IF THERE IS ANYTHING I CAN DO TO MAKE THIS RMT THREAD EASIER TO DIGEST THEN PLEASE LET ME KNOW.
In generation 5 I successfully made a sand team I was really happy with and stopped playing after being busy with life and that. I am still an exceptionally new player and I am really willing to learn off someone so I will be applying for battle 101 when it does open. For now though I will talk you through what I have come up with in my return.
How I came about making my team
I went into the mentoring section of Pokemon Showdown where a person called NachoSquirtle helped me making a team based around Garchomp and his ability as a sweeper. After deliberating, the Garchomp was made a mega purely because it could. The team originally to start with was as follows;
Genesect was given Special Attack and had Ice Beam and Flamethrower on it to counter bulky grass types and Genesect itself should it want to go head to head. It was also scarfed.
New problem. I was REALLY weak to anything fire now weak to fire and the whole balance of the team was out of whack once more. To fix this, I kicked out Aegislash, made Genesect a physical revenge killer/support type with choice band and added in Keldeo as a special scarf.
Now onto the team I have now.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 80 HP / 252 Def / 176 SDef
Relaxed Nature
IVs: 0 Spd
- Gyro Ball
- Protect
- Stealth Rock
- Leech Seed
Hazard setter and physical wall. My Ferrothorn does a fantastic job stalling out things like Gyarados and anything without a fire or fighting type move with leech seed. Again if something doesn't have a fire or fighting move and is pretty quick, then Gyro ball dents opponents hitters for a lot of hitpoints. Protect is there as standard for extra stall and to sometimes make people forget about gyro ball when they are getting weak to seeds. As good as it is defensively, fire and fighting moves are common so the higher my rank has gotten then the less effective I have been able to use Ferrothorn as any form of protection. It is still effective but less so. He protects a lot of my team though from many physical threats so I'm not mad.
Mandibuzz (F) @ Leftovers
Ability: Big Pecks (Ability changed to overcoat to prevent being put to sleep)
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Foul Play
- Roost
- U-turn
- Defog
When this was suggested to me I thought "O......Kay....." but this thing is pretty good at what it does. Hardly gets KO'd in one even if it is weak against it and foul play takes out some threatening objects like the Garchomps or anything attack heavy. I use defog merely for hazard control. If I have somehow let someone drop stealth rock and loads of different spikes then defog then makes them start again. It has been a great counter/check to Talonflame too as it takes its bird moves and flare blitz doesn't hurt too much with roost to call upon. U-turn is there to get some rotation with Genesect and Rotom-W. Things like Aegislash and not so common for now Gardevoir (If she doesn't have Echoed Voice) also don't hurt it too much and this has been a thorn in the side to many opponents.
Rotom-Wash @ Assault Vest
Ability: Levitate
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Hydro Pump
- Volt Switch
- Hidden Power [Fire]
- Discharge
Specially defensive and its great typing ensures that only grass types can really hurt it. I added HP fire purely to keep the vest on but it doesn't even hurt a 4x weak to fire Scizor too much so I will almost definitely be changing that. Discharge was added so anything that needs electrocuting doesn't take a hit and get reprieved by it then having to switch out. It also causes paralysis (sometimes) which can be nice. Its role in the team might have changed somewhat with Keldeo in the team also but is a great ground immunity and a good switch in to fire moves that Ferrothorn and Genesect don't like very much.
Genesect @ Choice Band
Ability: Download
EVs: 252 Atk / 4 SAtk / 252 Spd
Hasty Nature
- U-turn
- Flamethrower
- ExtremeSpeed
- Iron Head
With the inclusions of Genesect and Keldeo in the end, my team is a lot faster than what it was. Genesects physical set makes it a good revenge killer with extreme speed as a primary hitter and killer of weakened Pokemon. U-turn again is a good stab and can take Genesect out of the firing line to live another day. Flamethrower is handy against anything with leaves on it and iron head has knocked out a few unlucky fairies. It has a little bit of bulk to itself and some nifty resistances. It has definitely made a role for itself on this team.
Keldeo-Resolute @ Choice Scarf
Ability: Justified
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Hidden Power [Ghost]
- Surf
- Secret Sword
- Icy Wind
As this was a replacement for the ghost Aegislash. I have added HP ghost to give this team coverage. I have surf as a reliable hitter over hydro pump and icy wind to give dragon teams/ types something to think about. Secret sword is good also as it can stack Keldeo against things it might switch out of as it is a water type (Ferrothorn) as well as denting one of my main enemies these days, Conkeldurr. This then enables Genesect to extreme speed it away or frighten it with the move. It is the scarfer of choice to provide the speed to try neutralize speedy fire types. It can also take a few fire moves to the face to get in and set.
Garchomp @ Garchompite
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Stone Edge
- Earthquake
- Outrage
- Swords Dance
I don't always use the mega as I like Garchomps speed but if he's going down, he is going down hard. In the right situation you can make Garchomp as powerful as he likes with swords dance and the opportunity to go mega which is something I like but many teams now are anti dragon and look to phase Garchomp out with burns and ice. Stone edge is there to craftily take out things that dragon and ground moves won't and it is a strong move that saves me getting locked into outrage which sucks sadly but sometimes I feel it is good to take down the problem in one than take it down in two and take a hit. Mega Manectric is also a pain with hidden power ice but I will get onto threats in good time. This is still a beast of a Pokemon.
THREATS to this team
I would like to thank you for taking the time to read my team rate. I would really like a bit of feedback on it though!
Not afraid of making changes. If they work then great. Always willing to experiment.
In generation 5 I successfully made a sand team I was really happy with and stopped playing after being busy with life and that. I am still an exceptionally new player and I am really willing to learn off someone so I will be applying for battle 101 when it does open. For now though I will talk you through what I have come up with in my return.
How I came about making my team
I went into the mentoring section of Pokemon Showdown where a person called NachoSquirtle helped me making a team based around Garchomp and his ability as a sweeper. After deliberating, the Garchomp was made a mega purely because it could. The team originally to start with was as follows;
- Garchomp/Mega Garchomp
- Rotom-W with assault vest
- Aegislash with shadow sneak
- Ferrothorn as wall
- Espeon with assault vest
- Mandibuzz with knock off, u-turn, defog and roost
Genesect was given Special Attack and had Ice Beam and Flamethrower on it to counter bulky grass types and Genesect itself should it want to go head to head. It was also scarfed.
New problem. I was REALLY weak to anything fire now weak to fire and the whole balance of the team was out of whack once more. To fix this, I kicked out Aegislash, made Genesect a physical revenge killer/support type with choice band and added in Keldeo as a special scarf.
Now onto the team I have now.

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 80 HP / 252 Def / 176 SDef
Relaxed Nature
IVs: 0 Spd
- Gyro Ball
- Protect
- Stealth Rock
- Leech Seed
Hazard setter and physical wall. My Ferrothorn does a fantastic job stalling out things like Gyarados and anything without a fire or fighting type move with leech seed. Again if something doesn't have a fire or fighting move and is pretty quick, then Gyro ball dents opponents hitters for a lot of hitpoints. Protect is there as standard for extra stall and to sometimes make people forget about gyro ball when they are getting weak to seeds. As good as it is defensively, fire and fighting moves are common so the higher my rank has gotten then the less effective I have been able to use Ferrothorn as any form of protection. It is still effective but less so. He protects a lot of my team though from many physical threats so I'm not mad.

Mandibuzz (F) @ Leftovers
Ability: Big Pecks (Ability changed to overcoat to prevent being put to sleep)
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Foul Play
- Roost
- U-turn
- Defog
When this was suggested to me I thought "O......Kay....." but this thing is pretty good at what it does. Hardly gets KO'd in one even if it is weak against it and foul play takes out some threatening objects like the Garchomps or anything attack heavy. I use defog merely for hazard control. If I have somehow let someone drop stealth rock and loads of different spikes then defog then makes them start again. It has been a great counter/check to Talonflame too as it takes its bird moves and flare blitz doesn't hurt too much with roost to call upon. U-turn is there to get some rotation with Genesect and Rotom-W. Things like Aegislash and not so common for now Gardevoir (If she doesn't have Echoed Voice) also don't hurt it too much and this has been a thorn in the side to many opponents.

Rotom-Wash @ Assault Vest
Ability: Levitate
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Hydro Pump
- Volt Switch
- Hidden Power [Fire]
- Discharge
Specially defensive and its great typing ensures that only grass types can really hurt it. I added HP fire purely to keep the vest on but it doesn't even hurt a 4x weak to fire Scizor too much so I will almost definitely be changing that. Discharge was added so anything that needs electrocuting doesn't take a hit and get reprieved by it then having to switch out. It also causes paralysis (sometimes) which can be nice. Its role in the team might have changed somewhat with Keldeo in the team also but is a great ground immunity and a good switch in to fire moves that Ferrothorn and Genesect don't like very much.

Genesect @ Choice Band
Ability: Download
EVs: 252 Atk / 4 SAtk / 252 Spd
Hasty Nature
- U-turn
- Flamethrower
- ExtremeSpeed
- Iron Head
With the inclusions of Genesect and Keldeo in the end, my team is a lot faster than what it was. Genesects physical set makes it a good revenge killer with extreme speed as a primary hitter and killer of weakened Pokemon. U-turn again is a good stab and can take Genesect out of the firing line to live another day. Flamethrower is handy against anything with leaves on it and iron head has knocked out a few unlucky fairies. It has a little bit of bulk to itself and some nifty resistances. It has definitely made a role for itself on this team.

Keldeo-Resolute @ Choice Scarf
Ability: Justified
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Hidden Power [Ghost]
- Surf
- Secret Sword
- Icy Wind
As this was a replacement for the ghost Aegislash. I have added HP ghost to give this team coverage. I have surf as a reliable hitter over hydro pump and icy wind to give dragon teams/ types something to think about. Secret sword is good also as it can stack Keldeo against things it might switch out of as it is a water type (Ferrothorn) as well as denting one of my main enemies these days, Conkeldurr. This then enables Genesect to extreme speed it away or frighten it with the move. It is the scarfer of choice to provide the speed to try neutralize speedy fire types. It can also take a few fire moves to the face to get in and set.

Garchomp @ Garchompite
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Stone Edge
- Earthquake
- Outrage
- Swords Dance
I don't always use the mega as I like Garchomps speed but if he's going down, he is going down hard. In the right situation you can make Garchomp as powerful as he likes with swords dance and the opportunity to go mega which is something I like but many teams now are anti dragon and look to phase Garchomp out with burns and ice. Stone edge is there to craftily take out things that dragon and ground moves won't and it is a strong move that saves me getting locked into outrage which sucks sadly but sometimes I feel it is good to take down the problem in one than take it down in two and take a hit. Mega Manectric is also a pain with hidden power ice but I will get onto threats in good time. This is still a beast of a Pokemon.
THREATS to this team
- Charizard in mega form if I am an idiot and switch into solar beam
- Pokemon that phase out my pokemon with poison and burns: I find Jellicent a real pain as it burns my team and Rotoms electricity doesn't punch it very hard and it outstalls my Ferrothorn
- Conkeldurr is something I have problems tackling. It is very versatile and always takes at least two pokemon with it
- Some priority move pokemon give me headaches
I would like to thank you for taking the time to read my team rate. I would really like a bit of feedback on it though!
Not afraid of making changes. If they work then great. Always willing to experiment.
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