Hi everyone it's thomas with another rmt. This is only my 3rd but I've been playing for a while and consider myself a pretty good battle. This is a team I've had for a while and while it is doing good right now, I would love to hear any suggestions you guys have.
Tyranitar @ Chople Berry
Ability: Sand Stream
EVs: 148 HP / 100 Atk / 40 Def / 44 SpD / 176 Spe
Adamant Nature
- Superpower
- Pursuit
- Stone Edge
- Stealth Rock
This is what I use as a lead along with rotom. Ev's are to make use of that bawlk and dish out decent damage as well. I don't like earthquake too much as it doesn't really seem necessary anymore and superpower hits more things. Pursuit is awesome if I hit something hard and I predict a switch out, and stealth rock cuz it's gud.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Will-O-Wisp
- Hydro Pump
- Volt Switch
- Pain Split
This is my other common lead. It cripples every physical attacker not named zard x with will o wisp, and gains important momentum for my team by bringing stuff like cham and azu in safely. Pain split is for longevity and hydro pump to wear stuff down.
Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- High Jump Kick
- Zen Headbutt
- Ice Punch
This is the wallbreaker. Hjk rapes everything that doesn't resist, and zen takes care of venu, amoon, gengar if predicted, and others that can take hjk. If I predict a switch I can sub up and almost guarantee a kill. Ice punch over fire punch is just my preference as I feel it is more helpful for the team, and chomp already has fblast.
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 52 HP / 252 Atk / 204 Spe
Adamant Nature
- Waterfall
- Aqua Jet
- Belly Drum
- Play Rough
This is my sweeper/ cleaner. Medi opens up holes for azu and often with a belly drum late game there is almost nothing to stop it. Pretty standard set, I just run the hp to give a bit more bulk.
Latias (F) @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 30 Atk / 30 SpA / 30 Spe
- Defog
- Draco Meteor
- Psyshock
- Healing Wish
The defogger. Fully healing something such as cham late game to give it another chance is just awesome. Defog so hazards don't destroy me, draco to nuke, and psyschock to hit Sylveon and azu. Ev's to are to hit stuff as hard as possible until I want to heal something
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 200 Atk / 56 SpA / 252 Spe
Naive Nature
- Outrage
- Earthquake
- Stone Edge
- Fire Blast
This is my end game cleaber. Outrage and quake take a pretty big chunk out of most things. Fire blast for steels and grass., and edge for flying types. Ev's are straightforward, im not sure whether I should
Run sand ability since I have ttar or not.
Like I said before this team has done pretty well in the past, but there are still flaws. I have 4 mons weak af to fairy so that's something to fix. Can't wait to hear your suggestions!
Tyranitar @ Chople Berry
Ability: Sand Stream
EVs: 148 HP / 100 Atk / 40 Def / 44 SpD / 176 Spe
Adamant Nature
- Superpower
- Pursuit
- Stone Edge
- Stealth Rock
This is what I use as a lead along with rotom. Ev's are to make use of that bawlk and dish out decent damage as well. I don't like earthquake too much as it doesn't really seem necessary anymore and superpower hits more things. Pursuit is awesome if I hit something hard and I predict a switch out, and stealth rock cuz it's gud.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Will-O-Wisp
- Hydro Pump
- Volt Switch
- Pain Split
This is my other common lead. It cripples every physical attacker not named zard x with will o wisp, and gains important momentum for my team by bringing stuff like cham and azu in safely. Pain split is for longevity and hydro pump to wear stuff down.
Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- High Jump Kick
- Zen Headbutt
- Ice Punch
This is the wallbreaker. Hjk rapes everything that doesn't resist, and zen takes care of venu, amoon, gengar if predicted, and others that can take hjk. If I predict a switch I can sub up and almost guarantee a kill. Ice punch over fire punch is just my preference as I feel it is more helpful for the team, and chomp already has fblast.
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 52 HP / 252 Atk / 204 Spe
Adamant Nature
- Waterfall
- Aqua Jet
- Belly Drum
- Play Rough
This is my sweeper/ cleaner. Medi opens up holes for azu and often with a belly drum late game there is almost nothing to stop it. Pretty standard set, I just run the hp to give a bit more bulk.
Latias (F) @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 30 Atk / 30 SpA / 30 Spe
- Defog
- Draco Meteor
- Psyshock
- Healing Wish
The defogger. Fully healing something such as cham late game to give it another chance is just awesome. Defog so hazards don't destroy me, draco to nuke, and psyschock to hit Sylveon and azu. Ev's to are to hit stuff as hard as possible until I want to heal something
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 200 Atk / 56 SpA / 252 Spe
Naive Nature
- Outrage
- Earthquake
- Stone Edge
- Fire Blast
This is my end game cleaber. Outrage and quake take a pretty big chunk out of most things. Fire blast for steels and grass., and edge for flying types. Ev's are straightforward, im not sure whether I should
Run sand ability since I have ttar or not.
Like I said before this team has done pretty well in the past, but there are still flaws. I have 4 mons weak af to fairy so that's something to fix. Can't wait to hear your suggestions!