This is my first ever try at building a competitive team. I'm certain there are holes in it and any advice would be more than appreciated. I've used them in the simulator and they seem like an alright bunch, though when up against things like Excadrill they fall apart. My purpose when putting this team together was to make something viable for my college's upcoming tournament, which bans legendaries and anything considered uber in fifth gen. Anyway, on with the team:
Alexander (Tyrantrum) (M) @ Focus Sash
Ability: Strong Jaw
EVs: 252 Atk / 6 SDef / 252 Spd
Adamant Nature
- Stealth Rock
- Crunch
- Dragon Tail
- Stone Edge
Alexander is mainly meant as a lead, there to set up Stealth Rock - hence why he has the focus sash. If he has a chance he likes to mess with people a bit using Dragon Tail. He has Crunch and Stone Edge there just in case he has a chance to mangle something.
Isabella (Gardevoir) (F) @ Gardevoirite
Ability: Synchronize
EVs: 6 Def / 252 SAtk / 252 Spd
Timid Nature
- Calm Mind
- Psychic
- Moonblast
- Thunderbolt
Isabella is one of my heavy-hitter. I wasn't so sure about having Psychic and Moonblast on one set but they've worked together well thus far and Psychic helps take care of those Poison types that might otherwise really hurt her. Thunderbolt is really just trying to be coverage, especially against Flying types once Alexander is out.
Filius (Chandelure) (M) @ Assault Vest
Ability: Infiltrator
EVs: 252 SAtk / 6 SDef / 252 Spd
- Flamethrower
- Energy Ball
- Shadow Ball
- Psychic
My second attacker. He likes to hit hard. He got an Assault Vest because I had no idea what to put on him and he wasn't trying to use any non-attack moves anyway. I chose Flamethrower over Fire Blast because I wanted a STAB move that would hit Chesnaught.
Dreiden (Hitmontop) (M) @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Rapid Spin
- Close Combat
- Toxic
- Stone Edge
My Rapid Spinner. That's pretty much his only job. He has Toxic to annoy stuff and Close Combat/Stone Edge to hit things but he really is only there to remove hazards.
Maxwell (Skarmory) (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spd
Impish Nature
- Spikes
- Roost
- Whirlwind
- Brave Bird
Maxwell is a space filler, but he's proved to be pretty awesome. I never realized how cool a Spikes/Whirlwind Skarmory could be until I started using him. He's especially useful after Alexander has set up some Rocks. Then Maxwell just sits there and Whirlwinds things away. He gets Brave Bird for those that would Taunt him.
Romeo (Roserade) (M) @ Weakness Policy
Ability: Natural Cure
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature
- Toxic
- Venoshock
- Aromatherapy
- Energy Ball
My final attacker. I like the dynamic between Toxic and Venoshock, bonus points if Dreiden managed to Toxic something before Romeo switched in. I chose Energy Ball as the grass move because I liked the possible Sp. Def. drop. Aromatherapy is there to heal my guys of pesky statuses like Paralyze and Burn, but Romeo isn't usually focusing on things like that.
Alexander (Tyrantrum) (M) @ Focus Sash
Ability: Strong Jaw
EVs: 252 Atk / 6 SDef / 252 Spd
Adamant Nature
- Stealth Rock
- Crunch
- Dragon Tail
- Stone Edge
Alexander is mainly meant as a lead, there to set up Stealth Rock - hence why he has the focus sash. If he has a chance he likes to mess with people a bit using Dragon Tail. He has Crunch and Stone Edge there just in case he has a chance to mangle something.
Isabella (Gardevoir) (F) @ Gardevoirite
Ability: Synchronize
EVs: 6 Def / 252 SAtk / 252 Spd
Timid Nature
- Calm Mind
- Psychic
- Moonblast
- Thunderbolt
Isabella is one of my heavy-hitter. I wasn't so sure about having Psychic and Moonblast on one set but they've worked together well thus far and Psychic helps take care of those Poison types that might otherwise really hurt her. Thunderbolt is really just trying to be coverage, especially against Flying types once Alexander is out.
Filius (Chandelure) (M) @ Assault Vest
Ability: Infiltrator
EVs: 252 SAtk / 6 SDef / 252 Spd
- Flamethrower
- Energy Ball
- Shadow Ball
- Psychic
My second attacker. He likes to hit hard. He got an Assault Vest because I had no idea what to put on him and he wasn't trying to use any non-attack moves anyway. I chose Flamethrower over Fire Blast because I wanted a STAB move that would hit Chesnaught.
Dreiden (Hitmontop) (M) @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Rapid Spin
- Close Combat
- Toxic
- Stone Edge
My Rapid Spinner. That's pretty much his only job. He has Toxic to annoy stuff and Close Combat/Stone Edge to hit things but he really is only there to remove hazards.
Maxwell (Skarmory) (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spd
Impish Nature
- Spikes
- Roost
- Whirlwind
- Brave Bird
Maxwell is a space filler, but he's proved to be pretty awesome. I never realized how cool a Spikes/Whirlwind Skarmory could be until I started using him. He's especially useful after Alexander has set up some Rocks. Then Maxwell just sits there and Whirlwinds things away. He gets Brave Bird for those that would Taunt him.
Romeo (Roserade) (M) @ Weakness Policy
Ability: Natural Cure
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature
- Toxic
- Venoshock
- Aromatherapy
- Energy Ball
My final attacker. I like the dynamic between Toxic and Venoshock, bonus points if Dreiden managed to Toxic something before Romeo switched in. I chose Energy Ball as the grass move because I liked the possible Sp. Def. drop. Aromatherapy is there to heal my guys of pesky statuses like Paralyze and Burn, but Romeo isn't usually focusing on things like that.
Last edited by a moderator: