





*Take note that I am not a skilled team builder and have only been attempting making teams for a short period of time. Any and all advice for a novice builder received would be helpful.*
Blue Skull (Hydreigon) (M) @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Earth Power
- Draco Meteor
- Dark Pulse
- Roost
First off, I didn't really have a SpA-er on my team with great STAB. Hydreigon I chose do to how well I've seen him do competitively (thanks to Shady for the analysis). Due to that I have maxed SpA and Spe. You may have noticed the Earth Power by now. Rest assured, this comes in handy to surprise opponents. Draco Meteor and Dark Pulse for STAB of course. Roost, I have used when an opponent switches in, plus is good considering the Life Orb. Timid is to raise the speed. I could go with Modest, but I have yet to decide or try it.
Ciel (Chandelure) (M) @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Shadow Ball
- Energy Ball
- Trick
First off, I chose Chandelure over Doublade because I did not want to double on Steel >.< plus I get the Fire STAB. Chandelure remains for the Spin-Blocker. I Scarfed to outspeed threats and to get a little damage off of a common spinner, Empoleon. Flash Fire is obvious. I have Fire Blast and Shadow Ball for STAB/added effects. Energy Ball is for coverage. I've used Trick against Set-Up-Mons. Maxed SpA and Spe for my second Spa-er.
Gamagori (Feraligatr) (M) @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Crunch
- Ice Punch
Feraligatr's main purpose is to be my Water-mom that hits other things harder if it must. Dragon Dance helps to maximize Attack and Speed, but I find myself only using it at least once because Feraligatr really can't take hits. Waterfall and Crunch are STAB. Ice Punch is there for pesky Grass types that get in the way. I maxed Atk and Spe, with Life Orb to get the most Atk out of this one.
Asuna (Beedrill-Mega) (F) @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- U-turn
- Protect
- Poison Jab
- Knock Off
*Sorry that I could not find a 3D Model of Mega-Beedrill.* What fast hitting team would it be without Mega-Beedrill? My Mid-Game Sweeper ^-^ With his maxed Speed and Meg-Evo, he is usually guaranteed to hit first. Maxed Atk and Adamant Nature insures he sweeps to the tee. U-Turn is there if need to switch to a type resistant Mon of course. Protect is to insure that I get to Meg-Evo. Poison Jab is OP Stab. After Rocks with Cobalion, Poison Jab OKOs with Adaptability. Knock Off is there for obvious reasons... greatest move ever xD
Sanosuke (Cobalion) @ Shuca Berry
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Close Combat
- Volt Switch
- Iron Head
Cobalion is my Lead. He is virtually here to set-up Rocks, but it versatile whenever I need him to be. Close Combat and Iron Head are STAB and can do some damage even on switch-ins (usually). Volt Switch is there to get out of binds. Max Atk and Spe with Jolly helps to outspeed a lot of Mons. The Shuca Berry is there for obvious reasons. If he can take at least one hit, I can rely on him to deal some damage.
Candy (Aromatisse) (F) @ Leftovers
Ability: Aroma Veil
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Wish
- Protect
- Moonblast
- Aromatherapy
Last but not least is Aromatisse. She is here to help my other Mons who are rather crappy Def wise. She is also a great switch in to take some hits. Wish helps me to heal well-needed Mons. Protect is there if I need to heal her up. Moonblast is STAB, but I don't seem to find myself using it that often. Aromatherapy is to rid of Status that set-up Mon have inflicted. Max HP and Def insures that she can take hits with Leftovers, plus Aroma Veil helps for the entire team ^-^
Thank you for taking the time to look it over. If you have any questions, I'll try my best to answer. I'm not one for competitive battling, but I and transitioning into it ^-^
Suzuya~