So I decided I really needed a new team for no reason at all, I just wanted one. I also wanted to make something without the usual combo I use (infernape/jirachi/salamence/rotom-a). So I said I would try to not use more than one of those, and make a team that works. This is what came out of it. Also, after testing this team more, I was able to LB for the first time ever. I peaked at like 1520, then started playing like shit. Still, not increadibly bad. Changes are in bold.
Mamoswine (M) @ Focus Sash
Ability: Snow Cloak
EVs: 252 Atk/4 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Stealth Rock
- Earthquake
- Ice Shard
- Protect/Superpower
This was more or less a random choice for my team. I picked out everyone else, and I just needed a lead. I looked through leads, and I saw mamoswine. I haven't used one for awhile, and looking at the metagame, it seemed like it would help. It has been doing well so far. So lay up rocks, EQ for STAB, Ice Shard for STAB. Protect helps me scout for moves, such as a scarfer move, beating infernape leads, and the such. Testing out Superpower in the last slot over protect. Haven't used it much, so no conclusion. Changed nature to jolly as to help outspeed lead heatrans. The only significant thing I lose is the ability to have a chance to kill metagross with the combo of EQ + Ice Shard, which isn't huge.
Infernape (M) @ Life Orb
Ability: Blaze
EVs: 252 Atk/192 Spd/64 SAtk
Naive nature (+Spd, -SDef)
- Close Combat
- Overheat
- Mach Punch/U-Turn
- Hidden Power [Ice]
Now when I added this, I already had the 4 guys listed below. I didn't have much of a clue at first. Then I decided I needed a good special sweeper, and a way to kill blissey more efficiently. Ape seemed like a good fit. CC for strong STAB, Overheat for STAB and hits harder than fire blast, Mach Punch for TTar and Lucario revenge kills. I have also been told to exchange the Mach Punch slot with U-Turn, as it is usually the butter of the set. I have done testing, and its more like half the time I need U-Turn, half Mach Punch, so dunno. HP ice may seem like a pretty big outlier on a physical mixape, and normally u-turn would go there. Some of my friends said I would have some trouble with salamence, so thats half the reason I added mamo. So someone suggested I run an ape with HP ice after I decided to run physical mix. With it, I can lure in mence, gliscor, and dragonite, and kill them all. It has worked pretty well so far.
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Iron Head
- Fire Punch
- Ice Punch
- U-Turn
So after taking some advice from snorlaxe, I took the spot that was once held by my scarf tyranitar, and put jirachi in its place. With it, I have a bit more solid of a check to dragons, and be able to take on tyranitar a bit better. The only problem is that now rotom has a bit easier time getting around my team, but it can probably be handled by celebi since I am usually faster, and can take it out, since scarf rotom is barely used anymore. Anyways, this is basically standard scarf jirachi. Iron Head for STAB and flinching, Fire Punch checks scizor and lucario, and hurts other steels, Ice Punch for dragons, and U-Turn for scouting. To be honest though, it seems like jirachi and tyranitar might be interchangeable, depending on how I use them.
Celebi @ Life Orb
Ability: Natural Cure
EVs: 232 HP/36 Spd/240 SAtk
Modest nature (+SAtk, -Atk)
- Thunder Wave
- Leaf Storm
- Hidden Power [Fire]
- Recover
Part one of the defensive core I wanted. I have never had anything successful with a tinkerbell celebi, and really wanted something, because I knew it had the potential. So this was the first basis for the team. I knew that this would provide me with a way to speed my opponent down, and bring potential to hit them better. T-Wave cripples, Leaf Storm for STAB, and OHKOs tyranitar because of the life orb damage. HP fire hits steels not named heatran, and other grass types, and recover to keep this thing living. I also took 4 sp atk evs and put them into speed so I could still outspeed tyranitars that aren't scarfed.
Vaporeon (M) @ Leftovers
Ability: Water Absorb
EVs: 188 HP/252 Def/68 Spd
Bold nature (+Def, -Atk)
- Wish
- Protect
- Surf
- Hidden Power [Electric]
Now that I had celebi, I wanted a good supporter. Fire types were one of my concerns, and I knew the perfect check/counter to them, vaporeon. I also knew with it, I could provide nice wish support. So Wish for healing and support, protect to get wish healing, or to scout a move and goto the proper check, Surf hits for STAB, HP electric provides a more solid gyarados check than celebi, and hits opposing water types.
Gyarados (M) @ Life Orb
Ability: Intimidate
EVs: 252 Atk/4 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Dragon Dance
- Waterfall
- Stone Edge
- Earthquake
Now that I had my defensive core, I needed a sweeper. I looked through both vaporeons and celebis analysis', and looked for a sweeper that would be covered by both. I also looked at what they took down, and with what they could do, gyarados seemed a sound option. So I opted for life orb over leftovers to gain more power, and I also have wish support being ran, so prior damage + SS won't be the biggest concern. Waterfall for STAB, Stone Edge provides great coverage by hitting fliers, EQ hits steels that may be a nuisince. I opted for it over bounce, as the rest of my team can deal with what bounce would want to hit, same with ice fang. Trying out jolly. Helps me deal with heatrans that want to explode on me, and also beat jolteons. Kinda missing the power, but not sure.
So thats my team, hope you like it. Leave any rates, all appreciated.

Mamoswine (M) @ Focus Sash
Ability: Snow Cloak
EVs: 252 Atk/4 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Stealth Rock
- Earthquake
- Ice Shard
- Protect/Superpower
This was more or less a random choice for my team. I picked out everyone else, and I just needed a lead. I looked through leads, and I saw mamoswine. I haven't used one for awhile, and looking at the metagame, it seemed like it would help. It has been doing well so far. So lay up rocks, EQ for STAB, Ice Shard for STAB. Protect helps me scout for moves, such as a scarfer move, beating infernape leads, and the such. Testing out Superpower in the last slot over protect. Haven't used it much, so no conclusion. Changed nature to jolly as to help outspeed lead heatrans. The only significant thing I lose is the ability to have a chance to kill metagross with the combo of EQ + Ice Shard, which isn't huge.

Infernape (M) @ Life Orb
Ability: Blaze
EVs: 252 Atk/192 Spd/64 SAtk
Naive nature (+Spd, -SDef)
- Close Combat
- Overheat
- Mach Punch/U-Turn
- Hidden Power [Ice]
Now when I added this, I already had the 4 guys listed below. I didn't have much of a clue at first. Then I decided I needed a good special sweeper, and a way to kill blissey more efficiently. Ape seemed like a good fit. CC for strong STAB, Overheat for STAB and hits harder than fire blast, Mach Punch for TTar and Lucario revenge kills. I have also been told to exchange the Mach Punch slot with U-Turn, as it is usually the butter of the set. I have done testing, and its more like half the time I need U-Turn, half Mach Punch, so dunno. HP ice may seem like a pretty big outlier on a physical mixape, and normally u-turn would go there. Some of my friends said I would have some trouble with salamence, so thats half the reason I added mamo. So someone suggested I run an ape with HP ice after I decided to run physical mix. With it, I can lure in mence, gliscor, and dragonite, and kill them all. It has worked pretty well so far.

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Iron Head
- Fire Punch
- Ice Punch
- U-Turn
So after taking some advice from snorlaxe, I took the spot that was once held by my scarf tyranitar, and put jirachi in its place. With it, I have a bit more solid of a check to dragons, and be able to take on tyranitar a bit better. The only problem is that now rotom has a bit easier time getting around my team, but it can probably be handled by celebi since I am usually faster, and can take it out, since scarf rotom is barely used anymore. Anyways, this is basically standard scarf jirachi. Iron Head for STAB and flinching, Fire Punch checks scizor and lucario, and hurts other steels, Ice Punch for dragons, and U-Turn for scouting. To be honest though, it seems like jirachi and tyranitar might be interchangeable, depending on how I use them.

Celebi @ Life Orb
Ability: Natural Cure
EVs: 232 HP/36 Spd/240 SAtk
Modest nature (+SAtk, -Atk)
- Thunder Wave
- Leaf Storm
- Hidden Power [Fire]
- Recover
Part one of the defensive core I wanted. I have never had anything successful with a tinkerbell celebi, and really wanted something, because I knew it had the potential. So this was the first basis for the team. I knew that this would provide me with a way to speed my opponent down, and bring potential to hit them better. T-Wave cripples, Leaf Storm for STAB, and OHKOs tyranitar because of the life orb damage. HP fire hits steels not named heatran, and other grass types, and recover to keep this thing living. I also took 4 sp atk evs and put them into speed so I could still outspeed tyranitars that aren't scarfed.

Vaporeon (M) @ Leftovers
Ability: Water Absorb
EVs: 188 HP/252 Def/68 Spd
Bold nature (+Def, -Atk)
- Wish
- Protect
- Surf
- Hidden Power [Electric]
Now that I had celebi, I wanted a good supporter. Fire types were one of my concerns, and I knew the perfect check/counter to them, vaporeon. I also knew with it, I could provide nice wish support. So Wish for healing and support, protect to get wish healing, or to scout a move and goto the proper check, Surf hits for STAB, HP electric provides a more solid gyarados check than celebi, and hits opposing water types.

Gyarados (M) @ Life Orb
Ability: Intimidate
EVs: 252 Atk/4 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Dragon Dance
- Waterfall
- Stone Edge
- Earthquake
Now that I had my defensive core, I needed a sweeper. I looked through both vaporeons and celebis analysis', and looked for a sweeper that would be covered by both. I also looked at what they took down, and with what they could do, gyarados seemed a sound option. So I opted for life orb over leftovers to gain more power, and I also have wish support being ran, so prior damage + SS won't be the biggest concern. Waterfall for STAB, Stone Edge provides great coverage by hitting fliers, EQ hits steels that may be a nuisince. I opted for it over bounce, as the rest of my team can deal with what bounce would want to hit, same with ice fang. Trying out jolly. Helps me deal with heatrans that want to explode on me, and also beat jolteons. Kinda missing the power, but not sure.
So thats my team, hope you like it. Leave any rates, all appreciated.