Team at a glance:
Having stepped out of the competitive scene for about quite sometime, I decided to hop back in shortly after the release of X and Y, while I lurked around for information on team building for the time being. I built this team solely for a competition which will be likely to take place near the end of December, which is still in the pre-Pokebank era. Not really sure if this is allowed, but I'd list down several factors which would affect team rating, and I hope all of you read this before giving any suggestions.
Legendary clause is ON.
Item clause is ON.
Blaziken is ALLOWED.
Without further ado, let me bring this team into detail.
A closer look:
Lucario @ Lucarionite
Ability: Steadfast ----> Adaptability
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Bullet Punch
- Close Combat
- Swords Dance
- Earthquake
Lucario is the MVP of the team, being able to fire off base 240 Close Combats, OHKOing anything that does not resist it or is physically bulky. The EVs are there to solely maximize the damage output inflicted by this monster, while at the same time letting it outspeed anything that is a neutral base 100 after a mega evolution. Aegislash gets 2HKOed by an unboosted Earthquake upon the predicted switch in, which is always nice. Bullet Punch is simply a Steel type Extreme Speed after the Adaptability boost, finishing off anything which is at red health.
Gliscor is a problem though, as it takes 40% from a +2 Close Combat, alongside with Talonflame where priority Brave Bird is what stops it flat, is easily dealt with my next member:
Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 252 Def / 4 Sp.Atk
Bold Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Rest
Ah Rotom. You never fail to please me when you were first introduced in Generation 4. You got even better in Generation 5, and has shown to check multiple new threats even in the subsequent generation.
Will-O-Wisp is like flipping the bird to most physical threats, namely M-Scizor, Garchomp and Aegislash. Hydro Pump is there for Gliscor along with non Mold Breaker Excadrill, however it occasionally runs into trouble if the Gliscor for whatever reason decides to carry Substitute. Volt Switch is to gain momentum throughout the entire battle, finding opportunities for Lucario to come in, scare out a threat and Swords Dance on my opposition's switch. The Chesto Berry bluffs the Choice item, while at the same time providing new life to the washing machine by waking it up after a short Rest.
Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 252 HP / 4 SDef / 252 Spd
Timid Nature
- Spore
- Sticky Web
- Stealth Rock
- Memento
Smeargle basically is there for my entry hazards. Usually when I see a grass type in the team preview, my first instincts would not to go for the Spore right off the bat, but instead set up the Stealth Rocks, or the Sticky Web depending on the team that I'm facing, offensive or stall.
Although at most times, having both hazards on my opposition's field would be terrific. Smeargle usually makes it's appearance at early game as a lead, and probably mid-game as a Memento fodder, to allow Lucario to basically clean up from there.
Azumarill @ Choice Band
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Play Rough
- Waterfall
- Superpower
- Aqua Jet
The wallbreaker/revenge killer. Usually I threaten the shit out of Blaziken/Talonflame by switching into them. Being afraid of the Aqua Jet, I'd just go for Play Rough predicting their switch into something else, say for example Gastrodon, which gets easily 2HKO'd by it. Superpower is there for Ferrothorn/Magnezone, or any steel type in general, but usually the best bet would be to scare the threat out with the priority Aqua Jet, and go for the stronger STAB move depending on my opponent's team composition.
Gengar @ Life Orb
Ability: Levitate
EVs: 252 Sp.Atk / 252 Spd / 4 HP
Timid Nature
- Destiny Bond
- Sludge Bomb
- Shadow Ball
- Focus Blast
Initially a SubDisable set, I took TerrorDave's suggestion and went with this. Holy shit this thing is freaking amazing. I thought SubDisable Gengar was working fine, but this thing just made it even better. The ability to hit clean up with my dual-STAB certainly is always welcome, while Destiny Bond just is there to fodder my Gengar while taking something down with it. Usually, the target would be Mega-Kangaskhan to either force out a switch, or they can just Sucker Punch me while they take themselves out.
I still need help predicting Scizor's shenanigans though. Pursuit/Bullet Punch occasionally confuses me since 4th gen until now x.x
Last but not least:
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SAtk / 252 Spd
Hasty Nature
- Earthquake
- Fire Blast
- Outrage
- Crunch
They never see it coming. Fire Blast 2HKOs most of it's defensive counters, namely Skarmory, Ferrothorn, and even roasts Scizor upon the predicted switch in. EVs are rather self explanatory for a scarfer. Garchomp perfectly forces Aegislash to switch out due to Earthquake and whatnot. Outrage is there for, well, it's my strongest STAB move so why not. Crunch may seem like an odd option, but since I do not have a Dark type move user on this team, I figured why not let it be Garchomp? Or is there any other move that I can use?
Things that I've seem to notice:
My team doesn't hit hard enough on the special side. I've considered switching Rotom out for Noivern, but it doesn't work that well as expected. I might replace Gengar as a whole for something else more offensive, or a second wall breaker on the special spectrum.
Well, that's all guys. Happy rating!
edit1:
Threat list is as follows:
TREVANANT. I FUCKING HATE THAT TREE. No reliable method to check it once Gengar goes down. It doesn't even OHKO it with LO Shadow Ball. :/
Mega-Gyarados. Mold Breaker pretty much allows it to OHKO Gengar and Rotom-W after a Dragon Dance, and there is nothing to stop it. Assuming it is at full health, it can easily live any attack from my Scarf Garchomp and OHKO back with Ice Fang.
Breloom. Not really much of a threat, I just need to play smart around it. The Technician LO set is what worries me after a Swords Dance. Other variations, e.g. Bulky Poison Heal have no worries as long as they do not pack Bulk Up.
M-Gengar: Welp. This thing can pretty much sweep my team if Garchomp goes down. Not a big deal if I keep it healthy. This is legal for the tournament.






Having stepped out of the competitive scene for about quite sometime, I decided to hop back in shortly after the release of X and Y, while I lurked around for information on team building for the time being. I built this team solely for a competition which will be likely to take place near the end of December, which is still in the pre-Pokebank era. Not really sure if this is allowed, but I'd list down several factors which would affect team rating, and I hope all of you read this before giving any suggestions.
Legendary clause is ON.
Item clause is ON.
Blaziken is ALLOWED.
Without further ado, let me bring this team into detail.
A closer look:

Lucario @ Lucarionite
Ability: Steadfast ----> Adaptability
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Bullet Punch
- Close Combat
- Swords Dance
- Earthquake
Lucario is the MVP of the team, being able to fire off base 240 Close Combats, OHKOing anything that does not resist it or is physically bulky. The EVs are there to solely maximize the damage output inflicted by this monster, while at the same time letting it outspeed anything that is a neutral base 100 after a mega evolution. Aegislash gets 2HKOed by an unboosted Earthquake upon the predicted switch in, which is always nice. Bullet Punch is simply a Steel type Extreme Speed after the Adaptability boost, finishing off anything which is at red health.
Gliscor is a problem though, as it takes 40% from a +2 Close Combat, alongside with Talonflame where priority Brave Bird is what stops it flat, is easily dealt with my next member:

Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 252 Def / 4 Sp.Atk
Bold Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Rest
Ah Rotom. You never fail to please me when you were first introduced in Generation 4. You got even better in Generation 5, and has shown to check multiple new threats even in the subsequent generation.
Will-O-Wisp is like flipping the bird to most physical threats, namely M-Scizor, Garchomp and Aegislash. Hydro Pump is there for Gliscor along with non Mold Breaker Excadrill, however it occasionally runs into trouble if the Gliscor for whatever reason decides to carry Substitute. Volt Switch is to gain momentum throughout the entire battle, finding opportunities for Lucario to come in, scare out a threat and Swords Dance on my opposition's switch. The Chesto Berry bluffs the Choice item, while at the same time providing new life to the washing machine by waking it up after a short Rest.

Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 252 HP / 4 SDef / 252 Spd
Timid Nature
- Spore
- Sticky Web
- Stealth Rock
- Memento
Smeargle basically is there for my entry hazards. Usually when I see a grass type in the team preview, my first instincts would not to go for the Spore right off the bat, but instead set up the Stealth Rocks, or the Sticky Web depending on the team that I'm facing, offensive or stall.
Although at most times, having both hazards on my opposition's field would be terrific. Smeargle usually makes it's appearance at early game as a lead, and probably mid-game as a Memento fodder, to allow Lucario to basically clean up from there.

Azumarill @ Choice Band
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Play Rough
- Waterfall
- Superpower
- Aqua Jet
The wallbreaker/revenge killer. Usually I threaten the shit out of Blaziken/Talonflame by switching into them. Being afraid of the Aqua Jet, I'd just go for Play Rough predicting their switch into something else, say for example Gastrodon, which gets easily 2HKO'd by it. Superpower is there for Ferrothorn/Magnezone, or any steel type in general, but usually the best bet would be to scare the threat out with the priority Aqua Jet, and go for the stronger STAB move depending on my opponent's team composition.

Gengar @ Life Orb
Ability: Levitate
EVs: 252 Sp.Atk / 252 Spd / 4 HP
Timid Nature
- Destiny Bond
- Sludge Bomb
- Shadow Ball
- Focus Blast
Initially a SubDisable set, I took TerrorDave's suggestion and went with this. Holy shit this thing is freaking amazing. I thought SubDisable Gengar was working fine, but this thing just made it even better. The ability to hit clean up with my dual-STAB certainly is always welcome, while Destiny Bond just is there to fodder my Gengar while taking something down with it. Usually, the target would be Mega-Kangaskhan to either force out a switch, or they can just Sucker Punch me while they take themselves out.
I still need help predicting Scizor's shenanigans though. Pursuit/Bullet Punch occasionally confuses me since 4th gen until now x.x
Last but not least:

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SAtk / 252 Spd
Hasty Nature
- Earthquake
- Fire Blast
- Outrage
- Crunch
They never see it coming. Fire Blast 2HKOs most of it's defensive counters, namely Skarmory, Ferrothorn, and even roasts Scizor upon the predicted switch in. EVs are rather self explanatory for a scarfer. Garchomp perfectly forces Aegislash to switch out due to Earthquake and whatnot. Outrage is there for, well, it's my strongest STAB move so why not. Crunch may seem like an odd option, but since I do not have a Dark type move user on this team, I figured why not let it be Garchomp? Or is there any other move that I can use?
Things that I've seem to notice:
My team doesn't hit hard enough on the special side. I've considered switching Rotom out for Noivern, but it doesn't work that well as expected. I might replace Gengar as a whole for something else more offensive, or a second wall breaker on the special spectrum.
Well, that's all guys. Happy rating!
edit1:
Threat list is as follows:
TREVANANT. I FUCKING HATE THAT TREE. No reliable method to check it once Gengar goes down. It doesn't even OHKO it with LO Shadow Ball. :/
Mega-Gyarados. Mold Breaker pretty much allows it to OHKO Gengar and Rotom-W after a Dragon Dance, and there is nothing to stop it. Assuming it is at full health, it can easily live any attack from my Scarf Garchomp and OHKO back with Ice Fang.
Breloom. Not really much of a threat, I just need to play smart around it. The Technician LO set is what worries me after a Swords Dance. Other variations, e.g. Bulky Poison Heal have no worries as long as they do not pack Bulk Up.
M-Gengar: Welp. This thing can pretty much sweep my team if Garchomp goes down. Not a big deal if I keep it healthy. This is legal for the tournament.
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