This is the first team I have created on my own, so I am expecting to get some constructive criticism on this one. The idea is to get sandstorm going as early as possible, then take advantage of the residual damage and immunity to sandstorm from most of my pokemon.
Tyranitar (F) @ Focus Sash
Ability: Sand Stream
EVs: 240 HP/36 Atk/48 Def/184 SDef
Careful nature (+SDef, -SAtk)
- Crunch
- Fire Punch
- Taunt
- Counter
--- Lead TTar. Counter the opposing lead if its probably going to attack, otherwise taunt. Crunch and fire punch for other common leads that it might face.
Metagross @ Light Clay(?)
Ability: Clear Body
EVs: 252 HP/244 Def/12 Spd
Impish nature (+Def, -SAtk)
- Explosion
- Light Screen(?)
- Earthquake
- Meteor Mash
---Support and defence metagross. Allows it to soak up hits, especially if it switches in on fighting attacks. Not sure if light screen is a good idea or not. Explosion to go out with a bang.
Scizor (M) @ Choice Band
Ability: Technician
EVs: 248 HP/252 Atk/8 Spd
Adamant nature (+Atk, -SAtk)
- U-turn
- Bullet Punch
- Superpower
- Pursuit
---huge physical sweeping threat. u-turn to scout teams, pursuit on the unlucky ghost types or physchic types, and bullent punch for STAB technician power.
Heatran (M) @ Choice Scarf
Ability: Flash Fire
EVs: 4 Atk/252 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Earth Power
- Explosion
- Flamethrower
- Hidden Power [Grass]
---revenge killer/fire resistance. Much needed fire type resistance for this team, along with the power and speed to allow it to sweep. when its faced with an opponent that needs to go down, explosion can finish the job.
Gliscor (M) @ Leftovers
Ability: Sand Veil
EVs: 252 HP/40 Def/216 Spd
Impish nature (+Def, -SAtk)
- Earthquake
- Roost
- Stealth Rock
- Toxic
---wall/support. stealth rock down, along with toxic to where down the opponent, then roost off any damage taken.
Skarmory (M) @ Shed Shell
Ability: Keen Eye
EVs: 252 HP/64 Atk/176 Def/16 Spd
Impish nature (+Def, -SAtk)
- Brave Bird
- Roost
- Spikes
- Whirlwind
---physical wall. spikes down, whirlwind to cause switches and damage, rooost off any damage taken, and the shed shell to avoid being trapped by magnezone.
Tyranitar (F) @ Focus Sash
Ability: Sand Stream
EVs: 240 HP/36 Atk/48 Def/184 SDef
Careful nature (+SDef, -SAtk)
- Crunch
- Fire Punch
- Taunt
- Counter
--- Lead TTar. Counter the opposing lead if its probably going to attack, otherwise taunt. Crunch and fire punch for other common leads that it might face.
Metagross @ Light Clay(?)
Ability: Clear Body
EVs: 252 HP/244 Def/12 Spd
Impish nature (+Def, -SAtk)
- Explosion
- Light Screen(?)
- Earthquake
- Meteor Mash
---Support and defence metagross. Allows it to soak up hits, especially if it switches in on fighting attacks. Not sure if light screen is a good idea or not. Explosion to go out with a bang.
Scizor (M) @ Choice Band
Ability: Technician
EVs: 248 HP/252 Atk/8 Spd
Adamant nature (+Atk, -SAtk)
- U-turn
- Bullet Punch
- Superpower
- Pursuit
---huge physical sweeping threat. u-turn to scout teams, pursuit on the unlucky ghost types or physchic types, and bullent punch for STAB technician power.
Heatran (M) @ Choice Scarf
Ability: Flash Fire
EVs: 4 Atk/252 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Earth Power
- Explosion
- Flamethrower
- Hidden Power [Grass]
---revenge killer/fire resistance. Much needed fire type resistance for this team, along with the power and speed to allow it to sweep. when its faced with an opponent that needs to go down, explosion can finish the job.
Gliscor (M) @ Leftovers
Ability: Sand Veil
EVs: 252 HP/40 Def/216 Spd
Impish nature (+Def, -SAtk)
- Earthquake
- Roost
- Stealth Rock
- Toxic
---wall/support. stealth rock down, along with toxic to where down the opponent, then roost off any damage taken.
Skarmory (M) @ Shed Shell
Ability: Keen Eye
EVs: 252 HP/64 Atk/176 Def/16 Spd
Impish nature (+Def, -SAtk)
- Brave Bird
- Roost
- Spikes
- Whirlwind
---physical wall. spikes down, whirlwind to cause switches and damage, rooost off any damage taken, and the shed shell to avoid being trapped by magnezone.