I started competitive battling just recently and this is my first, albeit with a few tweaks, team that I have made. This team was made to be an annoying/stalling team that builds entry hazards and solid wall Pokemon to make it really easy for one of the sweepers to clean up. I tried to do learn all I could about how to build a team before building it and have played with this team a lot but I can't seem to get past 1200 on Pokemon showdown. I'm not sure if it's because my team needs work or because I'm not using the combos properly but any help would be appreciated.
Skarmory @ Shed Shell
Ability: Keen Eye
EVs: 240 HP / 252 Def / 16 Spe
Impish Nature
IVs: 0 Atk
- Stealth Rock
- Spikes
- Whirlwind
- Roost
Skarmory is there to set entry hazards and to be the phazer of the team. I bulked Skarmory up so that it can survive long enough to set up the entry hazards which is the same reason I gave it roost. I gave Skarmory Whirlwind to get more damage off of the entry hazards while at the same time phazing chancy or any other Pokemon that is trying to get massive defense bonuses. Shed shell is to get away from magnezone.
Sableye-Mega @ Sablenite
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Recover
- Calm Mind
- Dark Pulse
Sableye mega is the special tank of this team. It uses will-o-wisp to halve the physical attack stats of the opponent and calm mind boosts the special defense so he can tank through most situations. Sableye is usually the lead of this team so that any initial leech seed/entry hazards will be reflected with magic bounce.
Once Sableye is safely behind his boosted stats it can easily use dark pulse to sweep other Pokemon.
Quagsire @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Earthquake
- Curse
- Scald
- Recover
Quagmire is meant mostly to take over whenever a threat to Skarmory is brought out. Since Quagmire is resistant/immune to all of Skarmory's weaknesses Quagmire can a absorb those hits no problem and scare them off with scald/earthquake+unaware combo. I gave Quagmire recover for even more longevity and curse to allow him to wall against azumarill if need be.
Florges @ Kee Berry
Ability: Flower Veil
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Aromatherapy
- Moonblast
- Wish
- Protect
Florges is the cleric of the team and provides the much needed dragon/dark resistance. Since the rest of the team is pretty weak against those types I gave Florges moonblast to counter them. The kee berry and flower veil give Florges the physical defense needed to survive while healing the rest of the team with aromatherapy and wish. Protect is there so that Florges can heal itself with wish and not take damage in between.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Overheat
- Earth Power
- Substitute
- Toxic
Heatran is the sweeper on this team. Since Heatran is fire invulnerable if he switches into charizard he will get a free turn to setup a substitute and then either toxic the next Pokemon while his substitute absorbs the hit and heatran recovers most of the life lost with leftovers. Overheat and Earth power are there because they can OHKO or 2HKO most sweepers out there.
Garchomp @ Persim Berry
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Stone Edge
- Outrage
- Earthquake
Garchomp is the second sweeper of the team. Since Heatron can be OHKOed by earthquake whenever this is a possibility Garchomp fills in the role. With a swords dance outrage combo Garchomp can take out one or two Pokemon at once and the persim berry will allow it to continue sweeping afterwards.
Skarmory @ Shed Shell
Ability: Keen Eye
EVs: 240 HP / 252 Def / 16 Spe
Impish Nature
IVs: 0 Atk
- Stealth Rock
- Spikes
- Whirlwind
- Roost
Skarmory is there to set entry hazards and to be the phazer of the team. I bulked Skarmory up so that it can survive long enough to set up the entry hazards which is the same reason I gave it roost. I gave Skarmory Whirlwind to get more damage off of the entry hazards while at the same time phazing chancy or any other Pokemon that is trying to get massive defense bonuses. Shed shell is to get away from magnezone.
Sableye-Mega @ Sablenite
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Recover
- Calm Mind
- Dark Pulse
Sableye mega is the special tank of this team. It uses will-o-wisp to halve the physical attack stats of the opponent and calm mind boosts the special defense so he can tank through most situations. Sableye is usually the lead of this team so that any initial leech seed/entry hazards will be reflected with magic bounce.
Once Sableye is safely behind his boosted stats it can easily use dark pulse to sweep other Pokemon.
Quagsire @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Earthquake
- Curse
- Scald
- Recover
Quagmire is meant mostly to take over whenever a threat to Skarmory is brought out. Since Quagmire is resistant/immune to all of Skarmory's weaknesses Quagmire can a absorb those hits no problem and scare them off with scald/earthquake+unaware combo. I gave Quagmire recover for even more longevity and curse to allow him to wall against azumarill if need be.
Florges @ Kee Berry
Ability: Flower Veil
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Aromatherapy
- Moonblast
- Wish
- Protect
Florges is the cleric of the team and provides the much needed dragon/dark resistance. Since the rest of the team is pretty weak against those types I gave Florges moonblast to counter them. The kee berry and flower veil give Florges the physical defense needed to survive while healing the rest of the team with aromatherapy and wish. Protect is there so that Florges can heal itself with wish and not take damage in between.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Overheat
- Earth Power
- Substitute
- Toxic
Heatran is the sweeper on this team. Since Heatran is fire invulnerable if he switches into charizard he will get a free turn to setup a substitute and then either toxic the next Pokemon while his substitute absorbs the hit and heatran recovers most of the life lost with leftovers. Overheat and Earth power are there because they can OHKO or 2HKO most sweepers out there.
Garchomp @ Persim Berry
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Stone Edge
- Outrage
- Earthquake
Garchomp is the second sweeper of the team. Since Heatron can be OHKOed by earthquake whenever this is a possibility Garchomp fills in the role. With a swords dance outrage combo Garchomp can take out one or two Pokemon at once and the persim berry will allow it to continue sweeping afterwards.



