Even through I have played all generations this is the first one that made me care about competitive playing. The other games were always for fun and after beating all post-game content I would just leave the game behind. But then X & Y came and with this new online system "Battle Spot" that actually makes easy to play against random opponents pretty fast, something that I enjoy in every game I play.
Since I was new to this thing I suffered a lot in the start but after a lot of testing I have come to this team, but not sure if it is completely solid.
I really like to get out of the cliches in terms of pokés that everyone uses but I faced some options that I felt like I could not run away just because it's mainstream.
Aegislash @ Weekness Policy
Ability: Stance Change
EVs: 252HP / 252 SAtk / 4 Spe
Modest Nature
- King's Shield
- Autotomize
- Flash Cannon
- Shadow Ball
In terms of competitive playing you see most guys using it as physical with Swords Dance, but since I needed a Special Attacker and felt like Aegislash could do it I tried this build and it is working pretty well. It can work by two ways: either you switch in to cause a switch, it's perfect if it causes the switch to a Gliscor, and then use two Autotomizes and after the second you have received an super effective attack and had the SPATK boosted by 2 and also have x3 Speed, that makes it outspeed even Mega Gengar. The other option is to switch in against a not very fast foe who is going to use an super effective move and in this case you will only use one Autotomize but either way it will be fast and can outspeed regular Gengar, per example.
Mamoswine @ Focus Sash
Ability: Thick Fat
EVs: 4HP / 252Atk / 252Spe
Adamant Nature
- Earthquake
- Icicle Crash
- Ice Shard
- Stealth Rock
I always liked this guy and he fits really nice in my team. He uses Focus Sash because he is the lead who is going to setup SR and then probably run waiting for the chance to make a revenge kill. His ice-type attack are very welcome in my team since it doesn't have fairies and the Earthquake is basically for coverage and massive damage in case of ice neutral damage.
Volcarona @ Life Orb
Ability: Flame Body
EVs: 4HP / 252 SAtk / 252 Spe
Timid Nature
- Quiver Dance
- Bug Buzz
- Fiery Dance
- Hurricane
I guess it's like they say: "The game is never over if Volcorana is on the field". He can easily sweep through entire team if has his time to setup and the Fiery Dance is there because after having had some hard time using Fire Blast I got to prefer Fiery Dance, specially for the possible SAtk buff, and for the perfect accuracy. Hurricane is there for coverage and because I had no luck trying to make a HP Ground and maybe it won't even be worth with this debuff that happened since last generation, anyway Hurricane lets me down sometimes but when it works I am always celebrating, it is the last resort only if the other two attack won't OHKO the foe.
Lucario @ Lucarionite
Ability: Justified
EVs: 4HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Bullet Punch
- Crunch
Here is the Mega of my team. I tried making a team without Mega but I always felt like I was in disadvantage. So instead of Kangaskhan I decided to choose the other physically strong Mega. It can switch in to take advantage of Justified if I can predict a dark-type move but he is usually better when forces a switch and have time to setup with Swords Dance. After that I guess that he is "the bomb". Bullet Punch instead of ExtremeSpeed for coverage in my team against fairies and because he will have the same base damage when Mega evolve. Crunch is coverage against those who resist Close Combat. The big flaw is when a flying type arrives, specially Talonflame, and thats why I always save him for after I clean up those who could be a threat for him.
Rotom-W @ Chesto Berry
Ability: Levitate
EVs: 248 HP / 232 Def / 28 SpA
Bold Nature
- Volt Switch
- Will-o-Wisp
- Hydro Pump
- Rest
I opt for a defensive instead of specially defensive because he is made to be a main counter for Talonflame. He is in the team for the Will-o-Wisp and type coverage. I choose the ChestoRest in his case because I don't really seem yet a way to get Pain Split in an good IV Rotom.
Mandibuzz @ Leftovers
Ability: Overcoat
EVs: 252 HP / 252 SDef / 4 Spee
Careful Nature
- Defog
- Taunt
- Knock Off
- Roost
This guy is maybe the one that took most benefit from the new generation. Overcoat is there for dealing with Spore and Sleep Powder. Taunt to prevent setup and Knock Off is the most annoying thing he does, taking off item and sometimes even killing some ghosts. I choose to use Defog instead of Rapid Spin because it cannot be countered and specially because I felt like my team needed a flying-type to deal with Mold Breaker Excadrill that was successfully killing me easy on sometimes. I am still testing some different EV's distribution, maybe adding some speed for faster taunts, would like suggestions on that.
This is my team. It really needs time to setup but my the three main sweepers are capable of killing maybe whole teams if I can have make a free turn for them.
Fell free to criticise, point the flaws and I will try to make the team better.
Since I was new to this thing I suffered a lot in the start but after a lot of testing I have come to this team, but not sure if it is completely solid.
I really like to get out of the cliches in terms of pokés that everyone uses but I faced some options that I felt like I could not run away just because it's mainstream.
Aegislash @ Weekness Policy
Ability: Stance Change
EVs: 252HP / 252 SAtk / 4 Spe
Modest Nature
- King's Shield
- Autotomize
- Flash Cannon
- Shadow Ball
In terms of competitive playing you see most guys using it as physical with Swords Dance, but since I needed a Special Attacker and felt like Aegislash could do it I tried this build and it is working pretty well. It can work by two ways: either you switch in to cause a switch, it's perfect if it causes the switch to a Gliscor, and then use two Autotomizes and after the second you have received an super effective attack and had the SPATK boosted by 2 and also have x3 Speed, that makes it outspeed even Mega Gengar. The other option is to switch in against a not very fast foe who is going to use an super effective move and in this case you will only use one Autotomize but either way it will be fast and can outspeed regular Gengar, per example.
Mamoswine @ Focus Sash
Ability: Thick Fat
EVs: 4HP / 252Atk / 252Spe
Adamant Nature
- Earthquake
- Icicle Crash
- Ice Shard
- Stealth Rock
I always liked this guy and he fits really nice in my team. He uses Focus Sash because he is the lead who is going to setup SR and then probably run waiting for the chance to make a revenge kill. His ice-type attack are very welcome in my team since it doesn't have fairies and the Earthquake is basically for coverage and massive damage in case of ice neutral damage.
Volcarona @ Life Orb
Ability: Flame Body
EVs: 4HP / 252 SAtk / 252 Spe
Timid Nature
- Quiver Dance
- Bug Buzz
- Fiery Dance
- Hurricane
I guess it's like they say: "The game is never over if Volcorana is on the field". He can easily sweep through entire team if has his time to setup and the Fiery Dance is there because after having had some hard time using Fire Blast I got to prefer Fiery Dance, specially for the possible SAtk buff, and for the perfect accuracy. Hurricane is there for coverage and because I had no luck trying to make a HP Ground and maybe it won't even be worth with this debuff that happened since last generation, anyway Hurricane lets me down sometimes but when it works I am always celebrating, it is the last resort only if the other two attack won't OHKO the foe.
Lucario @ Lucarionite
Ability: Justified
EVs: 4HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Bullet Punch
- Crunch
Here is the Mega of my team. I tried making a team without Mega but I always felt like I was in disadvantage. So instead of Kangaskhan I decided to choose the other physically strong Mega. It can switch in to take advantage of Justified if I can predict a dark-type move but he is usually better when forces a switch and have time to setup with Swords Dance. After that I guess that he is "the bomb". Bullet Punch instead of ExtremeSpeed for coverage in my team against fairies and because he will have the same base damage when Mega evolve. Crunch is coverage against those who resist Close Combat. The big flaw is when a flying type arrives, specially Talonflame, and thats why I always save him for after I clean up those who could be a threat for him.
Rotom-W @ Chesto Berry
Ability: Levitate
EVs: 248 HP / 232 Def / 28 SpA
Bold Nature
- Volt Switch
- Will-o-Wisp
- Hydro Pump
- Rest
I opt for a defensive instead of specially defensive because he is made to be a main counter for Talonflame. He is in the team for the Will-o-Wisp and type coverage. I choose the ChestoRest in his case because I don't really seem yet a way to get Pain Split in an good IV Rotom.
Mandibuzz @ Leftovers
Ability: Overcoat
EVs: 252 HP / 252 SDef / 4 Spee
Careful Nature
- Defog
- Taunt
- Knock Off
- Roost
This guy is maybe the one that took most benefit from the new generation. Overcoat is there for dealing with Spore and Sleep Powder. Taunt to prevent setup and Knock Off is the most annoying thing he does, taking off item and sometimes even killing some ghosts. I choose to use Defog instead of Rapid Spin because it cannot be countered and specially because I felt like my team needed a flying-type to deal with Mold Breaker Excadrill that was successfully killing me easy on sometimes. I am still testing some different EV's distribution, maybe adding some speed for faster taunts, would like suggestions on that.
This is my team. It really needs time to setup but my the three main sweepers are capable of killing maybe whole teams if I can have make a free turn for them.
Fell free to criticise, point the flaws and I will try to make the team better.