Hello!
I made this team and I quite enjoy how it plays, but it has some flaws I'm having trouble patching up without ruining something else. Your input is greatly appreciated.
The team:
Infernape @ Expert Belt
Ability: Blaze
EVs: 4 Atk / 252 SAtk / 252 Spd
Hasty Nature
- Close Combat
- Flamethrower
- Hidden Power [Ice]
- U-turn
I use Expert Belt on this Infernape to feign a choiced set and lure in Blissey, Gliscor, Tyranitar...
The EV spread has a heavy special investment so Hidden Power does a good amount of damage even with the nerf. Flamethrower is chosen to avoid contact and because of its reliable accuracy.
Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SAtk / 252 Spd
Hasty Nature
- Surf
- Dark Pulse
- Ice Beam
- U-turn
Fast and strong, Greninja works as a revenge killer, late game sweeper and helps keeping up the pressure in this team.
Flygon @ Safety Goggles
Ability: Levitate
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Earthquake
- Fire Punch
- Defog
- U-turn
Flygon is responsible for keeping hazards away in this team. Levitate alongside a rock resistance and a good speed make its job easy. Earthquake works as a moderately strong STAB while Fire Punch helps with coverage.
Safety Goggles are mostly used to safely kill Smeargle leads and check if Venusaur has Sleep Powder.
Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Drain Punch
- Psycho Cut
- Thunder Punch
- Ice Punch
With its enormous attack Mega Medicham does the job of wallbreaking for the rest of the team. Drain Punch was chosen over High Jump Kick because it increases Medicham's longevity and avoids awkward situations with misses/protects. Psycho Cut does wonders against Mega Venusaur, Conkeldurr and pokemon that try to switch into a fighting move and the elemental punches provide good coverage.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
- Hydro Pump
- Thunderbolt
- Volt Switch
- Will-O-Wisp
With a full physically defensive investment, Rotom-W switches into physical attackers, spreads burns and helps keeping up momentum with Volt Switch.
Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 SDef / 252 HP / 4 Def
Careful Nature
- Foul Play
- Wish
- Heal Bell
- Baton Pass
Umbreon supports the team getting rid of statuses and safely passing huge Wishes with its low speed and Baton Pass. It's also capable of dealing a huge amount of damage to physical pokemon that try to set up on it with Foul Play.
The general idea of this team is to keep the adversary pressured, luring and killing threats until a sweep is possible.
The issues I noticed I'm having are:
- I have serious trouble beating fairies (Togekiss, Clefable and Sylveon specially). It's hard to stop them if they try to set up due to my team being mostly specially based and having few coverage moves for them.
- Fighting and flying type attacks hit my team pretty hard.
- This team is bad against priority and fast scarfed/setup pokemon.
I made this team and I quite enjoy how it plays, but it has some flaws I'm having trouble patching up without ruining something else. Your input is greatly appreciated.
The team:







Infernape @ Expert Belt
Ability: Blaze
EVs: 4 Atk / 252 SAtk / 252 Spd
Hasty Nature
- Close Combat
- Flamethrower
- Hidden Power [Ice]
- U-turn
I use Expert Belt on this Infernape to feign a choiced set and lure in Blissey, Gliscor, Tyranitar...
The EV spread has a heavy special investment so Hidden Power does a good amount of damage even with the nerf. Flamethrower is chosen to avoid contact and because of its reliable accuracy.

Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SAtk / 252 Spd
Hasty Nature
- Surf
- Dark Pulse
- Ice Beam
- U-turn
Fast and strong, Greninja works as a revenge killer, late game sweeper and helps keeping up the pressure in this team.

Flygon @ Safety Goggles
Ability: Levitate
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Earthquake
- Fire Punch
- Defog
- U-turn
Flygon is responsible for keeping hazards away in this team. Levitate alongside a rock resistance and a good speed make its job easy. Earthquake works as a moderately strong STAB while Fire Punch helps with coverage.
Safety Goggles are mostly used to safely kill Smeargle leads and check if Venusaur has Sleep Powder.

Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Drain Punch
- Psycho Cut
- Thunder Punch
- Ice Punch
With its enormous attack Mega Medicham does the job of wallbreaking for the rest of the team. Drain Punch was chosen over High Jump Kick because it increases Medicham's longevity and avoids awkward situations with misses/protects. Psycho Cut does wonders against Mega Venusaur, Conkeldurr and pokemon that try to switch into a fighting move and the elemental punches provide good coverage.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
- Hydro Pump
- Thunderbolt
- Volt Switch
- Will-O-Wisp
With a full physically defensive investment, Rotom-W switches into physical attackers, spreads burns and helps keeping up momentum with Volt Switch.

Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 SDef / 252 HP / 4 Def
Careful Nature
- Foul Play
- Wish
- Heal Bell
- Baton Pass
Umbreon supports the team getting rid of statuses and safely passing huge Wishes with its low speed and Baton Pass. It's also capable of dealing a huge amount of damage to physical pokemon that try to set up on it with Foul Play.
The general idea of this team is to keep the adversary pressured, luring and killing threats until a sweep is possible.
The issues I noticed I'm having are:
- I have serious trouble beating fairies (Togekiss, Clefable and Sylveon specially). It's hard to stop them if they try to set up due to my team being mostly specially based and having few coverage moves for them.
- Fighting and flying type attacks hit my team pretty hard.
- This team is bad against priority and fast scarfed/setup pokemon.
Infernape @ Expert Belt
Ability: Blaze
EVs: 4 Atk / 252 SAtk / 252 Spd
Hasty Nature
- Close Combat
- Flamethrower
- Hidden Power [Ice]
- U-turn
Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SAtk / 252 Spd
Hasty Nature
- Surf
- Dark Pulse
- Ice Beam
- U-turn
Flygon @ Safety Goggles
Ability: Levitate
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Earthquake
- Fire Punch
- Defog
- U-turn
Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Drain Punch
- Psycho Cut
- Thunder Punch
- Ice Punch
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
- Hydro Pump
- Thunderbolt
- Volt Switch
- Will-O-Wisp
Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 SDef / 252 HP / 4 Def
Careful Nature
- Foul Play
- Wish
- Heal Bell
- Baton Pass
Ability: Blaze
EVs: 4 Atk / 252 SAtk / 252 Spd
Hasty Nature
- Close Combat
- Flamethrower
- Hidden Power [Ice]
- U-turn
Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SAtk / 252 Spd
Hasty Nature
- Surf
- Dark Pulse
- Ice Beam
- U-turn
Flygon @ Safety Goggles
Ability: Levitate
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Earthquake
- Fire Punch
- Defog
- U-turn
Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Drain Punch
- Psycho Cut
- Thunder Punch
- Ice Punch
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
- Hydro Pump
- Thunderbolt
- Volt Switch
- Will-O-Wisp
Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 SDef / 252 HP / 4 Def
Careful Nature
- Foul Play
- Wish
- Heal Bell
- Baton Pass
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