Note: I am a complete novice when it comes to competitive, this is my first competitive team formed from complete trial and error. I am not a master in EVs or IVs or Natures or Breeding. I'm not that wise yet in how to form a proper team, or the terms used so please, any advice or direction is helpful. (This may not be pertinent, but I enjoy double and triple battles the most since these are the only situation I can use more than 3 of my Pokemon)
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Trevenant-Natural Cure
-Forest's Curse
-Trick Room
-Phantom Force
-Wood Hammer
w/Focus Band
Nature: Timid
The mysterious ghost tree introduced this generation that I had no idea that I'd love so much. Coupled with Noivern or Blaziken forest's curse is great for taking down enemies I have little coverage. Trick Room is the main reason he is on the team. Being pretty bulky he usually can live through the turn to activate trick room, and Focus Band adds assurance towards that. The only problem is when I encounter fire types with fireblast or a similar move. I still wonder if I should change it's offense to allow it to live longer with a big root and horn leech and/or leech seed with substitute.
Lvl. 58 At 123/De 111/Sp.A 85/ Sp.D 111/Sp. 97
Noivern-Infiltrator
-Boomburst
-Dragon Pulse
-Roost
-Hurricane
w/Sky Plate
Nature: Docile
One of the weaker dragons but the faster ones. Noivern relies on the premise that he will be able to launch an attack more quickly than the enemy. It is helpful on a rather slow team like mine (that is outsped by every single greninja in its way). With fairly good type resistances roost keeps the rather frail Pokemon alive. Hurricane's 30% rate of confusion is great too, and double attack power for flying Pokemon is also delightful.
Lvl. 60 At 113/De 119/Sp.A 141/ Sp.D 108/Sp. 181
Mawile-Intimidate
-Play Rough
-Iron Head
-Sucker Punch
-Ice Beam
w/Mawilite
Nature: Quirky
The power player of the team, Mawile is incredibly slow. So slow, that it can often be OHKOed before it gets a chance to use it's monstrous attack. Mawile has many resistances and many neutral types, but the few weaknesses it does have are often used frequently, such as fire and ground. Sucker Punch has a good priority, Iron head has nice power with great accuracy, as with Play rough (though, 90% is still a pretty huge risk). Ice beam provides a little coverage but I feel like I should replace this, maybe with substitute for a more defensive set?
Lvl. 75 At 175/De 161/Sp.A 110/ Sp.D 97/Sp. 124
Garchomp-Sand Veil
-Crunch
-Dragon Rush
-Surf
-Earthquake
w/Soft Sand
Nature: Mild
The other powerhouse of the team, Garchomp can usually decimate teams with Earthquake alone. The other moves, I feel far more insecure about. He has decent coverage, but perhaps looses some power and accuracy. Dragon Rush with 100 power but 75 accuracy can be unreliable, and perhaps the other moves aren't the best.
Lvl. 82 At 249/De 161/Sp.A 174/ Sp.D 175/Sp. 223
Ampharos-Static
-Thunderbolt
-Power Gem
-Thunder
-Dragon Pulse
w/Zap Plate
Nature: Lax
Pretty satisfied with my Ampharos. He benefits greatly from Trick room. Dragon Pulse, Power Gem, and the Thunder moves provide great coverage with great accuracy and power, especially in a pinch. Plus any physical moves that hit, usually lead to the enemy being paralyzed.
Lvl. 72 At 151/De 166/Sp.A 187/ Sp.D 134/Sp. 107
Blaziken-Speed Boost
-Slash
-Brave Bird
-High Jump Kick
-Blast Burn
w/Rock Helmet
Nature: Mild
A little delicate, Blaziken has good coverage but lame defense. Speed Boost is a major benefit out of Trick Room, and he never lasts long enough to speed out of it otherwise. He is the highest risk attacker. High Jump Kick if he isn't fast enough can lead to him losing half his health. Brave Bird lowers his health. Blast Burn leaves him vulnerable for a move if he doesn't OHKO. I'm not sure if his power should be valued over his speed.
Lvl. 88 At 265/De 152/Sp.A 259/ Sp.D 167/Sp. 168
-Forest's Curse
-Trick Room
-Phantom Force
-Wood Hammer
w/Focus Band
Nature: Timid
The mysterious ghost tree introduced this generation that I had no idea that I'd love so much. Coupled with Noivern or Blaziken forest's curse is great for taking down enemies I have little coverage. Trick Room is the main reason he is on the team. Being pretty bulky he usually can live through the turn to activate trick room, and Focus Band adds assurance towards that. The only problem is when I encounter fire types with fireblast or a similar move. I still wonder if I should change it's offense to allow it to live longer with a big root and horn leech and/or leech seed with substitute.
Lvl. 58 At 123/De 111/Sp.A 85/ Sp.D 111/Sp. 97
Noivern-Infiltrator
-Boomburst
-Dragon Pulse
-Roost
-Hurricane
w/Sky Plate
Nature: Docile
One of the weaker dragons but the faster ones. Noivern relies on the premise that he will be able to launch an attack more quickly than the enemy. It is helpful on a rather slow team like mine (that is outsped by every single greninja in its way). With fairly good type resistances roost keeps the rather frail Pokemon alive. Hurricane's 30% rate of confusion is great too, and double attack power for flying Pokemon is also delightful.
Lvl. 60 At 113/De 119/Sp.A 141/ Sp.D 108/Sp. 181
Mawile-Intimidate
-Play Rough
-Iron Head
-Sucker Punch
-Ice Beam
w/Mawilite
Nature: Quirky
The power player of the team, Mawile is incredibly slow. So slow, that it can often be OHKOed before it gets a chance to use it's monstrous attack. Mawile has many resistances and many neutral types, but the few weaknesses it does have are often used frequently, such as fire and ground. Sucker Punch has a good priority, Iron head has nice power with great accuracy, as with Play rough (though, 90% is still a pretty huge risk). Ice beam provides a little coverage but I feel like I should replace this, maybe with substitute for a more defensive set?
Lvl. 75 At 175/De 161/Sp.A 110/ Sp.D 97/Sp. 124
Garchomp-Sand Veil
-Crunch
-Dragon Rush
-Surf
-Earthquake
w/Soft Sand
Nature: Mild
The other powerhouse of the team, Garchomp can usually decimate teams with Earthquake alone. The other moves, I feel far more insecure about. He has decent coverage, but perhaps looses some power and accuracy. Dragon Rush with 100 power but 75 accuracy can be unreliable, and perhaps the other moves aren't the best.
Lvl. 82 At 249/De 161/Sp.A 174/ Sp.D 175/Sp. 223
Ampharos-Static
-Thunderbolt
-Power Gem
-Thunder
-Dragon Pulse
w/Zap Plate
Nature: Lax
Pretty satisfied with my Ampharos. He benefits greatly from Trick room. Dragon Pulse, Power Gem, and the Thunder moves provide great coverage with great accuracy and power, especially in a pinch. Plus any physical moves that hit, usually lead to the enemy being paralyzed.
Lvl. 72 At 151/De 166/Sp.A 187/ Sp.D 134/Sp. 107
Blaziken-Speed Boost
-Slash
-Brave Bird
-High Jump Kick
-Blast Burn
w/Rock Helmet
Nature: Mild
A little delicate, Blaziken has good coverage but lame defense. Speed Boost is a major benefit out of Trick Room, and he never lasts long enough to speed out of it otherwise. He is the highest risk attacker. High Jump Kick if he isn't fast enough can lead to him losing half his health. Brave Bird lowers his health. Blast Burn leaves him vulnerable for a move if he doesn't OHKO. I'm not sure if his power should be valued over his speed.
Lvl. 88 At 265/De 152/Sp.A 259/ Sp.D 167/Sp. 168