My Gen 6 Team

Upon the release of X and Y I felt I needed to make a new team for the new generation so here it is. This is a somewhat balanced team as I usually have the most success with those.

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Lucario @ Lucarionite

Ability: Justified

EVs: 4 HP / 252 Atk / 252 Spd

Jolly Nature

- Close Combat

- Extreme Speed

- Earthquake

- Swords Dance

Lucario is the main sweeper of the team. EVs and Nature are standard. Close Combat is the main move as a 240 BP move is nothing to laugh at. Extreme Speed was chosen over Bullet Punch as several of the threats I face take neutral damage from both and it helps take down Talonflame. Earthquake allows Lucario to defeat Aegislash without having to use Crunch which may cause an attack drop due to King's Shield but causes him to be walled be Trevenant. Swords Dance is the obvious boosting choice.

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Togekiss @ Leftovers

Ability: Serene Grace

EVs: 248 HP / 252 SDef / 8 Spd

Calm Nature

IVs: 0 Atk

- Thunder Wave

- Air Slash

- Roost

- Fire Blast

Togekiss is the Special wall of the team and also helps take the ground type moves Lucario hates, and can check many powerful dragon types. Thunder Wave cripples any Pokemon that need speed to survive and allows my Togekiss's teamates to finish them if needed. Air Slash provides STAB and a ParaFlinch combo with Thunder Wave. Roost provides helpful recovery and can mess with checks that aim to harm its Flying type. Fire Blast is used over Dazzling Gleam to get past Steel Types.

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Espeon @ Light Clay

Ability: Magic Bounce

EVs: 252 HP / 4 SAtk / 252 Spd

Timid Nature

IVs: 0 Atk

- Reflect

- Light Screen

- Psychic

- Baton Pass

Espeon is here for Dual Screen Support and also functions a primary lead due to Magic Bounce preventing opposing leads from setting up their own hazards. The Dual Screens help the weaker Lucario and Greninja survive, notably allowing the latter to not be greatly harmed by Talonflame. Psychic is primary STAB and can allow it to threaten Poison and Fighting types so that it can provide additional screens. Baton Pass is there so that Espeon cannot be Pursuit trapped by TTar or Scizor.

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Garchomp @ Lum Berry

Ability: Rough Skin

EVs: 4 HP / 252 Atk / 252 Spd

Jolly Nature

- Stealth Rock

- Dragon Claw

- Earthquake

- Stone Edge

Garchomp helps fill several holes in the team and can become a secondary sweeper. Stealth Rock is chosen because I lack a better setter and the switches Garchomp can force allow it to be set. Dragon Claw is chosen so that I am not locked into Outrage. Earthquake is primary STAB and helps defeat Aegislash and other steel types. Stone Edge provide EdgeQuake and helps check Talonflame. Lum Berry allows Garchomp to take any status that it might come across on a switch. Rough Skin is chosen over Sand Veil as I do not run TTar or Hippowdon and thus Sand Veil is useless unless my opponent lacks these two.

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Trevenant @ Leftovers

Ability: Natural Cure

EVs: 252 HP / 180 Def / 76 Spd

Impish Nature

- Horn Leech

- Rock Slide

- Will-O-Wisp

- Rest

Trevenant acts as the team's physical wall and spinblocker. EVs give it better physical bulk and slight speed over Scizor, Azumarill, and Aegislash. Rest + Natural Cure was chosen over Harvest because I would rather have more reliable recovery and also allows Trevenant to absorb status moves. Horn Leech provides STAB and recovery. Rock Slide can hurt the Fire and Flying Types that Trevenant can draw in. Will-O-Wisp burns any physical threats, bar Fire Types, allowing Trevenant to wall them more easily and possibly cripple them premanently.

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Greninja @ Life Orb

Ability: Protean

EVs: 4 Atk / 252 SAtk / 252 Spd

Hasty Nature

- Surf

- Ice Beam

- Dark Pulse

- U-turn

Greninja is the main special sweeper of the team and can help kill the physical walls allowing Lucario to sweep. Surf is chosen over Hydro Pump because after the nerfs the power gap is less severe and it is more reliable. Ice Beam allows Greninja to check dragons. Dark Pulse provides additional coverage and can kill the Ghosts that are immune to Lucario's primary attacks. U-Turn is used to gain momentum and, due to Greninja's high speed, run away and deal damage simultaneously. His natural speed also allows him to function as a revenge killer to some extent.


Any and all help/comment/etc are appreciated.
 
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Question (with sub question) & Follow-Up Suggestion:

1. Why a Serious Nature on Trevenant?
A. Wouldn't an Impish or Careful Nature more beneficial in supplementing Trevenant's Bulk?

Also, I personally would change Rest as once an opponent sees you have Leftovers on him they are going to read the Rest-Cure Tactic and know that you plan on switching next turn to remove the Status which affords the opponent an opportunity to either set up SR or Swords Dance with impunity for the potential sweep.

With that being said, if you insist on maintaining Rest on Trevenant I think the Harvest-Lum Berry combination would be better as it maintains momentum to keep the pressure on your opponent to provide an answer for your spinblocker while also risking the SR damage they would be accumulting in possibly searching for that answer.

2. If you wish to move the Lum Berry to Trevenant, that means there's a vacancy with Garchomp's item. There are two items you might want to take into consideration:

A. Rocky Helmet - Combined with Garchomp's Rough Skin ability, any contact move will cost the opponent nearly 1/3 of their HP (7/24 to be precise) Combined this with SR and any physical attacker your opponent sics on the Land Shark is going to have to take him down by giving up a pound of flesh to do it.

B. Red Card - Though it's a one-time use item, this penalty effectively breaks your opponents momentum considerably, forcing an unwanted switch by the opponent into your oncoming SR. Red Card works wonders when behind a Substitute; which you might also want to take into advisement as Stone Edge is an ineffective move for Garchomp on a number of levels: It's more prone to Hax than other attacks, it wont get STAB from Chomp and the only types that get SE by it: Bug, Flying, Fire and Ice; 3 of the 4 are at a disadvantage regardless if he possesses Stone Edge or not and the 4th, Ice type, will most likely be a Pokémon that knows Ice Shard or out speeds you and can quickly neuter you.

Anyways, this is my input on the team as your selection are solid and should have success with practice and making the correct adjustments.

If you want you can PM me for my input later on if you like.
 
Trevenant is supposed to have an Impish Nature. (With all of the issues Pokemon Showdown! is having it also keeps change that nature back to Serious for some reason and I did not realize that when I put it in these forums.)
I prefer Natural Cure over Harvest as it fills a similar role whilst not relying on a 50% gamble. Rest is Trevenant's only instant recovery that does not rely on the opponent and it also works with Natural Cure, although I might switch it for Leech Seed/Earthquake/Substitute/Protect if I feel it is needed.

On Garchomp, I use Lum Berry as it helps with some of his counters (namely Will-O-Wisp, and additionally can mess with the ParaFusion Klefki that I hate) although Rocky Helmet has some merits, the main problem I see with it is that it does nothing for non-contact moves and I do not want Garchomp taking too many hits as he has no investment in defense. Stone Edge is chosen so that Garchomp can check Talonflame in a switch or if Talonflame is at +2 and it gets neutral damage on Skarmory along with SE damage on Togekiss. Unfortunately, it does deserve the name Stone Miss with its 80% accuracy. Fire Blast could be an option but it also has a lower accuracy and is resisted by Talonflame.

Thanks for the response.
 
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