I really wanted to make a team that was centered around Quash Sableye and Mega Gardevoir. They both seem a bit underused and I thought they'd make a dandy team. There are somethings I'm uncertain of though.
Sableye
@ Leftovers
Prankster
Sassy
252 Hp/ 128 Def/ 128 Spd
31/x/31/31/31/31
Quash
Taunt
Snarl
Protect/Recover
Sableye is mainly here for speed control, and to mess up special attackers or status users. Prankster is for priority and is pretty self explanatory. Leftovers is for some recovery. Sassy nature is to increase Sableye's slightly lower Special defense.
Quash can really screw up things like Mega Salamence with flash cannon, Garchomp with iron head, and Mega Kangaskhan with double edge, which can and will likely wreck Mega Gardevoir and other squishier members of my team.
Taunt is to stop anyone who decides they want to constantly use rage powder/follow me and crippling status users.
Snarl is to keep Sableye from being taunt bait while screwing up special attackers. It's a bit of a debate between using Snarl, Knock off, or Night shade on him.
Protect is there because I might need Sableye to protect himself from Hyper voice. This can be replaced with recover, since I might have a wide guard user. His Evs are to keep him fairly bulky on both ends of the spectrum.
Gardevoir
@ Gardevoirite
Trace/ Pixilate
Timid
252 Spa/ 252 Spe/ 4 Hp
31/x/31/31/31/31
Hyper voice
Psyshock
Thunder wave/Heal bell
Protect
Gardevoir is the team's main special attacker. Trace is to grab some useful abilities before mega evolving ( Intimidate, Competitive, Lightning rod, etc.) Pixilate make Hyper voice a monstrous move that can hit through substitute. Gardevoirite is self explanatory. Timid to further out speed.
Hyper voice is the main STAB move to take out dragons, fighting and dark types. Is useful to get through some substitute users.
Psyshock is when Special walls come out and to deal with the occasional poison type.
Thunder wave is for more speed control and the annoying paralyzes. Heal bell could also be used to fix up posions, burns, and other various status effects.
Protect is there to shield and to scout.
Evs are to max damage output, out speed, and add a minuscule amount of extra bulk
The rest of my team i built around the weaknesses of Gardevoir.
The first thing that usually slaughters Mega Gardevoir tends to be things like Mega Kangaskhan with Double-edge, Metagross regular and Mega, and Ferrothorn.
To deal with these I added Ludicolo, Garchomp, and Rotom-H
Rotom-H
@Safety goggles
Levitate
Modest
252 Hp/ 252 Spa/ 4 Spe
31/x/31/31/31/31
Will-o-wisp
Thunderbolt
Overheat
Protect
Rotom is here to cripple Physical attackers, and do some damage. Levitate cause Rotom can't have anything else, but it's nice since it negates his otherwise 4x weakness to ground moves. Safety goggles, to avoid sandstorm damage from the common Tyranitar, and in my experience Rotom is often the target of Spore. Modest to keep him a hard hitting Pokemon
Will-o-wisp is great from crippling any physical attacker that is not a fire type. Also helps to take out anything that is trying to stall with leftovers.
Thunderbolt is to deal huge damage to flying and water types, while doing fairly decent to anything that doesn't resist or is immune to it.
Overheat absolutely cockslams Scizor, Ferrothorn, and Grass types save Mega Venusaur. Because of the stat reductions I tend to save this for the final stalling Ferrothorn or Bullet Punch users threatening to poopstomp my Gardevoir.
Protect is there for the Same reasons as before, to shield and scout.
Evs are there to give him a more bulk. I decided to invest in Hp due to rock slide, and hydro pump being quite common, so investing in one left me vulnerable to one or the other. The Hp also allows me to keep 252 Evs in Spa, and the Spe Evs are to out speed other Rotom that have a bulkier Ev Spread(252Hp/252 Def/Spd/4 Spa)
Garchomp
@ Lum Berry
Rough skin
Jolly
252 Atk/ 252 Spe/ 4 Hp
31/31/31/x/31/31
Earthquake
Rock slide/Iron Head/Crunch
Dragon claw
Protect
Garchomp is the team's main physical attacker, he can switch in to the steel and poison types the would otherwise kill Gardevoir. Lum berry is there to get rid of spore, and will-o-wisps which would otherwise stop Garchomp in it's tracks. Jolly to out speed other unscarfed Pokemon.
Earthquake to damage both opponents, usually used in conjunction with Rotom-H or protect. Chunks the likes of Metagross and Mega Mawile, and usually OHKOs Bisharp, and Heatran.
Rock slide is to add the possiblity of flinch and spread damage. Gets opposing Rotom-Hs and things like Zapdos, Thundurus, and Mega Charizard Y, which would usually avoid earthquake. (Though I've seen enemies use roost and then get killed by their own earthquake, pretty funny to see) Iron Head is an alternative to kill fairies which usually are outpaced by but still kill Garchomp, like Sylveon. Crunch can also be used to take out Gengar or Magnet rise Metagross.
Dragon Claw to take out other dragons and do strong neutral stabs to basically everything else besides steels.
Protect cause protect.
Evs add onto the base 130 attack stat, investment into Spe to out speed and a bit of investment into Garchomp's pretty decent Hp.
Ludicolo
@ Assault Vest
Swift swim
Bold
252 Spa/ 128 Hp/128 Def
31/x/31/31/31/31
Fake out
Ice beam
Scald
Giga Drain
Ludicolo is the rain counter and Fake Out support. Assault vest is to further Ludicolo's bulk. Bold nature to help with Ludicolo's lower Defense. Immune to Ammongus spore, and leech seed from Ferrothorn.
Fake out to support and disrupt. Not much else to it.
Ice beam is to help take out those dragons that can't be OHKO'ed by Gardevoir or Garchomp.
Scald for STAB, decent burn chance to cripple physical attackers.
Giga drain is for reliable recovery and STAB. It keeps Ludicolo on the field longer.
Evs allow Ludicolo to retain damage while being bulky. I felt his Special defense was enough with Assault vest.
For my last Pokemon I'm fairly in decisive. For the time being it is Machamp.
Machamp
@ Life orb
No guard
Adamant
252 Atk/ 252 Hp/ 4 Spd
31/31/31/x/31/31
Dynamic Punch
Bullet punch/Stone edge
Quick Guard/Knock off
Wide guard
Machamp is a trick room counter, and a counter to the Satan spawn known and as Minimize Chansey. Life orb to dish out extra damage. Adamant for that same reason. No guard so I won't miss attacks.
Dynamic punch hits normal types pretty damn hard and will cause confusion.
Bullet punch helps take out fairies that threaten Machamp and friends, the priority helps with Machamp's dismal speed. Stone edge could be a stronger alternative, and covers his flying weakness, but lacks priority.
Quick guard, helps protect the team from threats like Bravebird talonflame, and Prankster users. Knock off could be used as offensive utility and get rid of items.
Wide guard protects against Hyper voice, earthquake, etc that can deal alot of damage to Machamp.
Evs are to make Machamp bulky and still do alot of damage, I didn't bother to invest in Spe because I wanted him to be a fail safe just in case a trick room team comes in.
I'm not too sure Machamp fits in too well because of him adding such a weakness to fairy. Other pokemon I think would work well are Metagross, Aerodactyl, Mienshao, Hitmontop, and Scrafty. I appreciate criticism of any sort. thanks for reading.
Sableye
@ Leftovers
Prankster
Sassy
252 Hp/ 128 Def/ 128 Spd
31/x/31/31/31/31
Quash
Taunt
Snarl
Protect/Recover
Sableye is mainly here for speed control, and to mess up special attackers or status users. Prankster is for priority and is pretty self explanatory. Leftovers is for some recovery. Sassy nature is to increase Sableye's slightly lower Special defense.
Quash can really screw up things like Mega Salamence with flash cannon, Garchomp with iron head, and Mega Kangaskhan with double edge, which can and will likely wreck Mega Gardevoir and other squishier members of my team.
Taunt is to stop anyone who decides they want to constantly use rage powder/follow me and crippling status users.
Snarl is to keep Sableye from being taunt bait while screwing up special attackers. It's a bit of a debate between using Snarl, Knock off, or Night shade on him.
Protect is there because I might need Sableye to protect himself from Hyper voice. This can be replaced with recover, since I might have a wide guard user. His Evs are to keep him fairly bulky on both ends of the spectrum.
Gardevoir
@ Gardevoirite
Trace/ Pixilate
Timid
252 Spa/ 252 Spe/ 4 Hp
31/x/31/31/31/31
Hyper voice
Psyshock
Thunder wave/Heal bell
Protect
Gardevoir is the team's main special attacker. Trace is to grab some useful abilities before mega evolving ( Intimidate, Competitive, Lightning rod, etc.) Pixilate make Hyper voice a monstrous move that can hit through substitute. Gardevoirite is self explanatory. Timid to further out speed.
Hyper voice is the main STAB move to take out dragons, fighting and dark types. Is useful to get through some substitute users.
Psyshock is when Special walls come out and to deal with the occasional poison type.
Thunder wave is for more speed control and the annoying paralyzes. Heal bell could also be used to fix up posions, burns, and other various status effects.
Protect is there to shield and to scout.
Evs are to max damage output, out speed, and add a minuscule amount of extra bulk
The rest of my team i built around the weaknesses of Gardevoir.
The first thing that usually slaughters Mega Gardevoir tends to be things like Mega Kangaskhan with Double-edge, Metagross regular and Mega, and Ferrothorn.
To deal with these I added Ludicolo, Garchomp, and Rotom-H
Rotom-H
@Safety goggles
Levitate
Modest
252 Hp/ 252 Spa/ 4 Spe
31/x/31/31/31/31
Will-o-wisp
Thunderbolt
Overheat
Protect
Rotom is here to cripple Physical attackers, and do some damage. Levitate cause Rotom can't have anything else, but it's nice since it negates his otherwise 4x weakness to ground moves. Safety goggles, to avoid sandstorm damage from the common Tyranitar, and in my experience Rotom is often the target of Spore. Modest to keep him a hard hitting Pokemon
Will-o-wisp is great from crippling any physical attacker that is not a fire type. Also helps to take out anything that is trying to stall with leftovers.
Thunderbolt is to deal huge damage to flying and water types, while doing fairly decent to anything that doesn't resist or is immune to it.
Overheat absolutely cockslams Scizor, Ferrothorn, and Grass types save Mega Venusaur. Because of the stat reductions I tend to save this for the final stalling Ferrothorn or Bullet Punch users threatening to poopstomp my Gardevoir.
Protect is there for the Same reasons as before, to shield and scout.
Evs are there to give him a more bulk. I decided to invest in Hp due to rock slide, and hydro pump being quite common, so investing in one left me vulnerable to one or the other. The Hp also allows me to keep 252 Evs in Spa, and the Spe Evs are to out speed other Rotom that have a bulkier Ev Spread(252Hp/252 Def/Spd/4 Spa)
Garchomp
@ Lum Berry
Rough skin
Jolly
252 Atk/ 252 Spe/ 4 Hp
31/31/31/x/31/31
Earthquake
Rock slide/Iron Head/Crunch
Dragon claw
Protect
Garchomp is the team's main physical attacker, he can switch in to the steel and poison types the would otherwise kill Gardevoir. Lum berry is there to get rid of spore, and will-o-wisps which would otherwise stop Garchomp in it's tracks. Jolly to out speed other unscarfed Pokemon.
Earthquake to damage both opponents, usually used in conjunction with Rotom-H or protect. Chunks the likes of Metagross and Mega Mawile, and usually OHKOs Bisharp, and Heatran.
Rock slide is to add the possiblity of flinch and spread damage. Gets opposing Rotom-Hs and things like Zapdos, Thundurus, and Mega Charizard Y, which would usually avoid earthquake. (Though I've seen enemies use roost and then get killed by their own earthquake, pretty funny to see) Iron Head is an alternative to kill fairies which usually are outpaced by but still kill Garchomp, like Sylveon. Crunch can also be used to take out Gengar or Magnet rise Metagross.
Dragon Claw to take out other dragons and do strong neutral stabs to basically everything else besides steels.
Protect cause protect.
Evs add onto the base 130 attack stat, investment into Spe to out speed and a bit of investment into Garchomp's pretty decent Hp.
Ludicolo
@ Assault Vest
Swift swim
Bold
252 Spa/ 128 Hp/128 Def
31/x/31/31/31/31
Fake out
Ice beam
Scald
Giga Drain
Ludicolo is the rain counter and Fake Out support. Assault vest is to further Ludicolo's bulk. Bold nature to help with Ludicolo's lower Defense. Immune to Ammongus spore, and leech seed from Ferrothorn.
Fake out to support and disrupt. Not much else to it.
Ice beam is to help take out those dragons that can't be OHKO'ed by Gardevoir or Garchomp.
Scald for STAB, decent burn chance to cripple physical attackers.
Giga drain is for reliable recovery and STAB. It keeps Ludicolo on the field longer.
Evs allow Ludicolo to retain damage while being bulky. I felt his Special defense was enough with Assault vest.
For my last Pokemon I'm fairly in decisive. For the time being it is Machamp.
Machamp
@ Life orb
No guard
Adamant
252 Atk/ 252 Hp/ 4 Spd
31/31/31/x/31/31
Dynamic Punch
Bullet punch/Stone edge
Quick Guard/Knock off
Wide guard
Machamp is a trick room counter, and a counter to the Satan spawn known and as Minimize Chansey. Life orb to dish out extra damage. Adamant for that same reason. No guard so I won't miss attacks.
Dynamic punch hits normal types pretty damn hard and will cause confusion.
Bullet punch helps take out fairies that threaten Machamp and friends, the priority helps with Machamp's dismal speed. Stone edge could be a stronger alternative, and covers his flying weakness, but lacks priority.
Quick guard, helps protect the team from threats like Bravebird talonflame, and Prankster users. Knock off could be used as offensive utility and get rid of items.
Wide guard protects against Hyper voice, earthquake, etc that can deal alot of damage to Machamp.
Evs are to make Machamp bulky and still do alot of damage, I didn't bother to invest in Spe because I wanted him to be a fail safe just in case a trick room team comes in.
I'm not too sure Machamp fits in too well because of him adding such a weakness to fairy. Other pokemon I think would work well are Metagross, Aerodactyl, Mienshao, Hitmontop, and Scrafty. I appreciate criticism of any sort. thanks for reading.