This is my first CAP team, which originally was based on protecting Syclant. I just built it up from there, eventually using a standard suicide lead Syclant. In the end, I ditched my first idea, and the team focused on Revenankh and Gyarados for setup, with Colossoil picking up the scraps. The rest of the team is focused on supporting them and taking down their counters, with Heatran tacked on for Stealth Rock, taking out Forretress, and Explosion, and Pyroak taking out any Steels, bulky waters, or bulky grounds that could pose a threat.
Syclant @ Focus Sash
Ability: Compoundeyes
EVs: 252 Attack, 252 Speed, 6 Sp. Defence
Jolly Nature
-Ice Shard
-Megahorn
-Taunt
-Spikes
Syclant plays as a standard suicide lead, similar to Aerodactyl but with Spikes. While testing it , I noticed very few leads can threaten it, and if the opponent has no Tyranitar/Hippowdon lead, it can almost always get two layers of Spikes down. Taunt is for any case where I suspect opposing leads are planning to set up entry hazards right away, or also have Taunt. Syclant can outspeed them, and I've noticed they usually switch, lacking a good move to take it down. Ice Shard is for priority STAB, Megahorn is for power STAB.
Heatran @ Shuca Berry
Ability: Flash Fire
EVs: 252 Sp. Attack, 252 Speed, 6 HP
Naive Nature
-Earth Power
-Fire Blast
-Explosion
-Stealth Rock
Heatran very often has an opportunity to switch in and Stealth Rock, preferably right after Syclant or into a fire move. Shuca Berry to keep it from dying on the switch, Fire Blast for STAB (pity about the accuracy) and Forretress, because I sure as hell don't want him to spin off my hazards, Earth Power for extra coverage, and it hits Magnezone harder. Explosion is for when it's just had enough, and even without EV investment usually KOs at least one guy. Between him and Syclant, I can get a good amount
of hazards up fairly quickly, and probably score a KO or two.
Gyarados @ Leftovers
Ability: Intimidate
EVs: 252 Attack, 252 Speed, 6 Defense
Adamant Nature
-Dragon Dance
-Earthquake
-Stone Edge
-Waterfall
Standard Dragon Dance Gyarados. Gets good coverage along with Revenankh and Collosoil. Went with Leftovers instead of Life Orb because Dragon Dance covers power, and I already have Life Orb on Colossoil, so I want the bulkiness. EdgeQuake+Waterfall is self explanatory. Not much to say about this guy.
Revenankh @ Leftovers
Ability: Shed Skin
EVs: 252 HP, 218 Sp. Defense, 40 Defense
Careful Nature
-Bulk Up
-Hammer Arm
-Shadow Sneak
-Rest
This guy is the crux of my team. Unresisted STAB, Bulk Up, and ShedRest make him incredibly hard to take down, while dishing out obscene amounts of damage. First of all, Bulk Up. This makes him an insane tank, and after one or two, he can function great on offense and defense. Hammer Arm is great STAB, with good PP, and awesome power able to 1HKO and 2HKO a wide variety of foes. Shadow Sneak makes Hammer Arm's speed drop negligible, and even with its bad power, makes for a great priority move. Rest is what really makes this guy shine. 30% extra chance to recover from Rest each turn (essentially a 30% chance for free full recovery) thanks to Shed Skin, plus status blocking, AND the defense boosts from Bulk Up, make it nigh impossible to KO Revenankh as he destroys your team.
Colossoil @ Life Orb
Ability: Guts
EVs: 252 Attack, 252 Speed, 6 Defense
Jolly Nature
-Earthquake
-Stone Edge
-Sucker Punch
-Pursuit
Colossoil is a reliable sweeper that can help hold the team together, covering the others' weaknesses as they cover his. EdgeQuake is again useful, and has nice coverage and STAB on Earthquake. Sucker Punch is necessary for any fast Ghosts and Psychics who think they can KO it quickly. Pursuit can catch the slower ones as they switch. This produces a conundrum for opponents: If they attack, they could get hit by Sucker Punch. If they don't they could get hit by Stone Edge or Earthquake. And if they switch, they could get hit by Pursuit. They have to play Rock-Paper-Scissors, where if they lose, they die, and if they win, not much happens because of Colossoil's huge HP stat. That is his real power: constantly posing a psychological threat to the opponent.
Pyroak @ Life Orb
Ability: Rock Head
EVs: 252 Attack, 192 Speed, 56 HP, 10 Defense
Jolly Nature
-Dragon Dance
-Wood Hammer
-Flare Blitz
-Stone Edge
Pyroak is especially helpful in taking out many counters to my team: namely, Steels, bulky Waters, and bulky Grounds. After one Dragon Dance, he outspeeds positive-natured Base 115s, and the attack boost makes him a beast. Wood Hammer and Flare Blitz are strong STAB with no recoil because of Rock Head. The only types that resist them both are Dragon and Fire, which is where Stone Edge comes in. It lets him take on other Fires and get the super-effective bonus on the many Dragon+Flying types, Salamence especially. The 56 HP EVs add to his bulk and let him switch in on four Stealth Rocks. Pyroak teams great with Heatran, who resists Poison and Flying in addtion to taking neutral damage from Rock, the three types being Pyroak's only weaknesses.
Thanks for reading this. I hope you found this useful, and would appreciate any comments or suggestions.
Syclant @ Focus Sash
Ability: Compoundeyes
EVs: 252 Attack, 252 Speed, 6 Sp. Defence
Jolly Nature
-Ice Shard
-Megahorn
-Taunt
-Spikes
Syclant plays as a standard suicide lead, similar to Aerodactyl but with Spikes. While testing it , I noticed very few leads can threaten it, and if the opponent has no Tyranitar/Hippowdon lead, it can almost always get two layers of Spikes down. Taunt is for any case where I suspect opposing leads are planning to set up entry hazards right away, or also have Taunt. Syclant can outspeed them, and I've noticed they usually switch, lacking a good move to take it down. Ice Shard is for priority STAB, Megahorn is for power STAB.
Heatran @ Shuca Berry
Ability: Flash Fire
EVs: 252 Sp. Attack, 252 Speed, 6 HP
Naive Nature
-Earth Power
-Fire Blast
-Explosion
-Stealth Rock
Heatran very often has an opportunity to switch in and Stealth Rock, preferably right after Syclant or into a fire move. Shuca Berry to keep it from dying on the switch, Fire Blast for STAB (pity about the accuracy) and Forretress, because I sure as hell don't want him to spin off my hazards, Earth Power for extra coverage, and it hits Magnezone harder. Explosion is for when it's just had enough, and even without EV investment usually KOs at least one guy. Between him and Syclant, I can get a good amount
of hazards up fairly quickly, and probably score a KO or two.
Gyarados @ Leftovers
Ability: Intimidate
EVs: 252 Attack, 252 Speed, 6 Defense
Adamant Nature
-Dragon Dance
-Earthquake
-Stone Edge
-Waterfall
Standard Dragon Dance Gyarados. Gets good coverage along with Revenankh and Collosoil. Went with Leftovers instead of Life Orb because Dragon Dance covers power, and I already have Life Orb on Colossoil, so I want the bulkiness. EdgeQuake+Waterfall is self explanatory. Not much to say about this guy.
Revenankh @ Leftovers
Ability: Shed Skin
EVs: 252 HP, 218 Sp. Defense, 40 Defense
Careful Nature
-Bulk Up
-Hammer Arm
-Shadow Sneak
-Rest
This guy is the crux of my team. Unresisted STAB, Bulk Up, and ShedRest make him incredibly hard to take down, while dishing out obscene amounts of damage. First of all, Bulk Up. This makes him an insane tank, and after one or two, he can function great on offense and defense. Hammer Arm is great STAB, with good PP, and awesome power able to 1HKO and 2HKO a wide variety of foes. Shadow Sneak makes Hammer Arm's speed drop negligible, and even with its bad power, makes for a great priority move. Rest is what really makes this guy shine. 30% extra chance to recover from Rest each turn (essentially a 30% chance for free full recovery) thanks to Shed Skin, plus status blocking, AND the defense boosts from Bulk Up, make it nigh impossible to KO Revenankh as he destroys your team.
Colossoil @ Life Orb
Ability: Guts
EVs: 252 Attack, 252 Speed, 6 Defense
Jolly Nature
-Earthquake
-Stone Edge
-Sucker Punch
-Pursuit
Colossoil is a reliable sweeper that can help hold the team together, covering the others' weaknesses as they cover his. EdgeQuake is again useful, and has nice coverage and STAB on Earthquake. Sucker Punch is necessary for any fast Ghosts and Psychics who think they can KO it quickly. Pursuit can catch the slower ones as they switch. This produces a conundrum for opponents: If they attack, they could get hit by Sucker Punch. If they don't they could get hit by Stone Edge or Earthquake. And if they switch, they could get hit by Pursuit. They have to play Rock-Paper-Scissors, where if they lose, they die, and if they win, not much happens because of Colossoil's huge HP stat. That is his real power: constantly posing a psychological threat to the opponent.
Pyroak @ Life Orb
Ability: Rock Head
EVs: 252 Attack, 192 Speed, 56 HP, 10 Defense
Jolly Nature
-Dragon Dance
-Wood Hammer
-Flare Blitz
-Stone Edge
Pyroak is especially helpful in taking out many counters to my team: namely, Steels, bulky Waters, and bulky Grounds. After one Dragon Dance, he outspeeds positive-natured Base 115s, and the attack boost makes him a beast. Wood Hammer and Flare Blitz are strong STAB with no recoil because of Rock Head. The only types that resist them both are Dragon and Fire, which is where Stone Edge comes in. It lets him take on other Fires and get the super-effective bonus on the many Dragon+Flying types, Salamence especially. The 56 HP EVs add to his bulk and let him switch in on four Stealth Rocks. Pyroak teams great with Heatran, who resists Poison and Flying in addtion to taking neutral damage from Rock, the three types being Pyroak's only weaknesses.
Thanks for reading this. I hope you found this useful, and would appreciate any comments or suggestions.