Hey, I'm pretty new to smogon (and to competitive in general, but I have a few months of experience under my belt) and this is my first RMT. I was excited about Feraligatr's new ability, sheer force, as he looked to be a very effective user of it and arguably the best physical one in terms of versatility and moveset. I had tried out the SD set (not running aqua jet though) and found it to be underwhelming- it was taken out way too easily with its average bulk and speed.
I also examined my playing style to create this team. I realized I play something similar to a semi-stall, though more offensive that defensive usually. I use my lead in tandem with 2-3 other pokes that can take hits and dish them out to wear down the opponent's team and learn their sets, then once I've sufficiently worn them down or have a good opportunity to set up, I send in my endgame sweeper(s) to wipe out the opponent's team.
I pretty much threw some guys together to make this team, so I'm sure it's abound with flaws, but it works surprisingly well.
At a glance:
The Lead: Mew
Item: Focus Sash
Ability:Synchronize
Nature:Jolly (+Spe, -SpAtk)
EVs: 4 hp, 252 atk, 252 spe
-Fake Out
-Magic Coat
-Stealth Rock
-Explosion
Mew is a surprisingly good lead that isn't utilized as often as it should be. I wanted a lead that would get its job done quickly rather than a bulky lead like Heatran or T-tar. Mew's game plan is to fake out first turn to break sashes, scout for lefties, pop balloons, reveal obvious zoroarks (if it's in the lead spot of team preview and the thing in the last spot comes out, all too common), and safely scout if they're going to switch something in. It also helps just for free damage. Magic coat is amazing against things that will obviously try to set up hazards or taunt me like Metagross and Aerodactyl leads. I carry my own rocks just in case I don't nab any from the opponent. Finally, I go out with a bang to (hopefully) take out a member on their team, or just save mew for fodder later if I up against something like Bronzong or Metagross who laughs at the nerfed explosion. However, the nerf also works in my favor, as nobody expects it anymore and it's easier to nab east KOs. For example, I've had the opponent switch a Blissey into my explosion, making my like so much easier.
The Hit+Runner: Mienshao
Item: Life Orb
Ability: Regeneration
Nature: Jolly (+Spe, -SpAtk)
EVs: 4 hp, 252 atk, 252 spe
-Fake Out
-U-turn
-High Jump Kick
-Stone Edge
I figured getting switch advantage was my early-game goal, and thought regeneration would be a good idea for this- Mienshao easily offsets life orb recoil, entry hazards, and recoil from HJK by switching out. Jolly makes him extremely fast, and his fast u-turn is great for scouting. HJK's boost this gen makes it stronger than Close Combat without the defense drops, so it's great for killing things like Ferrothorn who can hassle my team and stop Feraligatr's sweeps. Stone edge hits fliers like Zapdos when they don't expect it and gets coverage on a number of threats, but I'm considering Hp ice, which can 2HKO Gliscor even with no EVs and a negative nature. I have to say, my favorite thing about this guy is when Skarmory comes in to wall him, and when he gets whirlwinded out you can see his health rise back up.
The Wall: Slowbro
Item:Leftovers
Ability: Regeneration
Nature: Calm (+SpDef, -Atk)
EVs: 252 hp, 4 def, 252 spdef
-Slack Off
-Scald
-Fire Blast
-Yawn
I wanted something that could wall many of the metagame's treats and threaten them back. I figured another regeneration user would fit perfectly with a wall that'll be switching out. Slowbro is a primarily physical wall, so I went with a specially defensive spread to make it bulky all around. It has sizeable natural physical bulk already, so even without investment it can check things like Haxorus and Gliscor and slack off the damage. Scald is the single greatest thing to happen to bulky waters, allowing them to further check physical attackers with its hefty burn chance, meaning Slowbro won't have to sweat his lower physical defense. Fire blast lets him lure in Ferrothorn with water moves, then hit it hard-it won't OHKO, but it does something like 92%, enough to cripple it for the rest of the match without recovery and killing it with sufficient prior damage. Yawn helps force switches and cripple set-up users, and occasionally gives me a free switch-in to a sweeper and possibly a free turn of set-up.
The Utility Revenger: Scizor (!!!!!)
Item: Choice Band
Ability: Technician
Nature: Adamant (+Atk, -SpAtk)
EVs: 248 hp, 252 atk, 8 spe
-Bullet Punch
-Superpower
-Pursuit
-U-turn
Choice band Scizor is probably my favorite pokemon. He has a ridiculous amount of power behind his bullet punch, making him the ideal revenger. He kills ANYTHING that's weakened, saying Fuck You to resists. Superpower is somehow never expected, and works wonders when steels like Magnezone and Ferrothorn switch in to take a bullet punch. (everything can beat Ferrothorn? I see a recurring theme...) Pursuit is not so much to beat predicted switchouts, but to kill ghosts while ensuring they won't try to switch out- it gets a technician boost if they don't anyways. U-turn is a great move to scout switch-ins (but not to scout moves, he's much too slow). The hp EVs make him bulky as hell, taking neutral physical hits like a man and KOing or 2HKOing things back.
The Main Sweeper: Feraligatr
Item: Life Orb
Ability: Sheer Force
Nature: Adamant (+Atk, -SpAtk)
EVs: 4 hp, 252 atk, 252 spe
-Dragon Dance
-Waterfall
-Ice Punch
-Crunch
I love this guy. He has amazing power and coverage, and after 1 DD he can OHKO many threats and outspeed even more. With a second DD (not hard with his surprising bulk), he can even outspeed everything bar Excadrill in sand (who can't KO gatr unboosted) and can even 2HKO Ferrothorn with ice punch (though its so much more convenient to kill it before you start setting up, as it does a lot with power whip and leech seed can end sweeps earlier). Waterfall, with the sheer force boost and (recoil-free) life orb boost, hits everything that doesn't resist it like a truck. Ice punch, also getting the sheer force boost, gives it coverage on everything except waters, most of which won't like taking a boosted crunch and can't do much in return. Speaking of crunch, it gets the sheer force boost as well and allows you to kill Jellicents who hope to wall you and does a large amount against Reuniclus as well.
The Secondary Sweeper: PorygonZ
Item: Life Orb
Ability: Adaptability
Nature: Timid (+Spe, -Atk)
EVs: 4 hp, 252 spatk, 252 spe
-Nasty Plot
-Tri Attack
-Dark Pulse
-Hidden Power (Fighting)
I wanted another sweeper for insurance's sake and I had heard of P-Z's massive power after a nasty plot. Let me tell you, he barely even needs NP and half the time I don't waste the turn boosting. Tri attack does heavy damage with a 2x stab from adaptability. Dark pulse covers ghosts who would otherwise wall me, and HP fighting does more only to things that both resist tri attack and are weak to fighting, but it's extremely helpful in killing things like T-tar and Ferrothorn who could take a +2 Tri attack. If I was to replace anything, He'd most likely be the first to go, as I don't use him often.
So that's my team, please rate it and suggest changes. Thanks for reading in any case!
I also examined my playing style to create this team. I realized I play something similar to a semi-stall, though more offensive that defensive usually. I use my lead in tandem with 2-3 other pokes that can take hits and dish them out to wear down the opponent's team and learn their sets, then once I've sufficiently worn them down or have a good opportunity to set up, I send in my endgame sweeper(s) to wipe out the opponent's team.
I pretty much threw some guys together to make this team, so I'm sure it's abound with flaws, but it works surprisingly well.
At a glance:




Sprite.png)

The Lead: Mew

Item: Focus Sash
Ability:Synchronize
Nature:Jolly (+Spe, -SpAtk)
EVs: 4 hp, 252 atk, 252 spe
-Fake Out
-Magic Coat
-Stealth Rock
-Explosion
Mew is a surprisingly good lead that isn't utilized as often as it should be. I wanted a lead that would get its job done quickly rather than a bulky lead like Heatran or T-tar. Mew's game plan is to fake out first turn to break sashes, scout for lefties, pop balloons, reveal obvious zoroarks (if it's in the lead spot of team preview and the thing in the last spot comes out, all too common), and safely scout if they're going to switch something in. It also helps just for free damage. Magic coat is amazing against things that will obviously try to set up hazards or taunt me like Metagross and Aerodactyl leads. I carry my own rocks just in case I don't nab any from the opponent. Finally, I go out with a bang to (hopefully) take out a member on their team, or just save mew for fodder later if I up against something like Bronzong or Metagross who laughs at the nerfed explosion. However, the nerf also works in my favor, as nobody expects it anymore and it's easier to nab east KOs. For example, I've had the opponent switch a Blissey into my explosion, making my like so much easier.
The Hit+Runner: Mienshao

Item: Life Orb
Ability: Regeneration
Nature: Jolly (+Spe, -SpAtk)
EVs: 4 hp, 252 atk, 252 spe
-Fake Out
-U-turn
-High Jump Kick
-Stone Edge
I figured getting switch advantage was my early-game goal, and thought regeneration would be a good idea for this- Mienshao easily offsets life orb recoil, entry hazards, and recoil from HJK by switching out. Jolly makes him extremely fast, and his fast u-turn is great for scouting. HJK's boost this gen makes it stronger than Close Combat without the defense drops, so it's great for killing things like Ferrothorn who can hassle my team and stop Feraligatr's sweeps. Stone edge hits fliers like Zapdos when they don't expect it and gets coverage on a number of threats, but I'm considering Hp ice, which can 2HKO Gliscor even with no EVs and a negative nature. I have to say, my favorite thing about this guy is when Skarmory comes in to wall him, and when he gets whirlwinded out you can see his health rise back up.
The Wall: Slowbro

Item:Leftovers
Ability: Regeneration
Nature: Calm (+SpDef, -Atk)
EVs: 252 hp, 4 def, 252 spdef
-Slack Off
-Scald
-Fire Blast
-Yawn
I wanted something that could wall many of the metagame's treats and threaten them back. I figured another regeneration user would fit perfectly with a wall that'll be switching out. Slowbro is a primarily physical wall, so I went with a specially defensive spread to make it bulky all around. It has sizeable natural physical bulk already, so even without investment it can check things like Haxorus and Gliscor and slack off the damage. Scald is the single greatest thing to happen to bulky waters, allowing them to further check physical attackers with its hefty burn chance, meaning Slowbro won't have to sweat his lower physical defense. Fire blast lets him lure in Ferrothorn with water moves, then hit it hard-it won't OHKO, but it does something like 92%, enough to cripple it for the rest of the match without recovery and killing it with sufficient prior damage. Yawn helps force switches and cripple set-up users, and occasionally gives me a free switch-in to a sweeper and possibly a free turn of set-up.
The Utility Revenger: Scizor (!!!!!)

Item: Choice Band
Ability: Technician
Nature: Adamant (+Atk, -SpAtk)
EVs: 248 hp, 252 atk, 8 spe
-Bullet Punch
-Superpower
-Pursuit
-U-turn
Choice band Scizor is probably my favorite pokemon. He has a ridiculous amount of power behind his bullet punch, making him the ideal revenger. He kills ANYTHING that's weakened, saying Fuck You to resists. Superpower is somehow never expected, and works wonders when steels like Magnezone and Ferrothorn switch in to take a bullet punch. (everything can beat Ferrothorn? I see a recurring theme...) Pursuit is not so much to beat predicted switchouts, but to kill ghosts while ensuring they won't try to switch out- it gets a technician boost if they don't anyways. U-turn is a great move to scout switch-ins (but not to scout moves, he's much too slow). The hp EVs make him bulky as hell, taking neutral physical hits like a man and KOing or 2HKOing things back.
The Main Sweeper: Feraligatr

Item: Life Orb
Ability: Sheer Force
Nature: Adamant (+Atk, -SpAtk)
EVs: 4 hp, 252 atk, 252 spe
-Dragon Dance
-Waterfall
-Ice Punch
-Crunch
I love this guy. He has amazing power and coverage, and after 1 DD he can OHKO many threats and outspeed even more. With a second DD (not hard with his surprising bulk), he can even outspeed everything bar Excadrill in sand (who can't KO gatr unboosted) and can even 2HKO Ferrothorn with ice punch (though its so much more convenient to kill it before you start setting up, as it does a lot with power whip and leech seed can end sweeps earlier). Waterfall, with the sheer force boost and (recoil-free) life orb boost, hits everything that doesn't resist it like a truck. Ice punch, also getting the sheer force boost, gives it coverage on everything except waters, most of which won't like taking a boosted crunch and can't do much in return. Speaking of crunch, it gets the sheer force boost as well and allows you to kill Jellicents who hope to wall you and does a large amount against Reuniclus as well.
The Secondary Sweeper: PorygonZ

Item: Life Orb
Ability: Adaptability
Nature: Timid (+Spe, -Atk)
EVs: 4 hp, 252 spatk, 252 spe
-Nasty Plot
-Tri Attack
-Dark Pulse
-Hidden Power (Fighting)
I wanted another sweeper for insurance's sake and I had heard of P-Z's massive power after a nasty plot. Let me tell you, he barely even needs NP and half the time I don't waste the turn boosting. Tri attack does heavy damage with a 2x stab from adaptability. Dark pulse covers ghosts who would otherwise wall me, and HP fighting does more only to things that both resist tri attack and are weak to fighting, but it's extremely helpful in killing things like T-tar and Ferrothorn who could take a +2 Tri attack. If I was to replace anything, He'd most likely be the first to go, as I don't use him often.
So that's my team, please rate it and suggest changes. Thanks for reading in any case!