New to this teambuilding thing in general, this is one that's been working pretty well for me in the ladder so far. I'm sure some improvements can be made, though.
Edit: I've swapped Blacephalon out for Mega Alakazam and gave Tapu Koko an Electrium Z. Now that Alakazam has ice coverage against Lando and other ground/dragon types, I've taken HP ice off of lando and replaced it with Stone Edge for better coverage and better damage against flying types and Pinsir. Thanks to aqualad33 for some great suggestions : )
Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
IVs: 1 Atk
- Flash Cannon
- Fleur Cannon
- Volt Switch
- Hidden Power [Fire]
Part of a bulky core with lando, still able to dish out a huge amount of damage. Lando and Magearna are pretty much the only tanky mons on this team. Mage makes up the special part of this core, and the assault vest makes it so I can switch into most special attacks without worry. I pretty much have all coverage/STAB moves to get some good damage in. HP fire helps to counter against mons like ferro, mag, and opposing magearnas. volt switch adds good coverage against fini and other water types as well as adds to the giant switch core I have going on. Fleur cannon is used against greninja (followed by a switch out) and is massive damage in general, especially with soul-heart. Flash cannon helps take down rock types (such as t-tar) and is solid STAB in general.
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 240 Def / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn
Standard tank Lando. He's the physical part of the tank core. Same thing as Mage, really: can switch into physical attackers quite easily, maybe set up a stealth rocks or whatever and U-turn out into one of my HO mons if Lando is slower. I've considered Stone Edge over HP Ice as I have enough counters against lando, but I still run it for ground/dragon types. Stone Edge, as said above counters flying types, such as Zapdos, and does good damage against pinsir. I usually only set up stealth rocks if it will be super effective against something or I have a completely free chance to. Earthquake is solid STAB and gets rid of Koko (if he doesn't switch).
Tapu Koko @ Electrium Z
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- U-turn
IMO the most important mon in this team. Thunder bolt is good STAB, does good damage against Celesteela and takes out Charizard Y, HP ice is solid coverage (thinking about HP fire though) and does massive damage against ground/dragon types and lando (although thats not what I use too counter lando usually), and I use volt switch and U-turn to pivot. I use both so I can switch out against ground types with U-turn, but still do good damage against water or flying types (or just better damage in general) with Volt Switch. I use Tapu to setup my Hawlucha and do a lot of switch damage with Staraptor. Electrium Z allows Koko to pump out a ton of damage and easily deal with and even OHKO some tanks (toxapex mainly).
Staraptor @ Choice Scarf
Ability: Reckless
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Brave Bird
- Double-Edge
- Close Combat
- U-turn
I literally use Staraptor in every team, it's just so solid for me. Choice scarf allows it to get solid speed and outspeed some slower scarfed mons. It can still do a surprising amount of damage (can one-shot Charizard-Y with no EVs in HP/defense) and is really solid for cleaning up weaker mons that were hit by Mage or Lando. Yes, this is the 3rd flying type among 2 much better ones, but I've tried greninja and it honestly can't get the same damage down as Staraptor, although it may be faster. Its normal typing also lets it switch into ghost attacks. Staraptor completes a 4-way switch core. It's typing also doesn't really matter, as it's extremely frail and exclusively used for doing damage and switching into a tank.
Hawlucha @ Electric Seed
Ability: Unburden
EVs: 96 HP / 252 Atk / 36 SpD / 124 Spe
Adamant Nature
- Acrobatics
- Swords Dance
- High Jump Kick
- Roost
A ridiculously good counter to Lando. I lead Koko in pretty much all of my games, so if they lead with a lando, I can easily U-turn into this guy. If it's a scarfed lando, Koko will easily go down to an earthquake, but the sacrifice is worth it as I can easily get 1-2 swords dances off on hawlucha and get usually at the very least 2 mons before going down. If lando isn't scarfed, I know that I'm either switching into a stealth rocks, earthquake, or, if the opponent predicts the switch, a rock move (which basically does nothing). If they choose to keep lando in at this point, I basically win as I can get multiple swords dances off while roosting up and eventually sweeping. If they chose to swap it out into something else and then swap lando back in and reduce my attack, I'll just roost and swords dance in their face no problem. Acrobatics is huge damage after Electric Seed is dropped, High Jump Kick is great stab and gets rid of Heatran, Celesteela, and ferrothorn in one hit (after a swords dance). Roost is viable here because hawlucha has pretty solid defensive bulk after the Electric Seed is used. It's very hard to counter.
Alakazam @ Alakazite
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Shadow Ball
- Recover
- Hidden Power [Ice]
Alakazam is a very powerful special late-game sweeper, balancing out with Hawlucha and Staraptor. HP ice allows Ala to OHKO Lando, Zygarde, Garchomp, Gliscor, and anything with the 4x weakness, really. Psychic is solid stab damage, and Shadow Ball helps deal with other Alakazams, Mew, Reu, and any other troublesome psychic types. Its also just solid coverage in general. I chose Shadow Ball over Focus Blast because lucha and Staraptor already have fighting moves, while no one else has ghost coverage and staraptor is the only other one who can counter Ala. Magic Guard lets me switch into entry hazards painlessly, and trace allows me to copy an ability that may serve to my advantage. These combined make Ala a great lead-Heatran counter, as I can switch into the Stealth Rocks easily and copy flash fire. Overall, Ala is here as a special late-game sweeper, covers some holes in coverage, and deals with a few pesky tanks which would otherwise give me trouble.
Edit: I've swapped Blacephalon out for Mega Alakazam and gave Tapu Koko an Electrium Z. Now that Alakazam has ice coverage against Lando and other ground/dragon types, I've taken HP ice off of lando and replaced it with Stone Edge for better coverage and better damage against flying types and Pinsir. Thanks to aqualad33 for some great suggestions : )
Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
IVs: 1 Atk
- Flash Cannon
- Fleur Cannon
- Volt Switch
- Hidden Power [Fire]
Part of a bulky core with lando, still able to dish out a huge amount of damage. Lando and Magearna are pretty much the only tanky mons on this team. Mage makes up the special part of this core, and the assault vest makes it so I can switch into most special attacks without worry. I pretty much have all coverage/STAB moves to get some good damage in. HP fire helps to counter against mons like ferro, mag, and opposing magearnas. volt switch adds good coverage against fini and other water types as well as adds to the giant switch core I have going on. Fleur cannon is used against greninja (followed by a switch out) and is massive damage in general, especially with soul-heart. Flash cannon helps take down rock types (such as t-tar) and is solid STAB in general.
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 240 Def / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn
Standard tank Lando. He's the physical part of the tank core. Same thing as Mage, really: can switch into physical attackers quite easily, maybe set up a stealth rocks or whatever and U-turn out into one of my HO mons if Lando is slower. I've considered Stone Edge over HP Ice as I have enough counters against lando, but I still run it for ground/dragon types. Stone Edge, as said above counters flying types, such as Zapdos, and does good damage against pinsir. I usually only set up stealth rocks if it will be super effective against something or I have a completely free chance to. Earthquake is solid STAB and gets rid of Koko (if he doesn't switch).
Tapu Koko @ Electrium Z
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- U-turn
IMO the most important mon in this team. Thunder bolt is good STAB, does good damage against Celesteela and takes out Charizard Y, HP ice is solid coverage (thinking about HP fire though) and does massive damage against ground/dragon types and lando (although thats not what I use too counter lando usually), and I use volt switch and U-turn to pivot. I use both so I can switch out against ground types with U-turn, but still do good damage against water or flying types (or just better damage in general) with Volt Switch. I use Tapu to setup my Hawlucha and do a lot of switch damage with Staraptor. Electrium Z allows Koko to pump out a ton of damage and easily deal with and even OHKO some tanks (toxapex mainly).
Staraptor @ Choice Scarf
Ability: Reckless
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Brave Bird
- Double-Edge
- Close Combat
- U-turn
I literally use Staraptor in every team, it's just so solid for me. Choice scarf allows it to get solid speed and outspeed some slower scarfed mons. It can still do a surprising amount of damage (can one-shot Charizard-Y with no EVs in HP/defense) and is really solid for cleaning up weaker mons that were hit by Mage or Lando. Yes, this is the 3rd flying type among 2 much better ones, but I've tried greninja and it honestly can't get the same damage down as Staraptor, although it may be faster. Its normal typing also lets it switch into ghost attacks. Staraptor completes a 4-way switch core. It's typing also doesn't really matter, as it's extremely frail and exclusively used for doing damage and switching into a tank.
Hawlucha @ Electric Seed
Ability: Unburden
EVs: 96 HP / 252 Atk / 36 SpD / 124 Spe
Adamant Nature
- Acrobatics
- Swords Dance
- High Jump Kick
- Roost
A ridiculously good counter to Lando. I lead Koko in pretty much all of my games, so if they lead with a lando, I can easily U-turn into this guy. If it's a scarfed lando, Koko will easily go down to an earthquake, but the sacrifice is worth it as I can easily get 1-2 swords dances off on hawlucha and get usually at the very least 2 mons before going down. If lando isn't scarfed, I know that I'm either switching into a stealth rocks, earthquake, or, if the opponent predicts the switch, a rock move (which basically does nothing). If they choose to keep lando in at this point, I basically win as I can get multiple swords dances off while roosting up and eventually sweeping. If they chose to swap it out into something else and then swap lando back in and reduce my attack, I'll just roost and swords dance in their face no problem. Acrobatics is huge damage after Electric Seed is dropped, High Jump Kick is great stab and gets rid of Heatran, Celesteela, and ferrothorn in one hit (after a swords dance). Roost is viable here because hawlucha has pretty solid defensive bulk after the Electric Seed is used. It's very hard to counter.
Alakazam @ Alakazite
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Shadow Ball
- Recover
- Hidden Power [Ice]
Alakazam is a very powerful special late-game sweeper, balancing out with Hawlucha and Staraptor. HP ice allows Ala to OHKO Lando, Zygarde, Garchomp, Gliscor, and anything with the 4x weakness, really. Psychic is solid stab damage, and Shadow Ball helps deal with other Alakazams, Mew, Reu, and any other troublesome psychic types. Its also just solid coverage in general. I chose Shadow Ball over Focus Blast because lucha and Staraptor already have fighting moves, while no one else has ghost coverage and staraptor is the only other one who can counter Ala. Magic Guard lets me switch into entry hazards painlessly, and trace allows me to copy an ability that may serve to my advantage. These combined make Ala a great lead-Heatran counter, as I can switch into the Stealth Rocks easily and copy flash fire. Overall, Ala is here as a special late-game sweeper, covers some holes in coverage, and deals with a few pesky tanks which would otherwise give me trouble.
Last edited: