Introduction
Hi! I'll just get right to the point and post the team.
The Team
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Careful Nature
- Swords Dance
- Earthquake
- Dragon Claw
- Stone Edge
Garchomp is my primary physical attacker, able to deal and take hits. With a classic rocky helmet/rough skin setup, he's designed to be very resilient. All his moves, apart from swords dance, are strong physical attacks so that he can deal heavy damage.
Reuniclus @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Trick Room
- Focus Blast
- Shadow Ball
- Psychic
Reuniclus is my secondary special attacker. I'm not very concerned about him except for trick room, which I'm not sure about keeping because half my team's built on speed. The other half is slow as molasses, so they'd be able to benefit from trick room while the others would be disadvantaged by it. There's my first issue right there.
Shuckle @ Mental Herb
Ability: Contrary
EVs: 252 HP / 252 Def / 4 SpD
Modest Nature
- Power Split
- Toxic
- Stealth Rock
- Infestation
Shuckle's a bit of a gimmick. First he uses power split to bring the opponent's attack to dismal levels while his skyrocket. Next he hits them with infestation to keep them from switching, followed by a toxic. With his crazy defense and his enemy's weakened attack, he can simply wait out the hits until infestation and toxic do their work, laying a stealth rock to prepare for the next entry.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Protect
- Gyro Ball
Ferrothorn is my hazard, able to set spikes and leech seed the opponent. He gains health every turn from his leftovers and leech seed which, in addition to his high defense, means there'll be no easy way to deal with him. The only drawback is speed, which I've managed to utilize with gyro ball so that his slowness heightens the power of his attack. Due to his high defense, he makes a great scout. I'll probably send him out first most of the time.
Lucario @ Lum Berry
Ability: Inner Focus
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Iron Tail
- Bullet Punch
- Swords Dance
Lucario is my second physical attacker, very similar to garchomp in terms of functionality.
Manectric-Mega @ Manectite
Ability: Static
EVs: 4 Def / 252 SpA / 252 Spe
Calm Nature
- Flamethrower
- Thunderbolt
- Volt Switch
- Fire Fang
A bit of a fragile speedster and glass cannon, mega manectric is my main special attacker. I'm not sure about keeping him though because of his frailty, although his special attack is crazy. I've got flamethrower and fire fang to cover some of my team's weaknesses, which is nice, while volt switch is very useful and thunderbolt is my main STAB move.
Conclusion
Thanks in advance for judging! I really appreciate it, and hope that I can eventually make a great team with your help! :)
Hi! I'll just get right to the point and post the team.
The Team

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Careful Nature
- Swords Dance
- Earthquake
- Dragon Claw
- Stone Edge
Garchomp is my primary physical attacker, able to deal and take hits. With a classic rocky helmet/rough skin setup, he's designed to be very resilient. All his moves, apart from swords dance, are strong physical attacks so that he can deal heavy damage.

Reuniclus @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Trick Room
- Focus Blast
- Shadow Ball
- Psychic
Reuniclus is my secondary special attacker. I'm not very concerned about him except for trick room, which I'm not sure about keeping because half my team's built on speed. The other half is slow as molasses, so they'd be able to benefit from trick room while the others would be disadvantaged by it. There's my first issue right there.

Shuckle @ Mental Herb
Ability: Contrary
EVs: 252 HP / 252 Def / 4 SpD
Modest Nature
- Power Split
- Toxic
- Stealth Rock
- Infestation
Shuckle's a bit of a gimmick. First he uses power split to bring the opponent's attack to dismal levels while his skyrocket. Next he hits them with infestation to keep them from switching, followed by a toxic. With his crazy defense and his enemy's weakened attack, he can simply wait out the hits until infestation and toxic do their work, laying a stealth rock to prepare for the next entry.

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Protect
- Gyro Ball
Ferrothorn is my hazard, able to set spikes and leech seed the opponent. He gains health every turn from his leftovers and leech seed which, in addition to his high defense, means there'll be no easy way to deal with him. The only drawback is speed, which I've managed to utilize with gyro ball so that his slowness heightens the power of his attack. Due to his high defense, he makes a great scout. I'll probably send him out first most of the time.

Lucario @ Lum Berry
Ability: Inner Focus
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Iron Tail
- Bullet Punch
- Swords Dance
Lucario is my second physical attacker, very similar to garchomp in terms of functionality.

Manectric-Mega @ Manectite
Ability: Static
EVs: 4 Def / 252 SpA / 252 Spe
Calm Nature
- Flamethrower
- Thunderbolt
- Volt Switch
- Fire Fang
A bit of a fragile speedster and glass cannon, mega manectric is my main special attacker. I'm not sure about keeping him though because of his frailty, although his special attack is crazy. I've got flamethrower and fire fang to cover some of my team's weaknesses, which is nice, while volt switch is very useful and thunderbolt is my main STAB move.
Conclusion
Thanks in advance for judging! I really appreciate it, and hope that I can eventually make a great team with your help! :)
Last edited: