. Removing it has made heracross more of a worry for me, but not so much.
Taunt is there to shutdown blissey and various sleep talkers, as well as many things that dare to try to setup on him.
Ice Fang was suggested by Tangerine, and is working wonderfully to kill pesky brelooms, nuisance ground types, flyers, and garchomps.
Lucario @ Life Orb
Ability: Inner Focus
EVs: 6/-/-/-/252/-/252
Nature: Modest
- Aura Sphere
- Vacuum Wave
- Shadow Ball
- HP: Ice
Your standard SpecsLuke, currently running Life Orb so it doesn't get trapped as the last poke and get crippled. Currently its working amazingly well and takes no time at all to setup, which was previously a major problem with this team (way too slow). It's simply a beast.
Shadow Ball does far better damage than Dark Pulse in most situations, and the flinches proc far too little. I have no idea how well Flash Cannon would work, but I'm liking Vacuum Wave much more right now, especially since it has the potential to take down heatrans in a single hit.
It also works as a backup psychic killer if weavile drops dead for any reason with it.
The biggest threat for him is CMBliss running a boltbeam set, which are much more common on wifi than on shoddy. With some assistance it works as a great counter (and most people switch out bliss when they see lucario come in) but it has failed me at times. Of course anything that has fire or earthquakes kills it quickly if it's outsped, but that comes naturally with it.
Milotic @ Leftovers
Ability: Mirror Scale
EVs: 54/-/252/112/-/92
Nature: Bold
- Hydro Pump
- HP: Electric
- Recover
- Hypnosis
After playing for a long time with one I bred ages ago, extensive testing on shoddy revealed this team needed a solid gyra counter. Adding roserade helped somewhat, but what do you do if it has a DD or two under its belt and is tearing through the team? With this setup gyra and most other bulky waters simply arn't an issue anymore.
I decided to make a big sacrifice and remove one of my main garchomp counters. I experimented with a boltbeam (HP:Electric, Ice Beam and Hydro Pump/Surf) variety for awhile, but the utility of hypnosis is really helpful and needed if I want to force a switch on blissey who otherwise spells death in the long run.
I'm wondering if a wish passing vaporeon might add more utility in this spot however. Right now, I'm thinking Hypnosis is making a stronger choice than Yawn on vaporeon though. Also, marvel scale is fun. :D
Weavile @ Choice Scarf
Ability: Pressure
EVs: 6/252/-/-/-/252
Nature: Adamant
- Pursuit
- Brick Break
- Night Slash
- Ice Punch
After dieing over and over again to flamethrower carrying timid azelfs, as well as having a good chunk of my team being eaten up by deoxys-s I switched over to choice scarf. Short of an aerodactyl or deoxys-s carrying another scarf, pretty much nothing can outspeed her even after a couple dragon dances. Downside is she's locked into moves, but she works very well, and also manages to 2hko blisseys who are foolish enough to stay in. It also takes care of various dragons and makes a great killer for gengar. I'm glad so many suggested adding this lovely poke back.
Removed Pokemon:
ALL of these pokemon have previously been on the team, and been removed. If you suggest adding any of them back, you have to counter the reason I took it out, and tell me how to make it work this time around. They all looked appealing at some time or another, but they ended up falling short and costing me games.
Scarily... I might end up with another team just from the castoffs of this one, trippy.
Skarmory is the oddball out here as I'm just avoiding using it due to being overdependent, and also shifting for a far more defensive style than I want to go with as my main strategy.
Mismagus @ Leftovers
Ability: Levitate
EVs: 120/-/-/150/-/240
Nature: Timid
- Calm Mind
- Shadow Ball
- Thunderbolt
- Will o' Wisp
Note: Has HP Fighting
Ninetails @ Focus Sash
Ability: Flash Fire
EVs: -/-/6/252/-/252
Nature: Timid
- Fire Blast
- Energy Ball
- Hypnosis
- Nasty Plot
Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 6/252/-/-/-/252
Nature: Jolly
- Focus Punch
- Leech Seed/Seed Bomb
- Spore
- Substitute
Skarmory @ Shed Shell
Ability: Sturdy
EVs: 252/94/156/-/-/8
Nature: Impish
- Brave Bird
- Whirlwind
- Spikes
- Roost
That's about it!
Any suggestions are welcome, one of the main flaws is the team lacks a hazer, so has a bit of difficulty handling sub/boosters. But they can often be dealt with by just smacking them upside the head hard enough.
I'm trying to improve my battling skills, and this team is working quite well for improving my prediction, so I'm avoiding going to an all out stall team.
I look forward to any suggestions. :)
One thing I ask you keep in mind, getting decent legendary pokemon is rather difficult, and although there are several I love, I haven't gotten a hold of many decent ones for my collection. So currently I'm avoiding having them on my team at this time. If you suggest replacing anything, please make it something I can get from breeding. :)
Now, on to the team!
Thank you!
Giving this thread a final update. There aren't really any major weaknesses left aside from HP: Ice Raikus, but those are rare enough, even on shoddy, that I'm not really worried about them. And this team despite being weak to ice in spots isn't that safe to switch in on for electrics either.
Thank you all for the help, and the people who gave me advice on shoddy battle as well, the posts in this thread and the battling advice during matches let me beat out most of the bugs in this team and get something truly solid.
It's stable and doing well enough that I'm breeding for wifi now, dear goddess all these hidden powers are going to drive me insane.
On a side note... dratini, gligar, riolu and sneasel will all be little cup oriented (not going to bother with budew, but I'll have that too) and I'll try to squeeze some higher end moves onto them. Might as well breed two teams in one if I can. ^-~
At a glance:






What's New:
-Roserade in, Mismagus out, taking the lead spot no less.
-Dragonite not a starter anymore and is using Fire Punch.
-Gliscor has Ice Fang.
-Ninetails is out again, so sad. :(
-Weavile is back in, carrying a brand new Choice Scarf.
-Milotic is now running HP: Electric... trippy
In Detail:
EV Spreads are by:HP/Attack/Defense/S. Atk/S. Def/Speed

Roserade @ Leftovers
Ability: Natural Cure
EVs: 6/-/-/252/-/252
Nature: Timid
- Leaf Storm
- HP: Fire
- Sleep Powder
- Toxic Spikes/Leech Seed
After some debate, and giving tangrowth a great deal of testing. And then testing roserade I opted for roserade. It puts a bandaid on this teams gyra weakness, although it doesn't fix it totally the way tangrowth did. So... why opt for roserade?
Most gyras are starters, which roserade takes care of nicely, the ones it has trouble with are the ones waiting in the wings. If it starts roserade can severely cripple it enough that it isn't a threat anymore. It also makes a far stronger starter with sleep powder than dragonite did with thunder wave.
This is pretty much the standard roserade set lately, I dabbled with HP: Ice and HP: Electric, and although both worked, putting a dent in steel types is a strong bonus, especially those opening bronzongs.
I'm going back and fourth between Leech Seed and Toxic Spikes, one wears down more, and the other helps surviveability but dies on switches. I'll probably just go for two separate pokes as it seems like it's really a preference of the moment thing. Both wear down blissey or force it to constantly use aromatherapy, but toxic spikes work better against most teams. Was running Aromatherapy earlier but roserade tends to be too fragile to really put it to good use.
I have to play lightly with it as it's quite fragile, but it can at least take a hit from ice beam and survive to take down the likes of starmie and vaporeon as well. Also suicinine doesn't seem to be an issue with it as most of those seem to be calm minders skipping out on ice beam. Tangrowth didn't handle starmie or vaporeon consistantly either, which is the other aspect that made me pick the flower.

Dragonite @ Yache Berry
Ability: Inner Focus
EVs: 6/252/-/-/-/252
Nature: Jolly
- Dragon Dance
- Outrage
- Earthquake
- Fire Punch/Thunder Wave
After adding roserade, dragonite moved to a back seat and is now hiding in the eaves of the team. Before it would often get slaughtered quickly as my opponents danced around it and threw everything they had at it. Now its sweeping far more and making a far more devistating effect. Although it's far more tricky to get a DD in, but I basically wait to switch into things that don't want to be hit by an Outrage. :)
Currently running Fire Punch to handle bronzongs, and various nuisance ice types on the switch in. If zong usage seems relatively low, I'll go back to Thunder Wave.

Gliscor @ Leftovers
Ability: Sand Veil
EVs:252/80/2/-/-/176
Nature: Impish
- Earthquake
- Ice Fang
- Taunt
- Roost
For the longest time, I avoided gliscor like the plague, but it pairs so well with lucario that I eventually caved in and added it. It works as my main counter to zapdos and various flying pests, and Taunt shuts down many nasties.
Unfortunatelyit shares an ice weakness with dragonite, making it a bit risky, and garchomp running amuk means many people run 2~3 pokes with ice. Previously I was running Aerial Ace over Stone Edge, but it didn't do enough damage for me, even with stab. Removing it has made heracross more of a worry for me, but not so much.
Taunt is there to shutdown blissey and various sleep talkers, as well as many things that dare to try to setup on him.
Ice Fang was suggested by Tangerine, and is working wonderfully to kill pesky brelooms, nuisance ground types, flyers, and garchomps.

Lucario @ Life Orb
Ability: Inner Focus
EVs: 6/-/-/-/252/-/252
Nature: Modest
- Aura Sphere
- Vacuum Wave
- Shadow Ball
- HP: Ice
Your standard SpecsLuke, currently running Life Orb so it doesn't get trapped as the last poke and get crippled. Currently its working amazingly well and takes no time at all to setup, which was previously a major problem with this team (way too slow). It's simply a beast.
Shadow Ball does far better damage than Dark Pulse in most situations, and the flinches proc far too little. I have no idea how well Flash Cannon would work, but I'm liking Vacuum Wave much more right now, especially since it has the potential to take down heatrans in a single hit.
It also works as a backup psychic killer if weavile drops dead for any reason with it.
The biggest threat for him is CMBliss running a boltbeam set, which are much more common on wifi than on shoddy. With some assistance it works as a great counter (and most people switch out bliss when they see lucario come in) but it has failed me at times. Of course anything that has fire or earthquakes kills it quickly if it's outsped, but that comes naturally with it.

Milotic @ Leftovers
Ability: Mirror Scale
EVs: 54/-/252/112/-/92
Nature: Bold
- Hydro Pump
- HP: Electric
- Recover
- Hypnosis
After playing for a long time with one I bred ages ago, extensive testing on shoddy revealed this team needed a solid gyra counter. Adding roserade helped somewhat, but what do you do if it has a DD or two under its belt and is tearing through the team? With this setup gyra and most other bulky waters simply arn't an issue anymore.
I decided to make a big sacrifice and remove one of my main garchomp counters. I experimented with a boltbeam (HP:Electric, Ice Beam and Hydro Pump/Surf) variety for awhile, but the utility of hypnosis is really helpful and needed if I want to force a switch on blissey who otherwise spells death in the long run.
I'm wondering if a wish passing vaporeon might add more utility in this spot however. Right now, I'm thinking Hypnosis is making a stronger choice than Yawn on vaporeon though. Also, marvel scale is fun. :D

Weavile @ Choice Scarf
Ability: Pressure
EVs: 6/252/-/-/-/252
Nature: Adamant
- Pursuit
- Brick Break
- Night Slash
- Ice Punch
After dieing over and over again to flamethrower carrying timid azelfs, as well as having a good chunk of my team being eaten up by deoxys-s I switched over to choice scarf. Short of an aerodactyl or deoxys-s carrying another scarf, pretty much nothing can outspeed her even after a couple dragon dances. Downside is she's locked into moves, but she works very well, and also manages to 2hko blisseys who are foolish enough to stay in. It also takes care of various dragons and makes a great killer for gengar. I'm glad so many suggested adding this lovely poke back.
Removed Pokemon:
ALL of these pokemon have previously been on the team, and been removed. If you suggest adding any of them back, you have to counter the reason I took it out, and tell me how to make it work this time around. They all looked appealing at some time or another, but they ended up falling short and costing me games.
Scarily... I might end up with another team just from the castoffs of this one, trippy.
Skarmory is the oddball out here as I'm just avoiding using it due to being overdependent, and also shifting for a far more defensive style than I want to go with as my main strategy.

Mismagus @ Leftovers
Ability: Levitate
EVs: 120/-/-/150/-/240
Nature: Timid
- Calm Mind
- Shadow Ball
- Thunderbolt
- Will o' Wisp
Note: Has HP Fighting

Ninetails @ Focus Sash
Ability: Flash Fire
EVs: -/-/6/252/-/252
Nature: Timid
- Fire Blast
- Energy Ball
- Hypnosis
- Nasty Plot

Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 6/252/-/-/-/252
Nature: Jolly
- Focus Punch
- Leech Seed/Seed Bomb
- Spore
- Substitute

Skarmory @ Shed Shell
Ability: Sturdy
EVs: 252/94/156/-/-/8
Nature: Impish
- Brave Bird
- Whirlwind
- Spikes
- Roost
That's about it!
Any suggestions are welcome, one of the main flaws is the team lacks a hazer, so has a bit of difficulty handling sub/boosters. But they can often be dealt with by just smacking them upside the head hard enough.
I'm trying to improve my battling skills, and this team is working quite well for improving my prediction, so I'm avoiding going to an all out stall team.
I look forward to any suggestions. :)