Well this didn't work out work out because Blaziken is banned and it had some flaws so I gave it an overhaul (thx for the advice Darnell)
Galvantula @ Focus Sash
Ability: Compoundeyes
EVs: 252 Spd/ 252 HP/ 4 Def
Max IVs : HP, SAtk, Def, SDef & Spd (that I was able to raise this jewel so fast)
Timid Nature
- Sticky Web
- Volt Switch
- Thunder
- Bug Buzz
I think this fellow is the perfect start into the battle. Its stats in Spd, SAtk and HP are actually pretty solid and by starting with Sticky Web the rest of the battle will become a bit (or even a lot) more comfortable. For the 2nd round (as long as it isn't slower than the enemy, but it will always get a second round thanks to Focus Sash) it can either retreat with Volt Switch (U-Turn can't be levered by ground types, but is of course weaker than Volt Switch because of Galvantulas stats and the damage isn't worth the danger to get killed by an priority attack) or hit hard with Bug Buzz or Thunder (which has nearly perfect hit chance thanks to Compoundeyes).
Garchomp @ Life Orb
Ability: Rough Skin
EVs: 252 Atk/ 252 Spd/ 4 HP
Max IVs: Atk & Spd
Jolly Nature
- Earthquake
- Stone Edge
- Dragon Claw
- Fire Blast
Garchomp...well it chomps through its enemies. It is the combination of pure speed and brutal power, that shreds often 1 or 2 opponents before it leaves the field. Eathquake is the best STAB attack for Garchomp, while Dragon Claw, Stone Edge and Fire Blast deal with most other common targets.
Gardevoir @ Choice Scarf
Ability: Synchronize
EVs: 252 SAtk/ 252 Spd/ 4 HP
Max IVs: SAtk, SDef & Spd
Modest Nature
- Moonblast
- Psyshock
- Thunderbolt
- Shadow Ball
Pure SAtk...oh I need to say more...Gardevoir brings both Spd and SAtk into the fight. With its selection of moves and the Choice Scarf it can dispose off most dangers before they can take an action. Also it can survive most SAtk moves thanks to its SDef of 329.
Absol @ Razor Claw
Ability: Super Luck
EVs: 252 Atk/ 252 Spd/ 4 HP
Max IVs: Atk & Spd
Jolly Nature
- Psycho Cut
- Night Slash
- Sucker Punch
- Stone Edge
Absol is an experiment of mine as in XY it is possible to pull this off, which already scored some fantastic results. As a Lucky Striker it combines high Atk, Spd and a critical chance without equal. Both Psycho Cut, Night Slash (which is on top a STAB move) and Stone edge have a chance of 100% to critically strike. Sucker Punch is (for me) something like the last prayer in a situation where the opponent would normally dispose off Absol, because it would outspeed it. As a STAB-Attack and in the (very likely) case of a critical strike it would hit the opponent with an 160 attack.
Curmarill (Azumarill) @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP/ 252 Atk/ 4 SDef
Max IVs: HP, Atk & Spd
Adamant Nature
- Superpower
- Belly Drum
- Aqua Jet
- Play Rough
The immortal cushion filled with bricks. Both durable and hard hitting. If it enters the field the enemy will have trouble getting it off it again, as the Sitrus Berry can either save it from a perilous situation or help it to survive after a Belly Drum (or allow it to activate). Afterwards even Aqua Jet can easily finish off opponents without a weakness to water. And if it gets the chance to place Play Rough or Waterfall only the sturdiest with a resistance will be left standing.
Elizabeth (Mawile) @ Mawilite
Ability: Huge Power (Intimidate)
EVs: 252 Atk/ 252 HP/ 4 Spd
Max IVs: HP, Atk, Def, SDef & Spd (it took me eternities to achieve this)
Adamant Nature
- Iron Head
- Play Rough
- Fire Fang
- Sucker Punch
My mascot, my favorite, my love. THE HARDEST HITTING! When it comes to brute force Mega-Mawile knows no equal. When it hits it is unlikely that the other end has HP left. Of course I know that it is slow and might not survive an effective attack, but as it enters the battle with Intimidate it has at least a chance to. Its moves allow to hit nearly any enemy with an attack, which is at least not non-effective and with an Atk of 678 this is in most cases enough.
This is my 1st competitive team, so I am more than happy about any kind of advice.







Galvantula @ Focus Sash
Ability: Compoundeyes
EVs: 252 Spd/ 252 HP/ 4 Def
Max IVs : HP, SAtk, Def, SDef & Spd (that I was able to raise this jewel so fast)
Timid Nature
- Sticky Web
- Volt Switch
- Thunder
- Bug Buzz
I think this fellow is the perfect start into the battle. Its stats in Spd, SAtk and HP are actually pretty solid and by starting with Sticky Web the rest of the battle will become a bit (or even a lot) more comfortable. For the 2nd round (as long as it isn't slower than the enemy, but it will always get a second round thanks to Focus Sash) it can either retreat with Volt Switch (U-Turn can't be levered by ground types, but is of course weaker than Volt Switch because of Galvantulas stats and the damage isn't worth the danger to get killed by an priority attack) or hit hard with Bug Buzz or Thunder (which has nearly perfect hit chance thanks to Compoundeyes).

Garchomp @ Life Orb
Ability: Rough Skin
EVs: 252 Atk/ 252 Spd/ 4 HP
Max IVs: Atk & Spd
Jolly Nature
- Earthquake
- Stone Edge
- Dragon Claw
- Fire Blast
Garchomp...well it chomps through its enemies. It is the combination of pure speed and brutal power, that shreds often 1 or 2 opponents before it leaves the field. Eathquake is the best STAB attack for Garchomp, while Dragon Claw, Stone Edge and Fire Blast deal with most other common targets.

Gardevoir @ Choice Scarf
Ability: Synchronize
EVs: 252 SAtk/ 252 Spd/ 4 HP
Max IVs: SAtk, SDef & Spd
Modest Nature
- Moonblast
- Psyshock
- Thunderbolt
- Shadow Ball
Pure SAtk...oh I need to say more...Gardevoir brings both Spd and SAtk into the fight. With its selection of moves and the Choice Scarf it can dispose off most dangers before they can take an action. Also it can survive most SAtk moves thanks to its SDef of 329.

Absol @ Razor Claw
Ability: Super Luck
EVs: 252 Atk/ 252 Spd/ 4 HP
Max IVs: Atk & Spd
Jolly Nature
- Psycho Cut
- Night Slash
- Sucker Punch
- Stone Edge
Absol is an experiment of mine as in XY it is possible to pull this off, which already scored some fantastic results. As a Lucky Striker it combines high Atk, Spd and a critical chance without equal. Both Psycho Cut, Night Slash (which is on top a STAB move) and Stone edge have a chance of 100% to critically strike. Sucker Punch is (for me) something like the last prayer in a situation where the opponent would normally dispose off Absol, because it would outspeed it. As a STAB-Attack and in the (very likely) case of a critical strike it would hit the opponent with an 160 attack.

Curmarill (Azumarill) @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP/ 252 Atk/ 4 SDef
Max IVs: HP, Atk & Spd
Adamant Nature
- Superpower
- Belly Drum
- Aqua Jet
- Play Rough
The immortal cushion filled with bricks. Both durable and hard hitting. If it enters the field the enemy will have trouble getting it off it again, as the Sitrus Berry can either save it from a perilous situation or help it to survive after a Belly Drum (or allow it to activate). Afterwards even Aqua Jet can easily finish off opponents without a weakness to water. And if it gets the chance to place Play Rough or Waterfall only the sturdiest with a resistance will be left standing.

Elizabeth (Mawile) @ Mawilite
Ability: Huge Power (Intimidate)
EVs: 252 Atk/ 252 HP/ 4 Spd
Max IVs: HP, Atk, Def, SDef & Spd (it took me eternities to achieve this)
Adamant Nature
- Iron Head
- Play Rough
- Fire Fang
- Sucker Punch
My mascot, my favorite, my love. THE HARDEST HITTING! When it comes to brute force Mega-Mawile knows no equal. When it hits it is unlikely that the other end has HP left. Of course I know that it is slow and might not survive an effective attack, but as it enters the battle with Intimidate it has at least a chance to. Its moves allow to hit nearly any enemy with an attack, which is at least not non-effective and with an Atk of 678 this is in most cases enough.
This is my 1st competitive team, so I am more than happy about any kind of advice.
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