Is my Dragon team good? (Monotype) (I call it How to Train your Dragons)
Zippleback (Hydreigon) (M) @ Black Glasses
Ability: Levitate
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
\- Dark Pulse
\- Draco Meteor
\- Earthquake
\- Protect
Sweeper, nearly swept a Ghost team with it. Protect is always good, Draco Meteor and Dark Pulse for STAB, Earthquake to deal with Electrics.
Nadder (Garchomp) (F) @ Heavy-Duty Boots
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
\- Dragon Claw
\- Hone Claws
\- Poison Jab
\- Earthquake
Rough Skin handles Shedinja if it appears, Poison Jab counters Fairy teams if needed, Hone Claws boosts Dragon Claw.
Gronckle (Tyrantrum) (M) @ Leftovers
Ability: Rock Head
EVs: 252 HP / 4 Atk / 252 Def
Lax Nature
\- Ancient Power
\- Head Smash
\- Fire Fang
\- Protect
Mostly Fodder due to tier but can deal with Flying I guess with it’s Rock STAB moves. Protect is useful.
Nightmare (Salamence) (F) @ Rocky Helmet
Ability: Intimidate
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
\- Fire Blast
\- Flamethrower
\- Hone Claws
\- Draco Meteor
Mostly for Fire move coverage with the Fire moves, but still has Draco Meteor for STAB.
Skrill (Dracozolt) @ Magnet
Ability: Volt Absorb
Shiny: Yes
EVs: 248 HP / 8 Atk / 252 SpA
\- Bolt Beak
\- Discharge
\- Thunder
\- Dragon Pulse
Mainly used for electric coverage, mostly capitalising on STAB moves. Volt Absorb renders Electric teams mostly useless.
Armorwing (Kommo-o) (M) @ Expert Belt
Ability: Bulletproof
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
\- Bulk Up
\- Dragon Claw
\- Drain Punch
\- Superpower
Fighting coverage. Drain Punch allows for STAB healing, Bulk Up increases its stats and handles Superpower, Dragon Claw for STAB.
Zippleback (Hydreigon) (M) @ Black Glasses
Ability: Levitate
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
\- Dark Pulse
\- Draco Meteor
\- Earthquake
\- Protect
Sweeper, nearly swept a Ghost team with it. Protect is always good, Draco Meteor and Dark Pulse for STAB, Earthquake to deal with Electrics.
Nadder (Garchomp) (F) @ Heavy-Duty Boots
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
\- Dragon Claw
\- Hone Claws
\- Poison Jab
\- Earthquake
Rough Skin handles Shedinja if it appears, Poison Jab counters Fairy teams if needed, Hone Claws boosts Dragon Claw.
Gronckle (Tyrantrum) (M) @ Leftovers
Ability: Rock Head
EVs: 252 HP / 4 Atk / 252 Def
Lax Nature
\- Ancient Power
\- Head Smash
\- Fire Fang
\- Protect
Mostly Fodder due to tier but can deal with Flying I guess with it’s Rock STAB moves. Protect is useful.
Nightmare (Salamence) (F) @ Rocky Helmet
Ability: Intimidate
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
\- Fire Blast
\- Flamethrower
\- Hone Claws
\- Draco Meteor
Mostly for Fire move coverage with the Fire moves, but still has Draco Meteor for STAB.
Skrill (Dracozolt) @ Magnet
Ability: Volt Absorb
Shiny: Yes
EVs: 248 HP / 8 Atk / 252 SpA
\- Bolt Beak
\- Discharge
\- Thunder
\- Dragon Pulse
Mainly used for electric coverage, mostly capitalising on STAB moves. Volt Absorb renders Electric teams mostly useless.
Armorwing (Kommo-o) (M) @ Expert Belt
Ability: Bulletproof
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
\- Bulk Up
\- Dragon Claw
\- Drain Punch
\- Superpower
Fighting coverage. Drain Punch allows for STAB healing, Bulk Up increases its stats and handles Superpower, Dragon Claw for STAB.