Hello!
As an experience, I wanted to see what would happen if I tossed all three type cores into one team, wondering if it would somehow actually turn out to be something constructive, or whether doing too much at once would make it a mess.
Gardevoir @ Gardevoirite
Ability: Trace
EVs: 16 HP / 8 Def / 232 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Will-O-Wisp
~The offensive special wallbreaker. M-Garde's role is mainly to force switches, hit anything hard that switches into it or get the burn off on a switch. Creates holes to exploit or clean up the late game on slower threats
Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Modest Nature
- Draco Meteor
- Dark Pulse
- Earth Power
- U-turn
~ Revenge killing set to either scout with U-Turn, or come in on the switch with a super effective nuke or Neutral Draco Meteor to shape off weakened threats. It's also a secondary switch in for electric attacks, though HP Ice gives it trouble, and the ground immunity is handy to cover for Infernape and Tentacruel. Gardevoir can also cover for its weaknesses in a pinch, provided the Mega is at good health.
Infernape @ Life Orb
Ability: Iron Fist
EVs: 168 Atk / 88 SpA / 252 Spe
Naive Nature
- Fire Blast
- Close Combat
- Mach Punch
- Grass Knot
~ Mixape for offensive versatility and to lure in/weaken Landorus-T and Hippowdown with Fire Blast and Grass Knot respectively. Can also be used for revenge killing with Iron Fisted Mach Priority, but generally only moves in when offensive momentum is maintained, or suicide chip damage is needed. Fighting portion of DPF core and Fire for FGW core.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Stealth Rock
- Leech Seed
- Gyro Ball
- Power Whip
~ Mixed Wall set to act as the main physical wall. I've debated switching out Power Whip for Toxic to increase the passive damage Ferrothorn can inflict, though lack of Protect does hurt Ferro's stall potential. Leech Seed can also provide some form of Stealth Rock mitigation for neutral switches into the hazard, and Ferro is a dead stop to electric mons that don't pack fire coverage.
Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 248 HP / 216 Def / 28 SpD / 16 Spe
Timid Nature
- Scald
- Rapid Spin
- Acid Spray
- Sludge Bomb
~ Specially Defensive Tentacruel to complement Ferrothorn's typing, resisting both Fire and Fighting. Provides Rapid Spin support to clear the way for Talonflame, and checks most fairies except Unaware Clefable/Gardevoir. Can also provide switch opportunities by luring ground attacks for Hydreigon to switch into, and can weaken threats enough with Acid Spray to open up special offense.
Talonflame
Ability: Gale Wings
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Acrobatics
- Roost
- Swords Dance
- Will-O-Wisp
~ Bulky set to provide fighting switch ins or get somewhat fast burns off on Garchomp, defensive Lando-T, and Hippowdon, as they cannot OHKO while burned and unboosted. Can also revenge kill weakened Talonflame and act as a Knock Off switch in due to no items.
Team Experience:
Type Coverage isn't lacking, though super effective STABS can be few and far between as the typing is super spread out.With the exception of Talonflame, this team does not like switching into knockoffs, and status spread breaks down the lasting power of Talonflame, Tentacruel, and Ferrothorn. With no phazing, setup sweepers that have gotten off their second boosting move become a huge problem. While Ferro and Tenta cover each other's weaknesses handily, none of them can hit very hard if the opponent is at full health.
Thoughts? Suggestions? Comments? Is the team actively covering all of its threats, or is it too far spread out and needs to be pared down?
As an experience, I wanted to see what would happen if I tossed all three type cores into one team, wondering if it would somehow actually turn out to be something constructive, or whether doing too much at once would make it a mess.
Gardevoir @ Gardevoirite
Ability: Trace
EVs: 16 HP / 8 Def / 232 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Will-O-Wisp
~The offensive special wallbreaker. M-Garde's role is mainly to force switches, hit anything hard that switches into it or get the burn off on a switch. Creates holes to exploit or clean up the late game on slower threats
Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Modest Nature
- Draco Meteor
- Dark Pulse
- Earth Power
- U-turn
~ Revenge killing set to either scout with U-Turn, or come in on the switch with a super effective nuke or Neutral Draco Meteor to shape off weakened threats. It's also a secondary switch in for electric attacks, though HP Ice gives it trouble, and the ground immunity is handy to cover for Infernape and Tentacruel. Gardevoir can also cover for its weaknesses in a pinch, provided the Mega is at good health.
Infernape @ Life Orb
Ability: Iron Fist
EVs: 168 Atk / 88 SpA / 252 Spe
Naive Nature
- Fire Blast
- Close Combat
- Mach Punch
- Grass Knot
~ Mixape for offensive versatility and to lure in/weaken Landorus-T and Hippowdown with Fire Blast and Grass Knot respectively. Can also be used for revenge killing with Iron Fisted Mach Priority, but generally only moves in when offensive momentum is maintained, or suicide chip damage is needed. Fighting portion of DPF core and Fire for FGW core.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Stealth Rock
- Leech Seed
- Gyro Ball
- Power Whip
~ Mixed Wall set to act as the main physical wall. I've debated switching out Power Whip for Toxic to increase the passive damage Ferrothorn can inflict, though lack of Protect does hurt Ferro's stall potential. Leech Seed can also provide some form of Stealth Rock mitigation for neutral switches into the hazard, and Ferro is a dead stop to electric mons that don't pack fire coverage.
Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 248 HP / 216 Def / 28 SpD / 16 Spe
Timid Nature
- Scald
- Rapid Spin
- Acid Spray
- Sludge Bomb
~ Specially Defensive Tentacruel to complement Ferrothorn's typing, resisting both Fire and Fighting. Provides Rapid Spin support to clear the way for Talonflame, and checks most fairies except Unaware Clefable/Gardevoir. Can also provide switch opportunities by luring ground attacks for Hydreigon to switch into, and can weaken threats enough with Acid Spray to open up special offense.
Talonflame
Ability: Gale Wings
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Acrobatics
- Roost
- Swords Dance
- Will-O-Wisp
~ Bulky set to provide fighting switch ins or get somewhat fast burns off on Garchomp, defensive Lando-T, and Hippowdon, as they cannot OHKO while burned and unboosted. Can also revenge kill weakened Talonflame and act as a Knock Off switch in due to no items.
Team Experience:
Type Coverage isn't lacking, though super effective STABS can be few and far between as the typing is super spread out.With the exception of Talonflame, this team does not like switching into knockoffs, and status spread breaks down the lasting power of Talonflame, Tentacruel, and Ferrothorn. With no phazing, setup sweepers that have gotten off their second boosting move become a huge problem. While Ferro and Tenta cover each other's weaknesses handily, none of them can hit very hard if the opponent is at full health.
Thoughts? Suggestions? Comments? Is the team actively covering all of its threats, or is it too far spread out and needs to be pared down?




