Ok so I looked at my team again and updated and added a description to help readers understand my choices and help me decide on what to do.
Gambit (Greninja) (M) @ Life Orb
Ability: Protean
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Dark Pulse
- Protect
How I got this team started was the desire to use Greninja. The spread is obvious and the IVs are 0 in Attack to reduce Confusion damage. I chose to run Life Orb over Focus Sash because the of the common Tyranitar. Hydro Pump is meant to hit something hard whether it be Conkeldurr, Heatran, or Rotom-H. I've been told to run Scald, but thing about Greninja is either he KOs or is KOed. Ice Beam punishes Salamence and M-Sceptile and hits Amoongus for good damage.
I chose Dark Pulse because it hits Aegislash really hard and it can cause some Flinch shenanigans om slower threats. Protect is to apply pressure to the opponent simce Greninja is such a threat. Now the main issues is choosing to run Gunk Shot. Breeding Froakie takes forever and I need to know whether to run Timid or Naive and which moves to replace.
Ripper Roo (Kangaskhan) (F) @ Kangaskhanite
Ability: Scrappy
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Return
- Power-Up Punch
- Sucker Punch
Ripper Roo and I have history. I once tried to trade a Contrary Snivy on the Smogon forums without realizing it wasn't legal at the time. An admin came after me and told me it was illegal. I wanted a Kangaskhan in exchange and he gave me a 6iv shiny in Safari Ball. Now to the set. Scrappy was chosen to hit Ghost types like Sashed Gengar and Trick Room users. Fake Out is why I chose Roo to help Greninja and form an offensive lead. I chose to run Return over Double-Edge because Roo has Power-Up Punch to boost her attack and she would kill herself using Double Edge at +2 twice. Power-Up Punch also hits threats such as Tyranitar, Heatran, Audino, and Bisharp really hard. Sucker Punch is meant to get the last hit off if Roo is about to fall or just to try and take out faster threats.
Hephaestus (Heatran) (M) @ Air Balloon
Ability: Flash Fire
EVs: 232 HP / 252 SpA / 4 SpD / 20 Spe
Modest Nature
- Heat Wave
- Flash Cannon
- Ancient Power
- Protect
Heatran is a very good poke in VGC. I chose Hephaestus to run the very powerful Fire/Water/Grass Defensive core. The EV spread was made for him to be very bulky and outspeed Jolly Tyranitar by one point. The Air Balloon was chosen so Heatran can beat Excadrill and Mamoswine. Heat Wave is used to hit both targets and hopefully spread burns. Flash Cannon is his Strongest STAB and hits everything hard especially M-Altaria, Tyranitar, Mamoswine, Weavile, and other Fairy types. Ancient Power seems odd, but is a good option to hit Talonflame and Thundurus in which Earth Power cannot. Protect is ran to block incoming Hydro Pump and Earthquake
Spin-Cycle (Rotom-Wash) @ Chesto Berry Berry
Ability: Levitate
EVs: 232 HP / 64 Def / 4 SpA / 188 SpD / 20 Spe
Calm Nature
IVs: 0 Atk
- Hydro Pump
- Thunderbolt
- Will-O-Wisp
- Rest
Ah Rotom-W, this bugger has been on every team since Gen 4. He's the Water type in the defensive core and packs Levitate to partner well with Heatran. The EV spread ensures he can take damage all around and survive Draco Meteor from the likes of Hydreigon. Hydro Pump hits everything hard even when univested and cant take out Rotom-H and Heatran. Thunderbolt hits Gyarados and Suicune for good damage.
Will-O-Wisp helps Rotom's defensive side and weakens Tyranitar, Mega Kang, and Bisharp. Rest is a like Full Restore to Rotom-W to increase his longetivity and cause more problems.
Toad (Amoonguss) @ Mental Herb
Ability: Effect Spore
EVs: 204 HP / 188 Def / 108 SpD / 8 Spe
Bold Nature
IVs: 0 Atk
- Spore
- Giga Drain
- Sludge Bomb
- Rage Powder
And the last contendor of the Fire/Water/Grass core is none other than Amoongus. Amoongus is here to give Rotom and Fairies problems and do what he does best, Spore. Mental Herb was chosen to survive Taunt usersand Spore them. Effect Spore was chosen to put opposing Physical attackers to sleep just like Spore. The EV spread and Bold nature is meant to survive Brave Bird from Talonflame so he can Spore him. The 8 EVs in Speed ensure he outspeeds Amoongus so he can Spore before the other Amoongus can use Rage Powder. Giga Drain gives Rotom-W and Swampert trouble. Sludge Bomb is the secondary STAB for other Grass types and fairies. Rage Powder keeps the opponents off the frailer teammates.
Mufasa (Landorus-Therian) (M) @
Ability: Intimidate
EVs: 40 HP / 252 Atk / 212 Spe
Adamant Nature
- Earthquake
- Rock Slide
- U-Turn
- Superpower
The last contendor of the team is none other than the staple Landorus-T. Landorus-T is so good in doubles and should be expected on nearly every single team. The 40 EVs gives him some bulk and the rest of the 212 EVs ensure Landorus-T can outspeed M-Manectric. Earthquake is chosen for a strong STAB attack to hit Troublesome Fire types. Rock Slide is chosen to hit Talonflame, Thundurus, and Ice types without Ice Shard. U-Turn hits Cresselia for good damage and helps spread Intimidate. Superpower was chosen to hit Mega Kangaskhan and Hydreigon extremely hard
Gambit (Greninja) (M) @ Life Orb
Ability: Protean
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Dark Pulse
- Protect
How I got this team started was the desire to use Greninja. The spread is obvious and the IVs are 0 in Attack to reduce Confusion damage. I chose to run Life Orb over Focus Sash because the of the common Tyranitar. Hydro Pump is meant to hit something hard whether it be Conkeldurr, Heatran, or Rotom-H. I've been told to run Scald, but thing about Greninja is either he KOs or is KOed. Ice Beam punishes Salamence and M-Sceptile and hits Amoongus for good damage.
I chose Dark Pulse because it hits Aegislash really hard and it can cause some Flinch shenanigans om slower threats. Protect is to apply pressure to the opponent simce Greninja is such a threat. Now the main issues is choosing to run Gunk Shot. Breeding Froakie takes forever and I need to know whether to run Timid or Naive and which moves to replace.
Ripper Roo (Kangaskhan) (F) @ Kangaskhanite
Ability: Scrappy
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Return
- Power-Up Punch
- Sucker Punch
Ripper Roo and I have history. I once tried to trade a Contrary Snivy on the Smogon forums without realizing it wasn't legal at the time. An admin came after me and told me it was illegal. I wanted a Kangaskhan in exchange and he gave me a 6iv shiny in Safari Ball. Now to the set. Scrappy was chosen to hit Ghost types like Sashed Gengar and Trick Room users. Fake Out is why I chose Roo to help Greninja and form an offensive lead. I chose to run Return over Double-Edge because Roo has Power-Up Punch to boost her attack and she would kill herself using Double Edge at +2 twice. Power-Up Punch also hits threats such as Tyranitar, Heatran, Audino, and Bisharp really hard. Sucker Punch is meant to get the last hit off if Roo is about to fall or just to try and take out faster threats.
Hephaestus (Heatran) (M) @ Air Balloon
Ability: Flash Fire
EVs: 232 HP / 252 SpA / 4 SpD / 20 Spe
Modest Nature
- Heat Wave
- Flash Cannon
- Ancient Power
- Protect
Heatran is a very good poke in VGC. I chose Hephaestus to run the very powerful Fire/Water/Grass Defensive core. The EV spread was made for him to be very bulky and outspeed Jolly Tyranitar by one point. The Air Balloon was chosen so Heatran can beat Excadrill and Mamoswine. Heat Wave is used to hit both targets and hopefully spread burns. Flash Cannon is his Strongest STAB and hits everything hard especially M-Altaria, Tyranitar, Mamoswine, Weavile, and other Fairy types. Ancient Power seems odd, but is a good option to hit Talonflame and Thundurus in which Earth Power cannot. Protect is ran to block incoming Hydro Pump and Earthquake
Spin-Cycle (Rotom-Wash) @ Chesto Berry Berry
Ability: Levitate
EVs: 232 HP / 64 Def / 4 SpA / 188 SpD / 20 Spe
Calm Nature
IVs: 0 Atk
- Hydro Pump
- Thunderbolt
- Will-O-Wisp
- Rest
Ah Rotom-W, this bugger has been on every team since Gen 4. He's the Water type in the defensive core and packs Levitate to partner well with Heatran. The EV spread ensures he can take damage all around and survive Draco Meteor from the likes of Hydreigon. Hydro Pump hits everything hard even when univested and cant take out Rotom-H and Heatran. Thunderbolt hits Gyarados and Suicune for good damage.
Will-O-Wisp helps Rotom's defensive side and weakens Tyranitar, Mega Kang, and Bisharp. Rest is a like Full Restore to Rotom-W to increase his longetivity and cause more problems.
Toad (Amoonguss) @ Mental Herb
Ability: Effect Spore
EVs: 204 HP / 188 Def / 108 SpD / 8 Spe
Bold Nature
IVs: 0 Atk
- Spore
- Giga Drain
- Sludge Bomb
- Rage Powder
And the last contendor of the Fire/Water/Grass core is none other than Amoongus. Amoongus is here to give Rotom and Fairies problems and do what he does best, Spore. Mental Herb was chosen to survive Taunt usersand Spore them. Effect Spore was chosen to put opposing Physical attackers to sleep just like Spore. The EV spread and Bold nature is meant to survive Brave Bird from Talonflame so he can Spore him. The 8 EVs in Speed ensure he outspeeds Amoongus so he can Spore before the other Amoongus can use Rage Powder. Giga Drain gives Rotom-W and Swampert trouble. Sludge Bomb is the secondary STAB for other Grass types and fairies. Rage Powder keeps the opponents off the frailer teammates.
Mufasa (Landorus-Therian) (M) @
Ability: Intimidate
EVs: 40 HP / 252 Atk / 212 Spe
Adamant Nature
- Earthquake
- Rock Slide
- U-Turn
- Superpower
The last contendor of the team is none other than the staple Landorus-T. Landorus-T is so good in doubles and should be expected on nearly every single team. The 40 EVs gives him some bulk and the rest of the 212 EVs ensure Landorus-T can outspeed M-Manectric. Earthquake is chosen for a strong STAB attack to hit Troublesome Fire types. Rock Slide is chosen to hit Talonflame, Thundurus, and Ice types without Ice Shard. U-Turn hits Cresselia for good damage and helps spread Intimidate. Superpower was chosen to hit Mega Kangaskhan and Hydreigon extremely hard