Hey guys,
So I took a look at what you guys had to say and here is my revised team, with more detailed descriptions of their role and my strategy. I do tend to like bulky / stall pokemon, so I'm hoping I have a happy middle ground.
Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Hidden Power [Ice]
- Fire Blast
- Solar Beam
- Air Slash / Roost / Earthquake.
Somebody requested that I used this here duder, and now I can see why. Incredibly fast, hits like a truck, and with Hidden Power Ice I can usually take out anything that is trying to dragon dance sweep me. Solar Beam is for water types with the hopes of out-speeding them. Not many of my pokemon are fast, so having a Charizard has really helped me out. I like to open with my Charizard since it sets up Sunny Day, which my Venusaur can take great advantage of. I don't like to switch into Charizard because I don't want him taking hits; however, if he can survive 1 hit I can usually take out 2 pokemon with him. As for his last move, I'm not sure what I want. My team as it currently is has a glaring weakness to electric / poison types, so earthquake would pick up some slack. On the other hand, I'm a big fan of roost.
Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Growth
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
Oh back when I was a wee little lad, a stary-eyed dreamer selected bulbasaur as their first pokemon ever. And he has been my favorite ever since. Venusaur with Chlorophyll makes for a great duo with my Charizard. I originally had Solar Beam at my Venusaur, but I really didn't like having to set up sunny day, switch in, and then use Solar Beam. I figured if Charizard is in the field, is fast, he can get solar beam off and still usually take it out even without the STAB bonus. Without SB, I gave him Giga Drain. I am not sold on Hidden Power Fire. On the one hand I can take out steel and ice easily, but it also seems that Charizard and Venusaur double dip a lot now. This helps for that pesky Magnezone. But this might not be a bad thing. Growth is for when I switch into Venusaur and I expect my opponent to switch out for free stats. Originally I had him holding Black Sludge, but I rather enjoy life orb / giga drain.
Sableye @ Leftovers
Ability: Prankster
EVs: 252 Def / 252 HP / 4 SDef
Bold Nature
- Confuse Ray
- Will-O-Wisp
- Foul Play
- Recover
With Venusaur I no longer could justify Whimsicott, which is a shame because she is really unexpected and can throw people off their game. Moveset I think is typical for a Prankster I think. Start with confuse ray, then will-o-wisp, and then if they are a high ATK pokemon I might go for the Foul Play, or switch out. I would first try to open with this guy in order to try to disrupt any kind of set ups, but it seemed rather ineffective. I would open with confuse ray then burn, but that just didn't seem like enough to stop hazards (it would usually stop people from doing moves that raise attack). He has saved my from losing much like my paraflinch Jirachi has in the past, so I felt like I could only keep one.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Cosmic Power
- Moonblast
- Toxic
- Soft-Boiled
My BFF. My Special Defense wall, and after a few Cosmic Powers, my everything wall. With being now the only fairy type on my team, I gave it Moonblast and long story short you all are right it's much better this way. Once I realized just how low his attack stat is I kinda realized how silly by build was before. Just some minor changes and it's much better.
Cloyster Focus sash
Ability: Skill Link
EVs: 252 Spd / 252 Atk / 4 SAtk
Jolly Nature
- Rock Blast
- Icicle Spear
- Shell Smash
- Razor Shell / Rapid Spin / Ice Shard
My physical sweeper. You all were right about shell smash...I really didn't have a rapid spinner so I thought Cloyster could be the one, but after using Shell Smash once I can beast mode. I like to use Sableye to use confuse/will-o-wisp and then switch in to Cloyster for an easy shell smash set up and then do work. I'm a little torn on Razor Shell, as it only adds coverage for Rock types, which is something Venusaur could take care of. So I really don't know what to put in there, as it tends to get unused. I was thinking of adding Rapid Spin to then Skarmory could just have Whirlwind. I know that Ice Shard is another standard move for the priority, but I think Rapid Spin might be the better choice here.
Skarmory @ Leftovers
Ability: Sturdy
EVs: 232 Def / 252 HP / 24 Spd
Impish Nature
- Brave Bird
- Roost
- Spikes
- Whirlwind
And to wrap it all up we have Skarmory. My physical tank, and I use it to set up Spikes and get rid of annoying pokemon that wanna buff their stats. If I don't open with Charizard it's usually this guy to get a feel for the field, spike it up, or stop sweep set-ups. Brave Bird can do some nasty damage while Roost can prolong the fight, take care of recoil damage, and can extort life orb users (which a lot of my pokemon can do). I was trying to find a way to run defog but I just couldn't find a spot for it. I could take out whirlwind but then baton pass teams could just sweep me. I could get rid of Spikes since Defog gets rid of my own hazards as well, but I just don't know how effective it really is. Extremely weak to Magnezone, in fact my entire team is and Whirlwind will at least get him out of my hair. Sturdy is great since I can't get OHKO so I can at least get a whirldwind off to stop whatever BS is happening.
Team Concerns:
From my experience, my main concerns are electric types (like Magnezone) and Poison types (like Gengar). my team has no moves that are super effective against poison, and 3 of my pokemon sport weaknesses to electric and, with no ground type moves, once again no super effective moves. Giving Charizard Earthquake would help some, but I wonder if there is a better overall
So I took a look at what you guys had to say and here is my revised team, with more detailed descriptions of their role and my strategy. I do tend to like bulky / stall pokemon, so I'm hoping I have a happy middle ground.

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Hidden Power [Ice]
- Fire Blast
- Solar Beam
- Air Slash / Roost / Earthquake.
Somebody requested that I used this here duder, and now I can see why. Incredibly fast, hits like a truck, and with Hidden Power Ice I can usually take out anything that is trying to dragon dance sweep me. Solar Beam is for water types with the hopes of out-speeding them. Not many of my pokemon are fast, so having a Charizard has really helped me out. I like to open with my Charizard since it sets up Sunny Day, which my Venusaur can take great advantage of. I don't like to switch into Charizard because I don't want him taking hits; however, if he can survive 1 hit I can usually take out 2 pokemon with him. As for his last move, I'm not sure what I want. My team as it currently is has a glaring weakness to electric / poison types, so earthquake would pick up some slack. On the other hand, I'm a big fan of roost.

Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Growth
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
Oh back when I was a wee little lad, a stary-eyed dreamer selected bulbasaur as their first pokemon ever. And he has been my favorite ever since. Venusaur with Chlorophyll makes for a great duo with my Charizard. I originally had Solar Beam at my Venusaur, but I really didn't like having to set up sunny day, switch in, and then use Solar Beam. I figured if Charizard is in the field, is fast, he can get solar beam off and still usually take it out even without the STAB bonus. Without SB, I gave him Giga Drain. I am not sold on Hidden Power Fire. On the one hand I can take out steel and ice easily, but it also seems that Charizard and Venusaur double dip a lot now. This helps for that pesky Magnezone. But this might not be a bad thing. Growth is for when I switch into Venusaur and I expect my opponent to switch out for free stats. Originally I had him holding Black Sludge, but I rather enjoy life orb / giga drain.

Sableye @ Leftovers
Ability: Prankster
EVs: 252 Def / 252 HP / 4 SDef
Bold Nature
- Confuse Ray
- Will-O-Wisp
- Foul Play
- Recover
With Venusaur I no longer could justify Whimsicott, which is a shame because she is really unexpected and can throw people off their game. Moveset I think is typical for a Prankster I think. Start with confuse ray, then will-o-wisp, and then if they are a high ATK pokemon I might go for the Foul Play, or switch out. I would first try to open with this guy in order to try to disrupt any kind of set ups, but it seemed rather ineffective. I would open with confuse ray then burn, but that just didn't seem like enough to stop hazards (it would usually stop people from doing moves that raise attack). He has saved my from losing much like my paraflinch Jirachi has in the past, so I felt like I could only keep one.

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Cosmic Power
- Moonblast
- Toxic
- Soft-Boiled
My BFF. My Special Defense wall, and after a few Cosmic Powers, my everything wall. With being now the only fairy type on my team, I gave it Moonblast and long story short you all are right it's much better this way. Once I realized just how low his attack stat is I kinda realized how silly by build was before. Just some minor changes and it's much better.

Cloyster Focus sash
Ability: Skill Link
EVs: 252 Spd / 252 Atk / 4 SAtk
Jolly Nature
- Rock Blast
- Icicle Spear
- Shell Smash
- Razor Shell / Rapid Spin / Ice Shard
My physical sweeper. You all were right about shell smash...I really didn't have a rapid spinner so I thought Cloyster could be the one, but after using Shell Smash once I can beast mode. I like to use Sableye to use confuse/will-o-wisp and then switch in to Cloyster for an easy shell smash set up and then do work. I'm a little torn on Razor Shell, as it only adds coverage for Rock types, which is something Venusaur could take care of. So I really don't know what to put in there, as it tends to get unused. I was thinking of adding Rapid Spin to then Skarmory could just have Whirlwind. I know that Ice Shard is another standard move for the priority, but I think Rapid Spin might be the better choice here.

Skarmory @ Leftovers
Ability: Sturdy
EVs: 232 Def / 252 HP / 24 Spd
Impish Nature
- Brave Bird
- Roost
- Spikes
- Whirlwind
And to wrap it all up we have Skarmory. My physical tank, and I use it to set up Spikes and get rid of annoying pokemon that wanna buff their stats. If I don't open with Charizard it's usually this guy to get a feel for the field, spike it up, or stop sweep set-ups. Brave Bird can do some nasty damage while Roost can prolong the fight, take care of recoil damage, and can extort life orb users (which a lot of my pokemon can do). I was trying to find a way to run defog but I just couldn't find a spot for it. I could take out whirlwind but then baton pass teams could just sweep me. I could get rid of Spikes since Defog gets rid of my own hazards as well, but I just don't know how effective it really is. Extremely weak to Magnezone, in fact my entire team is and Whirlwind will at least get him out of my hair. Sturdy is great since I can't get OHKO so I can at least get a whirldwind off to stop whatever BS is happening.
Team Concerns:
From my experience, my main concerns are electric types (like Magnezone) and Poison types (like Gengar). my team has no moves that are super effective against poison, and 3 of my pokemon sport weaknesses to electric and, with no ground type moves, once again no super effective moves. Giving Charizard Earthquake would help some, but I wonder if there is a better overall
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