Hey guys, I've been working on this team for a while now and it's gone through some iterations. I wanted to try a Mega-Chomp, T-Tar combo, so most of the team is build to try to synergize around those two. I wanted to try something different, so there is probably a big space for improvement.
Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 156 Def / 252 HP / 4 SAtk / 96 SDef
Sassy Nature
- Earthquake
- Knock Off
- Giga Drain
- Ancient Power
Tangrowth, the physical wall of the team. Nothing major here to do damage, Knock Off because after it's buff this gen, it's pretty useful. Ancient Power for when opponents decide to predict my switch out when they send in Charizard. Giga Drain for a STAB that can heal up, since Tangrowth is holding A/V. Decided to put a little EVs into Special Defense, that plus A/V helps take an unexpected special attack or two before I switch out for the regenerator.
Garchomp @ Garchompite
Ability: Rough Skin
EVs: 252 Spd / 252 Atk / 4 HP
Naive Nature
- Earthquake
- Fire Blast
- Dragon Claw
- Swords Dance
Mega Garchomp was one of the pokemon I wanted to build the team around, and the mixed attacker. I decided to make a mixed mega chomp set because I hate running into Ferrothorns and Scizors, so Fire Blast helps that out, and the decent buff to Special Attack when Garchomp mega evolves. Naive nature, since I try to get Chomp out during the sandstorm. I chose Dragon Claw over Outrage to avoid getting confused. Swords dance for an extra boost when I see an opportunity, and Earthquake as a powerful STAB move.
Tyranitar @ Assault Vest
Ability: Sand Stream
EVs: 80 Atk / 252 SDef / 176 Def
Adamant Nature
- Earthquake
- Crunch
- Stone Edge
- Dragon Claw
Tyranitar was the other half of the core I wanted on this team. Assault Vest and Sandstorm make T-Tar pretty bulky on the special side. The spread was designed to be able to take some hits, while the 80 attack give T-Tar a little more bite. Stone Edge and Crunch for powerful STAB moves, and Dragon Claw and Earthquake for added coverage.
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 128 SDef / 252 Atk / 128 Def
Brave Nature
- Drain Punch
- Mach Punch
- Knock Off
- Ice Punch
I really enjoy A/V Conkeldurr as a physical attacking monster. Knock Off for the same reason as Tangrowth, the buff it received made it pretty usable, Drain Punch for STAB and recovery, Mach Punch for a priority move, and Ice Punch as coverage. Guts has proved very useful, as it turns Conkeldurr into a status absorber for everything but sleep.
Greninja @ Expert Belt
Ability: Protean
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Ice Beam
- Extrasensory
- Dark Pulse
- Surf
When physical attacks can't get the job done, we've got Greninja to run rampant. Expert Belt since we do get a boost out of super effective attacks, and I'm not much of a fan of Life Orb recoil. Protean, because who doesn't like STAB on every attack? I chose surf over hydro pump because I preferred accuracy over damage on Greninja. Extrasensory to shutdown mega venusaur.
Excadrill @ Air Balloon
Ability: Sand Force
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Earthquake
- Rapid Spin
- Iron Head
- Rock Slide
Nobody likes entry hazards on their side of the field. Excadrill was my choice for a spinner, since I felt he synergized best with the team. Sand Force so Excadrill can be a little more threatening with some assistance from Ttar. Air Balloon to avoid those hard hitting Ground attacks. Rapid Spin, since that's the role he's filling on the team, Iron Head and Earthquake for some solid STAB moves, and Rock Slide for some coverage, and the chance for flinches doesn't hurt (provided Excadrill outspeeds anything).

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 156 Def / 252 HP / 4 SAtk / 96 SDef
Sassy Nature
- Earthquake
- Knock Off
- Giga Drain
- Ancient Power
Tangrowth, the physical wall of the team. Nothing major here to do damage, Knock Off because after it's buff this gen, it's pretty useful. Ancient Power for when opponents decide to predict my switch out when they send in Charizard. Giga Drain for a STAB that can heal up, since Tangrowth is holding A/V. Decided to put a little EVs into Special Defense, that plus A/V helps take an unexpected special attack or two before I switch out for the regenerator.


Garchomp @ Garchompite
Ability: Rough Skin
EVs: 252 Spd / 252 Atk / 4 HP
Naive Nature
- Earthquake
- Fire Blast
- Dragon Claw
- Swords Dance
Mega Garchomp was one of the pokemon I wanted to build the team around, and the mixed attacker. I decided to make a mixed mega chomp set because I hate running into Ferrothorns and Scizors, so Fire Blast helps that out, and the decent buff to Special Attack when Garchomp mega evolves. Naive nature, since I try to get Chomp out during the sandstorm. I chose Dragon Claw over Outrage to avoid getting confused. Swords dance for an extra boost when I see an opportunity, and Earthquake as a powerful STAB move.

Tyranitar @ Assault Vest
Ability: Sand Stream
EVs: 80 Atk / 252 SDef / 176 Def
Adamant Nature
- Earthquake
- Crunch
- Stone Edge
- Dragon Claw
Tyranitar was the other half of the core I wanted on this team. Assault Vest and Sandstorm make T-Tar pretty bulky on the special side. The spread was designed to be able to take some hits, while the 80 attack give T-Tar a little more bite. Stone Edge and Crunch for powerful STAB moves, and Dragon Claw and Earthquake for added coverage.

Conkeldurr @ Assault Vest
Ability: Guts
EVs: 128 SDef / 252 Atk / 128 Def
Brave Nature
- Drain Punch
- Mach Punch
- Knock Off
- Ice Punch
I really enjoy A/V Conkeldurr as a physical attacking monster. Knock Off for the same reason as Tangrowth, the buff it received made it pretty usable, Drain Punch for STAB and recovery, Mach Punch for a priority move, and Ice Punch as coverage. Guts has proved very useful, as it turns Conkeldurr into a status absorber for everything but sleep.

Greninja @ Expert Belt
Ability: Protean
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Ice Beam
- Extrasensory
- Dark Pulse
- Surf
When physical attacks can't get the job done, we've got Greninja to run rampant. Expert Belt since we do get a boost out of super effective attacks, and I'm not much of a fan of Life Orb recoil. Protean, because who doesn't like STAB on every attack? I chose surf over hydro pump because I preferred accuracy over damage on Greninja. Extrasensory to shutdown mega venusaur.

Excadrill @ Air Balloon
Ability: Sand Force
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Earthquake
- Rapid Spin
- Iron Head
- Rock Slide
Nobody likes entry hazards on their side of the field. Excadrill was my choice for a spinner, since I felt he synergized best with the team. Sand Force so Excadrill can be a little more threatening with some assistance from Ttar. Air Balloon to avoid those hard hitting Ground attacks. Rapid Spin, since that's the role he's filling on the team, Iron Head and Earthquake for some solid STAB moves, and Rock Slide for some coverage, and the chance for flinches doesn't hurt (provided Excadrill outspeeds anything).