First and foremost, I have absolutely no clue how to add the sprites into each description, if someone could actually let me know just how to do that, that'd be fantastic. Otherwise, feel free to add anything that may help me improve this team. Don't be afraid to get creative either, I enjoy making sets that are a bit unusual.
Escavalier (M) @ Leftovers
Ability: Shell Armor
EVs: 160 Atk / 252 HP / 96 Def
Nature: Adamant (+Atk, - SpAtk)
-Substitute
-Swords Dance
-Megahorn
-Iron Head
Escavalier, more or less, serves as a sort of damage-dishing pseudo-wall. With its horrendous Speed, using Substitute (as well as the Def EV investment) allows it to not only survive, but also set up Swords Dance, leaving anything unfortunate enough to face its STAB Megahorn and Iron Head in a world of hurt. Entry hazard support so far has been my best friend while using this set, almost guaranteeing an OHKO or 2HKO on just about anything that doesn't resist Escavalier's attacking moves.
Terrakion @ Life Orb
Ability: Justified
EVs: 252 Atk / 252 Spe / 4 HP
Nature: Jolly (+Spe, -SpAtk)
-Stone Edge
-Earthquake
-X-Scissor
-Close Combat
Here I've got Terrakion set up as a revenge killer, I'm still experimenting with it. So far it looks promising, though I've had to be careful considering the bundle of weaknesses it has.
Serperior (F) @ Petaya Berry
Ability: Overgrow
EVs: 240 SpAtk / 252 Spe / 16 HP
Nature: Modest (+SpAtk, -Atk)
-Substitute
-Hidden Power [Ground]
-Toxic
-Energy Ball
SubPetaya Serperior is a very strange set that somehow seems to continue working, despite its type disadvantages. Frankly, even I'm surprised. I have been toying with the notion of going full offensive on this set, replacing Energy Ball and Toxic with Leaf Storm and Calm Mind, but I just love the mind games and annoyances Toxic creates. If anyone can show me how this can be done better, by all means, let me know.
Darmanitan (F) @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 252 Spe / 4 HP
Nature: Adamant (+Atk, -SpAtk)
-Flare Blitz
-Rock Slide
-Brick Break
-U-Turn
Just to get this out of the way: I freaking love Darmanitan. This set's main purpose is to hit and run, i.e. hit the opposing Pokemon with any of the above moves follwed by (if not primarily used) a U-Turn. Having a scouting Darmanitan is very unexpected by a surprising amount of players. I chose Brick Break over Superpower or Hammer Arm because of U-Turn, allowing me to quickly break dual screens and get out fast.
Ferrothorn (M) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 154 Def / 102 SpDef
Nature: Impish (+Def, -SpAtk)
-Curse
-Gyro Ball
-Spikes
-Stealth Rock
Usually my lead. My team absolutely loves hazard support, so Ferrothorn seemed the right choice. Now, most are thinking that the Stealth Rock/Spikes combination is redundant, and I couldn't disagree more. The coverage provided by both is fantastic assistance for a lot of its teammates. Ferrothorn usually stays out long enough to pull off a Stealth Rock followed by at least one layer of Spikes before I go to it's secondary function, which is the ever-hated-by-my-opponents Curse/Gyro Ball combination. Great wall and Gyro Ball user, and certainly one of my favorites this Generation.
Golurk @ Choice Scarf
Ability: Iron Fist
EVs: 252 Atk / 104 HP / 152 Spe
Nature: Jolly (+Spe, -SpAtk)
-Shadow Punch
-Earthquake
-Hammer Arm
-Stone Edge
I figured at this point most of you were wondering where the obligatory Ground Type was, so here it is. At first glance, Golurk seems like a strange choice (no pun intended) for a Scarf set. However, much like Tryanitar and Metagross, the right EV investment and Nature can make a huge difference, and leave your opponents very surprised. STAB Shadow Punch is a no-brainer, as it gets the Iron Fist boost, not to mention perfect accuracy. Hammer Arm gets the Fist boost, in addition to finishing the Fighting/Ghost combo to which everything is damaged at least neutrally. Stone Edge and STAB Earthquake finish off the set with good all around power and coverage, and generally the Speed boost from the Scarf allows me to get in a good painful hit or two before my opponents switch out.
As I said before, feel free to suggest improvements in any way you wish, and don't be afraid to think outside the box.
Escavalier (M) @ Leftovers
Ability: Shell Armor
EVs: 160 Atk / 252 HP / 96 Def
Nature: Adamant (+Atk, - SpAtk)
-Substitute
-Swords Dance
-Megahorn
-Iron Head
Escavalier, more or less, serves as a sort of damage-dishing pseudo-wall. With its horrendous Speed, using Substitute (as well as the Def EV investment) allows it to not only survive, but also set up Swords Dance, leaving anything unfortunate enough to face its STAB Megahorn and Iron Head in a world of hurt. Entry hazard support so far has been my best friend while using this set, almost guaranteeing an OHKO or 2HKO on just about anything that doesn't resist Escavalier's attacking moves.
Terrakion @ Life Orb
Ability: Justified
EVs: 252 Atk / 252 Spe / 4 HP
Nature: Jolly (+Spe, -SpAtk)
-Stone Edge
-Earthquake
-X-Scissor
-Close Combat
Here I've got Terrakion set up as a revenge killer, I'm still experimenting with it. So far it looks promising, though I've had to be careful considering the bundle of weaknesses it has.
Serperior (F) @ Petaya Berry
Ability: Overgrow
EVs: 240 SpAtk / 252 Spe / 16 HP
Nature: Modest (+SpAtk, -Atk)
-Substitute
-Hidden Power [Ground]
-Toxic
-Energy Ball
SubPetaya Serperior is a very strange set that somehow seems to continue working, despite its type disadvantages. Frankly, even I'm surprised. I have been toying with the notion of going full offensive on this set, replacing Energy Ball and Toxic with Leaf Storm and Calm Mind, but I just love the mind games and annoyances Toxic creates. If anyone can show me how this can be done better, by all means, let me know.
Darmanitan (F) @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 252 Spe / 4 HP
Nature: Adamant (+Atk, -SpAtk)
-Flare Blitz
-Rock Slide
-Brick Break
-U-Turn
Just to get this out of the way: I freaking love Darmanitan. This set's main purpose is to hit and run, i.e. hit the opposing Pokemon with any of the above moves follwed by (if not primarily used) a U-Turn. Having a scouting Darmanitan is very unexpected by a surprising amount of players. I chose Brick Break over Superpower or Hammer Arm because of U-Turn, allowing me to quickly break dual screens and get out fast.
Ferrothorn (M) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 154 Def / 102 SpDef
Nature: Impish (+Def, -SpAtk)
-Curse
-Gyro Ball
-Spikes
-Stealth Rock
Usually my lead. My team absolutely loves hazard support, so Ferrothorn seemed the right choice. Now, most are thinking that the Stealth Rock/Spikes combination is redundant, and I couldn't disagree more. The coverage provided by both is fantastic assistance for a lot of its teammates. Ferrothorn usually stays out long enough to pull off a Stealth Rock followed by at least one layer of Spikes before I go to it's secondary function, which is the ever-hated-by-my-opponents Curse/Gyro Ball combination. Great wall and Gyro Ball user, and certainly one of my favorites this Generation.
Golurk @ Choice Scarf
Ability: Iron Fist
EVs: 252 Atk / 104 HP / 152 Spe
Nature: Jolly (+Spe, -SpAtk)
-Shadow Punch
-Earthquake
-Hammer Arm
-Stone Edge
I figured at this point most of you were wondering where the obligatory Ground Type was, so here it is. At first glance, Golurk seems like a strange choice (no pun intended) for a Scarf set. However, much like Tryanitar and Metagross, the right EV investment and Nature can make a huge difference, and leave your opponents very surprised. STAB Shadow Punch is a no-brainer, as it gets the Iron Fist boost, not to mention perfect accuracy. Hammer Arm gets the Fist boost, in addition to finishing the Fighting/Ghost combo to which everything is damaged at least neutrally. Stone Edge and STAB Earthquake finish off the set with good all around power and coverage, and generally the Speed boost from the Scarf allows me to get in a good painful hit or two before my opponents switch out.
As I said before, feel free to suggest improvements in any way you wish, and don't be afraid to think outside the box.