Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Claw
- Stone Edge
- Earthquake
- Outrage
I decided to use Garchomp as I've never really used him, and would really like to. I gave him a choice scarf so he could basically out speed anything, however this does come with the obvious draw back of being locked in the chosen move. Garchomp can work really well with most of the other mons on the team; mainly: Jirachi and Tapu Koko. Jirachi because it is able to heal him up with Healing Wish and Tapu Koko because fairy types are immune to dragon type moves. Dragon Claw is there as a STAB move and is able to do quite a lot of damage. Stone edge is for the flying or fire types, however it might be replaced for rock slide as it has better accuracy. Eq is there as it is both STAB and does a lot of damage. Finally, outrage is there so it can dish out plenty of damage, the drawback being it will get confused, making dragon claw more of the go to move.
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 228 Atk / 28 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Healing Wish
- Fire Punch
I decided to pick Jirachi as it is able to cover Garchomps very obvious 4x ice weakness. Jirachi was given a choice scarf so it can out speed a lot of mons, and when a mon that is important is about do die, I can easily get off a Healing Wish. Jirachi is suppose to function as a special wall, mainly for absorbing the ice moves. Iron Head is there for the obvious flinch and the effectiveness against ice and fairy types. U-Turn is there so I can switch out if it is in a bad spot, it can also be used in conjunction with Tapu Koko, with U-Turn to U-Turn. Healing wish is there to heal up important mons who are about to die, and fire punch is there for steel types and ferrothorns.
Tapu Koko @ Leftovers
Ability: Electric Surge
EVs: 20 HP / 252 SpA / 20 SpD / 216 Spe
Timid Nature
- Thunderbolt
- Defog
- Roost
- U-turn
Tapu Koko is able to take all the dragon type moves- making it work really well with Garchomp. It's primary purpose is to be a special sweeper, which is the reason for the high speed and SpA. Tbolt is there as it is a powerful STAB move that can take care of the water and flying types, the latter being more threatening to the team. Defog is to get rid of any hazards as this can really throw Garchomp and Slowbro out of the game. Roost is there to gain health back and U-Turn to switch out and work with Jirachi.
Slowbro @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Slack Off
- Scald
- Psyshock
Slowbro is the mega of the team, he has high defense and high HP so he can take plenty of hits. He has the rest in SpA for that slight boost to Scald and Psyshock. Calm Mind is there so he can get his SpDef and SpA up, making him able to take down lots of mons. Slack off is to recover health, so his life expectancy is a lot longer. Scald is there as it is a fairly powerful move and it can also burn the foe, making them barely able to hurt Slowbro. Scald has proven to be very useful, being able to burn mons that are setting up. Psyshock is there as it a good move and will mean I won't be walled by the physically defensive mons.
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 4 SpD / 252 Def
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Protect
- Gyro Ball
Ferrothorn has high Def so he can take plenty of hits, 252 in HP for the same reason. He then has the rest in SpD as it gives him a slight boost, making it slightly better at handling special moves. I gave it a rock helmet over leftovers because Leech Seed already acts as a great letovers sub, and the combination of Rocky Helmet and Iron Barbs makes it cripple physical Mons. Spikes is there for setting up, I might be replacing this for stealth rocks and fire types pose a bigger threat to the team. Leech seed is there for the HP, protect is there to help get more HP from the leech seed. Gyro ball is there so it can still dish out damage, and also able to take down fairy types.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 Def / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Moonlight
- Toxic
Clefable was originally here just for a place holder as I couldn't think of another mon, but has since proven itself to be a very powerful mon. The ability magic guard means it isn't affected by things like toxic, making it an amazing wall. The high Def and SpD are there so it can take plenty of hits, and acts like a wall for both physical and special mons. Calm mind is there to give a boost to its SpD and SpA, making it able to sweep. Moonblast is there to dish out damage, it is also STAB. Moonlight is to recover a lot of HP, in the rare occasion that it loses a lot of HP. Toxic is there for annoying mons that are too powerful to take down. Clefable works really well with Ferrothorn, with Ferrothorn being able to leech seed, then Clefable coming and essential getting double leftovers.
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Claw
- Stone Edge
- Earthquake
- Outrage
I decided to use Garchomp as I've never really used him, and would really like to. I gave him a choice scarf so he could basically out speed anything, however this does come with the obvious draw back of being locked in the chosen move. Garchomp can work really well with most of the other mons on the team; mainly: Jirachi and Tapu Koko. Jirachi because it is able to heal him up with Healing Wish and Tapu Koko because fairy types are immune to dragon type moves. Dragon Claw is there as a STAB move and is able to do quite a lot of damage. Stone edge is for the flying or fire types, however it might be replaced for rock slide as it has better accuracy. Eq is there as it is both STAB and does a lot of damage. Finally, outrage is there so it can dish out plenty of damage, the drawback being it will get confused, making dragon claw more of the go to move.
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 228 Atk / 28 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Healing Wish
- Fire Punch
I decided to pick Jirachi as it is able to cover Garchomps very obvious 4x ice weakness. Jirachi was given a choice scarf so it can out speed a lot of mons, and when a mon that is important is about do die, I can easily get off a Healing Wish. Jirachi is suppose to function as a special wall, mainly for absorbing the ice moves. Iron Head is there for the obvious flinch and the effectiveness against ice and fairy types. U-Turn is there so I can switch out if it is in a bad spot, it can also be used in conjunction with Tapu Koko, with U-Turn to U-Turn. Healing wish is there to heal up important mons who are about to die, and fire punch is there for steel types and ferrothorns.
Tapu Koko @ Leftovers
Ability: Electric Surge
EVs: 20 HP / 252 SpA / 20 SpD / 216 Spe
Timid Nature
- Thunderbolt
- Defog
- Roost
- U-turn
Tapu Koko is able to take all the dragon type moves- making it work really well with Garchomp. It's primary purpose is to be a special sweeper, which is the reason for the high speed and SpA. Tbolt is there as it is a powerful STAB move that can take care of the water and flying types, the latter being more threatening to the team. Defog is to get rid of any hazards as this can really throw Garchomp and Slowbro out of the game. Roost is there to gain health back and U-Turn to switch out and work with Jirachi.
Slowbro @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Slack Off
- Scald
- Psyshock
Slowbro is the mega of the team, he has high defense and high HP so he can take plenty of hits. He has the rest in SpA for that slight boost to Scald and Psyshock. Calm Mind is there so he can get his SpDef and SpA up, making him able to take down lots of mons. Slack off is to recover health, so his life expectancy is a lot longer. Scald is there as it is a fairly powerful move and it can also burn the foe, making them barely able to hurt Slowbro. Scald has proven to be very useful, being able to burn mons that are setting up. Psyshock is there as it a good move and will mean I won't be walled by the physically defensive mons.
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 4 SpD / 252 Def
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Protect
- Gyro Ball
Ferrothorn has high Def so he can take plenty of hits, 252 in HP for the same reason. He then has the rest in SpD as it gives him a slight boost, making it slightly better at handling special moves. I gave it a rock helmet over leftovers because Leech Seed already acts as a great letovers sub, and the combination of Rocky Helmet and Iron Barbs makes it cripple physical Mons. Spikes is there for setting up, I might be replacing this for stealth rocks and fire types pose a bigger threat to the team. Leech seed is there for the HP, protect is there to help get more HP from the leech seed. Gyro ball is there so it can still dish out damage, and also able to take down fairy types.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 Def / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Moonlight
- Toxic
Clefable was originally here just for a place holder as I couldn't think of another mon, but has since proven itself to be a very powerful mon. The ability magic guard means it isn't affected by things like toxic, making it an amazing wall. The high Def and SpD are there so it can take plenty of hits, and acts like a wall for both physical and special mons. Calm mind is there to give a boost to its SpD and SpA, making it able to sweep. Moonblast is there to dish out damage, it is also STAB. Moonlight is to recover a lot of HP, in the rare occasion that it loses a lot of HP. Toxic is there for annoying mons that are too powerful to take down. Clefable works really well with Ferrothorn, with Ferrothorn being able to leech seed, then Clefable coming and essential getting double leftovers.