I'm trying to bust into National Dex play, and this team has been rather effective in laddering so far. It's currently sitting at 30-13 on the ladder.
Paste: https://pokepast.es/9e4de4802f698f2f
Stellaluna (Gliscor) (F) @ Toxic Orb
Ability: Poison Heal
EVs: 184 HP / 252 Atk / 72 Spe
Adamant Nature
- Earthquake
- Defog
- Roost
- U-turn
Gliscor is a huge part of the defensive backbone of the team. I rely on it heavily to switch into physical threats. Notably, I find myself switching it into Landorus (Once toxic orb is popped), Mega Scizor, Garchomp, Mega Loppunny. (If it's not triple axel.) Gliscor is also the only solid Heatran answer I have so it's important for that.
Flapjack (Charizard-Mega-Y) @ Charizardite Y
Ability: Solar Power
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Roost
- Solar Beam
- Scorching Sands
Zard Y is my primary wallbreaker and secondary sun setter. Fire blast is disgustingly strong and Solar Beam is especially helpful for all the Megapert rain teams running around. Zard can take one sun boosted eruption from full health scarftran and kill with scorching sands (Though one of the things I would like on this team if there's any room for it, is a little insurance for scarftran.)
Doot (Torkoal) @ Heat Rock
Ability: Drought
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Lava Plume
- Rest
- Rapid Spin
- Stealth Rock
Torkal does Torkal things for this team. I run heat rock for max sun turns and the fact that he can spin and set up rocks is always helpful. I wish I could say more about him, but he is the obligatory setter. I will say that Torkal specifically has been super helpful against Rilla-Zone teams. Part of me wonders if I could be running something more helpful than rest, as I haven't clicked it as of yet.
Planthony (Venusaur) @ Life Orb
Ability: Chlorophyll
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Growth
- Giga Drain
- Weather Ball
- Sludge Bomb
Venusaur's speed tier under sun is pivotal for this team's success. It's my primary fairy answer and is ludicrously strong and easy to pivot into with Gliscor. I've considered running earth power to alleviate the scarftran problem, but I'm having trouble fitting in because Giga drain helps saur's longevity so thoroughly.
Scree (Latios) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psychic
- Roost
- Mystical Fire
I love, love, love life orb Latios on this squad. 110 speed is a super useful speed tier for the team and makes for a great lead against squads that are clearly running lead defensive Lando, or to immediately threaten Pelliper. I've been pleasantly surprised at the raw damage it's still able to output.
Aunt Fanny (Magearna-Original) @ Weakness Policy
Ability: Soul-Heart
EVs: 252 HP / 52 Def / 24 SpA / 180 Spe
Timid Nature
IVs: 30 Atk
- Draining Kiss
- Stored Power
- Shift Gear
- Calm Mind
Magearna, truly the textbook definition of a balanced pokemon. In all reality, I think this squad really plays to a lot of Weakness policy Magearna's strengths making it into a threat that can truly win at any turn. Its ability to consistently tank non-banded Lando-T EQs or Moltres fire blasts and sweep instantly has bagged this team a good deal of its victories. The MVP for sure.
As far as major problems I've noticed Scarftran has been the most glaring, and Ash-Gren requires some finessing but I'm sure there are other matchups I should be aware of that may give the team trouble! I very much look forward to receiving some feedback on this squad! It's my first time posting, so I really appreciate all the help in advance.
Paste: https://pokepast.es/9e4de4802f698f2f
Stellaluna (Gliscor) (F) @ Toxic Orb
Ability: Poison Heal
EVs: 184 HP / 252 Atk / 72 Spe
Adamant Nature
- Earthquake
- Defog
- Roost
- U-turn
Gliscor is a huge part of the defensive backbone of the team. I rely on it heavily to switch into physical threats. Notably, I find myself switching it into Landorus (Once toxic orb is popped), Mega Scizor, Garchomp, Mega Loppunny. (If it's not triple axel.) Gliscor is also the only solid Heatran answer I have so it's important for that.
Flapjack (Charizard-Mega-Y) @ Charizardite Y
Ability: Solar Power
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Roost
- Solar Beam
- Scorching Sands
Zard Y is my primary wallbreaker and secondary sun setter. Fire blast is disgustingly strong and Solar Beam is especially helpful for all the Megapert rain teams running around. Zard can take one sun boosted eruption from full health scarftran and kill with scorching sands (Though one of the things I would like on this team if there's any room for it, is a little insurance for scarftran.)
Doot (Torkoal) @ Heat Rock
Ability: Drought
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Lava Plume
- Rest
- Rapid Spin
- Stealth Rock
Torkal does Torkal things for this team. I run heat rock for max sun turns and the fact that he can spin and set up rocks is always helpful. I wish I could say more about him, but he is the obligatory setter. I will say that Torkal specifically has been super helpful against Rilla-Zone teams. Part of me wonders if I could be running something more helpful than rest, as I haven't clicked it as of yet.
Planthony (Venusaur) @ Life Orb
Ability: Chlorophyll
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Growth
- Giga Drain
- Weather Ball
- Sludge Bomb
Venusaur's speed tier under sun is pivotal for this team's success. It's my primary fairy answer and is ludicrously strong and easy to pivot into with Gliscor. I've considered running earth power to alleviate the scarftran problem, but I'm having trouble fitting in because Giga drain helps saur's longevity so thoroughly.
Scree (Latios) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psychic
- Roost
- Mystical Fire
I love, love, love life orb Latios on this squad. 110 speed is a super useful speed tier for the team and makes for a great lead against squads that are clearly running lead defensive Lando, or to immediately threaten Pelliper. I've been pleasantly surprised at the raw damage it's still able to output.
Aunt Fanny (Magearna-Original) @ Weakness Policy
Ability: Soul-Heart
EVs: 252 HP / 52 Def / 24 SpA / 180 Spe
Timid Nature
IVs: 30 Atk
- Draining Kiss
- Stored Power
- Shift Gear
- Calm Mind
Magearna, truly the textbook definition of a balanced pokemon. In all reality, I think this squad really plays to a lot of Weakness policy Magearna's strengths making it into a threat that can truly win at any turn. Its ability to consistently tank non-banded Lando-T EQs or Moltres fire blasts and sweep instantly has bagged this team a good deal of its victories. The MVP for sure.
As far as major problems I've noticed Scarftran has been the most glaring, and Ash-Gren requires some finessing but I'm sure there are other matchups I should be aware of that may give the team trouble! I very much look forward to receiving some feedback on this squad! It's my first time posting, so I really appreciate all the help in advance.