so today i decided to create my first team and after messing with it some this is what i came up with, suggestions would be much appreciated.
this team was made to try out some pokemon and see how they work in the 6th gen game, as such they dont work together as well as most other teams youll see on here, but so far the team has served me fairly well
Trevenant @ Sitrus Berry
Ability: Harvest
EVs: 252 HP / 132 Spd / 124 Def
Impish Nature
- Leech Seed
- Will-O-Wisp
- Substitute
- Shadow Claw/ Horn Leech
Trevenant is a physical wall with harvest/sitrus berry and the occasional boost from drought Charizard makes it able to take a ton of hits, Will-O-Wisp is to add even more defensive bulk and Leech Seed/Substitute make for even more stalling power. Shadow Claw is its main attacking move although it can be changed up for Horn Leech for even more healing and a different type stab move.
Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Flamethrower
- Air Slash
- Solar Beam
- Dragon Pulse
Charizard is the main special attacker and mega-mon on this team running a very offensive moveset with good coverage, sun boosted Flamethrower deals massive damage, Air slash has some flinch chance and is for alternative stab, Dragon pulse is for more coverage,
sun+Solar beam allows it to check water types fairly well except drizzle Politoed.
you could consider running a modest nature instead if you think the speed is not needed.
Terrakion @ Choice Band
Ability: Justified
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Close Combat
- Stone Edge
- X-Scissor / Quick Attack
- Stealth Rock
Terrakion is some sort of revenge killer/lead set, the sheer intimidation a terrakion packs should force plenty switches creating opportunities to set up Stealth Rocks, or you could just hit your opponent hard. Close Combat/Stone Edge are excellent stab moves and X-Scissor is mainly for hitting some psychic types hard on the predicted switch-in or Quick attack for some priority.
Jellicent @ Leftovers
Ability: Water Absorb
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Will-O-Wisp
- Scald
- Recover
- Taunt
Jellicent is the special wall of this team, the set i'm currently running should hardly surprise anyone as it is fairly common but does its job well, Recover gives Jellicent more staying power and the residual damage/attack lowering properties of a burn always help,Scald is there for some damage dealing and some added burn chance and Taunt is to stop it for being set-up fodder and to shut down some walls.
Mandibuzz @ Leftovers
Ability: Overcoat
EVs: 252 Def / 248 HP / 8 SDef
Impish Nature
- Foul Play / Knock Off
- Roost
- Defog
- Taunt
Mandibuzz is yet another physical wall and also carries Defog to clear opposing stealth rocks, invaluable if running a 4x rock weak pokemon like Charizard-y, its main attacking move is either Foul Play for power or Knock Off to get rid of opposing items, Roost is for obvious recovery (much needed for a "rapid spinner'' with a Stealth Rock weakness)
Taunt is to annoy other walls and prevent getting set up on.
Heliolisk @ Life Orb
Ability: Solar Power
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Thunderbolt
- Grass Knot
- Focus Blast
- Volt Switch / U-turn
finally Heliolisk is for some extra type coverage and serves as another special attacker, while dry skin is superior normally in my opinion, you dont want to switch into Charizards sun and take damage without gaining any benefit from it.
Volt Switch packs more power due to being stab and special based while U-turn cannot be blocked by ground types but will do lousy damage with heliolisks attack stat.
as you can see this team is a combination of offensive and defensive pokemon, so far it seems to work pretty well.
the main annoyance i have encountered so far seems to be goodra but terrakion is still able to revenge kill it fairly easily.
this team was made to try out some pokemon and see how they work in the 6th gen game, as such they dont work together as well as most other teams youll see on here, but so far the team has served me fairly well

Trevenant @ Sitrus Berry
Ability: Harvest
EVs: 252 HP / 132 Spd / 124 Def
Impish Nature
- Leech Seed
- Will-O-Wisp
- Substitute
- Shadow Claw/ Horn Leech
Trevenant is a physical wall with harvest/sitrus berry and the occasional boost from drought Charizard makes it able to take a ton of hits, Will-O-Wisp is to add even more defensive bulk and Leech Seed/Substitute make for even more stalling power. Shadow Claw is its main attacking move although it can be changed up for Horn Leech for even more healing and a different type stab move.

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Flamethrower
- Air Slash
- Solar Beam
- Dragon Pulse
Charizard is the main special attacker and mega-mon on this team running a very offensive moveset with good coverage, sun boosted Flamethrower deals massive damage, Air slash has some flinch chance and is for alternative stab, Dragon pulse is for more coverage,
sun+Solar beam allows it to check water types fairly well except drizzle Politoed.
you could consider running a modest nature instead if you think the speed is not needed.

Terrakion @ Choice Band
Ability: Justified
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Close Combat
- Stone Edge
- X-Scissor / Quick Attack
- Stealth Rock
Terrakion is some sort of revenge killer/lead set, the sheer intimidation a terrakion packs should force plenty switches creating opportunities to set up Stealth Rocks, or you could just hit your opponent hard. Close Combat/Stone Edge are excellent stab moves and X-Scissor is mainly for hitting some psychic types hard on the predicted switch-in or Quick attack for some priority.

Jellicent @ Leftovers
Ability: Water Absorb
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Will-O-Wisp
- Scald
- Recover
- Taunt
Jellicent is the special wall of this team, the set i'm currently running should hardly surprise anyone as it is fairly common but does its job well, Recover gives Jellicent more staying power and the residual damage/attack lowering properties of a burn always help,Scald is there for some damage dealing and some added burn chance and Taunt is to stop it for being set-up fodder and to shut down some walls.

Mandibuzz @ Leftovers
Ability: Overcoat
EVs: 252 Def / 248 HP / 8 SDef
Impish Nature
- Foul Play / Knock Off
- Roost
- Defog
- Taunt
Mandibuzz is yet another physical wall and also carries Defog to clear opposing stealth rocks, invaluable if running a 4x rock weak pokemon like Charizard-y, its main attacking move is either Foul Play for power or Knock Off to get rid of opposing items, Roost is for obvious recovery (much needed for a "rapid spinner'' with a Stealth Rock weakness)
Taunt is to annoy other walls and prevent getting set up on.

Heliolisk @ Life Orb
Ability: Solar Power
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Thunderbolt
- Grass Knot
- Focus Blast
- Volt Switch / U-turn
finally Heliolisk is for some extra type coverage and serves as another special attacker, while dry skin is superior normally in my opinion, you dont want to switch into Charizards sun and take damage without gaining any benefit from it.
Volt Switch packs more power due to being stab and special based while U-turn cannot be blocked by ground types but will do lousy damage with heliolisks attack stat.
as you can see this team is a combination of offensive and defensive pokemon, so far it seems to work pretty well.
the main annoyance i have encountered so far seems to be goodra but terrakion is still able to revenge kill it fairly easily.
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