After 6ish months of wanting to get into competetive battling (mostly started by XY) I finally decided to jump in. Here's the first product; I like it a lot (even though it does have quite a few UU pokes). The team operates with a hyper-offense sense, using Jellicent and Krookodile to sponge any dangerous attacks and provide support to the rest of the team while operating with a U-turn core to maintain momentum. Without further ado, here it is.
Tornadus-T @ Assault Vest
Naive, 4 ATK / 252 SATK / 252 SPE
Hurricane
Knock Off
Superpower
U-turn
Replacing Landorus-T, Tornadus-T comes in to act as a mixed attacker, providing utility with its coverage moves as well as acting as a good lead-the ability to pivot out comes in handy, and will often score an early kill or two to take the lead. I do, however, miss the massive power and speed packed by Scarfed Lando-T, but this does act as a more effective counter to Mega Venusaur, as mentioned in the comments.
Greninja @ Life Orb
Protean
Timid, 4 HP / 252 SATK / 252 SPE
Ice Beam
Surf
Dark Pulse
U-Turn
Greninja is the special attacker of the team. Because of its insane versatility, it can hurt any physical wall while maintaining momentum with U-turn, usually escaping dangerous situations with its speed. Because I'm running this because of the power and escape capability, it acts as the sole player in my special core, leaving the team seemingly physical-oriented, which it is, but don't be fooled so much.
Infernape @ Choice Scarf
Iron Fist
Jolly, 4 HP / 252 ATK / 252 SPE
Close Combat
Flare Blitz
U-Turn
Thunder Punch
Originally a Choice Band set, I found the lower speed a constant nag, leaving my Infernape stuck in a lower speed tier that forced him out with a switch, losing momentum. Simply switching to a Scarf seems to have solved that problem. Infernape acts as a revenge killer, picking off weakend 'mons before switching out or killing them with a U-turn. He does wear down pretty quickly, but not before enough damage has been done.
Breloom @ Focus Sash
Technician
Jolly, 4 HP / 252 ATK / 252 SPE
Spore
Mach Punch
Bullet Seed
Rock Tomb
An alternate lead, Breloom can put their lead to sleep, preventing them from setting up hazards, and then slowing down the switch-in with Rock Tomb before either switching out or using Mach Punch/Bullet Seed to deal heavy damage. In an alternate role, he can be used as a revenge killer/late-game cleaner, removing threats that have been weakened before shooting off a spore and then letting Greninja or Lando-T clean up.
Jellicent @ Leftovers
Water Absorb
Calm, 252 HP / 4 SATK / 252 SDEF
Scald
Shadow Ball
Recover
Will-O-Wisp
My special wall, Jellicent comes in to sponge any water or ice attacks aimed at breloom, landorus, krookodile or infernape. His special bulk allows him to stay in on other threats, and he can take a few hits in a pinch (252 SpA Genesect Thunderbolt vs. 252 HP / 252+ SpD Jellicent: 130-154 (32.1 - 38.1%) -- 0.9% chance to 3HKO after Leftovers recovery). That's pretty ridiculous. Even at +1, Genesect doesn't get the guaranteed 2HKO - far from it. Calcs aside, he is INSANELY bulky.
Krookodile @ Leftovers
Intimidate
Impish, 248 HP / 8 ATK / 252 DEF
Earthquake
Knock Off
Toxic
Taunt
Krookodile, a surprise that I found when scrolling through the XY preview analyses, has become a favorite of mine recently. His Knock Off will put a dent in a lot of things, while removing Leftovers or Life Orb. Along with this, he can act as a 3rd lead, Taunting any full-on hazards setter before using any of his 3 support moves to eliminate another threat. While bulky, his surprising speed can catch some players off guard, gaining surprise KO's every once in a while.
Edit: Removed Landorus-T, added Tornadus-T. Have similar purpose, but still yet to see how well if will work out.
I do know that I lack a dedicated special core or mega, but I don't really seem to need one at all. Hazards don't really seem to come up as a problem, but I may consider trying to fit in a defogger/spinner if it does become an issue. Criticism/comments are welcome.
Tornadus-T @ Assault Vest
Naive, 4 ATK / 252 SATK / 252 SPE
Hurricane
Knock Off
Superpower
U-turn
Replacing Landorus-T, Tornadus-T comes in to act as a mixed attacker, providing utility with its coverage moves as well as acting as a good lead-the ability to pivot out comes in handy, and will often score an early kill or two to take the lead. I do, however, miss the massive power and speed packed by Scarfed Lando-T, but this does act as a more effective counter to Mega Venusaur, as mentioned in the comments.
Greninja @ Life Orb
Protean
Timid, 4 HP / 252 SATK / 252 SPE
Ice Beam
Surf
Dark Pulse
U-Turn
Greninja is the special attacker of the team. Because of its insane versatility, it can hurt any physical wall while maintaining momentum with U-turn, usually escaping dangerous situations with its speed. Because I'm running this because of the power and escape capability, it acts as the sole player in my special core, leaving the team seemingly physical-oriented, which it is, but don't be fooled so much.
Infernape @ Choice Scarf
Iron Fist
Jolly, 4 HP / 252 ATK / 252 SPE
Close Combat
Flare Blitz
U-Turn
Thunder Punch
Originally a Choice Band set, I found the lower speed a constant nag, leaving my Infernape stuck in a lower speed tier that forced him out with a switch, losing momentum. Simply switching to a Scarf seems to have solved that problem. Infernape acts as a revenge killer, picking off weakend 'mons before switching out or killing them with a U-turn. He does wear down pretty quickly, but not before enough damage has been done.
Breloom @ Focus Sash
Technician
Jolly, 4 HP / 252 ATK / 252 SPE
Spore
Mach Punch
Bullet Seed
Rock Tomb
An alternate lead, Breloom can put their lead to sleep, preventing them from setting up hazards, and then slowing down the switch-in with Rock Tomb before either switching out or using Mach Punch/Bullet Seed to deal heavy damage. In an alternate role, he can be used as a revenge killer/late-game cleaner, removing threats that have been weakened before shooting off a spore and then letting Greninja or Lando-T clean up.
Jellicent @ Leftovers
Water Absorb
Calm, 252 HP / 4 SATK / 252 SDEF
Scald
Shadow Ball
Recover
Will-O-Wisp
My special wall, Jellicent comes in to sponge any water or ice attacks aimed at breloom, landorus, krookodile or infernape. His special bulk allows him to stay in on other threats, and he can take a few hits in a pinch (252 SpA Genesect Thunderbolt vs. 252 HP / 252+ SpD Jellicent: 130-154 (32.1 - 38.1%) -- 0.9% chance to 3HKO after Leftovers recovery). That's pretty ridiculous. Even at +1, Genesect doesn't get the guaranteed 2HKO - far from it. Calcs aside, he is INSANELY bulky.
Krookodile @ Leftovers
Intimidate
Impish, 248 HP / 8 ATK / 252 DEF
Earthquake
Knock Off
Toxic
Taunt
Krookodile, a surprise that I found when scrolling through the XY preview analyses, has become a favorite of mine recently. His Knock Off will put a dent in a lot of things, while removing Leftovers or Life Orb. Along with this, he can act as a 3rd lead, Taunting any full-on hazards setter before using any of his 3 support moves to eliminate another threat. While bulky, his surprising speed can catch some players off guard, gaining surprise KO's every once in a while.
Edit: Removed Landorus-T, added Tornadus-T. Have similar purpose, but still yet to see how well if will work out.
I do know that I lack a dedicated special core or mega, but I don't really seem to need one at all. Hazards don't really seem to come up as a problem, but I may consider trying to fit in a defogger/spinner if it does become an issue. Criticism/comments are welcome.
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