Hey all,
This is the current team that I've been playing as of late with some success. Of note is that it's an in-game team, meaning that it's pretty difficult for me to effectively get legendaries with decent stats. Very old tutor moves are also pretty much closed off to me. Naturally, don't hesitate to suggest something even if it's going to be hard to get, as I use this in showdown as well, but do understand that my main purpose with it is to win 6v6 games on the cartridge.
Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Solar Beam
- Flamethrower
- Air Slash
- Focus Blast
M-Charizard-Y forms what is probably the basis for the team. With its massive special attack stat and drought, it is a force to be reckoned with, even without a turn of setup. I take focus blast to counter heatran switchins, which otherwise cause a lot of problems for this guy. Generally speaking, I tend to use him in mid-late game, when his checks are out of the picture and he can pretty much take care of anything left in short order.
Biggest problems for him are probably stealth rocks, rotom-H and certain T-Tar builds, depending on my luck and prediction with focus blast. Much of the rest of the team is built around removing these threats.
Mamoswine @ Focus Sash
Ability: Thick Fat
EVs: 252 HP / 252 Atk / 4 Spd
Adamant Nature
- Earthquake
- Stealth Rock
- Icicle Crash
- Ice Shard
Mamoswine is generally my lead. There isn't a lot of stuff that counters this build, in particular. I often see greninja leads try and beat it, but the only build that can actually succeed in doing so runs hydro pump + shadow sneak, which is rare. I often open with an EQ (takes most frail leads to 1 health/OHKO) to scare things out of the way. This also foils anything that opens with a taunt, as it essentially wastes their turn, often at the expense of their pokemon. Ice shard finishes things off that are sashed and offers me some valuable priority if mamoswine survives until the game's later stages. He generally manages to get SR up or at least inflict enough damage on the opponent's team to make up for it if he doesn't.
Excadrill @ Air Balloon
Ability: Mold Breaker
EVs: 252 Atk / 252 Spd / 4 HP
Adamant Nature
- Earthquake
- Rock Slide
- Swords Dance
- Rapid Spin
This guy complements mamoswine pretty well in terms of hazard control. Rapid spin gets rid of opposing hazards, which generally isn't too tricky given his myriad resistances and immunities in tandem with his formidable bulk. Immunity to toxic spikes and a resistance to stealth rock also help. Importantly, mold breaker EQ checks most rotom forms and rock slides helps cover what that can't hit. Very little can actually resist him, at the end of the day.
His typing synergizes reasonably well with charizard's, as he can effortlessly shrug off rock attacks and is immune to lightning, whereas charizard bears an immunity to ground and resistances to fighting and fire. Mostly, his purpose is just to get rocks off of the field, though, as they seriously cripple other members of the team.
Dragonite @ Weakness Policy
Ability: Multiscale
EVs: 252 Atk / 252 Spd / 4 HP
Adamant Nature
- Dragon Dance
- Dragon Claw
- Fire Punch
- Extreme Speed
Dragonite seems like a bit of a novelty this generation, what with M-garchomp and M-charizard-X running around. I largely chose him because excadrill's affinity for spinning and mamoswine's ability to shut down opposing leads make it infinitely easier to keep multiscape intact. Dragon claw and fire punch offer formidable coverage, particularly in the sun and extreme speed is obviously the most fearsome priority in the game, able to even check talonflame's antics with its +2. After a weakness policy hit, this guy is extremely difficult to stop and he offers surprising revenge killing ability on weakened targets even with an unboosted extreme speed.
If need be, he can also be used to soak water-type attacks directed at excadrill and also bears charizard's ground immunity and fire/fighting resists.
Aegislash @ Spooky Plate
Ability: Stance Change
EVs: 252 Atk / 252 SAtk / 4 HP
Quiet Nature
- Shadow Ball
- Shadow Sneak
- King's Shield
- Sacred Sword
Aegislash is a pretty common threat this gen and for good reason. It can run a wide variety of sets very effectively and its stance-changing ability makes misprediction extremely punishing on behalf of its opponents. This set capitalizes on mixed attacking capability to take down all manner of threats. Shadow ball punches huge holes in anything that doesn't resist it and sacred sword generally covers the few things that can resist its other attacks. Not having steel moves does force it to lose out against a few pokemon like togekiss, but they will rarely try to check it, regardless, for fear of an iron head.
In the scope of the team, aegislash helps provide coverage with its unique attack types and forms the most reliable fighting attack counter out of all six pokemon, which is fairly important given mamoswine and excadrill's weaknesses. It also gives me a third form of priority, which makes it very useful for revenge killing when mamoswine or dragonite aren't usable.
Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 252 SDef / 4 SAtk
Calm Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Rest
It wouldn't be a sixth generation team without a rotom! This set shrugs off special attacks with its huge defenses and burns would-be physical attackers into submission. Hydro pump offers me coverage whereas volt turn helps me keep up momentum. I prefer chesto-rest to leftovers as this set gives me a ton of recovery in a pinch and also helps rotom absorb unwanted status for the rest of the team, which is pretty important, as a lot of my guys really can't afford to be burned and charizard is only safe to bring on the field once stealth rocks are taken care of.
At any rate, hope you guys like the team! Definitely open to some criticism so that I can make it the best that it can be.
This is the current team that I've been playing as of late with some success. Of note is that it's an in-game team, meaning that it's pretty difficult for me to effectively get legendaries with decent stats. Very old tutor moves are also pretty much closed off to me. Naturally, don't hesitate to suggest something even if it's going to be hard to get, as I use this in showdown as well, but do understand that my main purpose with it is to win 6v6 games on the cartridge.

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Solar Beam
- Flamethrower
- Air Slash
- Focus Blast
M-Charizard-Y forms what is probably the basis for the team. With its massive special attack stat and drought, it is a force to be reckoned with, even without a turn of setup. I take focus blast to counter heatran switchins, which otherwise cause a lot of problems for this guy. Generally speaking, I tend to use him in mid-late game, when his checks are out of the picture and he can pretty much take care of anything left in short order.
Biggest problems for him are probably stealth rocks, rotom-H and certain T-Tar builds, depending on my luck and prediction with focus blast. Much of the rest of the team is built around removing these threats.

Mamoswine @ Focus Sash
Ability: Thick Fat
EVs: 252 HP / 252 Atk / 4 Spd
Adamant Nature
- Earthquake
- Stealth Rock
- Icicle Crash
- Ice Shard
Mamoswine is generally my lead. There isn't a lot of stuff that counters this build, in particular. I often see greninja leads try and beat it, but the only build that can actually succeed in doing so runs hydro pump + shadow sneak, which is rare. I often open with an EQ (takes most frail leads to 1 health/OHKO) to scare things out of the way. This also foils anything that opens with a taunt, as it essentially wastes their turn, often at the expense of their pokemon. Ice shard finishes things off that are sashed and offers me some valuable priority if mamoswine survives until the game's later stages. He generally manages to get SR up or at least inflict enough damage on the opponent's team to make up for it if he doesn't.

Excadrill @ Air Balloon
Ability: Mold Breaker
EVs: 252 Atk / 252 Spd / 4 HP
Adamant Nature
- Earthquake
- Rock Slide
- Swords Dance
- Rapid Spin
This guy complements mamoswine pretty well in terms of hazard control. Rapid spin gets rid of opposing hazards, which generally isn't too tricky given his myriad resistances and immunities in tandem with his formidable bulk. Immunity to toxic spikes and a resistance to stealth rock also help. Importantly, mold breaker EQ checks most rotom forms and rock slides helps cover what that can't hit. Very little can actually resist him, at the end of the day.
His typing synergizes reasonably well with charizard's, as he can effortlessly shrug off rock attacks and is immune to lightning, whereas charizard bears an immunity to ground and resistances to fighting and fire. Mostly, his purpose is just to get rocks off of the field, though, as they seriously cripple other members of the team.

Dragonite @ Weakness Policy
Ability: Multiscale
EVs: 252 Atk / 252 Spd / 4 HP
Adamant Nature
- Dragon Dance
- Dragon Claw
- Fire Punch
- Extreme Speed
Dragonite seems like a bit of a novelty this generation, what with M-garchomp and M-charizard-X running around. I largely chose him because excadrill's affinity for spinning and mamoswine's ability to shut down opposing leads make it infinitely easier to keep multiscape intact. Dragon claw and fire punch offer formidable coverage, particularly in the sun and extreme speed is obviously the most fearsome priority in the game, able to even check talonflame's antics with its +2. After a weakness policy hit, this guy is extremely difficult to stop and he offers surprising revenge killing ability on weakened targets even with an unboosted extreme speed.
If need be, he can also be used to soak water-type attacks directed at excadrill and also bears charizard's ground immunity and fire/fighting resists.

Aegislash @ Spooky Plate
Ability: Stance Change
EVs: 252 Atk / 252 SAtk / 4 HP
Quiet Nature
- Shadow Ball
- Shadow Sneak
- King's Shield
- Sacred Sword
Aegislash is a pretty common threat this gen and for good reason. It can run a wide variety of sets very effectively and its stance-changing ability makes misprediction extremely punishing on behalf of its opponents. This set capitalizes on mixed attacking capability to take down all manner of threats. Shadow ball punches huge holes in anything that doesn't resist it and sacred sword generally covers the few things that can resist its other attacks. Not having steel moves does force it to lose out against a few pokemon like togekiss, but they will rarely try to check it, regardless, for fear of an iron head.
In the scope of the team, aegislash helps provide coverage with its unique attack types and forms the most reliable fighting attack counter out of all six pokemon, which is fairly important given mamoswine and excadrill's weaknesses. It also gives me a third form of priority, which makes it very useful for revenge killing when mamoswine or dragonite aren't usable.

Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 252 SDef / 4 SAtk
Calm Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Rest
It wouldn't be a sixth generation team without a rotom! This set shrugs off special attacks with its huge defenses and burns would-be physical attackers into submission. Hydro pump offers me coverage whereas volt turn helps me keep up momentum. I prefer chesto-rest to leftovers as this set gives me a ton of recovery in a pinch and also helps rotom absorb unwanted status for the rest of the team, which is pretty important, as a lot of my guys really can't afford to be burned and charizard is only safe to bring on the field once stealth rocks are taken care of.
At any rate, hope you guys like the team! Definitely open to some criticism so that I can make it the best that it can be.