This is the first competitive singles team I've made, so I wanted to get some input on how to improve it. I wanted to make a team that only utilized pokemon in the Kalos dex, and only with movesets obtainable in XY. I also wanted to use it in-game, so I tried to optimize it for level 50.
I wanted my team to be fairly bulky, so I started with Mega Venasaur. After a lot of thought, I settled on this set.
Venasaur @ Venasaurite
Chlorophyll/Thick Fat
Calm, 196 HP, 4 Def, 252 SpA, 4 SpD, 52 Spe
Sludge Bomb
Giga Drain
Sleep Powder
Synthesis
This set has proven to be pretty reliable. Venasaur's huge bulk and lack of exploitable weaknesses, except against a few predictable threats like Talonflame, almost always allow it to use sleep powder to put its target to sleep. Sludge Bomb is the more damaging STAB option, while Giga Drain allows Venasur to extend its longevity while dealing damage. Synthesis is there for after it has absorbed a few hits and needs some more HP. The EV's in speed let it outrun 0-speed Rotom, though I'm not really sure why I thought that was necessary.
I wanted a way to set up hazards as well. I'm used to doubles, where hazards aren't as useful, so part of this was just to try them out. I chose Skarmory after finding that it walled pretty much everything I had while setting up rocks and phazing.
Skarmory @ Rocky Helmet
Sturdy
Impish, 252 HP, 252 Def, 4 SpD
Brave Bird
Stealth Rock
Whirlwind
Roost
I looked at a few other sets before deciding on this very generic Skarmory. BB is there to let it hit stuff even if it gets taunted or if it needs to damage something. Rocks is there for hazard setting, which whirlwind works well with. Whirlwind also lets it get rid of setup sweepers. Roost is there to make it last longer and get rid of BB recoil. Rocky Helmet is there to make sure spinners don't get to spin away rocks for free.
I wanted another status to inflict, and I really like the way burn cripples physical hitters, so I selected Rotom-W for its excellent bulk and lack of weaknesses
Rotom Leftovers
Levitate
Calm, 252 HP, 56 SpA, 4 Spe, 196 SpD
Hydro Pump
Thunderbolt
Volt Switch
Wil-O-Wisp
I've used Rotom for a while on my doubles team, and I really liked how it performed. Since it's supposed to use WoW, I opted for a more specially defensive set. Volt switch lets it keep momentum after WoW-ing and also lets it scout my opponent. Thunderbolt is there for when Rotom really is my best offensive option and needs to stay in and fight. The 56 EVs in SpA let it nab just a bit more damage.
I happen to like using gliscor as well, so he's on the team too. Not really to fussed about him though.
Gliscor Toxic Orb
Poison Heal
Impish, 252 HP, 180 Def, 4 SpDef, 72 Spe
Earthquake
Toxic
Subsitute
Roost
Earthquake is there for doing damage, but unfortunately misses out on flying types. Toxic is the main source of damage, and lets it get rid of annoying bulky things. Subsitute lets Gliscor stall for more toxic damage. THe 72 in Spe is there to outrun something, probably rotom, but I forget what.
The last 2 pokemon were chosen because my team lacked powerful sources of damage and priority.
Dragonite @ Weakness Policy
Multiscale
Jolly, 252 Atk, 92 HP, 164 Spe
Dragon Claw
Earthquake
Extremespeed
Dragon Dance
Pretty simple. DDance to get the boost. If somethings hits dragonite for SE damage, it winds up at +3 Atk. The speed Ev's let it outrun all base 130's at +1. Dragon Claw is there for STAB, extremespeed for priority. I wanted Earthquake rather than fire punch because it seemed to me that earthquake hit more things hard, plus avoids King's Shield on Aegislash.
Conkeldurr @ Assault Vest
Iron Fist
Adamant, 252 Atk, 252 SpD, 4 Def
Drain Punch
Mach Punch
Payback
Poison Jab
I haven't tested this set nearly as much. Assault vest is so that it lasts long enough to actually do damage. Drain Punch is there for damage and recovery, while Mach Punch is another STAB to finish things off. Payback and Poison Jab are there for coverage against psychics and fairies, respectively.
That's what I'm at right now, hopefully it can be improved upon. Thanks for reading this.
I wanted my team to be fairly bulky, so I started with Mega Venasaur. After a lot of thought, I settled on this set.
Venasaur @ Venasaurite
Chlorophyll/Thick Fat
Calm, 196 HP, 4 Def, 252 SpA, 4 SpD, 52 Spe
Sludge Bomb
Giga Drain
Sleep Powder
Synthesis
This set has proven to be pretty reliable. Venasaur's huge bulk and lack of exploitable weaknesses, except against a few predictable threats like Talonflame, almost always allow it to use sleep powder to put its target to sleep. Sludge Bomb is the more damaging STAB option, while Giga Drain allows Venasur to extend its longevity while dealing damage. Synthesis is there for after it has absorbed a few hits and needs some more HP. The EV's in speed let it outrun 0-speed Rotom, though I'm not really sure why I thought that was necessary.
I wanted a way to set up hazards as well. I'm used to doubles, where hazards aren't as useful, so part of this was just to try them out. I chose Skarmory after finding that it walled pretty much everything I had while setting up rocks and phazing.
Skarmory @ Rocky Helmet
Sturdy
Impish, 252 HP, 252 Def, 4 SpD
Brave Bird
Stealth Rock
Whirlwind
Roost
I looked at a few other sets before deciding on this very generic Skarmory. BB is there to let it hit stuff even if it gets taunted or if it needs to damage something. Rocks is there for hazard setting, which whirlwind works well with. Whirlwind also lets it get rid of setup sweepers. Roost is there to make it last longer and get rid of BB recoil. Rocky Helmet is there to make sure spinners don't get to spin away rocks for free.
I wanted another status to inflict, and I really like the way burn cripples physical hitters, so I selected Rotom-W for its excellent bulk and lack of weaknesses
Rotom Leftovers
Levitate
Calm, 252 HP, 56 SpA, 4 Spe, 196 SpD
Hydro Pump
Thunderbolt
Volt Switch
Wil-O-Wisp
I've used Rotom for a while on my doubles team, and I really liked how it performed. Since it's supposed to use WoW, I opted for a more specially defensive set. Volt switch lets it keep momentum after WoW-ing and also lets it scout my opponent. Thunderbolt is there for when Rotom really is my best offensive option and needs to stay in and fight. The 56 EVs in SpA let it nab just a bit more damage.
I happen to like using gliscor as well, so he's on the team too. Not really to fussed about him though.
Gliscor Toxic Orb
Poison Heal
Impish, 252 HP, 180 Def, 4 SpDef, 72 Spe
Earthquake
Toxic
Subsitute
Roost
Earthquake is there for doing damage, but unfortunately misses out on flying types. Toxic is the main source of damage, and lets it get rid of annoying bulky things. Subsitute lets Gliscor stall for more toxic damage. THe 72 in Spe is there to outrun something, probably rotom, but I forget what.
The last 2 pokemon were chosen because my team lacked powerful sources of damage and priority.
Dragonite @ Weakness Policy
Multiscale
Jolly, 252 Atk, 92 HP, 164 Spe
Dragon Claw
Earthquake
Extremespeed
Dragon Dance
Pretty simple. DDance to get the boost. If somethings hits dragonite for SE damage, it winds up at +3 Atk. The speed Ev's let it outrun all base 130's at +1. Dragon Claw is there for STAB, extremespeed for priority. I wanted Earthquake rather than fire punch because it seemed to me that earthquake hit more things hard, plus avoids King's Shield on Aegislash.
Conkeldurr @ Assault Vest
Iron Fist
Adamant, 252 Atk, 252 SpD, 4 Def
Drain Punch
Mach Punch
Payback
Poison Jab
I haven't tested this set nearly as much. Assault vest is so that it lasts long enough to actually do damage. Drain Punch is there for damage and recovery, while Mach Punch is another STAB to finish things off. Payback and Poison Jab are there for coverage against psychics and fairies, respectively.
That's what I'm at right now, hopefully it can be improved upon. Thanks for reading this.