Juggernaut
The best defense is a good offense.
This team was one I made not too long ago, but it's doing very well on the ladder (and whoever else I care to challenge). I usually use at least one gimmicky Pokémon, but this team is somewhat standard. Oh well.
Lead: Blazing Falcon
Moltres @ Choice Scarf
Ability: Pressure
Nature: Modest
EVs: 40 Def / 216 Spe / 252 SpA
- Air Slash
- U-turn
- Overheat
- Will-o-wisp
ScarfTres. It generally decimates leads, although with Fake Out I just switch to something else. Air Slash is there for a late-game sweep, and this thing can revenge rather efficiently as well. It tanks Grass/Fighting/etc. moves very well and often forces switches, though Stealth Rock owns this thing. Water-type walls coming in mean a free switch to Feraligatr.
I may consider dropping Will-o-wisp for something else as I've never used it before.
Threat: Blademaster
Scyther @ Choice Band
Ability: Technician
Nature: Jolly
EVs: 112 HP / 216 Atk / 180 Spe
- Aerial Ace
- Bug Bite
- Brick Break
- Pursuit
BandScyther. It more then often forces switches, as well as threatening bulky Psychic-types. I mainly bring it in on Fighting and Grass moves and use the move of choice given what I've seen of their team; Pursuit on Psychic-type walls, Aerial Ace on Fighting, Brick Break for Steels, and Bug Bite for everything else, basically. This thing is frail, though, and goes down pretty fast even on a 4x resisted move (Close Combat, anyone?).
Pursuit is somewhat situational, so I may swap it for something else. Maybe Quick Attack.
Tank: Fat Balloon
Weezing @ Leftovers
Ability: Levitate
Nature: Bold
EVs: 252 HP / 252 Def / 4 SpA
- Pain Split
- Thunderbolt
- Will-o-wisp
- Haze
My answer for almost every physical attacker. Pain split owns walls with more HP, Haze for, well, hazing, Will-o-wisp for physical attackers staying in. Tbolt is for coverage. This fat balloon gets walled by ground-types (though it can often outstall with Pain Split and burn damage), and quickly floats away from any special attacker. Zam is often confronted with Houndoom, though.
I've almost never needed Haze, so I may drop it for something like EXPLOSION. :D
Lurking Ninja: Flare Canine
Houndoom @ Life Orb
Ability: Flash Fire
Nature: Modest
EVs: 4 HP / 252 Spe / 252 SpA
- Dark Pulse
- Flamethrower
- HP Flying (IVs: 30 Spe/30 SpA/30 SpD)
- Nasty Plot
Houndoom comes in on predicted Psychics aimed at Weezing and Fire moves aimed at Scyther. It then Nasty Plots if there is something weak in front of it, or if I think they'll switch out. Dark Pulse and Flamethrower hits a lot of stuff neutral, and I proceed to play hit-and-run with this dog. Houndoom is very situational anyways, and can generally only come in on immunities or Choice users. With Hariyama (or any other fighting type), I just switch to Scyther, who tanks Close Combat and avoids Earthquake.
I've never found a scenario where HP Flying does more damage than STAB Flamethrower/Dark Pulse, so I may drop it.
Rolling Wall: Gyrophant
Donphan @ Leftovers
Ability: Sturdy
Nature: Adamant
EVs: 52 HP / 252 Atk / 204 Def
- Earthquake
- Stealth Rock
- Rapid Spin
- Roar
Donphan is a very good utility elephant, spinning, setting up rocks, and phazing. It can easily come in on Electric attacks aimed at Feraligatr or Moltres, and either set up Stealth Rock, or, if it is already in, EQ or Roar depending on the other team's flying availability. Flying switch-ins are easily phazed. I also use Donphan to absorb sleep or sacrifice it for revenge-kills (poor elephant).
Roar isn't exactly all that useful (unless up against subbing levitators), so it may be dropped for Stone Edge.
Dancing Jaws: Aqua Dragon
Feraligatr @ Leftovers
Ability: Torrent
Nature: Adamant
EVs: 28 HP / 252 Atk / 228 Spe
- Dragon Dance
- Waterfall
- Ice Punch
- Earthquake
DDgatr, with Leftovers to stay in longer. This thing cleans up late-game very, very well, DDing on setup bait (aka walls) and using the move of choice to decimate the team. Ice Punch/EQ handles common switch-ins, while Waterfall flinches. :D This thing is a beast after one DD, but sucks without it. Grass bulkies like Venusaur and Torterra are handled by Moltres/Scyther, while bulky waters like Milotic/Slowbro are outwalled by Weezing (which generally causes the opponent to switch their wall out anyways).
Life Orb may be used for the extra damage, but generally I find Leftovers lets me stay in longer to abuse DD.
--
This team depends a lot on Weezing to outwall enemy walls. Moltres and Scyther are very hit-and-run, like most Choice users (except Jirachi lol). Houndoom and Feraligatr both see opportunities mid to late-game to set up and sweep. Donphan is there to provide spin support to let Moltres and Scyther keep coming in, as well as laying rocks down and phazing. It also tanks physical attacks quite well.
There are quite a few things I can change, so any feedback would be appreciated.
The best defense is a good offense.
This team was one I made not too long ago, but it's doing very well on the ladder (and whoever else I care to challenge). I usually use at least one gimmicky Pokémon, but this team is somewhat standard. Oh well.
Lead: Blazing Falcon
Moltres @ Choice Scarf
Ability: Pressure
Nature: Modest
EVs: 40 Def / 216 Spe / 252 SpA
- Air Slash
- U-turn
- Overheat
- Will-o-wisp
ScarfTres. It generally decimates leads, although with Fake Out I just switch to something else. Air Slash is there for a late-game sweep, and this thing can revenge rather efficiently as well. It tanks Grass/Fighting/etc. moves very well and often forces switches, though Stealth Rock owns this thing. Water-type walls coming in mean a free switch to Feraligatr.
I may consider dropping Will-o-wisp for something else as I've never used it before.
Threat: Blademaster
Scyther @ Choice Band
Ability: Technician
Nature: Jolly
EVs: 112 HP / 216 Atk / 180 Spe
- Aerial Ace
- Bug Bite
- Brick Break
- Pursuit
BandScyther. It more then often forces switches, as well as threatening bulky Psychic-types. I mainly bring it in on Fighting and Grass moves and use the move of choice given what I've seen of their team; Pursuit on Psychic-type walls, Aerial Ace on Fighting, Brick Break for Steels, and Bug Bite for everything else, basically. This thing is frail, though, and goes down pretty fast even on a 4x resisted move (Close Combat, anyone?).
Pursuit is somewhat situational, so I may swap it for something else. Maybe Quick Attack.
Tank: Fat Balloon
Weezing @ Leftovers
Ability: Levitate
Nature: Bold
EVs: 252 HP / 252 Def / 4 SpA
- Pain Split
- Thunderbolt
- Will-o-wisp
- Haze
My answer for almost every physical attacker. Pain split owns walls with more HP, Haze for, well, hazing, Will-o-wisp for physical attackers staying in. Tbolt is for coverage. This fat balloon gets walled by ground-types (though it can often outstall with Pain Split and burn damage), and quickly floats away from any special attacker. Zam is often confronted with Houndoom, though.
I've almost never needed Haze, so I may drop it for something like EXPLOSION. :D
Lurking Ninja: Flare Canine
Houndoom @ Life Orb
Ability: Flash Fire
Nature: Modest
EVs: 4 HP / 252 Spe / 252 SpA
- Dark Pulse
- Flamethrower
- HP Flying (IVs: 30 Spe/30 SpA/30 SpD)
- Nasty Plot
Houndoom comes in on predicted Psychics aimed at Weezing and Fire moves aimed at Scyther. It then Nasty Plots if there is something weak in front of it, or if I think they'll switch out. Dark Pulse and Flamethrower hits a lot of stuff neutral, and I proceed to play hit-and-run with this dog. Houndoom is very situational anyways, and can generally only come in on immunities or Choice users. With Hariyama (or any other fighting type), I just switch to Scyther, who tanks Close Combat and avoids Earthquake.
I've never found a scenario where HP Flying does more damage than STAB Flamethrower/Dark Pulse, so I may drop it.
Rolling Wall: Gyrophant
Donphan @ Leftovers
Ability: Sturdy
Nature: Adamant
EVs: 52 HP / 252 Atk / 204 Def
- Earthquake
- Stealth Rock
- Rapid Spin
- Roar
Donphan is a very good utility elephant, spinning, setting up rocks, and phazing. It can easily come in on Electric attacks aimed at Feraligatr or Moltres, and either set up Stealth Rock, or, if it is already in, EQ or Roar depending on the other team's flying availability. Flying switch-ins are easily phazed. I also use Donphan to absorb sleep or sacrifice it for revenge-kills (poor elephant).
Roar isn't exactly all that useful (unless up against subbing levitators), so it may be dropped for Stone Edge.
Dancing Jaws: Aqua Dragon
Feraligatr @ Leftovers
Ability: Torrent
Nature: Adamant
EVs: 28 HP / 252 Atk / 228 Spe
- Dragon Dance
- Waterfall
- Ice Punch
- Earthquake
DDgatr, with Leftovers to stay in longer. This thing cleans up late-game very, very well, DDing on setup bait (aka walls) and using the move of choice to decimate the team. Ice Punch/EQ handles common switch-ins, while Waterfall flinches. :D This thing is a beast after one DD, but sucks without it. Grass bulkies like Venusaur and Torterra are handled by Moltres/Scyther, while bulky waters like Milotic/Slowbro are outwalled by Weezing (which generally causes the opponent to switch their wall out anyways).
Life Orb may be used for the extra damage, but generally I find Leftovers lets me stay in longer to abuse DD.
--
This team depends a lot on Weezing to outwall enemy walls. Moltres and Scyther are very hit-and-run, like most Choice users (except Jirachi lol). Houndoom and Feraligatr both see opportunities mid to late-game to set up and sweep. Donphan is there to provide spin support to let Moltres and Scyther keep coming in, as well as laying rocks down and phazing. It also tanks physical attacks quite well.
There are quite a few things I can change, so any feedback would be appreciated.