Mega Charizard-Y @ Charizardite Y
Ability: Drought
EV: 252 Sp.Atk, 252 Spd, 4 Atk
Hasty Nature
-Flamethrower
-Ancient Power
-Earthquake
-Solarbeam
I have Charizard here as a simple Mega-evo. I chose his attacks to maximize coverage, and deal as much damage as possible. Flamethrower is the obvious STAB, with Ancient Power to handle other flying types I may come across. Earthquake is there to have something to deal with Heatran, and other pokes that might resist the rest of his moves. And Solarbeam is simply to make use of the sunlight. I usually have Espeon Baton Pass into him, just to get those great boosts.
Espeon @ Leftovers
Ability: Magic Bounce
EV: 252 Sp.Atk, 252 Spd, 4 HP
Timid Nature
-Calm Mind
-Psychic
-Dazzling Gleam
-Baton Pass
I use Espeon here for a few reasons. One would be a special wall, (I predict special attacks and use calm mind + leftovers to steady boost s.defense and steadily heal off hits), and to prevent status moves, (especially Stealth Rock) from crippling my team. Psychic is the obvious STAB here, although I've considered using Psyshock to hit other special walls. Dazzling Gleam is there for some coverage. I use Baton Pass to switch quickly, and to pass on the boosts gained from multiple Calm Minds. I think he pairs well with Char-Y due to that fact. I usually have him lead-off, simply to stop people from getting status or rocks in first thing.
Gliscor @ Poison Orb
Ability: Poison Heal
EV: HP 252, Def 252, Atk 4
Impish Nature
-Roost
-Acrobatics
-Earthquake
-Fling
Gliscor here acts as a bulky physical wall, (obviously). Poison heal coupled with the Orb allows me to heal off minor damage like nothing, with Roost as a way to restore larger amounts when I need to. I love Fling as a way to get a quick status on any opposing Poke, with Acrobatics as a great STAB, and bonus from losing the item. Earthquake is also another great STAB move here. I've considered losing Fling for Substitute, seeing as how Fling becomes useless after one use, but the boosted damage from Acrobatics is making it a difficult choice. He's another interesting choice for Espeons Baton Pass so he can tank special hits as well.
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EV: 252 Def, 252 S.Def 4 HP
Sassy Nature
-Leech Seed
-Stealth Rock
-Gyro Ball
-Bulldoze
I use Ferrothorn as a little hazard player. Stealth Rock and Leech Seed, once I know the opponent has no Magic Bounce for chip damage and a little healing as well. Gyro Ball to capitalize on the low speed, and Bulldoze to hinder any faster threats that I might be able to live through. Again some different moves I've considered are replacing Bulldoze with Power Whip for a good STAB. And the Iron Barbs\Rocky Helm combo pretty much prevents anyone from attempting a physical attack, unless they wanna take serious damage.
Sharpedo @ Life Orb??
Ability: Rough Skin
EV: 252 Atk, 252 Spd, 4 HP
Jolly Nature
-Aqua Jet
-Crunch
-Earthquake
-Ice Fang
I've always liked Sharpedo here, and wanted to try him out. He's made pretty useful, although extremely frail. Much like Charizard-Y, I gave him as Much coverage as I could, because I use him various ways. He accepts Baton Passes from Scolipede, which turn him into a powerhouse. Usually vulnerable to priority, I utilize Scolipede's Speed Boost + Baton Pass to give his Aqua Jet a first go when faced with such threats as Gale Wings Talonflame and Brave Bird. Ice Fang and Earthquake give decent coverage over most types, while Aqua Jet and Crunch remain his reliable STABs. I've been thinking about his Item, and Have had good use of the Life Orb, but it drastically cuts his time in battle down severely. I'm not sure what else I would have on him honestly.
Scolipede @ Focus Sash
Ability: Speed Boost
EV: 252 Spd, 252 Hp, 4 Atk
Jolly Nature
-Protect
-Megahorn
-Swords Dance
-Baton Pass
Scolipede here has pretty much one use. Boosting as high as possible, then Baton Passing them away. Protect allows me to get at least one turn of Speed Boost, then I Swords Dance the next turn. If they break Sash after the turn I get Swords Dance up then I Protect once more for an additional Speed Boost before Passing off, (usually to either Sharpedo, Gliscor, or Char-Y). He weak to multi-hit moves, but I usually am able to still get him Passed off. And if he gets trapped somehow, he does have one offensive option, which after boosts is still something to reckon with. I have Passed between Espeon and him before, which worked quite amazingly. Turned Char-Y into a nearly unstoppable force, once he got the Pass.
Here's my complete team. I have battle tested them and can say I come a little over 50% wins, but am looking for some advice on how to further improve my team. And as the title says, this is my first RMT, so please offer any helpful advice you can. I apologize for the bare look of this thread, again new here, and trying to figure out how to implement the sprites into it. I have been working on another attacker as a replacement for Sharpedo, Gallade. I will update, or repost that one after I hear some ideas for this team. Thanks, again, to anyone who can offer any advice.
Ability: Drought
EV: 252 Sp.Atk, 252 Spd, 4 Atk
Hasty Nature
-Flamethrower
-Ancient Power
-Earthquake
-Solarbeam
I have Charizard here as a simple Mega-evo. I chose his attacks to maximize coverage, and deal as much damage as possible. Flamethrower is the obvious STAB, with Ancient Power to handle other flying types I may come across. Earthquake is there to have something to deal with Heatran, and other pokes that might resist the rest of his moves. And Solarbeam is simply to make use of the sunlight. I usually have Espeon Baton Pass into him, just to get those great boosts.
Espeon @ Leftovers
Ability: Magic Bounce
EV: 252 Sp.Atk, 252 Spd, 4 HP
Timid Nature
-Calm Mind
-Psychic
-Dazzling Gleam
-Baton Pass
I use Espeon here for a few reasons. One would be a special wall, (I predict special attacks and use calm mind + leftovers to steady boost s.defense and steadily heal off hits), and to prevent status moves, (especially Stealth Rock) from crippling my team. Psychic is the obvious STAB here, although I've considered using Psyshock to hit other special walls. Dazzling Gleam is there for some coverage. I use Baton Pass to switch quickly, and to pass on the boosts gained from multiple Calm Minds. I think he pairs well with Char-Y due to that fact. I usually have him lead-off, simply to stop people from getting status or rocks in first thing.
Gliscor @ Poison Orb
Ability: Poison Heal
EV: HP 252, Def 252, Atk 4
Impish Nature
-Roost
-Acrobatics
-Earthquake
-Fling
Gliscor here acts as a bulky physical wall, (obviously). Poison heal coupled with the Orb allows me to heal off minor damage like nothing, with Roost as a way to restore larger amounts when I need to. I love Fling as a way to get a quick status on any opposing Poke, with Acrobatics as a great STAB, and bonus from losing the item. Earthquake is also another great STAB move here. I've considered losing Fling for Substitute, seeing as how Fling becomes useless after one use, but the boosted damage from Acrobatics is making it a difficult choice. He's another interesting choice for Espeons Baton Pass so he can tank special hits as well.
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EV: 252 Def, 252 S.Def 4 HP
Sassy Nature
-Leech Seed
-Stealth Rock
-Gyro Ball
-Bulldoze
I use Ferrothorn as a little hazard player. Stealth Rock and Leech Seed, once I know the opponent has no Magic Bounce for chip damage and a little healing as well. Gyro Ball to capitalize on the low speed, and Bulldoze to hinder any faster threats that I might be able to live through. Again some different moves I've considered are replacing Bulldoze with Power Whip for a good STAB. And the Iron Barbs\Rocky Helm combo pretty much prevents anyone from attempting a physical attack, unless they wanna take serious damage.
Sharpedo @ Life Orb??
Ability: Rough Skin
EV: 252 Atk, 252 Spd, 4 HP
Jolly Nature
-Aqua Jet
-Crunch
-Earthquake
-Ice Fang
I've always liked Sharpedo here, and wanted to try him out. He's made pretty useful, although extremely frail. Much like Charizard-Y, I gave him as Much coverage as I could, because I use him various ways. He accepts Baton Passes from Scolipede, which turn him into a powerhouse. Usually vulnerable to priority, I utilize Scolipede's Speed Boost + Baton Pass to give his Aqua Jet a first go when faced with such threats as Gale Wings Talonflame and Brave Bird. Ice Fang and Earthquake give decent coverage over most types, while Aqua Jet and Crunch remain his reliable STABs. I've been thinking about his Item, and Have had good use of the Life Orb, but it drastically cuts his time in battle down severely. I'm not sure what else I would have on him honestly.
Scolipede @ Focus Sash
Ability: Speed Boost
EV: 252 Spd, 252 Hp, 4 Atk
Jolly Nature
-Protect
-Megahorn
-Swords Dance
-Baton Pass
Scolipede here has pretty much one use. Boosting as high as possible, then Baton Passing them away. Protect allows me to get at least one turn of Speed Boost, then I Swords Dance the next turn. If they break Sash after the turn I get Swords Dance up then I Protect once more for an additional Speed Boost before Passing off, (usually to either Sharpedo, Gliscor, or Char-Y). He weak to multi-hit moves, but I usually am able to still get him Passed off. And if he gets trapped somehow, he does have one offensive option, which after boosts is still something to reckon with. I have Passed between Espeon and him before, which worked quite amazingly. Turned Char-Y into a nearly unstoppable force, once he got the Pass.
Here's my complete team. I have battle tested them and can say I come a little over 50% wins, but am looking for some advice on how to further improve my team. And as the title says, this is my first RMT, so please offer any helpful advice you can. I apologize for the bare look of this thread, again new here, and trying to figure out how to implement the sprites into it. I have been working on another attacker as a replacement for Sharpedo, Gallade. I will update, or repost that one after I hear some ideas for this team. Thanks, again, to anyone who can offer any advice.