I still never got around to making that azelf lead team I wanted to awhile ago, so I decided why not do it now. So as with my current trend of building teams, take 10 minutes to think of some pokes, look at the coverage and resistances/weaknesses, then go test. So far its done pretty well, nothing I have seen thats glaring, but figuring theres some things that can be done. Anyways, here it is:
Azelf @ Focus Sash
Ability: Levitate
EVs: 6 Atk/252 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Fire Blast
- Psychic
- Stealth Rock
- Explosion
Standard lead azelf is standard. Sure people are normally ready for it, but theres a reason its the number one most used lead. So set up rocks, Psychic for STAB, FB for steels that block psychic, and explosion when azelf is useless. Opted against taunt since in my experience, its easy to predict and work around it.
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Iron Head
- Fire Punch
- U-turn
- Thunderpunch
Next I kinda figured I would like a scarfer, for no reason at all. And for what I was planning later, I figured it could help for latas and stuff. So I kinda opted for putting max speed instead of some extra bulk since some stuff hit weird speed tiers. So Iron Head since every physical jirachi needs it, Fire Punch for steels, U-Turn for scouting, and T-Punch for waters and fliers.
Shaymin @ Life Orb
Ability: Natural Cure
EVs: 38 HP/220 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Seed Flare
- Rest
- Earth Power
- Hidden Power [Ice]
So I had a bit of wanting to use a shaymin, dunno why. So I just said sure why not, and threw it in. Plus adds some nice special sweeping in, and a nice ground resist. Seed Flare for obvious STAB, Earth Power for steels and the occasional fire type, HP ice for dragons, and rest for heal then switch for instant wake up.
Kingdra (M) @ Leftovers
Ability: Sniper
EVs: 26 HP/252 Atk/232 Spd
Adamant nature (+Atk, -SAtk)
- Dragon Dance
- Substitute
- Waterfall
- Outrage
One of the fierce sweepers of this metagame, even without rain. I have been wanting to use one of these for awhile now, and I found a place to use it. So I saw my fire weakness, so I figured with kingdra, come in on a fire attack, they switch, I get a sub up, and then DD sweep. So DD for getting boosts and sweeping, Waterfall and Outrage for STAB and all around excellent coverage, and sub to avoid status and gain at least one turn of free set-up.
Machamp (M) @ Leftovers
Ability: No Guard
EVs: 252 HP/90 Atk/6 Spd/160 SDef
Adamant nature (+Atk, -SAtk)
- Dynamicpunch
- Payback
- Rest
- Sleep Talk
So at this point, I knew I would need something to deal with blissey and t-tar. I knew machamp was a perfect counter to both. So I decided to go with a bulkier version of rest-talk machamp, as I could use a bit of bulk for this team. So D-Punch for obvious STAB and monstrocity, plus confusion is nice. Payback for ghosts who think they can come in on a D-Punch, then try to kill with their move. The sp def evs prevent that, and they are easily killed. Rest-talk to take status and heal.
Rotom-h @ Choice Scarf
Ability: Levitate
EVs: 6 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Overheat
- Shadow Ball
- Thunderbolt
- Trick
I saw the need for one more special attacker, and maybe another revenge killer. Rotom has never failed me in the past for any job, so why not throw him in. So scarf adds another revenge killer. Overheat for steels, T-Bolt for STAB and waters, Shadow Ball for STAB, trick to stop stall, which in my case, is very needed.
So thats it, rate away. Thanks!!!

Azelf @ Focus Sash
Ability: Levitate
EVs: 6 Atk/252 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Fire Blast
- Psychic
- Stealth Rock
- Explosion
Standard lead azelf is standard. Sure people are normally ready for it, but theres a reason its the number one most used lead. So set up rocks, Psychic for STAB, FB for steels that block psychic, and explosion when azelf is useless. Opted against taunt since in my experience, its easy to predict and work around it.

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Iron Head
- Fire Punch
- U-turn
- Thunderpunch
Next I kinda figured I would like a scarfer, for no reason at all. And for what I was planning later, I figured it could help for latas and stuff. So I kinda opted for putting max speed instead of some extra bulk since some stuff hit weird speed tiers. So Iron Head since every physical jirachi needs it, Fire Punch for steels, U-Turn for scouting, and T-Punch for waters and fliers.

Shaymin @ Life Orb
Ability: Natural Cure
EVs: 38 HP/220 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Seed Flare
- Rest
- Earth Power
- Hidden Power [Ice]
So I had a bit of wanting to use a shaymin, dunno why. So I just said sure why not, and threw it in. Plus adds some nice special sweeping in, and a nice ground resist. Seed Flare for obvious STAB, Earth Power for steels and the occasional fire type, HP ice for dragons, and rest for heal then switch for instant wake up.

Kingdra (M) @ Leftovers
Ability: Sniper
EVs: 26 HP/252 Atk/232 Spd
Adamant nature (+Atk, -SAtk)
- Dragon Dance
- Substitute
- Waterfall
- Outrage
One of the fierce sweepers of this metagame, even without rain. I have been wanting to use one of these for awhile now, and I found a place to use it. So I saw my fire weakness, so I figured with kingdra, come in on a fire attack, they switch, I get a sub up, and then DD sweep. So DD for getting boosts and sweeping, Waterfall and Outrage for STAB and all around excellent coverage, and sub to avoid status and gain at least one turn of free set-up.

Machamp (M) @ Leftovers
Ability: No Guard
EVs: 252 HP/90 Atk/6 Spd/160 SDef
Adamant nature (+Atk, -SAtk)
- Dynamicpunch
- Payback
- Rest
- Sleep Talk
So at this point, I knew I would need something to deal with blissey and t-tar. I knew machamp was a perfect counter to both. So I decided to go with a bulkier version of rest-talk machamp, as I could use a bit of bulk for this team. So D-Punch for obvious STAB and monstrocity, plus confusion is nice. Payback for ghosts who think they can come in on a D-Punch, then try to kill with their move. The sp def evs prevent that, and they are easily killed. Rest-talk to take status and heal.

Rotom-h @ Choice Scarf
Ability: Levitate
EVs: 6 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Overheat
- Shadow Ball
- Thunderbolt
- Trick
I saw the need for one more special attacker, and maybe another revenge killer. Rotom has never failed me in the past for any job, so why not throw him in. So scarf adds another revenge killer. Overheat for steels, T-Bolt for STAB and waters, Shadow Ball for STAB, trick to stop stall, which in my case, is very needed.
So thats it, rate away. Thanks!!!