Hello. My team is nothing too original with some sets just ripped off smogon but that's the whole point of my team. There's no need to do anything original or different with it since all of the creatures are very powerful and can take a hit. I'm not entirely sure if one set is considered UU for any creature but anyways here it is:
1) Sandslash (U Spin Me)- Lead/Rocks
Item- Leftovers
Ability- Sand Veil
Nature- Impish
EV's- 252 HP / 4 Atk / 252 Spe
- Stealth Rocks
- Rapid Spin
- Earthquake
- Stone Edge
I use my Sandslash for straight Rocks and Rapid spin. If it can get damage off then that's great and the STAB earthquake helps me out alot. I like having Sandslash as a lead since it is immune to any electric move (such as twave) so it doesn't really need a lum berry. The only thing I would worry about is being toxic'd but that wouldn't change much since Sandslash just gets off one maybe two hits then leaves. Sandslash needs to blow away stealth rocks since charizard takes 50% damage and jumpluff takes 25% which is bad.
2) Ampharos (Ayyy)- Special Tank
Item- Leftovers
Ability- Static
Nature- Calm
EV's- 252 HP / 80 SpA / 176 SpD
- Thunderbolt
- Heal Bell
- Toxic
- Focus Blast
Ampharos serves to stall/get off some damage. With amazing special defense and good special attack, nothing is impossible. If my opponent decides to send out a creature with a physical rock set, I can just toxic stall it as apposed to wilo wisping and hope to just slowly kill it. I recently added Heal Bell because it's the perfect backup plan incase my opponent is about toxic stalling/burning. Nothing much else to say besides I take thunderbolt over discharge since it has a 30 percent chance of paralyze because of static.
3) Porygon2 (Quackers)- Wall
Item- Leftovers
Ability- Trace
Nature- Bold
EV's- 252 HP / 216 Def / 40 SpA
- Tri Attack
- Ice Beam
- Recover
- Toxic
Porygon2 is great in every stat except for it's speed so I made put it as a Bold nature so it's physical defense can be at par with it's special defense. With trace, I can just chose what ability I want and as long as the other creature doesn't use fighting moves, I will have a pretty good wall.
4) Espeon (NotChoiced)- Choice/Revenge
Item- Choice Specs
Ability- Synchronize
Nature- Timid
EV's- 32 HP / 252 SpA / 224 Spe
- Psychic
- Hidden Power Fire
- Signal Beam
- Trick
Exact set off of smogon I am so original lol. Espeon loves to one hit kill any creature with low special defense and can outspeed most NU's so if it is near death then it's the perfect time to trick the specs that's why I chose specs over scarf because the opponent could benefit and I don't want that. Espeon also makes for a great revenge killer since none of my team uses choice scarf.
5) Jumpluff (No Skill)- Support
Item- Leftovers
Ability- Chlorophyll
Nature- Timid
EV's- 188 Def / 68 SpD / 252 Spe
- Leech Seed
- Substitute
- Sleep Powder
- Encore
The name just gives it all away. Everyone knows what to expect and I apologize for using it in my team. The whole point is to get back health since I have no creature with wish at all. Again, sorry.
6) Charizard (Rawr)- Sweep
Item- Life Orb
Ability- Blaze
Nature- Hasty
EV's- 60 Atk / 252 SpA / 196 Spe
- Fire Blast
- Earthquake
- Roost
- Hidden Power Electric
Charizard is the game ender. Since stealth rocks take 50% of it's health, I pretty much need to have leech seed set up from the last turn to recover if not then that's why roost is there. Life orb is great for the fact that charizard is a great attacker and I decided to lower it's defense since I don't want to sent it out to a physical creature although I will if I have to. I just have to watch for a rock move just one hit could kill charizard and just end the game for me there.
If you read this far then thanks a ton! Also, if you have any sort of constructive criticism I'd love to hear it. I understand if my team is just plain terrible I just think that it works well since there is no major weakness besides rock(2 creatures) plus it has everything any other team would have minus a rapid spinner. Thanks!
1) Sandslash (U Spin Me)- Lead/Rocks
Item- Leftovers
Ability- Sand Veil
Nature- Impish
EV's- 252 HP / 4 Atk / 252 Spe
- Stealth Rocks
- Rapid Spin
- Earthquake
- Stone Edge
I use my Sandslash for straight Rocks and Rapid spin. If it can get damage off then that's great and the STAB earthquake helps me out alot. I like having Sandslash as a lead since it is immune to any electric move (such as twave) so it doesn't really need a lum berry. The only thing I would worry about is being toxic'd but that wouldn't change much since Sandslash just gets off one maybe two hits then leaves. Sandslash needs to blow away stealth rocks since charizard takes 50% damage and jumpluff takes 25% which is bad.
2) Ampharos (Ayyy)- Special Tank
Item- Leftovers
Ability- Static
Nature- Calm
EV's- 252 HP / 80 SpA / 176 SpD
- Thunderbolt
- Heal Bell
- Toxic
- Focus Blast
Ampharos serves to stall/get off some damage. With amazing special defense and good special attack, nothing is impossible. If my opponent decides to send out a creature with a physical rock set, I can just toxic stall it as apposed to wilo wisping and hope to just slowly kill it. I recently added Heal Bell because it's the perfect backup plan incase my opponent is about toxic stalling/burning. Nothing much else to say besides I take thunderbolt over discharge since it has a 30 percent chance of paralyze because of static.
3) Porygon2 (Quackers)- Wall
Item- Leftovers
Ability- Trace
Nature- Bold
EV's- 252 HP / 216 Def / 40 SpA
- Tri Attack
- Ice Beam
- Recover
- Toxic
Porygon2 is great in every stat except for it's speed so I made put it as a Bold nature so it's physical defense can be at par with it's special defense. With trace, I can just chose what ability I want and as long as the other creature doesn't use fighting moves, I will have a pretty good wall.
4) Espeon (NotChoiced)- Choice/Revenge
Item- Choice Specs
Ability- Synchronize
Nature- Timid
EV's- 32 HP / 252 SpA / 224 Spe
- Psychic
- Hidden Power Fire
- Signal Beam
- Trick
Exact set off of smogon I am so original lol. Espeon loves to one hit kill any creature with low special defense and can outspeed most NU's so if it is near death then it's the perfect time to trick the specs that's why I chose specs over scarf because the opponent could benefit and I don't want that. Espeon also makes for a great revenge killer since none of my team uses choice scarf.
5) Jumpluff (No Skill)- Support
Item- Leftovers
Ability- Chlorophyll
Nature- Timid
EV's- 188 Def / 68 SpD / 252 Spe
- Leech Seed
- Substitute
- Sleep Powder
- Encore
The name just gives it all away. Everyone knows what to expect and I apologize for using it in my team. The whole point is to get back health since I have no creature with wish at all. Again, sorry.
6) Charizard (Rawr)- Sweep
Item- Life Orb
Ability- Blaze
Nature- Hasty
EV's- 60 Atk / 252 SpA / 196 Spe
- Fire Blast
- Earthquake
- Roost
- Hidden Power Electric
Charizard is the game ender. Since stealth rocks take 50% of it's health, I pretty much need to have leech seed set up from the last turn to recover if not then that's why roost is there. Life orb is great for the fact that charizard is a great attacker and I decided to lower it's defense since I don't want to sent it out to a physical creature although I will if I have to. I just have to watch for a rock move just one hit could kill charizard and just end the game for me there.
If you read this far then thanks a ton! Also, if you have any sort of constructive criticism I'd love to hear it. I understand if my team is just plain terrible I just think that it works well since there is no major weakness besides rock(2 creatures) plus it has everything any other team would have minus a rapid spinner. Thanks!