Hey everyone this is my first team please give improvement and critiques to the team and please don't sugar coat it
Venusaur @ Venusaurite
Ability: Overgrow
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Leech Seed
Mega-Venusaur is bulky as most of us know this pokemon has quickly taken my heart with that bulk, the moveset of giga drain, synthesis, and leech seed give you more then enough recovery along with sludge bomb for those fairy type. It also provides a fairy, water, and grass resistance and with thick fat you can also use this to take some physical non-stab ice and fire attacks when at good health
Arcanine @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 4 SAtk / 252 Def
Bold Nature
- Flamethrower
- Will-O-Wisp
- Morning Sun
- Roar
Arcanine is actually a surprisingly good wall with will-o-wisp it can hinder quite a few strong attackers and also roar out set up sweeper to try and get a more favorable match up, morning sun for recovery as a good wall needs. Arcanine also counters talonflame's bravebird and can stall it out. I put rocky helmet on so that it can help wear down physical attacker especially life orb attackers
Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Air Slash
- Thunder Wave
- Roost
- Defog
Togekiss is here to help keep Arcanine and the sweepers alive as long as possible with out hazards on the field as well as taking on attackers that Venusaur can't handle on the special side. Thunder wave is used to slow things that out speed infernape, krookodile and greninja, defog is used to clear hazards, and roost is to keep Togekiss alive so if you need to take hits or clear more hazards later.
Infernape @ Choice Band
Ability: Blaze
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Flare Blitz
- Close Combat
- U-turn
- Mach Punch
Infernape is here for a wall breaking and possible late game sweeping it also provides need priority for the team so the lack of hazards isn't to bad and make it a pretty good revenge killer. The move set is standard but it works. The choice band allows infernape to do up to 67% to a physically defensive rotom-w as well as do a truck load of damage to other physical walls. This set allows you to get momentum with u-turn or punch a hole in a team by significantly weakening just about anything that come in with either close combat or flare blitz.
Greninja @ Life Orb
Ability: Protean
EVs: 252 Spd / 252 SAtk / 4 Atk
Hasty Nature
- Hydro Pump
- Dark Pulse
- Ice Beam
- U-turn
Greninja is here to provide much need speed and coverage originally a scarf keldeo I found that Greninja provides around the same speed and give much more freedom and coverage. With the life orb providing a boost to the power of the moves plus its great ability giving it stab on every move greninja does damage and can be ready to sweep a worn down team at the end by out pacing them. Like Infernape u-turn is there to grab momentum, Ice beam to take down grass, flying and dragon types, hydro pump and dark pulse are there for stab.
Krookodile @ Assault Vest
Ability: Moxie
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Earthquake
- Knock Off
- Superpower
- Stone Edge
Krookodile is here for another stall breaker and is here to handle electric types and well as do excellent damage as well as knock of items on walls that need for recovery and can wear down many things that the rest of the team my not be able to kill in one shot so that they can. Also with moxie allows it to boost its own attack and prepare team for late game sweeps by infernape and greninja. The assault vest gives it a bit more bulk and allows it to switch up moves also allowing you to live hits and get off extra damage on things
Venusaur @ Venusaurite
Ability: Overgrow
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Leech Seed
Mega-Venusaur is bulky as most of us know this pokemon has quickly taken my heart with that bulk, the moveset of giga drain, synthesis, and leech seed give you more then enough recovery along with sludge bomb for those fairy type. It also provides a fairy, water, and grass resistance and with thick fat you can also use this to take some physical non-stab ice and fire attacks when at good health
Arcanine @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 4 SAtk / 252 Def
Bold Nature
- Flamethrower
- Will-O-Wisp
- Morning Sun
- Roar
Arcanine is actually a surprisingly good wall with will-o-wisp it can hinder quite a few strong attackers and also roar out set up sweeper to try and get a more favorable match up, morning sun for recovery as a good wall needs. Arcanine also counters talonflame's bravebird and can stall it out. I put rocky helmet on so that it can help wear down physical attacker especially life orb attackers
Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Air Slash
- Thunder Wave
- Roost
- Defog
Togekiss is here to help keep Arcanine and the sweepers alive as long as possible with out hazards on the field as well as taking on attackers that Venusaur can't handle on the special side. Thunder wave is used to slow things that out speed infernape, krookodile and greninja, defog is used to clear hazards, and roost is to keep Togekiss alive so if you need to take hits or clear more hazards later.
Infernape @ Choice Band
Ability: Blaze
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Flare Blitz
- Close Combat
- U-turn
- Mach Punch
Infernape is here for a wall breaking and possible late game sweeping it also provides need priority for the team so the lack of hazards isn't to bad and make it a pretty good revenge killer. The move set is standard but it works. The choice band allows infernape to do up to 67% to a physically defensive rotom-w as well as do a truck load of damage to other physical walls. This set allows you to get momentum with u-turn or punch a hole in a team by significantly weakening just about anything that come in with either close combat or flare blitz.
Greninja @ Life Orb
Ability: Protean
EVs: 252 Spd / 252 SAtk / 4 Atk
Hasty Nature
- Hydro Pump
- Dark Pulse
- Ice Beam
- U-turn
Greninja is here to provide much need speed and coverage originally a scarf keldeo I found that Greninja provides around the same speed and give much more freedom and coverage. With the life orb providing a boost to the power of the moves plus its great ability giving it stab on every move greninja does damage and can be ready to sweep a worn down team at the end by out pacing them. Like Infernape u-turn is there to grab momentum, Ice beam to take down grass, flying and dragon types, hydro pump and dark pulse are there for stab.
Krookodile @ Assault Vest
Ability: Moxie
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Earthquake
- Knock Off
- Superpower
- Stone Edge
Krookodile is here for another stall breaker and is here to handle electric types and well as do excellent damage as well as knock of items on walls that need for recovery and can wear down many things that the rest of the team my not be able to kill in one shot so that they can. Also with moxie allows it to boost its own attack and prepare team for late game sweeps by infernape and greninja. The assault vest gives it a bit more bulk and allows it to switch up moves also allowing you to live hits and get off extra damage on things