Team at a Glance:
So the premise behind this team was that I wanted to build a bit of a team around Greninja and Infernape, and as of yet, this team has performed greatly, though I find that it could still use a bit of work. Hazard control does tend to be a problem, but I will usually be good at keeping them off my side of the field in the first place. Without further ado, here's the team:
Azelf @ Focus Sash
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Knock Off
- Explosion
Azelf is the dedicated lead for the team. It's job is to set up rocks, while crippling set-up leads on the other side. Knock Off rids the opponent of their item, and Taunt breaks set-up leads. Explosion is for when the job is finished, or as a last resort otherwise. EVs and Focus Sash allows for maximum survivability and to outspeed as much as possible, with investment into Attack to give Knock Off and Explosion a tiny bit more power. Azelf also works great in mid to late-game as well.
Espeon @ Focus Sash
Ability: Magic Bounce
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Dazzling Gleam
- Shadow Ball
- Psyshock
What's better than taking your opponents' status moves and hurling it back at them? Not much, but that's what makes Magic Bounce such a great ability. This usually works better in the later portions of the match, when Azelf has already gone down, and gives Espeon a free switch-in in many cases. This set allows for Espeon to get a boost before attacking. The moves provide an unresisted coverage, and EVs maximize Espeon's attacking power and Speed. At +1, Espeon is a true force to be reckoned with. Espeon is also great for dealing with Breloom, being immune to spore.
Greninja @ Life Orb
Ability: Protean
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Extrasensory
- Ice Beam
- Scald
Greninja usually acts as a late-game sweeper, after many of its key threats are taken out. Even then, it can handle quite a few of them on its own. Ice Beam hits Landorus, Garchomp and Gliscor, Extrasensory is good for part-poison and fighting types, such as Venusaur and Keldeo, Scald is for Burn chance and higher accuracy (and reliability), and Dark Pulse is great for coverage. The EVs allow for maximum Speed and power, allowing Greninja to finish up teams without much resistance.
Infernape @ Choice Scarf
Ability: Iron Fist
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- U-turn
- Thunder Punch
- Fire Blast
- Close Combat
Infernape acts as a scout, and as a late-game sweeper as well. I will usually send it in after Azelf falls, and U-turn to either Gliscor or Clefable, depending on the opponent. I have Fire Blast as it hits pokemon like Skarmory and Ferrothorn harder than I could with Flare Blitz, without the nasty side effect of something like Iron Barbs, Rocky Helmet or recoil. Thunder Punch is a great coverage move, and is powered up by Iron Fist, and has a chance to KO Greninja after SR. Close Combat is for Fighting STAB. The EV set is to maximise Attack and Speed, with minimal investment in Special Attack.
Clefable @ Light Clay
Ability: Magic Guard
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Soft-Boiled
- Light Screen
- Reflect
- Moonblast
Clefable's main purpose is to set up both Screens for Infernape or Greninja, buffing their weak defenses. However, Clefable can do well on its own, too. Magic Guard allows it to not worry about statuses too much, and Soft-Boiled adds to its survivability. With its Fairy typing, Clefable can freely switch in on a Dragon Type move such as Outrage, and start setting up accordingly. Moonblst is to prevent Clefable from being Taunt bait, though it does also pack quite a bit of punch against key opponents, such as Lati@s.
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 184 HP / 252 Atk / 72 Spe
Adamant Nature
- Fling
- Acrobatics
- Earthquake
- Roost
The days of Toxic Stall Gliscor is over, but Gliscor can still be usefull with Poison Heal shenanigans. With a Toxic Orb and Fling, Gliscor has a one-use Toxic at its disposal, while powering up Acrobatics. With this set-up, Gliscor is protected from statuses like burn or sleep. Earthquake is for additional STAB coverage, and Roost allows for additional survivability. EVs allows Gliscor to outspeed Jolly (un-mega) Tyranitar, and maximize Attack. Gliscor also deals with threats to Greninja, such as Breloom and electric types.
Other notes:





So the premise behind this team was that I wanted to build a bit of a team around Greninja and Infernape, and as of yet, this team has performed greatly, though I find that it could still use a bit of work. Hazard control does tend to be a problem, but I will usually be good at keeping them off my side of the field in the first place. Without further ado, here's the team:

Azelf @ Focus Sash
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Knock Off
- Explosion
Azelf is the dedicated lead for the team. It's job is to set up rocks, while crippling set-up leads on the other side. Knock Off rids the opponent of their item, and Taunt breaks set-up leads. Explosion is for when the job is finished, or as a last resort otherwise. EVs and Focus Sash allows for maximum survivability and to outspeed as much as possible, with investment into Attack to give Knock Off and Explosion a tiny bit more power. Azelf also works great in mid to late-game as well.

Espeon @ Focus Sash
Ability: Magic Bounce
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Dazzling Gleam
- Shadow Ball
- Psyshock
What's better than taking your opponents' status moves and hurling it back at them? Not much, but that's what makes Magic Bounce such a great ability. This usually works better in the later portions of the match, when Azelf has already gone down, and gives Espeon a free switch-in in many cases. This set allows for Espeon to get a boost before attacking. The moves provide an unresisted coverage, and EVs maximize Espeon's attacking power and Speed. At +1, Espeon is a true force to be reckoned with. Espeon is also great for dealing with Breloom, being immune to spore.

Greninja @ Life Orb
Ability: Protean
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Extrasensory
- Ice Beam
- Scald
Greninja usually acts as a late-game sweeper, after many of its key threats are taken out. Even then, it can handle quite a few of them on its own. Ice Beam hits Landorus, Garchomp and Gliscor, Extrasensory is good for part-poison and fighting types, such as Venusaur and Keldeo, Scald is for Burn chance and higher accuracy (and reliability), and Dark Pulse is great for coverage. The EVs allow for maximum Speed and power, allowing Greninja to finish up teams without much resistance.

Infernape @ Choice Scarf
Ability: Iron Fist
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- U-turn
- Thunder Punch
- Fire Blast
- Close Combat
Infernape acts as a scout, and as a late-game sweeper as well. I will usually send it in after Azelf falls, and U-turn to either Gliscor or Clefable, depending on the opponent. I have Fire Blast as it hits pokemon like Skarmory and Ferrothorn harder than I could with Flare Blitz, without the nasty side effect of something like Iron Barbs, Rocky Helmet or recoil. Thunder Punch is a great coverage move, and is powered up by Iron Fist, and has a chance to KO Greninja after SR. Close Combat is for Fighting STAB. The EV set is to maximise Attack and Speed, with minimal investment in Special Attack.

Clefable @ Light Clay
Ability: Magic Guard
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Soft-Boiled
- Light Screen
- Reflect
- Moonblast
Clefable's main purpose is to set up both Screens for Infernape or Greninja, buffing their weak defenses. However, Clefable can do well on its own, too. Magic Guard allows it to not worry about statuses too much, and Soft-Boiled adds to its survivability. With its Fairy typing, Clefable can freely switch in on a Dragon Type move such as Outrage, and start setting up accordingly. Moonblst is to prevent Clefable from being Taunt bait, though it does also pack quite a bit of punch against key opponents, such as Lati@s.

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 184 HP / 252 Atk / 72 Spe
Adamant Nature
- Fling
- Acrobatics
- Earthquake
- Roost
The days of Toxic Stall Gliscor is over, but Gliscor can still be usefull with Poison Heal shenanigans. With a Toxic Orb and Fling, Gliscor has a one-use Toxic at its disposal, while powering up Acrobatics. With this set-up, Gliscor is protected from statuses like burn or sleep. Earthquake is for additional STAB coverage, and Roost allows for additional survivability. EVs allows Gliscor to outspeed Jolly (un-mega) Tyranitar, and maximize Attack. Gliscor also deals with threats to Greninja, such as Breloom and electric types.
- Hazards are something I know could derail my team, but they haven't been too much of an issue so far.
- I'd like a bit more coverage against water and fairy types, though they haven't been an issue yet.
- Thoughts and comments are greatly appreciated!
Importable:
Azelf @ Focus Sash
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Knock Off
- Explosion
Espeon @ Focus Sash
Ability: Magic Bounce
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Dazzling Gleam
- Shadow Ball
- Psyshock
Greninja @ Life Orb
Ability: Protean
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Extrasensory
- Ice Beam
- Scald
Infernape @ Choice Scarf
Ability: Iron Fist
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- U-turn
- Thunder Punch
- Fire Blast
- Close Combat
Clefable @ Light Clay
Ability: Magic Guard
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Soft-Boiled
- Light Screen
- Reflect
- Moonblast
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 184 HP / 252 Atk / 72 Spe
Adamant Nature
- Fling
- Acrobatics
- Earthquake
- Roost
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