Hi all! Here's a team that I've been tinkering with for awhile, getting as high as mid-1500s on the ladder with it on occasion. It's partly built around my preferences over optimization, but I'd still like to see how it can be improved. This team uses Aero as its anchor and main win condition. This is also my main team, so I've used it quite a lot!
The team:
Tyranitar @ Lum Berry
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Rock Slide
- Earthquake
- Brick Break
What seems like a fairly typical T-tar lead. For awhile I was running the HP grass dance set to build early momentum on the common swampert switch-in, but I've found that earthquake is preferable for dealing with Metagross and Jirachi, plus it'll still decently chip swampert. DD + rock slide also serves as a backup win condition for if Aero is out of commission.
Swampert @ Leftovers
Ability: Torrent
EVs: 248 HP / 212 Def / 44 SpD / 4 Spe
Quiet Nature
- Hydro Pump
- Earthquake
- Ice Beam
- Roar
Swampert is absolutely essential for this team, as it's currently my primary means of dealing with physicall offensive threats like DD salamence, metagross, and all of the other threats that swampert is so good against. The main issue, really, is that I rely on him too much for my liking; once swampert is dead i really don't have anything that can deal with DD Salamence or agility Metagross, and my margins for soaking up hits become a lot thinner. Roar is important most commonly as a means of dealing with calm mind + rest suicune, which is the only set that Registeel can't really deal with without exploding. I used to run HP grass on this as well, but I've found that in the swamp vs. swamp matchup I can't really afford to waste HP getting earthquaked/pumped- or, worse, toxiced, although that doesn't seem super common.
Registeel @ Leftovers
Ability: Clear Body
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Seismic Toss
- Thunder Wave
- Toxic
- Explosion
I've found Registeel to be a fantastic special wall for this team and a very reliable pivot against special offense and more passive pokemon like Blissey or Celebi. Regi's absolute best matchup, though, is against Suicune: he totally walls out almost every suicune set and can toxic in return, making him hard for suicune to get around even if it's boosted. He also does very well into magneton, usually taking some damage in the 1v1 but often winning outright and getting the kill with enough HP to use explosion on something later. He does poorly into gengar and EQ users, but even with those he can often get a paralysis against them that will make them much easier for the rest of my team to deal with. He also suffers against Dugtrio, but I find that unless my opponent made it a point to chip him into oneshot range with EQ he will usually be able to explode and take dug down with him.
Magneton @ Salac Berry
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 SpA
- Thunderbolt
- Hidden Power [Grass]
- Endure
- Thunder Wave
Mag is here to do mag stuff, really. I've used the salac + endure set for a long time now and I'm becoming less happy with its results; while it's alright for getting a suprise threat against Dug it hurts to not have HP grass be a guaranteed kill, and the opponent can neutralise the threat by just switching to something like Blissey or Celebi. This build also means Skarm usually gets a layer or two up- I find that spikes being up isn't TOO bad against my very fast-paced gameplan, but it's definitely not ideal. Mag still does well into non-agil metagross, is a good check against swampert, and tends to be good for getting a t-wave off against anything that doesn't kill it right away- often other electrics like zap or especially jolteon. This is especially the case with endure + salac, which can basically guarantee a paralysis going out before mag dies.
Charizard @ Leftovers
Ability: Blaze
EVs: 24 Atk / 240 SpA / 244 Spe
Rash Nature
- Substitute
- Hidden Power [Grass]
- Fire Blast
- Focus Punch
This is the most recent addition to the team (previously a goofy phys gengar set), and one I'm still not totally sure about. My team really likes having the fire STAB to pose a big threat against Meta, Celebi, and Jirachi, plus it's a good user of HP grass for swampert and sometimes starmie/vaporeon. Substitute is useful because zard is so good at baiting switch-outs, and focus punch is nice for getting big hits on common switch-ins like blissey, tar, and houndoom and chunking anything else that might come in unexpectedly. Starmie is usually not a huge issue thanks in part to registeel but salamence is a problem, as is aero. Zard is also my main answer to lead Medicham, which often gives me a lot of trouble.
Go! Go! GO! GO! (Aerodactyl) @ Choice Band
Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rock Slide
- Double-Edge
- Earthquake
- Hidden Power [Flying]
The heart and soul of the team and really a pretty simple role-filler. Aero's here to go crazy once his checks are gone and in the meantime chunk whatever it can with reads and high damage. I love this set, to be honest, and one of my favorite parts of this team is setting up big CB aero predictions that get an unexpected kill and signal the beginning of the end. No big notes here, all works as you'd expect- rock sliding into victory most of the time.
The team:
Tyranitar @ Lum Berry
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Rock Slide
- Earthquake
- Brick Break
What seems like a fairly typical T-tar lead. For awhile I was running the HP grass dance set to build early momentum on the common swampert switch-in, but I've found that earthquake is preferable for dealing with Metagross and Jirachi, plus it'll still decently chip swampert. DD + rock slide also serves as a backup win condition for if Aero is out of commission.
Swampert @ Leftovers
Ability: Torrent
EVs: 248 HP / 212 Def / 44 SpD / 4 Spe
Quiet Nature
- Hydro Pump
- Earthquake
- Ice Beam
- Roar
Swampert is absolutely essential for this team, as it's currently my primary means of dealing with physicall offensive threats like DD salamence, metagross, and all of the other threats that swampert is so good against. The main issue, really, is that I rely on him too much for my liking; once swampert is dead i really don't have anything that can deal with DD Salamence or agility Metagross, and my margins for soaking up hits become a lot thinner. Roar is important most commonly as a means of dealing with calm mind + rest suicune, which is the only set that Registeel can't really deal with without exploding. I used to run HP grass on this as well, but I've found that in the swamp vs. swamp matchup I can't really afford to waste HP getting earthquaked/pumped- or, worse, toxiced, although that doesn't seem super common.
Registeel @ Leftovers
Ability: Clear Body
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Seismic Toss
- Thunder Wave
- Toxic
- Explosion
I've found Registeel to be a fantastic special wall for this team and a very reliable pivot against special offense and more passive pokemon like Blissey or Celebi. Regi's absolute best matchup, though, is against Suicune: he totally walls out almost every suicune set and can toxic in return, making him hard for suicune to get around even if it's boosted. He also does very well into magneton, usually taking some damage in the 1v1 but often winning outright and getting the kill with enough HP to use explosion on something later. He does poorly into gengar and EQ users, but even with those he can often get a paralysis against them that will make them much easier for the rest of my team to deal with. He also suffers against Dugtrio, but I find that unless my opponent made it a point to chip him into oneshot range with EQ he will usually be able to explode and take dug down with him.
Magneton @ Salac Berry
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 SpA
- Thunderbolt
- Hidden Power [Grass]
- Endure
- Thunder Wave
Mag is here to do mag stuff, really. I've used the salac + endure set for a long time now and I'm becoming less happy with its results; while it's alright for getting a suprise threat against Dug it hurts to not have HP grass be a guaranteed kill, and the opponent can neutralise the threat by just switching to something like Blissey or Celebi. This build also means Skarm usually gets a layer or two up- I find that spikes being up isn't TOO bad against my very fast-paced gameplan, but it's definitely not ideal. Mag still does well into non-agil metagross, is a good check against swampert, and tends to be good for getting a t-wave off against anything that doesn't kill it right away- often other electrics like zap or especially jolteon. This is especially the case with endure + salac, which can basically guarantee a paralysis going out before mag dies.
Charizard @ Leftovers
Ability: Blaze
EVs: 24 Atk / 240 SpA / 244 Spe
Rash Nature
- Substitute
- Hidden Power [Grass]
- Fire Blast
- Focus Punch
This is the most recent addition to the team (previously a goofy phys gengar set), and one I'm still not totally sure about. My team really likes having the fire STAB to pose a big threat against Meta, Celebi, and Jirachi, plus it's a good user of HP grass for swampert and sometimes starmie/vaporeon. Substitute is useful because zard is so good at baiting switch-outs, and focus punch is nice for getting big hits on common switch-ins like blissey, tar, and houndoom and chunking anything else that might come in unexpectedly. Starmie is usually not a huge issue thanks in part to registeel but salamence is a problem, as is aero. Zard is also my main answer to lead Medicham, which often gives me a lot of trouble.
Go! Go! GO! GO! (Aerodactyl) @ Choice Band
Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rock Slide
- Double-Edge
- Earthquake
- Hidden Power [Flying]
The heart and soul of the team and really a pretty simple role-filler. Aero's here to go crazy once his checks are gone and in the meantime chunk whatever it can with reads and high damage. I love this set, to be honest, and one of my favorite parts of this team is setting up big CB aero predictions that get an unexpected kill and signal the beginning of the end. No big notes here, all works as you'd expect- rock sliding into victory most of the time.




