Hey all. I’m actually pretty terrible at the whole team building aspect and this team is mostly borrowed from other people with a couple slight changes to make it work slightly better for me or worse I suppose. I’m doing okay with the team. Part of it is probably the team and a larger potion is probably me be pretty new to battling and making silly mistakes.
Charizard-Mega-Y @ Charizardite Y
Ability: Drought
Level: 50
EVs: 172 HP / 64 Def / 252 SAtk / 20 Spd
Modest Nature
IVs: 30 Spd
- Heat Wave
- Solar Beam
- Hidden Power [Ice]
- Protect
Charizard is built to take out Jolly Garchomp. It’ll survive rock slide and be able to KO with HP Ice. The big problem is that even though it is kinda rare Adamant Garchomp with 0spd investment ties and jolly life orb still kills me anyway. It also comes in handy for Salamence. Wondering if I should just not worry about Garchomp and let something else take care of it or possible replace Charizard altogether.
Venusaur @ Wide Lens
Ability: Chlorophyll
Level: 50
EVs: 140 HP / 12 Def / 252 SAtk / 104 SDef
Modest Nature
- Sludge Bomb
- Giga Drain
- Sleep Powder
- Protect
Wide lens just to help with Sleep Powder. No speed investment cuz of Chlorophyll. Does decently against a trick room team.
Aerodactyl @ Focus Sash
Ability: Unnerve
Level: 50
EVs: 4 HP / 252 SAtk / 252 Spd
Jolly Nature
- Tailwind
- Rock Slide
- Taunt
- Protect
Pretty much suicidal lead. There for Tailwind or taunt in case I run up against something trying to set up on me. It is surprisingly decently bulky. Not that great, but does its job pretty well most of the time.
Rotom-Wash @ Sitrus Berry
Ability: Levitate
Level: 50
EVs: 252 HP / 44 Def / 44 SAtk / 140 SDef / 28 Spd
Calm Nature
- Hydro Pump
- Thunderbolt
- Will-O-Wisp
- Protect
Your typical tanking Rotom who is there to be beastly. Possibly replace thunderbolt with volt switch?
Gardevoir @ Choice Scarf
Ability: Trace
Level: 50
EVs: 56 HP / 252 SAtk / 200 Spd
Modest Nature
- Grass Knot
- Dazzling Gleam
- Psyshock
- Shadow Ball
Gard I am conflicted with. While her moveset makes her versatile, I wonder since most of my team is pretty slow besides Aero and Charizard if I should change her into a more tanky trickroom/imprison combo and replace aero with something like Amoonguss.
Scrafty Leftovers
Ability: Intimidate
EVs: 252 HP / 150 Atk / 100 Def / 6 SDef
Impish Nature
- Drain Punch
- Fake Out
- Rock Slide
- Protect
Scrafty is bulky and awesome. He along with Rotom are the 2 on the team I am really happy with.
Charizard-Mega-Y @ Charizardite Y
Ability: Drought
Level: 50
EVs: 172 HP / 64 Def / 252 SAtk / 20 Spd
Modest Nature
IVs: 30 Spd
- Heat Wave
- Solar Beam
- Hidden Power [Ice]
- Protect
Charizard is built to take out Jolly Garchomp. It’ll survive rock slide and be able to KO with HP Ice. The big problem is that even though it is kinda rare Adamant Garchomp with 0spd investment ties and jolly life orb still kills me anyway. It also comes in handy for Salamence. Wondering if I should just not worry about Garchomp and let something else take care of it or possible replace Charizard altogether.
Venusaur @ Wide Lens
Ability: Chlorophyll
Level: 50
EVs: 140 HP / 12 Def / 252 SAtk / 104 SDef
Modest Nature
- Sludge Bomb
- Giga Drain
- Sleep Powder
- Protect
Wide lens just to help with Sleep Powder. No speed investment cuz of Chlorophyll. Does decently against a trick room team.
Aerodactyl @ Focus Sash
Ability: Unnerve
Level: 50
EVs: 4 HP / 252 SAtk / 252 Spd
Jolly Nature
- Tailwind
- Rock Slide
- Taunt
- Protect
Pretty much suicidal lead. There for Tailwind or taunt in case I run up against something trying to set up on me. It is surprisingly decently bulky. Not that great, but does its job pretty well most of the time.
Rotom-Wash @ Sitrus Berry
Ability: Levitate
Level: 50
EVs: 252 HP / 44 Def / 44 SAtk / 140 SDef / 28 Spd
Calm Nature
- Hydro Pump
- Thunderbolt
- Will-O-Wisp
- Protect
Your typical tanking Rotom who is there to be beastly. Possibly replace thunderbolt with volt switch?
Gardevoir @ Choice Scarf
Ability: Trace
Level: 50
EVs: 56 HP / 252 SAtk / 200 Spd
Modest Nature
- Grass Knot
- Dazzling Gleam
- Psyshock
- Shadow Ball
Gard I am conflicted with. While her moveset makes her versatile, I wonder since most of my team is pretty slow besides Aero and Charizard if I should change her into a more tanky trickroom/imprison combo and replace aero with something like Amoonguss.
Scrafty Leftovers
Ability: Intimidate
EVs: 252 HP / 150 Atk / 100 Def / 6 SDef
Impish Nature
- Drain Punch
- Fake Out
- Rock Slide
- Protect
Scrafty is bulky and awesome. He along with Rotom are the 2 on the team I am really happy with.