I decided to make my first Competative Pokemon team to battle my friends. I will be making this team in real life to battle in game and would prefer not to change any Pokemon if possible, just spreads if and when I need to. Thanks for the help.
Machamp @ Quick Claw (bulky physical sweeper)
Ability: No Guard
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- DynamicPunch
- Bulk Up
- Stone Edge
- Ice Punch
I fell in love with No Guard DynamicPunch combo during my ORAS game and found that it worked well against almost every thing but ghost allowing me to do STAB while confusing. Machamp can take a few hits and deal more making it a decent deeper for me. Combined with Bulk Up, Dynamich Punch and Stone Edge become powerful moves for taking down most threats to other members of my team with Ice Punch as coverage for Dragon. Quick Claw allows the otherwise slow Pokemon to suprise faster opponents on occasion and the risk has often paid off to win me battles.
Forretress @ Macho Brace (lead)
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Reflect
- Stealth Rock
- Gyro Ball
- Rapid Spin
Ah Forretress. He has access to so many useful moves but setting up stealth rocks is most important to me as i have seen many battles won or lost due to them. I personally find these the best entree hazard and enjoy that a bulky Forretress can usually set up a reflect too before anything kills it. Gyro ball is pretty powerful poison and fairy coverage from a slow Pokemon like him, and rapid spin can remove crippling hazards from my opponent while his typing allows him to ignore them if I need to switch into say toxic spikes. Study ensures stealth rocks for the most part and macho brace's normally negative effect helps gyro ball.
Florges (F) @ Wise Glasses
Ability: Flower Veil
EVs: 4 HP / 252 SpA / 252 SpD
Modest Nature
- Energy Ball
- Moonblast
- Psychic
- Wish
Few teams nowadays go without fairy and this is no exception. Flores has huge special stats making it a great special sweeper. I always seem to run into issues with dragon and dark types so a powerhouse to eat a dark pulse before taking the opponent out is useful. Moonblast fills that roll obviously while physic can help keep tabs on poison types that it often deals with. Wish is my healing move while allowing me to switch into someone like Forretress if he is down in heal when I need rapid spin. I opted for Energy Ball as good coverage over gigs drain for the higher power and chance to lower special defense against others with high special defense like another Florges or a Shuckle. Wise Glasses give it a boost to each of its attacks pushing them further than before. Unfortunately, it's abilities are basically pointless on this team.
Sharpedo @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crunch
- Poison Jab
- Waterfall
- Earthquake
I chose Sharpedo last repalcing a Mega Gyrodos for him for the favorable typing and speed boost on Sharpedo just in case. With his high speed he can out speed most threats and hit them hard with various coverage moves. Waterfall and crunch are basic STAB coverage for the likes of Mega Alakazam and Mega Steelix who others on my team fear. Poison Jab hits Fairies with a chance to poison and I have found is not expected often times. Earthquake rounds out hitting anything that doesn't resist it hard.
Ninetales @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Confuse Ray
- Flamethrower
- Will-O-Wisp
- Substitute
Ninetails does not have sun I know. However, I chose ninetails to status my opponents who pose a threat to my team. Confuse Ray and will-o-wisp do that while a substitute gives me time against opponents who think they are going to quickly take it out with toxic or water. Flamethrower is just coverage STAB at its safest. Flash Fire also offers my team an immunity to fire with a boosted special attack if hit. This way it can switch in to eat Stuff for Forrestress while not helping my opponents to one turn solarbeam on Sharpedo. Leftovers allows me to hide longer behind a substitute as well if I want to burn stall in a pinch. I did go for burn over toxic for the attack nerf.
Eelektross @ Expert Belt
Ability: Levitate
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Thunder Punch
- U-turn
- Drain Punch
- Knock Off
Elecktross is kind of my wild card. Basically I chose him to do what my other Pokemon don't. He is immune to ground and takes regular or less from most attacks. Thunderpunch is STAB for water or flying threats while U-turn allows me to scout his threats while switching into a resistance. Drain punch is pretty reliable recovery while knock off takes care of the ghosts that he can't hit with it as well as weakens threats of leftover stalls that I have often faced and otherwise couldn't counter. Expert belt adds to his wild card effects allowing, say, U-turn to do real damage in addition to the switch.
Machamp @ Quick Claw (bulky physical sweeper)
Ability: No Guard
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- DynamicPunch
- Bulk Up
- Stone Edge
- Ice Punch
I fell in love with No Guard DynamicPunch combo during my ORAS game and found that it worked well against almost every thing but ghost allowing me to do STAB while confusing. Machamp can take a few hits and deal more making it a decent deeper for me. Combined with Bulk Up, Dynamich Punch and Stone Edge become powerful moves for taking down most threats to other members of my team with Ice Punch as coverage for Dragon. Quick Claw allows the otherwise slow Pokemon to suprise faster opponents on occasion and the risk has often paid off to win me battles.
Forretress @ Macho Brace (lead)
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Reflect
- Stealth Rock
- Gyro Ball
- Rapid Spin
Ah Forretress. He has access to so many useful moves but setting up stealth rocks is most important to me as i have seen many battles won or lost due to them. I personally find these the best entree hazard and enjoy that a bulky Forretress can usually set up a reflect too before anything kills it. Gyro ball is pretty powerful poison and fairy coverage from a slow Pokemon like him, and rapid spin can remove crippling hazards from my opponent while his typing allows him to ignore them if I need to switch into say toxic spikes. Study ensures stealth rocks for the most part and macho brace's normally negative effect helps gyro ball.
Florges (F) @ Wise Glasses
Ability: Flower Veil
EVs: 4 HP / 252 SpA / 252 SpD
Modest Nature
- Energy Ball
- Moonblast
- Psychic
- Wish
Few teams nowadays go without fairy and this is no exception. Flores has huge special stats making it a great special sweeper. I always seem to run into issues with dragon and dark types so a powerhouse to eat a dark pulse before taking the opponent out is useful. Moonblast fills that roll obviously while physic can help keep tabs on poison types that it often deals with. Wish is my healing move while allowing me to switch into someone like Forretress if he is down in heal when I need rapid spin. I opted for Energy Ball as good coverage over gigs drain for the higher power and chance to lower special defense against others with high special defense like another Florges or a Shuckle. Wise Glasses give it a boost to each of its attacks pushing them further than before. Unfortunately, it's abilities are basically pointless on this team.
Sharpedo @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crunch
- Poison Jab
- Waterfall
- Earthquake
I chose Sharpedo last repalcing a Mega Gyrodos for him for the favorable typing and speed boost on Sharpedo just in case. With his high speed he can out speed most threats and hit them hard with various coverage moves. Waterfall and crunch are basic STAB coverage for the likes of Mega Alakazam and Mega Steelix who others on my team fear. Poison Jab hits Fairies with a chance to poison and I have found is not expected often times. Earthquake rounds out hitting anything that doesn't resist it hard.
Ninetales @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Confuse Ray
- Flamethrower
- Will-O-Wisp
- Substitute
Ninetails does not have sun I know. However, I chose ninetails to status my opponents who pose a threat to my team. Confuse Ray and will-o-wisp do that while a substitute gives me time against opponents who think they are going to quickly take it out with toxic or water. Flamethrower is just coverage STAB at its safest. Flash Fire also offers my team an immunity to fire with a boosted special attack if hit. This way it can switch in to eat Stuff for Forrestress while not helping my opponents to one turn solarbeam on Sharpedo. Leftovers allows me to hide longer behind a substitute as well if I want to burn stall in a pinch. I did go for burn over toxic for the attack nerf.
Eelektross @ Expert Belt
Ability: Levitate
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Thunder Punch
- U-turn
- Drain Punch
- Knock Off
Elecktross is kind of my wild card. Basically I chose him to do what my other Pokemon don't. He is immune to ground and takes regular or less from most attacks. Thunderpunch is STAB for water or flying threats while U-turn allows me to scout his threats while switching into a resistance. Drain punch is pretty reliable recovery while knock off takes care of the ghosts that he can't hit with it as well as weakens threats of leftover stalls that I have often faced and otherwise couldn't counter. Expert belt adds to his wild card effects allowing, say, U-turn to do real damage in addition to the switch.