This is a joint team I made with Blisseyofdoom. It's based off a Dragonite sweep. Hope you like it!
TEAM BUILDING PROCESS:
First, Dragonite. The star of the show.
We immediately thought of 2 threats to Dragonite: Steels and Flygon. Magnezone was chosen as our designated Steel Killer.
Now, Flygon. This was tough, but we settled on Swampert because it can take an Outrage or two and OHKO with Ice Punch.
Now for some reason, we started thinking of a lead. We chose Heatran because it can rock and OHKO Machamp.
Next, a Spiker/Phazer. Skarmory was chosen as it is immune to troublesome Ground attacks, and can swith in on almost anything Flygon does. We used the Specially defensive variant so we could check opposing special sweepers at least a bit.
W
Lastly, we wanted a spinblocker and Infernape check. Scarf Rotom-W was the obvious choice.
Then the rates started coming. Swampert gave way to Gliscor so I could check Lucario and Gyarados, and Roserade instead of Skarm so I had a water check. Then Rotom was replaced with Flygon for a better check to pretty much everything.
So...that's the teambuilding process. Now let's get in...
Heatran @ Life Orb
Ability: Flash Fire
EVs:252 SpAtk/84 Spd/172 HP
Mild Nature
-Stealth Rock
-Overheat
-Explosion
-HP Elec
I adore lead Heatran. It can get up rocks, sure, but there's more than that. It can pull a surprise KO on some bulky water,with HP Electric, and come in on something and go out with a bang with explosion. Overheat it used because it always OHKOs something really annoying: Machamp.
Gliscor @ Leftovers
Jolly Nature
Ability: Sand Veil
EVs:252 HP/4 Def/252 Spe
-Taunt
-Toxic
-Earthquake
-Roost
Gliscor, replacing Swampert, gives me a great check to a few dangerous threats. Lucario cannot do anything to it (barring Ice Punch), and neither can Infernape (besides HP Ice) and neither can Gyarados (except Ice Fang). It's a very good stall breaker as it can taunt and toxic. It also can heal and provides yet another secondary steel check.
Roserade @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 Def / 252 SpD
Calm nature
- Spikes
- Grass Knot
- Hidden Power Fire
- Rest
Roserade is now my team's spiker. It provides a great switch-in to Waters, which my team can really struggle with. It's generally fast enough to get Spikes up before the opponent can do anything. However, this is the specially defensive set, employed so I can check Starmie and take an Ice Beam. Rest may seem stupid, but with Natural Cure it's great. HP Fire gives me another steel check.
Flygon @ Choice Scarf
Ability: Levitate
EVs: 252 Spd/252 Atk/4 Hp
Jolly nature
- Earthquake
- Outrage
- U-Turn
- Thunderpunch
Rotom has been replaced with a ScarfGon suggested by Aerrow. It can provide a check to opposing Flygons or KO check Starmie by U-Turning out on it. I now have no spinblocker, but as stated by Aerrow, my team now puts too much pressure on other teams to get it up.
Magnezone @ Leftovers
Ability: Magnet Pull
Timid Nature
252 SpAtk/252Spd/4 Hp
-Thunderbolt
-Substitute
-Magnet Rise
-Hidden Power Fire
Magnezone is the ultimate steel killer. So of course any Dragonite team needs him. It's like he's tailor-made for the purpose-he's got an ablility tot trap steels, and monstrous base SpAtk to shoot off HP Fires with. So...yeah. Nothing new here.
AND NOW....
Dragonite @ Lum Berry
Ability: Inner Focus
Adamant Nature
252 HP/200 Atk/52 Spd
-Dragon Dance
-Outrage
-Earthquake
-Extremespeed
Dragonite, the core of this team. Once it gets a couple Dragon Dances, it becomes an unstoppable force of destruction. EQ is for pesky Electric and steel types, while Extremespeed rips through anything faster than Dragonite. Outrage massacres anything except steels, which are killed by magnezone.
...I guess that's it. Comments please!
TEAM BUILDING PROCESS:
First, Dragonite. The star of the show.
We immediately thought of 2 threats to Dragonite: Steels and Flygon. Magnezone was chosen as our designated Steel Killer.
Now, Flygon. This was tough, but we settled on Swampert because it can take an Outrage or two and OHKO with Ice Punch.
Now for some reason, we started thinking of a lead. We chose Heatran because it can rock and OHKO Machamp.
Next, a Spiker/Phazer. Skarmory was chosen as it is immune to troublesome Ground attacks, and can swith in on almost anything Flygon does. We used the Specially defensive variant so we could check opposing special sweepers at least a bit.
Lastly, we wanted a spinblocker and Infernape check. Scarf Rotom-W was the obvious choice.
Then the rates started coming. Swampert gave way to Gliscor so I could check Lucario and Gyarados, and Roserade instead of Skarm so I had a water check. Then Rotom was replaced with Flygon for a better check to pretty much everything.
So...that's the teambuilding process. Now let's get in...
Heatran @ Life Orb
Ability: Flash Fire
EVs:252 SpAtk/84 Spd/172 HP
Mild Nature
-Stealth Rock
-Overheat
-Explosion
-HP Elec
I adore lead Heatran. It can get up rocks, sure, but there's more than that. It can pull a surprise KO on some bulky water,with HP Electric, and come in on something and go out with a bang with explosion. Overheat it used because it always OHKOs something really annoying: Machamp.
Gliscor @ Leftovers
Jolly Nature
Ability: Sand Veil
EVs:252 HP/4 Def/252 Spe
-Taunt
-Toxic
-Earthquake
-Roost
Gliscor, replacing Swampert, gives me a great check to a few dangerous threats. Lucario cannot do anything to it (barring Ice Punch), and neither can Infernape (besides HP Ice) and neither can Gyarados (except Ice Fang). It's a very good stall breaker as it can taunt and toxic. It also can heal and provides yet another secondary steel check.
Roserade @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 Def / 252 SpD
Calm nature
- Spikes
- Grass Knot
- Hidden Power Fire
- Rest
Roserade is now my team's spiker. It provides a great switch-in to Waters, which my team can really struggle with. It's generally fast enough to get Spikes up before the opponent can do anything. However, this is the specially defensive set, employed so I can check Starmie and take an Ice Beam. Rest may seem stupid, but with Natural Cure it's great. HP Fire gives me another steel check.
Flygon @ Choice Scarf
Ability: Levitate
EVs: 252 Spd/252 Atk/4 Hp
Jolly nature
- Earthquake
- Outrage
- U-Turn
- Thunderpunch
Rotom has been replaced with a ScarfGon suggested by Aerrow. It can provide a check to opposing Flygons or KO check Starmie by U-Turning out on it. I now have no spinblocker, but as stated by Aerrow, my team now puts too much pressure on other teams to get it up.
Magnezone @ Leftovers
Ability: Magnet Pull
Timid Nature
252 SpAtk/252Spd/4 Hp
-Thunderbolt
-Substitute
-Magnet Rise
-Hidden Power Fire
Magnezone is the ultimate steel killer. So of course any Dragonite team needs him. It's like he's tailor-made for the purpose-he's got an ablility tot trap steels, and monstrous base SpAtk to shoot off HP Fires with. So...yeah. Nothing new here.
AND NOW....
Dragonite @ Lum Berry
Ability: Inner Focus
Adamant Nature
252 HP/200 Atk/52 Spd
-Dragon Dance
-Outrage
-Earthquake
-Extremespeed
Dragonite, the core of this team. Once it gets a couple Dragon Dances, it becomes an unstoppable force of destruction. EQ is for pesky Electric and steel types, while Extremespeed rips through anything faster than Dragonite. Outrage massacres anything except steels, which are killed by magnezone.
...I guess that's it. Comments please!










