





Hello Smogonites, coming to you for help with a team I've been using for a bit but seem to have hit a plateau in its potential. I've done fairly well with it so far but I've been having trouble lately and felt I may need some changes to really reach the level I feel I deserve with this team. It's a generally balanced team with an offensive focus; a new style of team for me since I mainly play the extremes in stall or hyperoffense. Mainly, I feel like I have fairly hard times pivoting in my sweepers and just rotating in general. There are surely more flaws that I'm not seeing and I'd love to have them pointed out. That being said, go ahead and do your thing RMT. Anything and everything is appreciated.
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Lopunny @ Lopunnite (F)
Ability: Limber
252 Atk / 252 Spe / 4 Def
Adamant Nature
- High Jump Kick
- Return
- Fake Out
- Power Up Punch
Depending on the opponent's composition, Lopunny usually serves as the team's initial offensive pressure with its unresisted STABs. I rely on her to chip away the bulk of the opposing team through Fake Outs and HJKs most of the time in the case that I'm against balanced or bulkier teams, but she also plays the role of cleanup sweeper should the situation call for it. Opted for P^P over Ice Punch since I have Ice coverage elsewhere and wanted her to be able to end games when needed, and the boost is quite helpful, especially on a predicted switch.

Garchomp @ Rocky Helmet (M)
Ability: Rough Skin
252 HP / 164 Def / 72 SDef / 20 Spe
Impish Nature
- Stealth Rock
- Toxic
- Dragon Tail
- Earthquake
The main damage sponge on the team, and the essential SR setter. He's exclusively used as something close to a dedicated lead as the only other I'd consider leading with in most situations would be Lopunny. He's usually saved afterwards to sponge hits from stronger physical attackers like Excadrill or to cripple walls with Toxic, and that's mostly it. Also my only phazing move, so as such, fills a very niche role. EVs are ripped from the standard Smogon set but an extra 4 in Spe to outspeed others that ripped the set too. Help with an optimal EV spread would be greatly appreciated.

Jirachi @ Leftovers
Ability: Serene Grace
252 HP / 40 Spe / 216 SDef
Careful Nature
- Iron Head
- Body Slam
- Wish
- Protect
My mMin defensive answeT to strong special threats, and and
y all-important Wish support who is mainly reserved for that purpose and the closest thing I have to a pivot. Considering swapping out Body Slam for U-turn because of that purpose, but the paraflinch has saved me numerous times. I feel like he can be replaced, but the Steel resist and check to Clefables and Altarias is absolutely essential to the team.

Talonflame @ Sharp Beak
Ability: Gale Wings
252 Atk / 4 SDef / 252 Spe
Jolly Nature
- Swords Dance
- Brave Bird
- Roost
- Flare Blitz
The second piece of my offensive triad who, like the other two, can serve both the roles of initial sweeper and late-game, but is almost exclusively used as my check to other Talonflames, Keldeos, and Charizards who were hopefully weakened by SR. I originally had a SDef set which worked nicely because of Will-O-Wisp, but recently opted for a SD set due to the switches it forced. Strongly considering going back to that SDef set, thoughts? The WoW it brought was greatly useful but I felt my team was much, much too weak offensively without an offensive TFlame set and I'm fairly weak without a revenge killer against DD threats like Altaria and other speed boosters like Metagross that Lopunny can't consistently handle herself. Again, one of the Pokemon I need help with the most.

Manaphy @ Lum Berry
Ability: Hydration
252 SAtk / 96 SDef / 160 Spe
Timid Nature
- Tail Glow
- Scald
- Psychic
- Ice Beam
goomi tasty. This Manaphy runs the LO+3 set that's become very staple among Manaphy, initially with Psychic over Energy Ball to be able to deal with Venusaur , but considering switching to Energy Ball to have a reliable counter to Rotom since TFlame is shut down by it and Lopunny doesn't do too well against the PhysDef Rotoms (in which case Psychic has proved fine).

Bisharp @ Life Orb
Ability: Defiant
252 Atk / 4 Def / 252 Spe
Adamant Nature
- Pursuit
- Knock Off
- Iron Head
- Sucker Punch
The anti-Defog/anti-Intimidate on the team, the other ever-so-valuable Steel resist, and the Pursuit trapper to clear out Psychic types like Scarfed Lati@s and Jirachi so Lopunny has a clear path to close out the game who also serves as my backup revenger in cases where TFlame is rip. Also my main switch candidate when I force a double switch with TFlame to an opposing Intimidate such as Lando-T which is my favorite answer if Manaphy is rip. Went for Life Orb over Blackglasses so Iron Head would still be strong in the case of CM Chanseys that would otherwise give me a lot of trouble. Pursuit over SD set since I already have two (three?) setup sweepers and the Pursuit support is invaluable.
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Thanks for taking the time for reading, any and all criticism and suggestions are greatly appreciated, just don't be a dick about it <3
Code:
Lopunny @ Lopunnite (F)
Ability: Limber
EVs: 252 Atk / 252 Spe / 4 Def
Adamant Nature
- High Jump Kick
- Return
- Fake Out
- Power Up Punch
Garchomp @ Rocky Helmet (M)
Ability: Rough Skin
EVs: 252 HP / 164 Def / 72 SDef / 20 Spe
Impish Nature
- Stealth Rock
- Toxic
- Dragon Tail
- Earthquake
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 40 Spe / 216 SDef
Careful Nature
- Iron Head
- Body Slam
- Wish
- Protect
Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 SDef / 252 Spe
Jolly Nature
- Swords Dance
- Brave Bird
- Roost
- Flare Blitz
Manaphy @ Lum Berry
Ability: Hydration
EVs: 252 SAtk / 96 SDef / 160 Spe
Timid Nature
- Tail Glow
- Scald
- Psychic
- Ice Beam
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Pursuit
- Knock Off
- Iron Head
- Sucker Punch
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