Hello everyone!
Having lurked on the site for a while, I recently found myself starting to teambuild, and very quickly leaned towards the Balanced Offense playstyle because it fits well with how I play (I like to switch around a lot and continue to keep momentum if possible, while still being able to take a few hits if need be. This outlines how I ended up with the team I did, and so far I've been hovering about the 1300 mark (not that impressive ig, but still a personal high).
I started with one of my favourite Mega Evolutions, Mega Scizor. It's a Pokemon that I've always loved due to it's awesome design and stats to back it up. I chose the standard SD set. However, I decided to switch out Knock Off for U-Turn after a bit of playtesting where I found myself not clicking Knock at all.
Then I began to look for ways to complement Sciz, and a core in one of the slightly older SM cores threads caught my eye, specifically that of Choice Banded Tyranitar plus Flyinium Z Tornadus-Therian. This looked really solid to me even in the current meta, because Tyranitar is still a monster with a Choice Band, able to OHKO or 2HKO a lot of Pokemon which threaten Scizor's sweep, such as (but not limited to): Magnezone, Celesteela, Toxapex, both Charizards, etc etc; while Tornadus can cover Tyranitar's weaknesses such as Keldeo, Kartana and Tapu Bulu which helps Tyranitar break much more easily.
The next two came fairly naturally. Toxapex and Gliscor naturally synergise fairly well together, with Gliscor eating up Electric and Ground-type moves for Pex, who in return can stomach Ice and Water-type moves without any hassle. They together form the main defensive backbone of the team.
I struggled for a little while with the last pick on the team. I eventually settled upon Stallbreaker Heatran, because I'd been having a bad time against stall recently and wanted to ease the matchup considerably - Heatran's access to Magma Storm means it can function as a consistent answer to Pokemon such as Toxapex, Chansey, and Clefable which not only helps break stall but also can clear the way for a Scizor sweep.
Blue Öyster Cult (Tyranitar) (M) @ Choice Band
Ability: Sand Stream
Shiny: Yes
EVs: 40 HP / 252 Atk / 48 SpD / 168 Spe
Adamant Nature
- Stone Edge
- Fire Punch
- Earthquake
- PursuitFor the next Pokemon, Choice Band Tyranitar (as previously mentioned) gave me a good breaker early-to-mid game to pave the way for Scizor. It's pretty much just the normal Banded Tyranitar set, with the EVs letting it stomach a +1 Bug Buzz from Volcarona from full HP, and also a Specs Moonblast from Tapu Lele. The speed investment is for Adamant Mega Mawile. However, the moveset is a bit interesting. Instead of running Crunch like many Tyranitars, I elected to use Fire Punch instead because it OHKOs Ferrothorn, who is otherwise a massive problem for the team. Choice Band enables Tyranitar to hit obscene levels of power; so I usually use this as a breaker for Sciz.
Supercell (Tornadus-Therian) @ Flyinium Z
Ability: Regenerator
EVs: 88 HP / 160 SpA / 8 SpD / 252 Spe
Timid Nature
- Hurricane
- Knock Off
- Defog
- TauntThe next member of the team (and also of the core with Tyranitar) was Tornadus-T, which helps by breaking/checking many of Tyranitar's traditional checks, as explained above. Hurricane is the obvious STAB move, with Knock Off being chosen for the utility of it to help cripple Pokemon such as Chansey and Gliscor (if I get lucky on its switch in). The EV spread lets Tornadus eat up an Ice Beam from Protean Greninja from full HP in a pinch, which means I can retaliate with SSSS which OHKOs it 100% of the time and removes a massive threat to the team. Taunt is there to block status or hazard users such as Toxapex and Ferrothorn, although I may consider dropping it for U-Turn. Defog is to remove hazards, although none of the team members are actually weak to Stealth Rocks, so their removal isn't completely necessary, unlike teams featuring Volcarona (for example). Still not sure if I should be running U-Turn though as I usually hard switch out.
Venomax (Toxapex) (M) @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Haze
- Recover
- ToxicEnter the main tank of the team. Toxapex is more geared towards the SpD side of things, to more easily absorb Dark Pulses and the like from Pokemon such as Ash-Greninja (who Toxapex is this team's only consistent answer to). It's literally the standard Smogon set, but I did run Knock Off on it for a while to assist Scizor lategame. However, since I already had Knock Off on Tornadus, I deemed it unnecessary to have it twice in the team. Pex forms the main defensive core with Gliscor and is my main answer to setup sweepers such as Volcarona or Kommo-O. However, it does struggle a bit with Pokemon such as Mega Medicham or Mega Venusaur, but Tornadus can cleanly OHKO both of them.
Sparkles (Gliscor) (M) @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 52 Def / 76 SpD / 136 Spe
Jolly Nature
- Earthquake
- Toxic
- Stealth Rock
- RoostGliscor is the second member of the team's defensive core, and it's pretty useful! Obviously Toxic Orb and Poison Heal let Glisc regen 12.5% of its HP each turn. The EV spread optimises its health recovery from Toxic Orb, while still letting me creep Hoopa-U and Heatran. In addition, I can survive Play Rough into Sucker Punch from Mega Mega Mawile. The rest of the EVs are in SpD to help me better take on Pokemon such as Tapu Koko and Heatran. Stealth Rock was obligatory on this team, and fit fairly nicely here. Roost for recovery and Earthquake so I'm not Taunt bait. however, it does mean I get hard walled by Flying-types, so I might need a bit of advice on it.
hot mess (Heatran) (M) @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Magma Storm
- Toxic
- Earth Power
- TauntHeatran was the member I struggled with the most, and I'm still not completely sure about it. However, it does give me a solid switchin to Chansey and other Pokemon commonly found on stall, enabling me to win much more easily with Scizor later on. Max HP is for bulk and Max SpA to hit as hard as possible. Magma Storm and Taunt are the lethal combination, letting me trap and KO Pokemon like Chansey. Earth Power lets me go up against other Heatran, and Toxic is for added damage while trapping a Pokemon. Flash Fire synergises really well with Scizor, letting me stop it from dying early on if I send it out early-game.
(and Water-types in general)
Due to a lack of Grass or Electric-type coverage on my team, Water-types are a huge issue. Generally my best bet is to try and muscle through them with either Scizor or Tyranitar. Rotom-W deserves a special mention because it's Earthquake-proof, so I generally have a huge trouble beating it.
Stall
Stall is a huge issue for my team - even with Stallbreaker Heatran I find it very difficult to deal with. Taunt on Tornadus does help; same with Knock Off. It's still incredibly difficult to win against though.
Mega Gyarados / Hyper Offense
HO can easily overwhelm Toxapex and Gliscor if given half a chance, and I can't really Haze on Gyara, because +1 Crunch followed by +0 Crunch forces me out. Generally, HO is a loss. Aurora Veil sucks too... if anyone has ideas please help!
So that's the team! Thanks ever so much for reading it, and please please please give me feedback on what I could do to improve! Any additions would be welcomed with open arms (please do try not to lose Sciz if possible though - everything else can go if needed :P)!
Having lurked on the site for a while, I recently found myself starting to teambuild, and very quickly leaned towards the Balanced Offense playstyle because it fits well with how I play (I like to switch around a lot and continue to keep momentum if possible, while still being able to take a few hits if need be. This outlines how I ended up with the team I did, and so far I've been hovering about the 1300 mark (not that impressive ig, but still a personal high).






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THE TEAM
Clamps (Scizor) (M) @ Scizorite
Ability: Light Metal (becomes Technician after Mega)
EVs: 248 HP / 16 Def / 244 SpD
Impish Nature
- Swords Dance
- Bullet Punch
- Roost
- U-turn
So as previously mentioned, I chose to go with Mega Scizor for my Mega Evolution. It's incredibly bulky while still hitting hard thanks to Swords Dance, and I usually keep it in reserve at the back until the time comes to pull the trigger. The nature and EVs combined mean I can take two Choice Banded Sacred Swords from Kartana after Stealth Rocks, with the rest dumped into SpD which means I have an easier time against Pokemon like Mega Alakazam. Bullet Punch gets boosted by Technician, and Roost is for recovery. For the last slot, I elected to go for U-Turn rather than Knock Off, as I didn't really use the latter that much in practice and I much preferred the ability to pivot out if needed. This is the main wincon of the team.THE TEAM

Clamps (Scizor) (M) @ Scizorite
Ability: Light Metal (becomes Technician after Mega)
EVs: 248 HP / 16 Def / 244 SpD
Impish Nature
- Swords Dance
- Bullet Punch
- Roost
- U-turn

Blue Öyster Cult (Tyranitar) (M) @ Choice Band
Ability: Sand Stream
Shiny: Yes
EVs: 40 HP / 252 Atk / 48 SpD / 168 Spe
Adamant Nature
- Stone Edge
- Fire Punch
- Earthquake
- Pursuit

Supercell (Tornadus-Therian) @ Flyinium Z
Ability: Regenerator
EVs: 88 HP / 160 SpA / 8 SpD / 252 Spe
Timid Nature
- Hurricane
- Knock Off
- Defog
- Taunt

Venomax (Toxapex) (M) @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Haze
- Recover
- Toxic

Sparkles (Gliscor) (M) @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 52 Def / 76 SpD / 136 Spe
Jolly Nature
- Earthquake
- Toxic
- Stealth Rock
- Roost

hot mess (Heatran) (M) @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Magma Storm
- Toxic
- Earth Power
- Taunt
Clamps (Scizor-Mega) (M) @ Scizorite
Ability: Technician
EVs: 248 HP / 16 Def / 244 SpD
Impish Nature
- Swords Dance
- Bullet Punch
- Roost
- U-turn
Blue Öyster Cult (Tyranitar) (M) @ Choice Band
Ability: Sand Stream
Shiny: Yes
EVs: 40 HP / 252 Atk / 48 SpD / 168 Spe
Adamant Nature
- Stone Edge
- Fire Punch
- Earthquake
- Pursuit
Supercell (Tornadus-Therian) @ Flyinium Z
Ability: Regenerator
EVs: 88 HP / 160 SpA / 8 SpD / 252 Spe
Timid Nature
- Hurricane
- Knock Off
- Defog
- Taunt
Venomax (Toxapex) (M) @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Haze
- Recover
- Toxic
Sparkles (Gliscor) (M) @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 52 Def / 76 SpD / 136 Spe
Jolly Nature
- Earthquake
- Toxic
- Stealth Rock
- Roost
hot mess (Heatran) (M) @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Magma Storm
- Toxic
- Earth Power
- Taunt
Ability: Technician
EVs: 248 HP / 16 Def / 244 SpD
Impish Nature
- Swords Dance
- Bullet Punch
- Roost
- U-turn
Blue Öyster Cult (Tyranitar) (M) @ Choice Band
Ability: Sand Stream
Shiny: Yes
EVs: 40 HP / 252 Atk / 48 SpD / 168 Spe
Adamant Nature
- Stone Edge
- Fire Punch
- Earthquake
- Pursuit
Supercell (Tornadus-Therian) @ Flyinium Z
Ability: Regenerator
EVs: 88 HP / 160 SpA / 8 SpD / 252 Spe
Timid Nature
- Hurricane
- Knock Off
- Defog
- Taunt
Venomax (Toxapex) (M) @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Haze
- Recover
- Toxic
Sparkles (Gliscor) (M) @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 52 Def / 76 SpD / 136 Spe
Jolly Nature
- Earthquake
- Toxic
- Stealth Rock
- Roost
hot mess (Heatran) (M) @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Magma Storm
- Toxic
- Earth Power
- Taunt
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Threatlist (some of it)
Threatlist (some of it)

Due to a lack of Grass or Electric-type coverage on my team, Water-types are a huge issue. Generally my best bet is to try and muscle through them with either Scizor or Tyranitar. Rotom-W deserves a special mention because it's Earthquake-proof, so I generally have a huge trouble beating it.

Stall is a huge issue for my team - even with Stallbreaker Heatran I find it very difficult to deal with. Taunt on Tornadus does help; same with Knock Off. It's still incredibly difficult to win against though.

HO can easily overwhelm Toxapex and Gliscor if given half a chance, and I can't really Haze on Gyara, because +1 Crunch followed by +0 Crunch forces me out. Generally, HO is a loss. Aurora Veil sucks too... if anyone has ideas please help!
===============================================================
So that's the team! Thanks ever so much for reading it, and please please please give me feedback on what I could do to improve! Any additions would be welcomed with open arms (please do try not to lose Sciz if possible though - everything else can go if needed :P)!