Hello. I was in the mentorship program and I built this team together with my tutor (Cherub Agent)
I want to see if there are any flaws that we both missed.
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gren (Greninja) @ Focus Sash
Ability: Protean
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Scald
- Ice Beam
- Extrasensory
- Hidden Power [Fire]
The team basically started when I chose Greninja, simply because I found it cool.
The other teammates basically revolve around Greninja.
I used to use Hydro Pump, but had been really unlucky, so I changed it.
Hidden Power Fire to hit annoying Ferrothorn and other steel types or grass types that think can wall water moves, excellent coverage.
Extrasensory for hitting fighting types.
Focus sash because Talonflame.
Bisharp @ Black Belt
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Sucker Punch
- Knock Off
- Iron Head
- Pursuit
Bisharp works quite well with Greninja. It's part of the Greninja-Bisharp-Aegislash triangle.
Greninja hopefully rids some of the fire types and ground types for Bisharp, so as Rotom-W.
Then, Bisharp is quite strong, with STAB priority (Sucker punch)
Knock Off and Iron Head are reliable STABs.
Pursuit is for psychic types who want to switch out, including Latios, Latias.
Aegislash @ Air Balloon
Ability: Stance Change
EVs: 12 Atk / 244 SAtk / 252 Spd
Hasty Nature
- Sacred Sword
- Shadow Sneak
- Shadow Ball
- Kings Shield
Helps dealing with fighting types/ switching in potential fighting moves for Greninja and Bisharp.
Good teammate for the Greninja-Bisharp-Aegislash triangle.
Air balloon because Excadrill had been annoying. Also, the team has 3 Pokemon weak to Ground moves.
Sacred Sword hits Tyrannitar hard.
Shadow Sneak for priority.
Shadow Ball is good because even if Aegislash is burnt, it can still attack with full power.
King's Shield can occasionally lower the attack stat of offensive physical attackers.
Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 208 Def / 48 Spd
Bold Nature
- Volt Switch
- Will-O-Wisp
- Hydro Pump
- Rest
The utility Pokemon of the team. It is very good at switching in ground moves, and buffering fire moves in case Greninja is dead or cannot deal with the threat.
It is very bulky. So it's main use is to switch into threats.
It also has WoW to lower physical attack of opposing Pokemon.
It can also deal with water Pokemon to some degree.
It is very reliable and can afford to miss Hydro Pump, that's why it has Hydro Pump when Greninja does not.
Deoxys-Defense @ Red Card
Ability: Pressure
EVs: 200 HP / 52 Atk / 4 Def / 252 Spd
Jolly Nature
- Stealth Rock
- Superpower
- Taunt
- Spikes
Good for set up and taking damage. Can be lead because it has Stealth Rock, Spikes AND taunt all together. This makes quality lead/ anti-lead.
Red card to force out Baton Passers or other set-ups, hopefully after stealth rock is up.
Superpower for Tyrannitar. Speed EV also for outspeeding Tyranitar.
Taunt for halting opposing set ups.
Spikes and Stealth Rock for entry hazards.
Charizard @ Charizardite X
Ability: Blaze
EVs: 108 HP / 240 Atk / 160 Spd
Jolly Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost
I wanted a good Mega that resists Fire moves, and is not Water type since I already have 2 of these in my team. Mega Char X fits the bill nicely for being x0.25 resist to fire.
So I made it the bulky version to take quite a lot of damage.
Helps take fire moves for Bisharp and Aegislash.
Roost makes it last longer and good at taking moves.
I want to see if there are any flaws that we both missed.
===============================================
gren (Greninja) @ Focus Sash
Ability: Protean
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Scald
- Ice Beam
- Extrasensory
- Hidden Power [Fire]
The team basically started when I chose Greninja, simply because I found it cool.
The other teammates basically revolve around Greninja.
I used to use Hydro Pump, but had been really unlucky, so I changed it.
Hidden Power Fire to hit annoying Ferrothorn and other steel types or grass types that think can wall water moves, excellent coverage.
Extrasensory for hitting fighting types.
Focus sash because Talonflame.

Bisharp @ Black Belt
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Sucker Punch
- Knock Off
- Iron Head
- Pursuit
Bisharp works quite well with Greninja. It's part of the Greninja-Bisharp-Aegislash triangle.
Greninja hopefully rids some of the fire types and ground types for Bisharp, so as Rotom-W.
Then, Bisharp is quite strong, with STAB priority (Sucker punch)
Knock Off and Iron Head are reliable STABs.
Pursuit is for psychic types who want to switch out, including Latios, Latias.
Aegislash @ Air Balloon
Ability: Stance Change
EVs: 12 Atk / 244 SAtk / 252 Spd
Hasty Nature
- Sacred Sword
- Shadow Sneak
- Shadow Ball
- Kings Shield
Helps dealing with fighting types/ switching in potential fighting moves for Greninja and Bisharp.
Good teammate for the Greninja-Bisharp-Aegislash triangle.
Air balloon because Excadrill had been annoying. Also, the team has 3 Pokemon weak to Ground moves.
Sacred Sword hits Tyrannitar hard.
Shadow Sneak for priority.
Shadow Ball is good because even if Aegislash is burnt, it can still attack with full power.
King's Shield can occasionally lower the attack stat of offensive physical attackers.

Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 208 Def / 48 Spd
Bold Nature
- Volt Switch
- Will-O-Wisp
- Hydro Pump
- Rest
The utility Pokemon of the team. It is very good at switching in ground moves, and buffering fire moves in case Greninja is dead or cannot deal with the threat.
It is very bulky. So it's main use is to switch into threats.
It also has WoW to lower physical attack of opposing Pokemon.
It can also deal with water Pokemon to some degree.
It is very reliable and can afford to miss Hydro Pump, that's why it has Hydro Pump when Greninja does not.

Deoxys-Defense @ Red Card
Ability: Pressure
EVs: 200 HP / 52 Atk / 4 Def / 252 Spd
Jolly Nature
- Stealth Rock
- Superpower
- Taunt
- Spikes
Good for set up and taking damage. Can be lead because it has Stealth Rock, Spikes AND taunt all together. This makes quality lead/ anti-lead.
Red card to force out Baton Passers or other set-ups, hopefully after stealth rock is up.
Superpower for Tyrannitar. Speed EV also for outspeeding Tyranitar.
Taunt for halting opposing set ups.
Spikes and Stealth Rock for entry hazards.

Charizard @ Charizardite X
Ability: Blaze
EVs: 108 HP / 240 Atk / 160 Spd
Jolly Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost
I wanted a good Mega that resists Fire moves, and is not Water type since I already have 2 of these in my team. Mega Char X fits the bill nicely for being x0.25 resist to fire.
So I made it the bulky version to take quite a lot of damage.
Helps take fire moves for Bisharp and Aegislash.
Roost makes it last longer and good at taking moves.
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