So I'm new to competitive pokemon and I wanted to know anyway I could improve my team, and any tips that anyone could have would be greatly appreciated!
For the Items I went with items that were recommended to me by someone I know, as well as looking through Smogon to determine what was the best item to take for that particular pokemon
Mimikyu @ Life Orb
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Shadow Claw
- Shadow Sneak
- Play Rough
I picked Mimiky as my main sweeper, as he is able to switch in on any one free hit or to be used as a lead to set up with swords dance, I use Swords Dance to set up, as I have the possibility for one free turn with it, I have Shadow Claw because it can crit easily and is a good STAB move, I have Shadow Sneak as another Ghost type move simply to hit a super effective attack on a pokemon that might be faster then Mimikyu, and I have Play Rough as more of a cover STAB move to help deal with pesky Dragon types that may harm my team, as Mimikyu is immune to both Dragon and Fighting
Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Punch
- Fire Punch
- Power-Up Punch
- Zen Headbutt
I picked Mega Medicham because he helps deliver a good amount of coverage moves with the different punches, as Ice Punch is super effective against both Flying and Ground types, and Fire Punch is simply there to help deal with Bugs and Grass types, although I may switch this to Thunder Punch to deal with Water types instead. Power-Up Punch I use as a boosting STAB move as it gives more damage for Medicham's other moves. Zen Head is the last move and is used for another coverage option that also has a STAB
Garchomp @ Leftovers
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Dragon Claw
- Fire Fang
- Earthquake
I picked Garchomp because he is a bulky sweeper that has some good coverage. I picked Dragon Claw, for the STAB bonus and for some good damage. I picked Earthquake for the same reasons as Dragon Claw, and picked Crunch to give him some coverage choice. I picked Fire Fang to help deal with any potential Ice types that may come and try to disrupt him.
Volcarona @ Buginium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Quiver Dance
- Bug Buzz
- Fiery Dance
- U-turn
I picked Volcarona to deal with the Grass pokemon issue that my team may have to face, as it has two good types against them, as well as ice types. I picked Quiver Dance to help boost up and make him have the possibility to setup and sweep. I picked Bug Buzz as a good STAB option against Grass, Psychic and Dark types. I picked Fiery Dance for a good Fire type STAB, with the chance to help Volcarona gain some extra Special Attack. Last I picked U-Turn as more of a safety option in case I need to get a surprise switch out, but thinking of changing this move to possibly help with coverage.
Toxapex @ Leftovers
Ability: Merciless
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Toxic Spikes
- Recover
- Scald
- Poison Jab
I picked Toxapex for it's bulk, mainly to use as a lead in option to set up toxic spikes against the enemy team and for possible switch in if a move needs to be tanked. I picked Toxic Spikes to help spread poison to the enemy team as mentioned earlier. I picked Recover to help gain back HP and stall if needed. I picked Scald because it is a good STAB move for Toxapex and can cause burns in case of a pokemon not being able to be poisoned. Finally I picked Poison Jab for the STAB and the extra chance of poisoning the other lead pokemon.
Magnezone @ Air Balloon
Ability: Magnet Pull
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Flash Cannon
- Thunderbolt
- Hidden Power [Fire]
- Toxic
I picked Magnezone to help deal with any Fairy types and any Flying types, as I realised I didn't have much of an answer for either. I picked Flash Cannon as a STAB move to deal with Fairy pokemon. I picked Thunderbolt for a STAB move to deal with both Flying and Water types. I picked Hidden Power Fire to help deal with another Magnezone or Steel type that might switch in and trap my Magnezone. I picked Toxic simply to put out more poisoned status effects, but willing to look into another option here.
For the Items I went with items that were recommended to me by someone I know, as well as looking through Smogon to determine what was the best item to take for that particular pokemon
Mimikyu @ Life Orb
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Shadow Claw
- Shadow Sneak
- Play Rough
I picked Mimiky as my main sweeper, as he is able to switch in on any one free hit or to be used as a lead to set up with swords dance, I use Swords Dance to set up, as I have the possibility for one free turn with it, I have Shadow Claw because it can crit easily and is a good STAB move, I have Shadow Sneak as another Ghost type move simply to hit a super effective attack on a pokemon that might be faster then Mimikyu, and I have Play Rough as more of a cover STAB move to help deal with pesky Dragon types that may harm my team, as Mimikyu is immune to both Dragon and Fighting
Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Punch
- Fire Punch
- Power-Up Punch
- Zen Headbutt
I picked Mega Medicham because he helps deliver a good amount of coverage moves with the different punches, as Ice Punch is super effective against both Flying and Ground types, and Fire Punch is simply there to help deal with Bugs and Grass types, although I may switch this to Thunder Punch to deal with Water types instead. Power-Up Punch I use as a boosting STAB move as it gives more damage for Medicham's other moves. Zen Head is the last move and is used for another coverage option that also has a STAB
Garchomp @ Leftovers
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Dragon Claw
- Fire Fang
- Earthquake
I picked Garchomp because he is a bulky sweeper that has some good coverage. I picked Dragon Claw, for the STAB bonus and for some good damage. I picked Earthquake for the same reasons as Dragon Claw, and picked Crunch to give him some coverage choice. I picked Fire Fang to help deal with any potential Ice types that may come and try to disrupt him.
Volcarona @ Buginium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Quiver Dance
- Bug Buzz
- Fiery Dance
- U-turn
I picked Volcarona to deal with the Grass pokemon issue that my team may have to face, as it has two good types against them, as well as ice types. I picked Quiver Dance to help boost up and make him have the possibility to setup and sweep. I picked Bug Buzz as a good STAB option against Grass, Psychic and Dark types. I picked Fiery Dance for a good Fire type STAB, with the chance to help Volcarona gain some extra Special Attack. Last I picked U-Turn as more of a safety option in case I need to get a surprise switch out, but thinking of changing this move to possibly help with coverage.
Toxapex @ Leftovers
Ability: Merciless
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Toxic Spikes
- Recover
- Scald
- Poison Jab
I picked Toxapex for it's bulk, mainly to use as a lead in option to set up toxic spikes against the enemy team and for possible switch in if a move needs to be tanked. I picked Toxic Spikes to help spread poison to the enemy team as mentioned earlier. I picked Recover to help gain back HP and stall if needed. I picked Scald because it is a good STAB move for Toxapex and can cause burns in case of a pokemon not being able to be poisoned. Finally I picked Poison Jab for the STAB and the extra chance of poisoning the other lead pokemon.
Magnezone @ Air Balloon
Ability: Magnet Pull
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Flash Cannon
- Thunderbolt
- Hidden Power [Fire]
- Toxic
I picked Magnezone to help deal with any Fairy types and any Flying types, as I realised I didn't have much of an answer for either. I picked Flash Cannon as a STAB move to deal with Fairy pokemon. I picked Thunderbolt for a STAB move to deal with both Flying and Water types. I picked Hidden Power Fire to help deal with another Magnezone or Steel type that might switch in and trap my Magnezone. I picked Toxic simply to put out more poisoned status effects, but willing to look into another option here.