Team Ninjaggron
So, this is my first RMT, so forgive me if I'm doing it wrong.
This is the team that I’ve been using for… well, almost the beginning, albeit with a variety of changes. This may be my first post here, but I’m no noob, and with this team, I’ve gotten to a respectable 1150 on the Smogon Shoddy Battle Server, so, here it is!
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 80 HP/252 Atk/176 Spd
Jolly nature (+Spd, -SAtk)
- Iron Head
- Stealth Rock
- Trick
- U-turn
Comments: This is the classic Jirachi Lead. It is usually able to set down Stealth Rocks, which are vital for my team, can often permanently cripple an opponent, thanks to a move known as Trick, can scout, thanks to U-Turn, and, if necessary, attack or flinch-hax with Iron Head
Why was this chosen?: It’s bulky, mainly, and so has its use mid game as a bulky offense or to scout. If the opponent has, say, an Aerodactyl or other suicide lead, I can cripple it by giving it a Scarf, and then giving the Focus Sash onto a pesky wall. Stealth Rock is almost necessary, and can prevent the opponent from laying it down as well.
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Gyarados (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP/248 Def/12 Spd
Impish nature (+Def, -SAtk)
- Rest
- Sleep Talk
- Roar
- Waterfall
Comments: The classic Rest-Talk Gyarados. It can survive almost anything, bar Electric, and then heal, phaze or attack, and is an amazing status absorber. Waterfall is good if it hits at least neutrally, but if it isn’t, or if I predict a switch I use Roar (which happens more often than you’d think) to scout and to build up residual damage.
Why was it chosen?: Great synergy with the lead. It is immune to the Ground type moves, and laughs (or, well, Roars) at the face of Fire- about 70% of Jirachi’s U-turns lead to this beast.
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Hippowdon (M) @ Leftovers
Ability: Sand Stream
EVs: 252 HP/168 Def/88 SDef
Impish nature (+Def, -SAtk)
- Earthquake
- Slack Off
- Roar
- Toxic
Comments: Again, classic bulky Hippowdon. But it does its job, and it’s classic for a reason. Slack Off for healing, Earthquake for attacking, Roar and Toxic for their utility.
Why was it chosen?: Really, I had no choice. Sandstorm, the end. However, it rounds off the team’s defensive trio and can do its own damage. And, it’s extremely bulky, able to withstand even Ice-Type attacks and heal it right back.
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Latias (F) @ Choice Scarf
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Draco Meteor
- Grass Knot
- Hidden Power [Fire]
- Surf
Comments: The revenge killer. You may question the replacement of Trick and Thunderbolt for Grass Knot and HP Fire. The niche of Trick has, of course, been already covered by Jirachi and replaced with HP Fire to Kill All Steels, and Thunderbolt has been replaced by Grass Knot to finish Swampert, who could otherwise Roar the team, and possibly the whole strategy.
Why was it chosen?: It’s speed. Using, say, Heatran, against a Trick Scarfed Aerodactyl would be suicide. In addition, it does have that nice immunity to ground, so that it can switch in easily, and grants the team much needed type coverage.
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Ninjask (M) @ Liechi Berry
Ability: Speed Boost
EVs: 244 HP/12 Atk/184 Def/68 Spd
Adamant nature (+Atk, -SAtk)
- Protect
- Substitute
- Baton Pass
- X-Scissor
Comments: A Speed passer. Alternating Protect and Substitute will grant a guaranteed +3 Speed Boost to Aggron, factoring in Sandstorm and Stealth Rock, unless the opponent happens to outspeed the Ninjask on the second turn- needless to say, an unlikely scenario. Liechi Berry gives a +1 Attack boost to the receiver, and the EVs allow the Ninjask to switch in to a ground type move, and still stall out for 3 turns. In addition, if the opponent, for any reason, does not attack on the second turn, the Substitute is also passed.
Why was this chosen?: What other Pokemon passes +3 Speed and +1 attack in the worst case scenario? It gets the job done, and may attack if necessary or gains the opportunity.
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Aggron (M) @ Leftovers
Ability: Rock Head
EVs: 160 HP/252 Atk/96 Spd
Adamant nature (+Atk, -SAtk)
- Substitute
- Head Smash
- Earthquake
- Magnet Rise
Comments: And here it is, the beast. A base 225 (factoring STAB) attack with a +1 boost coming off base 110 attack will destroy even things that resist it. Substitute and Magnet Rise grant a safe against missed attacks from an 85% Head Smash or a Vaccum Wave/Mach Punch, and Earthquake is there for coverage and if I don’t feel like risking Head Smash’s accuracy.
Why was this chosen?: Why wasn’t this chosen would be a better question. For comparison, it is able to OHKO Skarmory without Stealth Rock, and deal 66.1% - 78% on 252/40 Gliscor- the premiere physical tank. It almost OHKO’s the entire metagame. Ninjask’s almost guaranteed +3 boost brings its speed to 400, capable of outspeeding Scarfed Heatran, and the majority of Scarfed Pokemon faster than that can’t even touch the substitutes. In addition, who uses Earthquake or Close Combat on Ninjask?
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So, there you have it. The general strategy is quite simple. Use the first four (Jirachi, Gyara, Hippowdon and Latias) to set up the Ninjaggron combo with Sansdstorm and Stealth Rock, and them scout for and defeat the Pokemon that can put an end to the Ninjask/Aggron combo. These Pokemon are: Phazers, Dragon Dancers, and Lucario.
Phazers could possibly end the strategy, as Ninjask can only switch in once with Stealth Rock up, and, if it goes in, I can X-Scissor once before it’s gone permanently. Although this is an unlikely situation, it has happened 1 to many times. Latias is used to stop this- Grass Knot for Swampert, HP Fire for Skarmory, and Draco Meteor for Gliscor and the other Physical Walls.
Dragon Dancers see the stalling Ninjask as set-up bait, and can usually outspeed the incoming Aggron and destroy it before it can attack, hence the use of two Phazers on my team, who also deal reliable physical damage.
Lucario can also faint Aggron with +1 priority Vacuum Wave, but it is normally defeated before Aggron comes out, thanks to HP Fire from Latias or Hippowdon’s STAB Earthquake.
You may question the lack of a Rapid Spinner. I don’t think a Spinner it so important to give one its own position on the team, because a +3 Speed from Ninjask is ample, Gyara can easily heal of its damage, and both he and Latias has nothing to worry from Spikes.
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Last look:
So yeah, that’s my team, and I’d like help on want I can do to improve it, so rate and review.
This is the team that I’ve been using for… well, almost the beginning, albeit with a variety of changes. This may be my first post here, but I’m no noob, and with this team, I’ve gotten to a respectable 1150 on the Smogon Shoddy Battle Server, so, here it is!

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 80 HP/252 Atk/176 Spd
Jolly nature (+Spd, -SAtk)
- Iron Head
- Stealth Rock
- Trick
- U-turn
Comments: This is the classic Jirachi Lead. It is usually able to set down Stealth Rocks, which are vital for my team, can often permanently cripple an opponent, thanks to a move known as Trick, can scout, thanks to U-Turn, and, if necessary, attack or flinch-hax with Iron Head
Why was this chosen?: It’s bulky, mainly, and so has its use mid game as a bulky offense or to scout. If the opponent has, say, an Aerodactyl or other suicide lead, I can cripple it by giving it a Scarf, and then giving the Focus Sash onto a pesky wall. Stealth Rock is almost necessary, and can prevent the opponent from laying it down as well.
---

Gyarados (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP/248 Def/12 Spd
Impish nature (+Def, -SAtk)
- Rest
- Sleep Talk
- Roar
- Waterfall
Comments: The classic Rest-Talk Gyarados. It can survive almost anything, bar Electric, and then heal, phaze or attack, and is an amazing status absorber. Waterfall is good if it hits at least neutrally, but if it isn’t, or if I predict a switch I use Roar (which happens more often than you’d think) to scout and to build up residual damage.
Why was it chosen?: Great synergy with the lead. It is immune to the Ground type moves, and laughs (or, well, Roars) at the face of Fire- about 70% of Jirachi’s U-turns lead to this beast.
---

Hippowdon (M) @ Leftovers
Ability: Sand Stream
EVs: 252 HP/168 Def/88 SDef
Impish nature (+Def, -SAtk)
- Earthquake
- Slack Off
- Roar
- Toxic
Comments: Again, classic bulky Hippowdon. But it does its job, and it’s classic for a reason. Slack Off for healing, Earthquake for attacking, Roar and Toxic for their utility.
Why was it chosen?: Really, I had no choice. Sandstorm, the end. However, it rounds off the team’s defensive trio and can do its own damage. And, it’s extremely bulky, able to withstand even Ice-Type attacks and heal it right back.
---

Latias (F) @ Choice Scarf
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Draco Meteor
- Grass Knot
- Hidden Power [Fire]
- Surf
Comments: The revenge killer. You may question the replacement of Trick and Thunderbolt for Grass Knot and HP Fire. The niche of Trick has, of course, been already covered by Jirachi and replaced with HP Fire to Kill All Steels, and Thunderbolt has been replaced by Grass Knot to finish Swampert, who could otherwise Roar the team, and possibly the whole strategy.
Why was it chosen?: It’s speed. Using, say, Heatran, against a Trick Scarfed Aerodactyl would be suicide. In addition, it does have that nice immunity to ground, so that it can switch in easily, and grants the team much needed type coverage.
---

Ninjask (M) @ Liechi Berry
Ability: Speed Boost
EVs: 244 HP/12 Atk/184 Def/68 Spd
Adamant nature (+Atk, -SAtk)
- Protect
- Substitute
- Baton Pass
- X-Scissor
Comments: A Speed passer. Alternating Protect and Substitute will grant a guaranteed +3 Speed Boost to Aggron, factoring in Sandstorm and Stealth Rock, unless the opponent happens to outspeed the Ninjask on the second turn- needless to say, an unlikely scenario. Liechi Berry gives a +1 Attack boost to the receiver, and the EVs allow the Ninjask to switch in to a ground type move, and still stall out for 3 turns. In addition, if the opponent, for any reason, does not attack on the second turn, the Substitute is also passed.
Why was this chosen?: What other Pokemon passes +3 Speed and +1 attack in the worst case scenario? It gets the job done, and may attack if necessary or gains the opportunity.
---

Aggron (M) @ Leftovers
Ability: Rock Head
EVs: 160 HP/252 Atk/96 Spd
Adamant nature (+Atk, -SAtk)
- Substitute
- Head Smash
- Earthquake
- Magnet Rise
Comments: And here it is, the beast. A base 225 (factoring STAB) attack with a +1 boost coming off base 110 attack will destroy even things that resist it. Substitute and Magnet Rise grant a safe against missed attacks from an 85% Head Smash or a Vaccum Wave/Mach Punch, and Earthquake is there for coverage and if I don’t feel like risking Head Smash’s accuracy.
Why was this chosen?: Why wasn’t this chosen would be a better question. For comparison, it is able to OHKO Skarmory without Stealth Rock, and deal 66.1% - 78% on 252/40 Gliscor- the premiere physical tank. It almost OHKO’s the entire metagame. Ninjask’s almost guaranteed +3 boost brings its speed to 400, capable of outspeeding Scarfed Heatran, and the majority of Scarfed Pokemon faster than that can’t even touch the substitutes. In addition, who uses Earthquake or Close Combat on Ninjask?
---
So, there you have it. The general strategy is quite simple. Use the first four (Jirachi, Gyara, Hippowdon and Latias) to set up the Ninjaggron combo with Sansdstorm and Stealth Rock, and them scout for and defeat the Pokemon that can put an end to the Ninjask/Aggron combo. These Pokemon are: Phazers, Dragon Dancers, and Lucario.
Phazers could possibly end the strategy, as Ninjask can only switch in once with Stealth Rock up, and, if it goes in, I can X-Scissor once before it’s gone permanently. Although this is an unlikely situation, it has happened 1 to many times. Latias is used to stop this- Grass Knot for Swampert, HP Fire for Skarmory, and Draco Meteor for Gliscor and the other Physical Walls.
Dragon Dancers see the stalling Ninjask as set-up bait, and can usually outspeed the incoming Aggron and destroy it before it can attack, hence the use of two Phazers on my team, who also deal reliable physical damage.
Lucario can also faint Aggron with +1 priority Vacuum Wave, but it is normally defeated before Aggron comes out, thanks to HP Fire from Latias or Hippowdon’s STAB Earthquake.
You may question the lack of a Rapid Spinner. I don’t think a Spinner it so important to give one its own position on the team, because a +3 Speed from Ninjask is ample, Gyara can easily heal of its damage, and both he and Latias has nothing to worry from Spikes.
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Last look:






So yeah, that’s my team, and I’d like help on want I can do to improve it, so rate and review.