Hey guys, I have tested this team a bit, and stopped laddering around 1300, because I am new to the meta. I chose to center a team around Megazam because he/she is a fave of mine. I hate stall, and long matches in general, so I decided to build a HO team.
Alakazam @alakazite
Timid, 252Spe, 252Spa, 4def
Magic guard / trace
- Psyshock
- Focus Blast
- Shadow Ball
- Substitute
Simple stuff. Alakazam is a late game cleaner. With base 175 special attack, there is no need for set up to pick off even slightly weakened 'Mons. Magic guard allows me to avoid stones and spikes upon switching in before mega evolving. I chose Psyshock to avoid being walled by pink blobs, though I am unsure if it is worth the minor power loss for other situations. Focus blast takes care of heatran and t-tar, while shadow ball hits other psychic typed, as well as threatening ghosts. Lastly, sub on a switch to give zam a pseudo focus sash, making match ups against bisharp and t-tar easier. Max speed to ensure as many out speeds as possible.
Weavile Focus sash
Jolly, 252Spe, 252Atk, 4Def
Pickpocket
- Knock Off
- Ice Shard
- Ice Punch
- Power-up-punch
Weavile serves as a revenge killer, and potential sweeper. Focus sash to ensure at least one turn to attack, two if the opponent has no priority on the field, and is slower. Max speed and attack to hit first and hard. Knock Off is great stab, about 100 base power if enemy is holding an item. Speaking of which, it offers great utility in removing the item. Ice Shard picks off weakened enemies, and chip damages as a parting blow. Ice Punch does more damage for when priority is not needed. I passed on icicle crash because the RNG usually fails me. Lastly, Power-up-punch can pick off slower, weakened enemies while providing a nifty boost. It can also be used on the switch.
Serperior Life Orb
Timid, 252Spa, 252Spe, 4Def
Contrary
- Leaf Storm
- HP Fire
- Dragon Pulse
- Giga Drain
Serperior is here to break walls, bulky waters in particular. Life orb makes up the low base special attack, while Max speed puts it in a good tier. Leaf Storm is obvious contrary abuse, functioning as a boost and wall breaking move. HP Fire deals with steel and opposing grass. Dragon Pulse covers dragons, and Giga Drain recovers life orb damage.
Dragonite WeaKness policy
Jolly, 252Att, 252Spe, 4Def
Multi scale
- Extreme Speed
- Dragon Claw
- Earthquake
- Dragon Dance
This guy sets up on anything not already set up itself, assuming it hasn't fallen victim to stones breaking it's multi scale. It can survive many super effective hits due to its ability, procing weakness policy. That plus dragon dance sets it up fast. E speed hits okay, and deals with smog bird, scarfs, and other out speeds. D Claw is stab, and Earthquake deals with heatran, which my team struggles with.
Azelf Focus sash
Jolly, 28Atk, 228Def, 252Spe
Levitate
- Stealth Rock
- Taunt
- Explosion
- Skill Swap
Azelf is my lead, taunting opposing leads and setting up stones. Explosion is to sack it and avoid rapid spin, while dealing hefty damage. Skill Swap is for M Diance and M Sableye. It can also stunt or force a switch on those who rely on an ability, like mega Khan. Defense EVs allow survival of fake out plus return from mega lopunny. Max speed to ensure set up, rest is dumped in attack to make Explosion more threatening.
Bisharp Lum Berry
Jolly, 252Spe, 252Att, 4Def
Defiant
- Knock Off
- Sucker Punch
- Iron Head
- Sword Dance
Lastly, Bisharp discourages defog with defiant, and is yet another potential sweeper. It can set up with Sword Dance, then Sucker Punch faster threats. Iron Head is reliable stab that wrecks Diance. Knock Off is more reliable than Sucker punch, and has some utility plus bonus damage once per item knocked off. Lum berry allows it to deal with Sableye and the likes.
So, how is it? I would appreciate all advice and criticism!
Alakazam @alakazite
Timid, 252Spe, 252Spa, 4def
Magic guard / trace
- Psyshock
- Focus Blast
- Shadow Ball
- Substitute
Simple stuff. Alakazam is a late game cleaner. With base 175 special attack, there is no need for set up to pick off even slightly weakened 'Mons. Magic guard allows me to avoid stones and spikes upon switching in before mega evolving. I chose Psyshock to avoid being walled by pink blobs, though I am unsure if it is worth the minor power loss for other situations. Focus blast takes care of heatran and t-tar, while shadow ball hits other psychic typed, as well as threatening ghosts. Lastly, sub on a switch to give zam a pseudo focus sash, making match ups against bisharp and t-tar easier. Max speed to ensure as many out speeds as possible.
Weavile Focus sash
Jolly, 252Spe, 252Atk, 4Def
Pickpocket
- Knock Off
- Ice Shard
- Ice Punch
- Power-up-punch
Weavile serves as a revenge killer, and potential sweeper. Focus sash to ensure at least one turn to attack, two if the opponent has no priority on the field, and is slower. Max speed and attack to hit first and hard. Knock Off is great stab, about 100 base power if enemy is holding an item. Speaking of which, it offers great utility in removing the item. Ice Shard picks off weakened enemies, and chip damages as a parting blow. Ice Punch does more damage for when priority is not needed. I passed on icicle crash because the RNG usually fails me. Lastly, Power-up-punch can pick off slower, weakened enemies while providing a nifty boost. It can also be used on the switch.
Serperior Life Orb
Timid, 252Spa, 252Spe, 4Def
Contrary
- Leaf Storm
- HP Fire
- Dragon Pulse
- Giga Drain
Serperior is here to break walls, bulky waters in particular. Life orb makes up the low base special attack, while Max speed puts it in a good tier. Leaf Storm is obvious contrary abuse, functioning as a boost and wall breaking move. HP Fire deals with steel and opposing grass. Dragon Pulse covers dragons, and Giga Drain recovers life orb damage.
Dragonite WeaKness policy
Jolly, 252Att, 252Spe, 4Def
Multi scale
- Extreme Speed
- Dragon Claw
- Earthquake
- Dragon Dance
This guy sets up on anything not already set up itself, assuming it hasn't fallen victim to stones breaking it's multi scale. It can survive many super effective hits due to its ability, procing weakness policy. That plus dragon dance sets it up fast. E speed hits okay, and deals with smog bird, scarfs, and other out speeds. D Claw is stab, and Earthquake deals with heatran, which my team struggles with.
Azelf Focus sash
Jolly, 28Atk, 228Def, 252Spe
Levitate
- Stealth Rock
- Taunt
- Explosion
- Skill Swap
Azelf is my lead, taunting opposing leads and setting up stones. Explosion is to sack it and avoid rapid spin, while dealing hefty damage. Skill Swap is for M Diance and M Sableye. It can also stunt or force a switch on those who rely on an ability, like mega Khan. Defense EVs allow survival of fake out plus return from mega lopunny. Max speed to ensure set up, rest is dumped in attack to make Explosion more threatening.
Bisharp Lum Berry
Jolly, 252Spe, 252Att, 4Def
Defiant
- Knock Off
- Sucker Punch
- Iron Head
- Sword Dance
Lastly, Bisharp discourages defog with defiant, and is yet another potential sweeper. It can set up with Sword Dance, then Sucker Punch faster threats. Iron Head is reliable stab that wrecks Diance. Knock Off is more reliable than Sucker punch, and has some utility plus bonus damage once per item knocked off. Lum berry allows it to deal with Sableye and the likes.
So, how is it? I would appreciate all advice and criticism!