I'm fairly inexperienced with team building, but the team I've come up with seems to be working well insofar. I'm just looking for some critique from someone more experienced than I am to give my team a bit more competitive edge.
Kyurem-Black @ Choice Band
Ability: Teravolt
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Fusion Bolt
- Outrage
- Iron Head
- Ice Beam
Kyurem-b is my dedicated lead, and he has the potential to take out two to three Pokemon if I get lucky. I decided to give him choice band as his main attack is outrage, which with the boost will deal at least 50% to anything that isn't a fairy. Firing off an outrage at the beginning of the game often reeks some real havoc. Fusion bolt is for dealing with bulky water types, and alternatively serves as a more modest lead attack that won't leave me as open to a fairy switch in. Iron head is specifically for fairies and does an incredible job of killing unsuspecting clefables that switch in. Ice beam rounds out the set and is primarily used for ground and dragons that don't require outrage.
Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Slack Off
- Scald
- Calm Mind
- Thunder Wave
Slowbro serves as my utility switch in, as he is bulky enough to take just about anything. I opted for thunder wave vs toxic because slowbro most often has to deal with heavy offense Pokemon and I would rather cripple them than use a move slow for dealing with stallers, which I can handle fairly well. Slack off and calm mind are pretty standard and are used for recovery and setting up on unwary opponents or switch ins. Scald is included almost out of necessity, as it can scare out many powerful threats and makes opponents more hesitant to bring in any wall breakers.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 240 HP / 4 SpA / 252 SpD / 12 Spe
Calm Nature
- Magma Storm
- Taunt
- Will-O-Wisp
- Earth Power
Heatran is another common switch in that can deal with certain attackers that might give slowbro trouble. I opted to keep heatran more offensive in order to give him a chance to surprise opponents expecting him to be fully stall. Magma storm is quite powerful and has the added ability of doing damage over time and preventing switch ins, which helps against stall. Earth power is used to take out other heatran primary, which I normally can do due to the increased speed on this set. Will-o-wisp and taunt are used for crippling any attackers and stopping those I can't cripple (I.e mega zard) from setting up.
Thundurus-Therian @ Life Orb
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Agility
- Thunderbolt
- Focus Blast
- Hidden Power [Ice]
Thundurus is one of my late game sweepers, and can take down entire teams if certain key threats are taken care of. Agility can be risky, but it's necessary for ensuring that I don't have to take any damage from quicker attackers, which thundurus handles very poorly. Thunder bolt is the obligatory stab move, and will hit anything that isn't immune for a hefty chunk of damage. Focus blast, while risky, is able to devastate tyranitar and metagross mega. HP is for coverage on dragons, particularly garchomp which can become a problem quickly.
Garchomp-Mega @ Garchompite
Ability: Rough Skin
EVs: 248 HP / 252 Atk / 8 SpD
Naughty Nature
- Earthquake
- Dragon Claw
- Swords Dance
- Iron Head
Garchomp is my main offensive muscle and can devastate most teams if his main checks are out of the way. I gave him some bulk in order to ensure that he is able to get one swords dance in, to make sure no walls stand in the way of his rampage. Dragon claw and earthquake are the obligatory stab moves, moves and hit extremely hard against almost any Pokemon. I decided to include iron head as a last ditch chance to take out any fairies on the field at the same time as garchomp, not ideal I know, but it's much better than having no way to challenge fairies.
Scizor @ Life Orb
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bullet Punch
- Superpower
- U-turn
- Swords Dance
Scizor serves to provide strong priority and revenge kill anything that has set up enough to pose a significant threat to the rest of my team, Superpower is an excellent way to deal hefty amounts of damage to almost anything, and u-turn is to allow scizor to pivot out easily and revenge kill multiple times. I decided to include swords dance just in case I find an opening to set up somehow.
Kyurem-Black @ Choice Band
Ability: Teravolt
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Fusion Bolt
- Outrage
- Iron Head
- Ice Beam
Kyurem-b is my dedicated lead, and he has the potential to take out two to three Pokemon if I get lucky. I decided to give him choice band as his main attack is outrage, which with the boost will deal at least 50% to anything that isn't a fairy. Firing off an outrage at the beginning of the game often reeks some real havoc. Fusion bolt is for dealing with bulky water types, and alternatively serves as a more modest lead attack that won't leave me as open to a fairy switch in. Iron head is specifically for fairies and does an incredible job of killing unsuspecting clefables that switch in. Ice beam rounds out the set and is primarily used for ground and dragons that don't require outrage.
Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Slack Off
- Scald
- Calm Mind
- Thunder Wave
Slowbro serves as my utility switch in, as he is bulky enough to take just about anything. I opted for thunder wave vs toxic because slowbro most often has to deal with heavy offense Pokemon and I would rather cripple them than use a move slow for dealing with stallers, which I can handle fairly well. Slack off and calm mind are pretty standard and are used for recovery and setting up on unwary opponents or switch ins. Scald is included almost out of necessity, as it can scare out many powerful threats and makes opponents more hesitant to bring in any wall breakers.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 240 HP / 4 SpA / 252 SpD / 12 Spe
Calm Nature
- Magma Storm
- Taunt
- Will-O-Wisp
- Earth Power
Heatran is another common switch in that can deal with certain attackers that might give slowbro trouble. I opted to keep heatran more offensive in order to give him a chance to surprise opponents expecting him to be fully stall. Magma storm is quite powerful and has the added ability of doing damage over time and preventing switch ins, which helps against stall. Earth power is used to take out other heatran primary, which I normally can do due to the increased speed on this set. Will-o-wisp and taunt are used for crippling any attackers and stopping those I can't cripple (I.e mega zard) from setting up.
Thundurus-Therian @ Life Orb
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Agility
- Thunderbolt
- Focus Blast
- Hidden Power [Ice]
Thundurus is one of my late game sweepers, and can take down entire teams if certain key threats are taken care of. Agility can be risky, but it's necessary for ensuring that I don't have to take any damage from quicker attackers, which thundurus handles very poorly. Thunder bolt is the obligatory stab move, and will hit anything that isn't immune for a hefty chunk of damage. Focus blast, while risky, is able to devastate tyranitar and metagross mega. HP is for coverage on dragons, particularly garchomp which can become a problem quickly.
Garchomp-Mega @ Garchompite
Ability: Rough Skin
EVs: 248 HP / 252 Atk / 8 SpD
Naughty Nature
- Earthquake
- Dragon Claw
- Swords Dance
- Iron Head
Garchomp is my main offensive muscle and can devastate most teams if his main checks are out of the way. I gave him some bulk in order to ensure that he is able to get one swords dance in, to make sure no walls stand in the way of his rampage. Dragon claw and earthquake are the obligatory stab moves, moves and hit extremely hard against almost any Pokemon. I decided to include iron head as a last ditch chance to take out any fairies on the field at the same time as garchomp, not ideal I know, but it's much better than having no way to challenge fairies.
Scizor @ Life Orb
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bullet Punch
- Superpower
- U-turn
- Swords Dance
Scizor serves to provide strong priority and revenge kill anything that has set up enough to pose a significant threat to the rest of my team, Superpower is an excellent way to deal hefty amounts of damage to almost anything, and u-turn is to allow scizor to pivot out easily and revenge kill multiple times. I decided to include swords dance just in case I find an opening to set up somehow.