Check this team out

I've been working hard on a team to beat my friend and this is my final result. With all the raters here on smogon I figured this would be a good place to find flaws and advantages.

The Team:
1- Scizor
2- Salamence
3- Jolteon
4- Alakazam
5- Tangrowth
6- Swampert

Scizor
Item: Life Orb
Ability: Technician
252 attack/252 Defense/4 hp
Nature: Adamant
- Swords Dance
- Bullet Punch
- Roost
- X-Scissor

With Swords Dance it's attack increases incredibly, and it's good defense stat gives it the time to use it if switched in on a physical attacker. Technician + STAB double bullet punch's power to 80, and swords dance turns it into a lethal attack. X-Scissor is a powerful stab move with 120 power. Roost is just put in as a fix after getting hit by life orb's drawback. The only flaw in this move set is that there's no way to defend against fire type attacks and several specials like thunderbolt and surf. And it's tough to harm fire types and steel walls such as steelix and skarmory.

Salamence
Item: Wise Glasses
Ability: Intimidate
252 Special Attack/252 Speed/4 HP
Nature: Modest
- Hydro Pump
- Flamethrower
- Dragon Pulse
- Draco Meteor
This Salamence is a special Sweeper. It's array of powerful moves combined with a base 110 special attack stat makes it something to be feared. Intimidate slashes foes' attack stats and it's flamethrower's burn can half it again. Dragon Pulse gets 144 Power with stab and wise glasses, Hydro Pump has 132 Power, flamethrower gets 142.5 power, and Draco Meteor crushes with 224 power.

Swampert
Item: Leftovers
Ability: Torrent
252 Attack/252 HP/4 Defense
Nature: Adamant
- Dive
- Avalanche/Ice punch
- Earthquake
- Toxic
Swampert isn't very fast, so it complements avalanche well with 120 power, but Ice Punch could work instead. While Toxic drains hp, dive provides a turn of safety from attacks, and the safe turn provides a good amount of time to restore hp from leftovers. And Earthquake just demolishes the foes with 150 power. Dive is used instead of waterfall because waterfall doesn't give the turn of safety, and waterfall has the exact same power as dive. before and after Stab. Plus, Swampert isn't fast enough to utilize waterfall's flinching ability.

Jolteon
Item: Shell Bell
Ability: Volt Absorb
252 Speed/ 252 Sp. Attack/ 4 HP
Nature: Rash
- Thunderbolt
- Shadow Ball
- Charge Beam
- Baton Pass
Thunderbolt provides great Stab, and the paralysis effect only increases it's
usefulness. Shadow Ball can lower a foe's sp. Def, and and charge beam's 70% chance to raise sp.Attack 2 stages is incredible. After a charge beam boost, it can either hit hard with it's own special attacks, or baton pass the boost to Alakazam, Tangrowth, or Salamence. And if shell bell is put into the equation, the more damage it deals, the more hp it stays with.

Alakazam
Item: Wise Glasses
Ability: Synchronize
252 Sp.Attack/ 252 Speed. /4 HP
Nature: Rash
- Psychic
- Shadow Ball
- Focus Blast
- Energy Ball
4 Special moves for it to hit hard and fast. A sturdy special sweeper.

Tangrowth
Item: Big Root
Ability: Chlorophyll
252 Defense/ 252 HP/ 4 Sp.Attack
Nature: Bold
- Leech Seed
- Sleep Powder
- Giga Drain
- Toxic
Max out Giga Drain's PP usage to 16, and put foes to sleep with sleep powder while leech seed and toxic slowly sap HP. Giga drain and leech seed keep your own HP high. It's a great physical wall and the special attack stat for leech seed could get a boost from jolteon's charge beam/baton pass combo.
 
this has OU pokes in it; so I imagine it should be in the OU section.

I'm guessing this team isn't OU as it isn't used competitively, am I right?

Infernape - Fire Blast over Flare Blitz because Recoil + Focus Sash = Fail
Maybe run morning sun and put Leftovers on Arcanine, for durability.
Dive sucks, so use Watefall instead on Swampert
Jolteon running Choice Specs would be more effective than a boosting sweeper. So maybe use Choice Specs and use Hidden Power Ice over Charge Beam
I would use either substitute or CM on Alakazam over charge beam, the low BP makes it weak.

I'm guessing you're pretty new to battling, but GL anyways
 
I've been working hard on a team to beat my friend and this is my final result. With all the raters here on smogon I figured this would be a good place to find flaws and advantages.

The Team:
1- Infernape
2- Arcanine
3- Jolteon
4- Alakazam
5- Tangrowth
6- Swampert

Lead: Infernape
Item: Focus Sash
Ability: Blaze
252 attack/252 speed/4 hp
Nature: Jolly
- Stealth Rock
- U-turn
- Flare Blitz
- Will-o-Wisp

Clearly my Infernape is not meant to be a sweeper, it's just made to set up other members of my team. I'd start off with will-o-wisp to weaken a hard physical sweeper lead, or stealth rock to throw a wrench into a foe's pokemon switching patterns. The Next turn I'd have three options
1- Use Flare blitz with 220 power (Blaze(blaze only works if you can manage to bring it down to 30% health :X)+STAB+120 base) to swap infernape out with a bang for my intimidate using arcanine so I'd completely destroy any physical sweeper lead, (only if I used will-o-wisp first of course) Switch + Aromatherapy breaks this. Plus you've got 1/3 of your team weak to water
2- Use U-turn to send in a special sweeper (if I used stealth rock) and save infernape's incredibly powerful flare blitz for later.
3- Use U-turn/flare blitz to bring in Swampert who could hit hard with incredible physical moves
I personally would use another stealth-rocker to start, maybe Uxie?
Uxie@ Choice Scarf/Band
Impish Nature
252 HP / 104 Def / 152 Spe
~ Trick
~ U-turn
~ Stealth Rock
~ Thunder Wave / Yawn / Knock Off
he's a pretty solid lead, and would last a whole lot longer than Infernape, even putting additional damage in with yawn, making them switch into a stealth rock, or thunderwave to spread status.

Arcanine
Item: Muscle Band
Ability: Intimidate
252 Attack/252 Speed/4 HP
Nature: Adamant/Jolly
~ Flare Blitz
~ ExtremeSpeed
~ Thunder Fang
~ Iron Head / Overheat
Arcanine is a great switch in against physical sweepers. It's intimidate will weaken their attack power, and it's muscle band gives it great offensive force. Sunny Day sets up it, tangrowth, and gives the stab flare blitz infernape has an incredible boost. Fire Fang can burn a foe or flinch them, and extremespeed is good against opponents that have high speed. Muscle band increases all of it's offensive moves. It's Burn + Intimidate will bring physical sweepers to their knees
If you want to use this Muscle-banded Arcanine, use the moveset from Smogon's "Physical Choice," which I put in place for your other moves. Otherwise, equip a choice band and let it wreak havoc.

Swampert
Item: Leftovers
Ability: Torrent
252 Attack/252 HP/4 Defense
Nature: Adamant
- Waterfall (Better than Dive)
- Avalanche/Ice punch (He's slow so, more of a chance of it getting the x2 Damage from hitting second.)
- Earthquake
- Toxic/Protect/Stealth Rock
Swampert isn't very fast, so it complements avalanche well with 120 power, but Ice Punch could work instead. While Toxic drains hp, dive provides a turn of safety from attacks, and the safe turn provides a good amount of time to restore hp from leftovers. And Earthquake just demolishes the foes with 150 power.

Jolteon
Item: Shell Bell
Ability: Volt Absorb
252 Speed/ 252 Sp. Attack/ 4 HP
Nature: Rash
- Thunderbolt
- Shadow Ball
- Charge Beam
- Baton Pass
Thunderbolt provides great Stab, and the paralysis effect only increases it's
usefulness. Shadow Ball can lower a foe's sp. Def, and and charge beam's 70% chance to raise sp.Attack 2 stages is incredible. After a charge beam boost, it can either hit hard with it's own special attacks, or baton pass the boost to Alakazam or Tangrowth. And if shell bell is put into the equation, the more damage it deals, the more hp it stays with.

Alakazam
Item: Choice Specs
Ability: Synchronize
252 Sp.Attack/ 252 Speed. /4 HP
Nature: Timid / Modest
~ Psychic
~ Signal Beam / Grass Knot
~ Focus Blast
~ Trick / Shadow Ball / Grass Knot
If you forsee a physical sweeper heading your way, trick it the Choice specs, and it is hindered for the rest of the game. On the switch out, you can then proceed to hurt anything he sends in with Alakazam's incredible SpA.
4 Special moves for it to hit hard and fast. It could get the Special boost from it's charge beam, or get it from Jolteons. A sturdy special sweeper.

Tangrowth
Item: Big Root
Ability: Chlorophyll
252 Defense/ 252 HP/ 4 Sp.Attack
Nature: Bold
- Leech Seed
- Sleep Powder
- Giga Drain
- Toxic
Max out Giga Drain's PP usage to 16, and put foes to sleep with sleep powder while leech seed and toxic slowly sap HP. Giga drain and leech seed keep your own HP high. It's a great physical wall and the special attack stat for leech seed could get a boost from jolteon's charge beam/baton pass combo.
Do you think This Tangela can survive a switch-in to a fire type? Who's resistant to all these moves? Although a good idea, Tangela is weak to many popular movetypes, like Ice, flying, bug, fire, and can be easily taken out by a mixed-sweeper. Take that into consideration when making stall poke's like this one.

Even though I am not a professional team maker, I hope that my opinions help your team in the most beneficial way(s) it can and, in the end, own your friend ;)

-Changes in bold-
 
There, I changed two of the members of my team to make it more balanced, I also replaced Alakazam's charge beam with Focus Blast. The tips helped.
 
There, I changed two of the members of my team to make it more balanced, I also replaced Alakazam's charge beam with Focus Blast. The tips helped.
Switch X-Scissor with U-Turn on Scizor for scouting (it's also STAB)

Use MixMence. Works a lot better than a Spec. Sweeper.
MixMence @ Life Orb
Rash Nature 80 HP / 252 SpA / 176 Spe
~Draco Meteor
~Fire Blast/Flamethrower
~Brick Break
~Roost

This set breaks through walls. Brick break plows through Blissey/T-tar and any ice in your way like Weavile.

Take out That Tangrowth and put in a good Stealth Rock starter, I put one in my previous post.
 
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