I've spent nearly all my childhood playing Pokemon but only now I've discovered competitive battling and I must say I am really hooked. I started with random battles then I tried some teams I found here on RMT. Two days of playing the game with other people's teams gave me enough experience (I think) to make a team of my own. (note: first forum post as well so I'm still just getting to know this. Please mention [nicely, if possible] anything that can be of help.)
TEAM
Treats (Shuckle) (F) @ Leftovers
Ability: Contrary
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk / 0 Spe
- Sticky Web
- Stealth Rock
- Toxic
- Encore
This actually is the Pokemon I built my team around. Having a high base Def and SpD, Shuckle can do its job to put in the Sticky Web which helps Mega-Charizard-Y and Kyurem-Black with their middle tier Speed to get their powerful attacks in. This also lessens the need to choose the Sturdy Ability or make it hold a Focus Sash just to get in a Sticky Web. Contrary is the ability of choice to be able to take in more Shadow Balls and Psychics. Stealth Rock eases the sweepers' jobs to get some needed OHKOs. Toxic can help make Shuckle take out a Pokemon by stalling it out with leftovers. Encore is used to get safe switch ins and forcing our opponent to switch into our Stealth Rocks.
Tera (Ferrothorn) (F) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Gyro Ball
- Knock Off
I like Ferrothorn in this comp because it can deal with the types Shuckle can't deal with (Rock, Water, Steel). With this the opponent switches out and we get a free Knock Off. Seeing as Shuckle is the team's special wall, Ferrothorn and Lando serve as the Physical ones hence the full Def and HP EVs. Spikes are there to just keep on increasing our entry hazards because, why not? Leech Seed for survivability alongside Leftovers since Ferrothorn has no reliable Restore. Gyro ball for STAB after we've set up and Knock Off for whole team Support.
Maxwell (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 124 HP / 124 Atk / 252 Def / 8 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Stone Edge
- U-turn
I wanted Lando to take advantage of Intimidate and Rocky Helmet so I put in max Def. He's here to serve as a back up on the rare occasions Shuckle fails. With a good defense, it can safely land some Stealth Rocks in. We've got a pretty standard Lando moveset here. Earthquake for STAB. Stone Edge for the ones that can't get hit by the Sticky Web or Spikes. U-turn for switching into the counters. Usually this is done on a Starmie that has switched out then Rapid Spins. We kill the Starmie and switch into the hazard setters once more.
Ri (Charizard-Mega-Y) (M) @ Charizardite Y
Ability: Blaze
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Focus Blast
- Roost
I was browsing for a Charizard X moveset on Smogon when I stumbled upon this brute. Almost everyone expects a ZardX and switch in Azumarill or use Earthquake and instead they get solarbeamed. Fire Blast with sun and STAB really hurt even the neutral targets. Solarbeam is the main move to pick off opponents as it has the highest accuracy among his moves. Usually gets a free kill since players tend to switch in Water-Types. Focus Blast for the Dark and/or Rock-types when the sun gets blocked (usually Tyranitar). Roost is there if you come across some Stealth Rocks not yet removed by Starmie. Since Stealth Rock takes away 50% of your HP, Roost gets you back up to full in no time.
Zero (Kyurem-Black) @ Choice Specs
Ability: Teravolt
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Draco Meteor
- Focus Blast
- Shadow Ball
A sweeper that can function in any part of the game as it requires some switching out because of the Specs. Can take out multiple neutrals alone with Ice Beam made really powerful with STAB and Specs. Draco Meteor for that one big STAB turn. Focus Blast for coverage. Shadow Ball is also for coverage since none in my team can take out a Gengar then a Lati@s.
Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Scald
- Rapid Spin
- Recover
- Psyshock
The Hypocrite. We can set up Hazards but the opponent can't? Shame. Scald here for an amazing STAB and burn chance, lessening the effectiveness of physical attackers and we can rely on Shuckle more (to take in special attacks). Rapid Spin idk why it's there rly bad move op pls remove (jk, we all know why it's there). Recover alongside Leftovers and Natural Cure give Starmie more chances to Spin out hazards especially Stealth Rock so Mega Charizard Y can safely come in without having half of his life out. Psyshock is for the spinblockers like Gengar. A good stab as well and can take out even special walls like Chansey because it goes for the Def stat.
I've got some replays with this team and the initial team I set up so you can see the changes from there.
http://replay.pokemonshowdown.com/ou-423321360
http://replay.pokemonshowdown.com/ou-424084125
I'd like to know what certain pokemon can destroy my team and I'd also like to discuss the possibility of adding a spinblocker to my comp. Thank you for reading! Cheers!
Importable:
TEAM







Treats (Shuckle) (F) @ Leftovers
Ability: Contrary
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk / 0 Spe
- Sticky Web
- Stealth Rock
- Toxic
- Encore
This actually is the Pokemon I built my team around. Having a high base Def and SpD, Shuckle can do its job to put in the Sticky Web which helps Mega-Charizard-Y and Kyurem-Black with their middle tier Speed to get their powerful attacks in. This also lessens the need to choose the Sturdy Ability or make it hold a Focus Sash just to get in a Sticky Web. Contrary is the ability of choice to be able to take in more Shadow Balls and Psychics. Stealth Rock eases the sweepers' jobs to get some needed OHKOs. Toxic can help make Shuckle take out a Pokemon by stalling it out with leftovers. Encore is used to get safe switch ins and forcing our opponent to switch into our Stealth Rocks.

Tera (Ferrothorn) (F) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Gyro Ball
- Knock Off
I like Ferrothorn in this comp because it can deal with the types Shuckle can't deal with (Rock, Water, Steel). With this the opponent switches out and we get a free Knock Off. Seeing as Shuckle is the team's special wall, Ferrothorn and Lando serve as the Physical ones hence the full Def and HP EVs. Spikes are there to just keep on increasing our entry hazards because, why not? Leech Seed for survivability alongside Leftovers since Ferrothorn has no reliable Restore. Gyro ball for STAB after we've set up and Knock Off for whole team Support.

Maxwell (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 124 HP / 124 Atk / 252 Def / 8 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Stone Edge
- U-turn
I wanted Lando to take advantage of Intimidate and Rocky Helmet so I put in max Def. He's here to serve as a back up on the rare occasions Shuckle fails. With a good defense, it can safely land some Stealth Rocks in. We've got a pretty standard Lando moveset here. Earthquake for STAB. Stone Edge for the ones that can't get hit by the Sticky Web or Spikes. U-turn for switching into the counters. Usually this is done on a Starmie that has switched out then Rapid Spins. We kill the Starmie and switch into the hazard setters once more.

Ri (Charizard-Mega-Y) (M) @ Charizardite Y
Ability: Blaze
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Focus Blast
- Roost
I was browsing for a Charizard X moveset on Smogon when I stumbled upon this brute. Almost everyone expects a ZardX and switch in Azumarill or use Earthquake and instead they get solarbeamed. Fire Blast with sun and STAB really hurt even the neutral targets. Solarbeam is the main move to pick off opponents as it has the highest accuracy among his moves. Usually gets a free kill since players tend to switch in Water-Types. Focus Blast for the Dark and/or Rock-types when the sun gets blocked (usually Tyranitar). Roost is there if you come across some Stealth Rocks not yet removed by Starmie. Since Stealth Rock takes away 50% of your HP, Roost gets you back up to full in no time.

Zero (Kyurem-Black) @ Choice Specs
Ability: Teravolt
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Draco Meteor
- Focus Blast
- Shadow Ball
A sweeper that can function in any part of the game as it requires some switching out because of the Specs. Can take out multiple neutrals alone with Ice Beam made really powerful with STAB and Specs. Draco Meteor for that one big STAB turn. Focus Blast for coverage. Shadow Ball is also for coverage since none in my team can take out a Gengar then a Lati@s.

Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Scald
- Rapid Spin
- Recover
- Psyshock
The Hypocrite. We can set up Hazards but the opponent can't? Shame. Scald here for an amazing STAB and burn chance, lessening the effectiveness of physical attackers and we can rely on Shuckle more (to take in special attacks). Rapid Spin idk why it's there rly bad move op pls remove (jk, we all know why it's there). Recover alongside Leftovers and Natural Cure give Starmie more chances to Spin out hazards especially Stealth Rock so Mega Charizard Y can safely come in without having half of his life out. Psyshock is for the spinblockers like Gengar. A good stab as well and can take out even special walls like Chansey because it goes for the Def stat.
I've got some replays with this team and the initial team I set up so you can see the changes from there.
http://replay.pokemonshowdown.com/ou-423321360
http://replay.pokemonshowdown.com/ou-424084125
I'd like to know what certain pokemon can destroy my team and I'd also like to discuss the possibility of adding a spinblocker to my comp. Thank you for reading! Cheers!
Importable:
Code:
Tera (Ferrothorn) (F) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Gyro Ball
- Knock Off
Maxwell (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 124 HP / 124 Atk / 252 Def / 8 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Stone Edge
- U-turn
Ri (Charizard) (M) @ Charizardite Y
Ability: Blaze
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Focus Blast
- Roost
Zero (Kyurem-Black) @ Choice Specs
Ability: Teravolt
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Draco Meteor
- Focus Blast
- Shadow Ball
Treats (Shuckle) (F) @ Leftovers
Ability: Contrary
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk / 0 Spe
- Sticky Web
- Stealth Rock
- Toxic
- Encore
Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Scald
- Rapid Spin
- Recover
- Psyshock