Hi people :) My first thread post so please be harsh.
My teams on Showdown generally seem to drop dead when the first mon is down, so I constructed a team that could run safely with any three left. Its based on a famous pivot I saw:
1.
Mawile @ Mawilite
Ability: Intimidate -> Huge Power
EV's: 192 HP/252 Atk/56 Def/8 SpDef
Adamant
-Substitute
-Pain Split
-Sucker Punch
-Play Rough
The idea behind Mawile is to get behind a Sub as quick as possible. This is generally done by coming in on a resisted physical attack and sending them off via Intimidate. Thereafter I have two options based on who comes in. I can dent most mons using PR that don't resist it. Else I can test their ability to harm Mawile by Subbing to a lower health and then using Pain Split. The durability of this set is rooted in Pain Split, allowing me a decent number of switch-ins. I have noticed that most Mega-evos have an Achilles-heel in recovery.
2.
Salamence @ Life Orb
Ability:Intimidate
EV's: 252 Sp.Atk/252 Spd/4 HP
Hasty
-Draco Meteor
-Fire Blast
-Earthquake
-Roost
An ideal pivot partner for Mawile, covering various resists between the two. I use a double Intimidate strategy to take care of any major physical threat to my team, using the resists of Mawile and Mence.
The idea behind Salamence is to deal damage and fake switches. In most cases opponents send in their boosters after a Draco Meteor only for me to Roost up or EQ them. Speed EV's are crucial to the set to outspeed common base 100's.
3.
Mandibuzz @ Leftovers
Ability:Overcoat
EV's:252 HP/252 Def/4 SpD
Impish
-Knock Off
-Roost
-Toxic
-Taunt
My favourite lead so far. Highly underrated defensively, able to sponge a lot of physical hits and shrug them off with Roost. Taunts what its faster than and Knock Off for mons like Deoxys-S. Highly useful as a switch in mid game as well taking most hits neutrally well. Forces out leads and allows me to set up my own hazards.
4.
Donphan @ Leftovers
Ability: Sturdy
EV's:252 HP/252 Atk/4 SpD
Adamant
-Earthquake
-Ice Shard
-Stealth Rock
-Rapid Spin
Donphan fills in a dual role of Spinner and SR setup while managing to pack a punch with EQ. Ice Shard is highly useful in taking down fast threats and is required surprisingly often. Donphan appreciated support from Mandibuzz in getting rid of Ghosts which spin-block. In turn, it also absorbs some physical hits if Mandibuzz is getting a little pummeled. Its merits inclusion over Excadrill purely because I don't like teams where three mons are Fire-weak.
5.
Tyranitar @ Assault Vest
Ability: Sand Stream
EV's:252 HP/252 Atk/4 SpAtk
Brave
-Pursuit
-Stone Edge
-Fire Blast
-Ice Beam
Classic Tyraniboah with Pursuit for pesky switchers. But mainly functions as Special sponge for the team, covering the major weaknesses to Fire and Ice in my team. Main let down is lack of recovery but still able to change the game for me with the right move selection and surprise factor. Handles common setup mons like Forretress, Ferrothorn and Skarmory with relative ease when passed down by Mandibuzz.
6.
Roserade @ Black Sludge
Ability: Natural Cure
EV's: 252 HP/252 Sp.Atk/4 Spd
Modest
-Giga Drain
-Sludge Bomb
-Toxic Spikes
-Rest
Fills in multiple roles in the team. Sets up T.Spikes when it comes in on something like Ferrothorn: resists but cannot damage. Absorbs Status and damage to a good extent with Rest & Natural Cure. It also hits very hard and recovers well too. Typing perfect for the team and has good synergy with Mandibuzz and Donphan barring Ice-Type attacks.
So thats about it for the team. My playing style revolves around getting a grip on the opponents gameplan while rotating between Mandibuzz, Donphan and Roserade. I then send in Mence and Mawile to start whittling the team away. Tyranitar is used in between if the synergy between the trio or the pair is disturbed, as well as late game pivot duty.
Any kind of input if highly appreciated :)
My teams on Showdown generally seem to drop dead when the first mon is down, so I constructed a team that could run safely with any three left. Its based on a famous pivot I saw:
1.

Mawile @ Mawilite
Ability: Intimidate -> Huge Power
EV's: 192 HP/252 Atk/56 Def/8 SpDef
Adamant
-Substitute
-Pain Split
-Sucker Punch
-Play Rough
The idea behind Mawile is to get behind a Sub as quick as possible. This is generally done by coming in on a resisted physical attack and sending them off via Intimidate. Thereafter I have two options based on who comes in. I can dent most mons using PR that don't resist it. Else I can test their ability to harm Mawile by Subbing to a lower health and then using Pain Split. The durability of this set is rooted in Pain Split, allowing me a decent number of switch-ins. I have noticed that most Mega-evos have an Achilles-heel in recovery.
2.

Salamence @ Life Orb
Ability:Intimidate
EV's: 252 Sp.Atk/252 Spd/4 HP
Hasty
-Draco Meteor
-Fire Blast
-Earthquake
-Roost
An ideal pivot partner for Mawile, covering various resists between the two. I use a double Intimidate strategy to take care of any major physical threat to my team, using the resists of Mawile and Mence.
The idea behind Salamence is to deal damage and fake switches. In most cases opponents send in their boosters after a Draco Meteor only for me to Roost up or EQ them. Speed EV's are crucial to the set to outspeed common base 100's.
3.

Mandibuzz @ Leftovers
Ability:Overcoat
EV's:252 HP/252 Def/4 SpD
Impish
-Knock Off
-Roost
-Toxic
-Taunt
My favourite lead so far. Highly underrated defensively, able to sponge a lot of physical hits and shrug them off with Roost. Taunts what its faster than and Knock Off for mons like Deoxys-S. Highly useful as a switch in mid game as well taking most hits neutrally well. Forces out leads and allows me to set up my own hazards.
4.

Donphan @ Leftovers
Ability: Sturdy
EV's:252 HP/252 Atk/4 SpD
Adamant
-Earthquake
-Ice Shard
-Stealth Rock
-Rapid Spin
Donphan fills in a dual role of Spinner and SR setup while managing to pack a punch with EQ. Ice Shard is highly useful in taking down fast threats and is required surprisingly often. Donphan appreciated support from Mandibuzz in getting rid of Ghosts which spin-block. In turn, it also absorbs some physical hits if Mandibuzz is getting a little pummeled. Its merits inclusion over Excadrill purely because I don't like teams where three mons are Fire-weak.
5.

Tyranitar @ Assault Vest
Ability: Sand Stream
EV's:252 HP/252 Atk/4 SpAtk
Brave
-Pursuit
-Stone Edge
-Fire Blast
-Ice Beam
Classic Tyraniboah with Pursuit for pesky switchers. But mainly functions as Special sponge for the team, covering the major weaknesses to Fire and Ice in my team. Main let down is lack of recovery but still able to change the game for me with the right move selection and surprise factor. Handles common setup mons like Forretress, Ferrothorn and Skarmory with relative ease when passed down by Mandibuzz.
6.

Roserade @ Black Sludge
Ability: Natural Cure
EV's: 252 HP/252 Sp.Atk/4 Spd
Modest
-Giga Drain
-Sludge Bomb
-Toxic Spikes
-Rest
Fills in multiple roles in the team. Sets up T.Spikes when it comes in on something like Ferrothorn: resists but cannot damage. Absorbs Status and damage to a good extent with Rest & Natural Cure. It also hits very hard and recovers well too. Typing perfect for the team and has good synergy with Mandibuzz and Donphan barring Ice-Type attacks.






So thats about it for the team. My playing style revolves around getting a grip on the opponents gameplan while rotating between Mandibuzz, Donphan and Roserade. I then send in Mence and Mawile to start whittling the team away. Tyranitar is used in between if the synergy between the trio or the pair is disturbed, as well as late game pivot duty.
Any kind of input if highly appreciated :)
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