I made this team a few days ago, just for fun kinda. It didn't really turn out the way I would have liked, but I decided to roll with it anyway. The team worked decently, but it's clear it can do better.
The problem is i somehow ended up with 4 steel types on the team, even though there is one immune to every type steel is weak too, it just seems like it could work better if 2/3 of the team isn't one type. I'm just not really sure who to take out, and what i could add in. Team building has always been my weakest area, so I figured I would come here for help.
anyway here it is
Aegislash @ Leftovers
Ability: Stance Change
EVs: 4 Atk / 252 HP / 252 SAtk
Brave Nature
- King's Shield
- Shadow Ball
- Shadow Sneak
- Sacred Sword
I've wanted to use this ever since i had one on my in game team. And I don't know why I've waited so long. I really like this set. Ghost and Fighting hit everything for neutral, and shadow ball makes him a pain to wall. King's Shield has proven to be a great asset as well giving the bulk I need to tank hits that could be disastrous.
Greninja @ Life Orb
Ability: Protean
EVs: 252 Spd / 252 SAtk / 4 Atk
Hasty Nature
- Hydro Pump
- Ice Beam
- Dark Pulse
- U-turn
I picked chespin, so this was my first time ever using the blue frog ninja. Protean gives this thing excellent damage output, and its got crazy speed. First three I find gives the best coverage for its movepool (ok maybe that's about all it gets). U-turn is for some scouting, and I've learned it OHKOs espeon.
Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
- Scald
- Earth Power
- Ice Beam
- Recover
I was hesitant to try this at first, but now i'm glad I did. Excellent bulk with good recovery and great typing, I don't know what i was worried about. I would like for him to have toxic, but I also like the coverage this set provides.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 Def / 252 SDef
Calm Nature
IVs: 0 Atk
- Lava Plume
- Stealth Rock
- Roar
- Earth Power
Heat provides a valuable fire immunity for my team, and keeps mega charizard Y from eating my whole team for breakfast. Lave Plume is used for a nice burn chance while still doing damage, Earth power is for coverage. Roar is for some phasing, but i'm considering protect instead, in testing i've only used roar once on a swords dancing talonflame.
Lucario @ Lucarionite
Ability: Justified
EVs: 252 Spd / 252 Atk / 4 SDef
Adamant Nature
- Close Combat
- Bullet Punch
- Swords Dance
- Crunch
I don't know why picked mega lucario when lucarionite is about to get banned (pretty obvious if you look at the suspect thread), but i needed a good physical fighting type cause i noticed blissey gave me huge problems. I've considered Ice punch on it but like the coverage with crunch, so its a hard choice. I'm not sure if i should keep him though with the imminent banning.
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature
- Protect
- Earthquake
- Toxic
- Taunt
Gliscor gives my team some needed physical bulk as well as essentially having status immunity. Toxic is for wearing down other pokemon. Protect allows me to take in another turn of poison heal while the opponent takes in anther turn of damage, its also great for scouting moves. Taunt cripples defensive pokemon and stops setups.
Skarmory @ Leftovers
Ability: Sturdy
EVs: 232 Def / 252 HP / 24 Spd
Impish Nature
- Defog
- Whirlwind
- Stealth Rock
- Roost
The last member, i realized i needed a a solid physical wall, as well as a spinner and maybe some entry hazard support. With defogs new mechanics, I decided to give it a go and skarmory seemed perfect for what i needed. I know he's total taunt bait (it hasn't happened yet, witch i'm surprised at), but despite that it gets the job done. Defog and Stealth rock doesn't conflict to much, i can usually just put stealth rocks right back out if i need to remove hazards.
The problem is i somehow ended up with 4 steel types on the team, even though there is one immune to every type steel is weak too, it just seems like it could work better if 2/3 of the team isn't one type. I'm just not really sure who to take out, and what i could add in. Team building has always been my weakest area, so I figured I would come here for help.
anyway here it is

Aegislash @ Leftovers
Ability: Stance Change
EVs: 4 Atk / 252 HP / 252 SAtk
Brave Nature
- King's Shield
- Shadow Ball
- Shadow Sneak
- Sacred Sword
I've wanted to use this ever since i had one on my in game team. And I don't know why I've waited so long. I really like this set. Ghost and Fighting hit everything for neutral, and shadow ball makes him a pain to wall. King's Shield has proven to be a great asset as well giving the bulk I need to tank hits that could be disastrous.

Greninja @ Life Orb
Ability: Protean
EVs: 252 Spd / 252 SAtk / 4 Atk
Hasty Nature
- Hydro Pump
- Ice Beam
- Dark Pulse
- U-turn
I picked chespin, so this was my first time ever using the blue frog ninja. Protean gives this thing excellent damage output, and its got crazy speed. First three I find gives the best coverage for its movepool (ok maybe that's about all it gets). U-turn is for some scouting, and I've learned it OHKOs espeon.

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
- Scald
- Earth Power
- Ice Beam
- Recover
I was hesitant to try this at first, but now i'm glad I did. Excellent bulk with good recovery and great typing, I don't know what i was worried about. I would like for him to have toxic, but I also like the coverage this set provides.

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 Def / 252 SDef
Calm Nature
IVs: 0 Atk
- Lava Plume
- Stealth Rock
- Roar
- Earth Power
Heat provides a valuable fire immunity for my team, and keeps mega charizard Y from eating my whole team for breakfast. Lave Plume is used for a nice burn chance while still doing damage, Earth power is for coverage. Roar is for some phasing, but i'm considering protect instead, in testing i've only used roar once on a swords dancing talonflame.

Lucario @ Lucarionite
Ability: Justified
EVs: 252 Spd / 252 Atk / 4 SDef
Adamant Nature
- Close Combat
- Bullet Punch
- Swords Dance
- Crunch
I don't know why picked mega lucario when lucarionite is about to get banned (pretty obvious if you look at the suspect thread), but i needed a good physical fighting type cause i noticed blissey gave me huge problems. I've considered Ice punch on it but like the coverage with crunch, so its a hard choice. I'm not sure if i should keep him though with the imminent banning.

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature
- Protect
- Earthquake
- Toxic
- Taunt
Gliscor gives my team some needed physical bulk as well as essentially having status immunity. Toxic is for wearing down other pokemon. Protect allows me to take in another turn of poison heal while the opponent takes in anther turn of damage, its also great for scouting moves. Taunt cripples defensive pokemon and stops setups.

Skarmory @ Leftovers
Ability: Sturdy
EVs: 232 Def / 252 HP / 24 Spd
Impish Nature
- Defog
- Whirlwind
- Stealth Rock
- Roost
The last member, i realized i needed a a solid physical wall, as well as a spinner and maybe some entry hazard support. With defogs new mechanics, I decided to give it a go and skarmory seemed perfect for what i needed. I know he's total taunt bait (it hasn't happened yet, witch i'm surprised at), but despite that it gets the job done. Defog and Stealth rock doesn't conflict to much, i can usually just put stealth rocks right back out if i need to remove hazards.
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