Hello all. I have spent a very long time trying to find what I considered 'the perfect team.' Naturally there is no such thing of course, but it was a vision I nonetheless chose to strive for. I've done most of my testing on Pokemon Online on Android before moving to showdown, and after testing and retesting many, many team members and movesets I've finally settled upon what I have here. Now, I have a rule when I make teams that there can be no shared weaknesses among a single pokemon with another and that there must be a partner to resist another's weaknesses. This team boasts a measly 10 weaknesses across all six members (none shared), a whopping 32 resistances, and 6 immunities across four members. This current metagame is immensely fast-paced, with Talonflame and Greninja running rampant while Speed-Boosters and Sticky Web sprayers having a field day. The purpose of this team is to control the surroundings and use them against opposing teams, as well as employing nearly-forgotten Pokemon and strategies. And without further ado, the team itself (pictures not included):
Brynhildr (Heatran) (F) @ Air Balloon
Ability: Flash Fire
EVs: 252 SDef / 236 HP / 20 Spd
Calm Nature
- Stealth Rock
- Lava Plume
- Earth Power
- Roar
Heatran is necessary on this team to rid the playing field of the wicked Talonflame. But seriously, f*ck Talonflame. It's probably the second most common ball-buster I see besides Aegislash. Also not a favorite. Fortunately, Stealth Rock violently cripples Talonflame. Also, Heatran survives Sacred Sword at full health, and OHKOs Aegislash in Attack Form in return. Also here to suck up fire moves aimed at Scizor.
Maytag (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 48 Def / 236 HP / 48 SDef / 176 Spd
Modest Nature
- Volt Switch
- Hydro Pump
- Hidden Power [Grass]
- Thunder Wave
Belly-Drum Azumarill. Hate that thing, haaaaaaaaaate it. Fortunately, Rotom-W can switch into a Belly-Drummed aqua jet and retain over half health, leaving the slower Azumarill with two options: switch out or faint. I've managed to employ a VoltTurn combo in this team, so this is here for that. HP grass is there for Quagsire, which while uncommonly used, pretty much walls the rest of my team for the most part. I've gone with thunder wave over Will-o-wisp to cripple Magic Guard users, which are ridiculous otherwise. Especially Clefable.
Sanguine (Scizor-Mega) (M) @ Scizorite
Ability: Technician
EVs: 196 Def / 252 HP / 48 Atk / 12 Spd
Adamant Nature
- Bullet Punch
- Superpower
- U-turn
- Roost
As you'll notice I've employed Mega Scizor as a more of a physical wall than an offensive powerhouse, sharing the same physically defensive stats of the almighty Skarmory (although adamant 150+ base attack with minimal EVs is still nothing short of terrifying). Heavily resisting one of and being immune to the other of Sylveon's weaknesses, the two serve as a sort of roided-up SkarmBliss on the offensive side. The other volt-turn half, the two work in tandem beautifully, rounding of the whole package nicely.
Sharkeisha (Sylveon) (F) @ Leftovers
Ability: Pixilate
EVs: 72 SDef / 236 HP / 136 SAtk / 64 Def
Calm Nature
- Hyper Voice
- Heal Bell
- Wish
- Protect
FUN FACT, THE SHARKEISH INCIDENT HAPPENED IN MY HOMETOWN. As a tribute to the lovely Cypress, Texas, Sharkeisha works with Scizor for reasons stated above. My main support pokemon, Sylveon also works as a slayer of many dragons, with only Mega Garchomp standing up to her with earthquake. Hyper voice also hits behind substitutes, which some people actually haven't realized yet (often times losing their obnoxious Gliscors in the process). I've chosen a more offensive Sylveon than most, since her bulk is already quite stout, but I've kept many HP EVs to ensure large wish passes.
Stella (Cresselia) @ Leftovers
Ability: Levitate
EVs: 180 SAtk / 220 HP / 108 Def
Sassy Nature
IVs: 0 Spd
- Moonlight
- Trick Room
- Ice Beam
- Psyshock
Smogon is not nice to Cresselia. They constantly berate the poor girl, calling her 'outclassed' and other blasphemies in OU. Well, they also claim Trick Room is not a good strategy in singles. WELL. Lookie here. The ideal trick-room user should be slow (check) and bulky (double check). I tried Reuniclus and soon realized that he was next to worthless on my team. The key here is Ice Beam; poor unsuspecting Garchomp and Gliscor and Landorus never expect this to be a problem, and when they do, it suddenly becomes a really really big problem. Trick Room is part of the "control" aspect I was talking about. The majority of my team isn't exactly in the realm of Snorlax slow, but when the enemy has a scarfed hyper-offensive team or whatever they call it, or uses sticky web, this is used to flip that strategy back on the opposing team. Mind you, my team does not revolve around Trick Room, it is just a tool I employ when needed.
Kevin (Garchomp) (M) @ Assault Vest
Ability: Rough Skin
EVs: 252 Spd / 176 Atk / 80 HP
Jolly Nature
- Outrage
- Earthquake
- Iron Head
- Stone Edge
The slayer of BOTH Mega Charizards, Talonflame, Heatran, most other dragons excluding Latios, almost all fairy types bar Azumarill (exceptional for a Dragon), and a menace overall, the almighty Garchomp. Gen 6 has brought a blessing in the Assault Vest, a difficult item to use yet lethal in the right hands. With Special Def. at 309 after Assault Vest, 333 Speed, and 340 attack, the fearsome landshark becomes an absolute monster. Also sharing no weaknesses with the rest of the team, Garchomp fit onto the team seamlessly, and added a considerable amount of firepower on the physical end.
Weaknesses: Honestly, not much. Mega Gyarados can be an issue at times, but he's always stopped cold by Mega Scizor, especially under Trick Room. Conkeldurr can be problematic at times, but when paralyzed he's usually hindered by Cresselia, and constantly switching into stealth rock is not often advised, so Conk can be removed from the scene without too much trouble usually. Mega Mawile can be annoying especially after Swords Dance, but can easily be roared out by Heatran most of the time. Truly, the only time this team's let me down have been due to my own mistakes in a battle, not a weakness of the team itself; I'm sure weaknesses I have yet to come across exist, and I am not the best battler skillwise out there, but in the right hands I'm sure it could be, as I've dubbed it, "unbreakable."
...and there you have it. By far the best team I've made by a large margin. I would like comments and thoughts and suggestions, but straight-up replacing a pokemon will likely not be taken seriously unless it improves upon the team and doesn't heavily alter the strategies I have set up. I would like suggestions for EVs and suggestions for moves, especially on Rotom (I can never settle on one thing). Hell, suggest whatever you want. I'll keep you all updated on how it goes from here; cheers!

Brynhildr (Heatran) (F) @ Air Balloon
Ability: Flash Fire
EVs: 252 SDef / 236 HP / 20 Spd
Calm Nature
- Stealth Rock
- Lava Plume
- Earth Power
- Roar
Heatran is necessary on this team to rid the playing field of the wicked Talonflame. But seriously, f*ck Talonflame. It's probably the second most common ball-buster I see besides Aegislash. Also not a favorite. Fortunately, Stealth Rock violently cripples Talonflame. Also, Heatran survives Sacred Sword at full health, and OHKOs Aegislash in Attack Form in return. Also here to suck up fire moves aimed at Scizor.

Maytag (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 48 Def / 236 HP / 48 SDef / 176 Spd
Modest Nature
- Volt Switch
- Hydro Pump
- Hidden Power [Grass]
- Thunder Wave
Belly-Drum Azumarill. Hate that thing, haaaaaaaaaate it. Fortunately, Rotom-W can switch into a Belly-Drummed aqua jet and retain over half health, leaving the slower Azumarill with two options: switch out or faint. I've managed to employ a VoltTurn combo in this team, so this is here for that. HP grass is there for Quagsire, which while uncommonly used, pretty much walls the rest of my team for the most part. I've gone with thunder wave over Will-o-wisp to cripple Magic Guard users, which are ridiculous otherwise. Especially Clefable.

Sanguine (Scizor-Mega) (M) @ Scizorite
Ability: Technician
EVs: 196 Def / 252 HP / 48 Atk / 12 Spd
Adamant Nature
- Bullet Punch
- Superpower
- U-turn
- Roost
As you'll notice I've employed Mega Scizor as a more of a physical wall than an offensive powerhouse, sharing the same physically defensive stats of the almighty Skarmory (although adamant 150+ base attack with minimal EVs is still nothing short of terrifying). Heavily resisting one of and being immune to the other of Sylveon's weaknesses, the two serve as a sort of roided-up SkarmBliss on the offensive side. The other volt-turn half, the two work in tandem beautifully, rounding of the whole package nicely.

Sharkeisha (Sylveon) (F) @ Leftovers
Ability: Pixilate
EVs: 72 SDef / 236 HP / 136 SAtk / 64 Def
Calm Nature
- Hyper Voice
- Heal Bell
- Wish
- Protect
FUN FACT, THE SHARKEISH INCIDENT HAPPENED IN MY HOMETOWN. As a tribute to the lovely Cypress, Texas, Sharkeisha works with Scizor for reasons stated above. My main support pokemon, Sylveon also works as a slayer of many dragons, with only Mega Garchomp standing up to her with earthquake. Hyper voice also hits behind substitutes, which some people actually haven't realized yet (often times losing their obnoxious Gliscors in the process). I've chosen a more offensive Sylveon than most, since her bulk is already quite stout, but I've kept many HP EVs to ensure large wish passes.

Stella (Cresselia) @ Leftovers
Ability: Levitate
EVs: 180 SAtk / 220 HP / 108 Def
Sassy Nature
IVs: 0 Spd
- Moonlight
- Trick Room
- Ice Beam
- Psyshock
Smogon is not nice to Cresselia. They constantly berate the poor girl, calling her 'outclassed' and other blasphemies in OU. Well, they also claim Trick Room is not a good strategy in singles. WELL. Lookie here. The ideal trick-room user should be slow (check) and bulky (double check). I tried Reuniclus and soon realized that he was next to worthless on my team. The key here is Ice Beam; poor unsuspecting Garchomp and Gliscor and Landorus never expect this to be a problem, and when they do, it suddenly becomes a really really big problem. Trick Room is part of the "control" aspect I was talking about. The majority of my team isn't exactly in the realm of Snorlax slow, but when the enemy has a scarfed hyper-offensive team or whatever they call it, or uses sticky web, this is used to flip that strategy back on the opposing team. Mind you, my team does not revolve around Trick Room, it is just a tool I employ when needed.

Kevin (Garchomp) (M) @ Assault Vest
Ability: Rough Skin
EVs: 252 Spd / 176 Atk / 80 HP
Jolly Nature
- Outrage
- Earthquake
- Iron Head
- Stone Edge
The slayer of BOTH Mega Charizards, Talonflame, Heatran, most other dragons excluding Latios, almost all fairy types bar Azumarill (exceptional for a Dragon), and a menace overall, the almighty Garchomp. Gen 6 has brought a blessing in the Assault Vest, a difficult item to use yet lethal in the right hands. With Special Def. at 309 after Assault Vest, 333 Speed, and 340 attack, the fearsome landshark becomes an absolute monster. Also sharing no weaknesses with the rest of the team, Garchomp fit onto the team seamlessly, and added a considerable amount of firepower on the physical end.
Weaknesses: Honestly, not much. Mega Gyarados can be an issue at times, but he's always stopped cold by Mega Scizor, especially under Trick Room. Conkeldurr can be problematic at times, but when paralyzed he's usually hindered by Cresselia, and constantly switching into stealth rock is not often advised, so Conk can be removed from the scene without too much trouble usually. Mega Mawile can be annoying especially after Swords Dance, but can easily be roared out by Heatran most of the time. Truly, the only time this team's let me down have been due to my own mistakes in a battle, not a weakness of the team itself; I'm sure weaknesses I have yet to come across exist, and I am not the best battler skillwise out there, but in the right hands I'm sure it could be, as I've dubbed it, "unbreakable."
...and there you have it. By far the best team I've made by a large margin. I would like comments and thoughts and suggestions, but straight-up replacing a pokemon will likely not be taken seriously unless it improves upon the team and doesn't heavily alter the strategies I have set up. I would like suggestions for EVs and suggestions for moves, especially on Rotom (I can never settle on one thing). Hell, suggest whatever you want. I'll keep you all updated on how it goes from here; cheers!