Hey all! As the title says this is my first try at building a competitive team for showdown. I really loved the Volt-turn concept, and wanted to try something a little different with is. Well, here goes!
Pando
Pangoro @ Shell Bell
Ability: Scrappy/Iron Fist
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Superpower/Drain Punch
- Knock Off
- Gunk Shot/Ice Punch
- Parting Shot
Ahh, Pangoro. So close to OU...if if weren't for that speed! Anyway, Super Power hits like a truck on this guy being STAB. Knock Off is the second STAB and brings utility with item removal. Gunk Shot is for slower Fairies, but typically I get him the heck out of there due to 4X Fairy weakness. Parting Shot is the vanilla icing on this chocolate cake, being a pseudo Volt-Turn and lowering attack and special attack. This allows for easier setup for Guardevoir and Scizor, and can put a damper on other Pokemon that use dances. Scrappy is there to hit Ghosts, especially Sableye. I picked Shell Bell as the item of choice; Pando wants to break faces, and Shell Bell's heals based on damage done should make for a decent HP return.
The other idea with him is to switch Scrappy to Iron Fist, Superpower to Draining Punch and Gunk Shot to Ice Punch. Drain Punch, Iron Fist and Shell Bell = excellent healing and Ice Punch can surprise switch-ins like a physical defense Landorous. Getting a boost from Iron Fist is just more icing.
Lando
Landorus-Therian @ Soft Sand
Ability: Intimidate
EVs: 72 HP / 252 Atk / 184 Spe
Jolly Nature
- U-turn
- Earthquake
- Stone Edge
- Stealth Rock
I decided to go with the Offensive set pulled from the site, as I wanted more power. Would consider switching out Stone Edge for Rock Slide for a better accuracy. U-Turn for pivoting out and Earthquake being STAB and powered by Soft Sand will seriously dent some Mons who decide to stay in and tangle. I went with Jolly instead of Adamant because I wanted more speed and if I can't take down my opponent I wanted to make sure U-Turn went off first to get him out. Finally, Stealth Rock for hazard mid to late game.
Gando
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Toxic
Garchomp is a suicide lead most of the time. Send him out, rocks, KO. Because of that, I went with the Rough Skin/Rocky Helmet combo to punish physical attackers. 30% damage just to touch the guy is no joke. If for whatever reason he survives the initial 2 turns, he has some options. Earthquake as STAB, Dragon Tail as STAB and Phaze to start racking up hazard damage, and Toxic to poison a staller who happens to come in on him. Or I can switch him out and set him up for a heal from Gardevoir.
Scizor @ Life Orb
Ability: Technician
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- U-turn
- Bug Bite
- Swords Dance
- Bullet Punch
My physical sweeper. I decided to go life orb instead of Mega because I wanted Gardevoir to be my mega. If he gets a chance to Dance, Bug Bite and Bullet Punch will hurt. As before with Lando, U-Turn gets him out of trouble.
Rando
Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 248 HP / 52 Def / 208 Spe
Serious Nature
- Overheat
- Volt Switch
- Will-O-Wisp
- Pain Split
Since I have Pokemon susceptible to ice, fire and steel and didn't have a volt yet for my volt-turn, I decided to go with Rotom-H instead of Rotom-W. Overheat and Volt Switch are a good combo, switching out while keeping momentum and getting rid of Overheat's Special Attack drops. Plus you can switch this guy in on physical Pokes and burn them with Will-O-Wisp and keep up your life with Pain Split and leftovers.
Gando-2
Gardevoir @ Gardevoirite
Ability: Trace
EVs: 248 HP / 244 Def / 16 Spe
Timid Nature
- Hyper Voice
- Calm Mind
- Wish
- Protect
And finally, Gardevoir. She's pulling double duty this game as cleric and special sweeper. Get her in when it's safe i.e. after a Parting Shot from Pangoro, Mega up, and proceed to heal or calm mind to victory.
Well, there you have it. Please let me know what you think and offer suggestions!
Pando
Pangoro @ Shell Bell
Ability: Scrappy/Iron Fist
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Superpower/Drain Punch
- Knock Off
- Gunk Shot/Ice Punch
- Parting Shot
Ahh, Pangoro. So close to OU...if if weren't for that speed! Anyway, Super Power hits like a truck on this guy being STAB. Knock Off is the second STAB and brings utility with item removal. Gunk Shot is for slower Fairies, but typically I get him the heck out of there due to 4X Fairy weakness. Parting Shot is the vanilla icing on this chocolate cake, being a pseudo Volt-Turn and lowering attack and special attack. This allows for easier setup for Guardevoir and Scizor, and can put a damper on other Pokemon that use dances. Scrappy is there to hit Ghosts, especially Sableye. I picked Shell Bell as the item of choice; Pando wants to break faces, and Shell Bell's heals based on damage done should make for a decent HP return.
The other idea with him is to switch Scrappy to Iron Fist, Superpower to Draining Punch and Gunk Shot to Ice Punch. Drain Punch, Iron Fist and Shell Bell = excellent healing and Ice Punch can surprise switch-ins like a physical defense Landorous. Getting a boost from Iron Fist is just more icing.
Lando
Landorus-Therian @ Soft Sand
Ability: Intimidate
EVs: 72 HP / 252 Atk / 184 Spe
Jolly Nature
- U-turn
- Earthquake
- Stone Edge
- Stealth Rock
I decided to go with the Offensive set pulled from the site, as I wanted more power. Would consider switching out Stone Edge for Rock Slide for a better accuracy. U-Turn for pivoting out and Earthquake being STAB and powered by Soft Sand will seriously dent some Mons who decide to stay in and tangle. I went with Jolly instead of Adamant because I wanted more speed and if I can't take down my opponent I wanted to make sure U-Turn went off first to get him out. Finally, Stealth Rock for hazard mid to late game.
Gando
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Toxic
Garchomp is a suicide lead most of the time. Send him out, rocks, KO. Because of that, I went with the Rough Skin/Rocky Helmet combo to punish physical attackers. 30% damage just to touch the guy is no joke. If for whatever reason he survives the initial 2 turns, he has some options. Earthquake as STAB, Dragon Tail as STAB and Phaze to start racking up hazard damage, and Toxic to poison a staller who happens to come in on him. Or I can switch him out and set him up for a heal from Gardevoir.
Scizor @ Life Orb
Ability: Technician
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- U-turn
- Bug Bite
- Swords Dance
- Bullet Punch
My physical sweeper. I decided to go life orb instead of Mega because I wanted Gardevoir to be my mega. If he gets a chance to Dance, Bug Bite and Bullet Punch will hurt. As before with Lando, U-Turn gets him out of trouble.
Rando
Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 248 HP / 52 Def / 208 Spe
Serious Nature
- Overheat
- Volt Switch
- Will-O-Wisp
- Pain Split
Since I have Pokemon susceptible to ice, fire and steel and didn't have a volt yet for my volt-turn, I decided to go with Rotom-H instead of Rotom-W. Overheat and Volt Switch are a good combo, switching out while keeping momentum and getting rid of Overheat's Special Attack drops. Plus you can switch this guy in on physical Pokes and burn them with Will-O-Wisp and keep up your life with Pain Split and leftovers.
Gando-2
Gardevoir @ Gardevoirite
Ability: Trace
EVs: 248 HP / 244 Def / 16 Spe
Timid Nature
- Hyper Voice
- Calm Mind
- Wish
- Protect
And finally, Gardevoir. She's pulling double duty this game as cleric and special sweeper. Get her in when it's safe i.e. after a Parting Shot from Pangoro, Mega up, and proceed to heal or calm mind to victory.
Well, there you have it. Please let me know what you think and offer suggestions!