Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Ice Punch
- Zen Headbutt
Regular Mega Medicham Breaks Walls and has almost No Switch ins finishes off games where it is the fastest thing left. Fake out to give me the free mega. Hi Jump Kick for massive damage on anything. Ice Punch to deal with Landorus/Garchomp. Zen headbutt for stab/flinch.
Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rapid Spin
- Rock Slide
Rapid spinner for hazard stackers pairs well with t-tar to break down opponents team puts in lots of work. Earthquake for massive damage. Iron Head for fairy types and for nice stab. Rapid Spin again to deal with hazard stackers. Rock Slide to reliably Kill talon and any other flyers that switch in on earthquakes.
Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Pursuit
- Stone Edge
- Earthquake
Pursuit traps common Latias/Latios and any other psychic types that might be bothersome. Crunch if I predict them to stay in or if I just want damage on. Pursuit for the reliable trap. Stone Edge for stab and to deal with flyers. Earthquake for nice damage.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
Nice lead for volt switch initiative, also my special wall that can will-o-wisp any physical threats. It is also my earthquake immunity and has recovery in the form of pain split, my main pivot. Hydro Pump for stab damage. Volt Switch for initiative. Will-o-Wisp to Shut down physical attackers. Pain Split for recovery.
Tangrowth @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 152 Def / 108 SpD
Impish Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Sleep Powder
- Giga Drain
- Hidden Power [Fire]
- Sludge Bomb
My other pivot, this is my physical wall able to take any physical attack and put it to sleep or deal enough damage for my offensive mons to kill, recovery in the form of Regenerator+Giga Drain. Sleep Powder to shut down big threats. Giga Drain for some recovery. Hidden Power Fire for the lack of a fire type and to take care of mega Scizor and Ferro. Sludge Bomb to stop other grass types with more power.
Gardevoir @ Choice Specs
Ability: Synchronize
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Moonblast
- Psychic
- Energy Ball
- Shadow Ball
My fairy type for the team, it was between this and sylveon and i only use it to either heavily damage opponents team or deal with Sableye/pesky dragons. Moonblast because it destroys pretty much everything including iron types. Psychic over psyshock because I have zen headbutt on Medicham and it does more base power. Energy Ball for rain teams and just so I dont have to rely too much on Tangrowth's base power to KO pokemon. Shadow Ball for coverage/predicting switches.
So far i haven't had much trouble lost once to a sub serperior but wasn't as much the team as it was bad play. I know i dont have a steath rocker, but it is my first team so i wanted some second opinions that are more experienced team building.
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Ice Punch
- Zen Headbutt
Regular Mega Medicham Breaks Walls and has almost No Switch ins finishes off games where it is the fastest thing left. Fake out to give me the free mega. Hi Jump Kick for massive damage on anything. Ice Punch to deal with Landorus/Garchomp. Zen headbutt for stab/flinch.
Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rapid Spin
- Rock Slide
Rapid spinner for hazard stackers pairs well with t-tar to break down opponents team puts in lots of work. Earthquake for massive damage. Iron Head for fairy types and for nice stab. Rapid Spin again to deal with hazard stackers. Rock Slide to reliably Kill talon and any other flyers that switch in on earthquakes.
Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Pursuit
- Stone Edge
- Earthquake
Pursuit traps common Latias/Latios and any other psychic types that might be bothersome. Crunch if I predict them to stay in or if I just want damage on. Pursuit for the reliable trap. Stone Edge for stab and to deal with flyers. Earthquake for nice damage.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
Nice lead for volt switch initiative, also my special wall that can will-o-wisp any physical threats. It is also my earthquake immunity and has recovery in the form of pain split, my main pivot. Hydro Pump for stab damage. Volt Switch for initiative. Will-o-Wisp to Shut down physical attackers. Pain Split for recovery.
Tangrowth @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 152 Def / 108 SpD
Impish Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Sleep Powder
- Giga Drain
- Hidden Power [Fire]
- Sludge Bomb
My other pivot, this is my physical wall able to take any physical attack and put it to sleep or deal enough damage for my offensive mons to kill, recovery in the form of Regenerator+Giga Drain. Sleep Powder to shut down big threats. Giga Drain for some recovery. Hidden Power Fire for the lack of a fire type and to take care of mega Scizor and Ferro. Sludge Bomb to stop other grass types with more power.
Gardevoir @ Choice Specs
Ability: Synchronize
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Moonblast
- Psychic
- Energy Ball
- Shadow Ball
My fairy type for the team, it was between this and sylveon and i only use it to either heavily damage opponents team or deal with Sableye/pesky dragons. Moonblast because it destroys pretty much everything including iron types. Psychic over psyshock because I have zen headbutt on Medicham and it does more base power. Energy Ball for rain teams and just so I dont have to rely too much on Tangrowth's base power to KO pokemon. Shadow Ball for coverage/predicting switches.
So far i haven't had much trouble lost once to a sub serperior but wasn't as much the team as it was bad play. I know i dont have a steath rocker, but it is my first team so i wanted some second opinions that are more experienced team building.