For this team, I wanted to have a mostly-offensive approach without any real tank pokemon, and instead keep it fast with pivots. I started the team with Breloom as a lead, using the classic Spore move first turn to gain an immense advantage. This is the whole team.
Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Spore
- Mach Punch
- Bullet Seed
- Rock Tomb
The main idea here is for Breloom to hinder opposing leads and either force a switch or eliminate it if it can. If Breloom survives after the first few turns, it can be switched to be a late game revenge killer thanks to Mach Punch. Due to a high number of weaknesses, Breloom needs a good support like Heatran, so I added him to cover most of Breloom's.
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 28 HP / 252 SpA / 228 Spe
Timid Nature
- Fire Blast
- Earth Power
- Ancient Power
- Flash Cannon
Going for the Choice Scarf was a personal preference as I thoroughly enjoy the revenge killing capability. Heatran covers weaknesses for Breloom, Altaria as well as Scizor, which means it sees many opportunities to come in safely. Fire Blast over Overheat because if Heatran can stay in or gets Knocked Off, it still can hit hard. Also I went with Ancient Power over HP ice for the potential stat boosts, plus it covers a fair chunk of the meta.
Altaria @ Altarianite
Ability: Cloud Nine
EVs: 248 HP / 200 Def / 52 SpD Calm Nature
- Hyper Voice
- Fire Blast
- Heal Bell
- Roost
Heatran means that Altaria doesn't have to worry about any of its weaknesses. As my teams cleric, the investment in HP and it's defenses allows it to sit on it's many resistances with ease. Roost allows for a reliable recovery against those who can't do much to it. Hyper Voice and Fire Blast are powerful STAB moves that hit hard even uninvested. Heal Bell let's it act as a cleric to keep my pokemon healthy from status.
Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 248 HP / 64 Def / 196 SpD
Bold Nature
- Volt Switch
- Hydro Pump
- Rest
- Will-O-Wisp
Thanks to levitate, Rotom acts as a great pivot for Heatran to safely exit. Volt Switch is great coverage and works especially well with Scizor's Banded U-Turn to create big power plays. Hydro Pump is STAB coverage that also hits exceptionally well and almost always forces a switch to those weak to it. Will o Wisp hinders sweepers and Rest/Chesto Berry fully heal Rotom while also eliminating status, allowing Rotom to act as a sponge if need be.
Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bullet Punch
- U-turn
- Pursuit
- Superpower
Banded Scizor is scary because of Technician. The two STAB moves provide different uses; Bullet Punch to hit faster pokemon, and U-Turn to allow a safe switch for pokemon who don't want to take a hit upon entering, thanks to Scizors mediocre speed. Pursuit is a great way to hit pokemon who don't want to stay in on Scizor like Starmie, while Superpower hits Ferrothorn for a 1-2 hit KO.
Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 100 Def / 40 SpD / 120 Spe
Timid Nature
- Recover
- Ice Beam
- Scald
- Rapid Spin
The team lacks a Spinner, so that's where Starmie comes in. The EV spread gives it a fair amount of bulk to play with, and just enough speed to outrun most uninvested pokemon. Recover is to allow it to heal in conjunction with Leftovers. Scald is it's only STAB move, but has a high chance to burn. Ice Beam adds even more coverage to the team, hitting pesky Ground types who would otherwise give my team trouble.
Any tips, edits and changes would be welcome, and thank you!
Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Spore
- Mach Punch
- Bullet Seed
- Rock Tomb
The main idea here is for Breloom to hinder opposing leads and either force a switch or eliminate it if it can. If Breloom survives after the first few turns, it can be switched to be a late game revenge killer thanks to Mach Punch. Due to a high number of weaknesses, Breloom needs a good support like Heatran, so I added him to cover most of Breloom's.
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 28 HP / 252 SpA / 228 Spe
Timid Nature
- Fire Blast
- Earth Power
- Ancient Power
- Flash Cannon
Going for the Choice Scarf was a personal preference as I thoroughly enjoy the revenge killing capability. Heatran covers weaknesses for Breloom, Altaria as well as Scizor, which means it sees many opportunities to come in safely. Fire Blast over Overheat because if Heatran can stay in or gets Knocked Off, it still can hit hard. Also I went with Ancient Power over HP ice for the potential stat boosts, plus it covers a fair chunk of the meta.
Altaria @ Altarianite
Ability: Cloud Nine
EVs: 248 HP / 200 Def / 52 SpD Calm Nature
- Hyper Voice
- Fire Blast
- Heal Bell
- Roost
Heatran means that Altaria doesn't have to worry about any of its weaknesses. As my teams cleric, the investment in HP and it's defenses allows it to sit on it's many resistances with ease. Roost allows for a reliable recovery against those who can't do much to it. Hyper Voice and Fire Blast are powerful STAB moves that hit hard even uninvested. Heal Bell let's it act as a cleric to keep my pokemon healthy from status.
Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 248 HP / 64 Def / 196 SpD
Bold Nature
- Volt Switch
- Hydro Pump
- Rest
- Will-O-Wisp
Thanks to levitate, Rotom acts as a great pivot for Heatran to safely exit. Volt Switch is great coverage and works especially well with Scizor's Banded U-Turn to create big power plays. Hydro Pump is STAB coverage that also hits exceptionally well and almost always forces a switch to those weak to it. Will o Wisp hinders sweepers and Rest/Chesto Berry fully heal Rotom while also eliminating status, allowing Rotom to act as a sponge if need be.
Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bullet Punch
- U-turn
- Pursuit
- Superpower
Banded Scizor is scary because of Technician. The two STAB moves provide different uses; Bullet Punch to hit faster pokemon, and U-Turn to allow a safe switch for pokemon who don't want to take a hit upon entering, thanks to Scizors mediocre speed. Pursuit is a great way to hit pokemon who don't want to stay in on Scizor like Starmie, while Superpower hits Ferrothorn for a 1-2 hit KO.
Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 100 Def / 40 SpD / 120 Spe
Timid Nature
- Recover
- Ice Beam
- Scald
- Rapid Spin
The team lacks a Spinner, so that's where Starmie comes in. The EV spread gives it a fair amount of bulk to play with, and just enough speed to outrun most uninvested pokemon. Recover is to allow it to heal in conjunction with Leftovers. Scald is it's only STAB move, but has a high chance to burn. Ice Beam adds even more coverage to the team, hitting pesky Ground types who would otherwise give my team trouble.
Any tips, edits and changes would be welcome, and thank you!