Note: This used to only have Team TogeWind, but I've expanded it to include a new poll, and a new team. Hopefully the poll will be up by now, but if it isn't you're still free to comment on the teams. Let's start with the original Team TogeWind!!!
Next is my new team, the Smashers!!!!!
Thank you so much for looking at my teams. If you have any suggestions at all, I will be happy to hear them. And even if you don't, don't forget I have a poll. Thank you!!!
TEAM TOGEWIND






I had the idea for this team at nationals. I was sitting in my hotel room, wondering why I had to miss at that moment. I had lost the nationals on a 10% chance, and I was mad about it. The next day were the swiss matches. I saw so many people win and lose to hax in the top 16, I wanted to break my game. Maski was out due to some severe hax, as well as Kok. Lucian Lachance was out due to Hax as well. But people also made it in because of hax. Mosquito and his friend are both going to worlds because they got haxy (although I'm in no way suggesting they didn't deserve to go), and The kid who beat Maski got haxy too. I still had an amazing time at nats, but the amount of hax was huge. And that got me thinking. "If the hax is so bad in this game, how come people don't take advantage of it? You can't ignore a crucial part of the game and hope that it doesn't happen." So I started brainstorming ideas for the GBU rankings mode. And this is the team I came up with:
Here we go. I wanted to base my team around something unique, something annoying, and something that will make people want to break their games when fighting me. With SErene Grace, I have a 60% chance to flinch! According to Deagles Hax law, it's hax for me NOT to flinch.
Moving on, I wanted to be able to spread paralysis around, to help Toga paraflinch. Thundurus seemed like the pokemon to do it, so on the team it goes.
I was weak to ice and rock, so I put on tyranitar to mess with Rain teams, and resist 2 of the types I was weak too.
Now I'm going for some offensive pokes that work well with my hax core. Garchomp fit PERFECTLY. I can disquake with Thundurus, raise my evasion with Sand Veil, and just be a nuisance.
At first I tried an Excadrill for this spot, but I never used it. At first glance Weavile might not seem to have much to do with the rest of the team, but it functions well as a dragon counter, as well as having the fastest fake out in the game.
At last I needed a Trick Room counter. I figured I'd try an imprison Azelf. Something new, could be useful.
Yeah, Azelf was a bad idea. I'll just go the fake out Taunt way when it comes to Trick Room. Tailwind support is helpful and it's a great fighting counter, so I'm glad I put it on.
This change might be less obvious, but if you look at my team before the change, 4 of my pokemon are weak to Ice, and 3 of them are weak to Rock 0.o. In testing Thunder Wave wasn't working anyway, so the switch was really helpful.
I wanted to take more advantage of Discharge and this thing came to mind. 123 base attack, with great coverage and insane speed after Moter Drive, this things just awesome all around.
of course, to keep the RMT name, I had to have tailwind in here somewhere. Zapdos can set it up, while also keeping Discharge and adding Heat Wave. Eelektross was to slow anyway.
This change isn't very obvious, but I needed a more reliable TR counter, so I decided to try TR+Imprison Musharna. It works well, and it's immune to Discharge/Earthquake.
PROS:
-Very fast and hard to take down, with good natural bulk.
-Counters Weather very well with Ttar.
-Most of the team has decent natural bulk.
-Good TR counter in Musharna.
-Everyone hates fighting Togekiss (I wonder why? :P)
CONS:
-Cresselia is a HUGE pain in the butt to take down.
-All of my Earthquake immunities come at the price of half of my team being Ice weak.
-It's very hard to take down opposing Rotom-W, Swampert, and Gastrodon due to lack of Grass coverage.
-If I predict wrong, and TTar dies, Scarf Abomasnow can rip through my team.
-If Togekiss fails to flinch when I need him too, the match can be hard to turn around.
TEAM BUILDING PROCESS

Here we go. I wanted to base my team around something unique, something annoying, and something that will make people want to break their games when fighting me. With SErene Grace, I have a 60% chance to flinch! According to Deagles Hax law, it's hax for me NOT to flinch.


Moving on, I wanted to be able to spread paralysis around, to help Toga paraflinch. Thundurus seemed like the pokemon to do it, so on the team it goes.



I was weak to ice and rock, so I put on tyranitar to mess with Rain teams, and resist 2 of the types I was weak too.




Now I'm going for some offensive pokes that work well with my hax core. Garchomp fit PERFECTLY. I can disquake with Thundurus, raise my evasion with Sand Veil, and just be a nuisance.





At first I tried an Excadrill for this spot, but I never used it. At first glance Weavile might not seem to have much to do with the rest of the team, but it functions well as a dragon counter, as well as having the fastest fake out in the game.






At last I needed a Trick Room counter. I figured I'd try an imprison Azelf. Something new, could be useful.






Yeah, Azelf was a bad idea. I'll just go the fake out Taunt way when it comes to Trick Room. Tailwind support is helpful and it's a great fighting counter, so I'm glad I put it on.






This change might be less obvious, but if you look at my team before the change, 4 of my pokemon are weak to Ice, and 3 of them are weak to Rock 0.o. In testing Thunder Wave wasn't working anyway, so the switch was really helpful.






I wanted to take more advantage of Discharge and this thing came to mind. 123 base attack, with great coverage and insane speed after Moter Drive, this things just awesome all around.






of course, to keep the RMT name, I had to have tailwind in here somewhere. Zapdos can set it up, while also keeping Discharge and adding Heat Wave. Eelektross was to slow anyway.






This change isn't very obvious, but I needed a more reliable TR counter, so I decided to try TR+Imprison Musharna. It works well, and it's immune to Discharge/Earthquake.
THE MOVESETS
Togekiss @ Sitrus Berry
Timid
Serene Grace
252 Sp.att/252 Speed/4 HP
-Air Slash
-Aura Sphere
-Follow Me
-Protect
Main Summery: Ahh Togekiss. With your enormous Flinch rate. With Serene Grace, this thing is just plain incredible. There's really not much to explain. Aura Sphere is for coverage, and Follow Me is just plain useful in doubles. I don't really know what else to say.
Good partners: Anything. It fits well with Tailwind from Zapdos, Earthquake from Tyranitar/Garchomp, and it's just a great all around poke.
Changes I'm considering: N/A
Zapdos @ Charti Berry
Pressure
Timid
252 SP.att/252 Speed/4 HP
-Tailwind
-Discharge
-Heat Wave
-Protect
Main Summery: This thing is the crux of many strategies on my team. Disquake is one of the reasons my team is doing so well.
Best Partners: Garchomp and Musharna.
Changes: Nothing much. Maybe a new item
Tyranitar @ Air Balloon
Adamant
Sand Stream
252 Att/252 Speed/4 HP
-Rock Slide
-Crunch
-Earthquake
-Protect
Main Summery: Tyranitar is my anti-weather, Garchomp support pokemon. The Balloon is so it can take an Earthquake from Garchomp without hurting itself. The moves are just for STAB and coverage, and don't really serve any purpose other than attacking :P. It's just a great all around poke.
Best Partners: Garchomp, due to sand veil. It can really go with anything on my team.
Changes I'm considering: N/A
Garchomp @ Yache Berry
Jolly
Sand Veil
252 Att/252 Speed/4 HP
-Earthquake
-Dragon Claw
-Rock Slide
-Protect
Main Summery: Garchomp is the main sweeper of my team. Yache berry is so it can take an ice type attack. The moves are typical Garchomp moves.
Best Partners: Anything but Weavile. 4 of the pokemon on my team are immune to Earthquake, so it could do well with anything.
Changes I'm considering: N/A
Weavile @ Focus Sash
Pressure
Jolly
252 Att/252 Speed/4 HP
-Ice Punch
-Night Slash
-Fake Out
-Ice Shard
Main Summery: This is my prime Fake Out pokemon. I tend to send it out against other Fake outers and Trick Room/Tailwind leads. Just an all around great poke. It get's good STAB coverage and it's really fast (and if it's not fast enough, I have Ice Shard), so it can take out most, if not all of the dragons.
Best partners: Togekiss is, if not it's best, the one I use the most.
Changes: I'm thinking about Taunt, but I'm not sure what to put it over.
Musharna @ Leftovers (I really need a better item.)
Telepathy
252 HP/4 Def/252 Sp.Att
-Imprison
-Trick Room
-Psychic
-Helping Hand
Overview: Musharna is typically a backup Pokemon on my team, but it's used as a lead when I predict Trick Room. Helping hand is great with Discharge/Earthquake, and Imprison Trick Room is a reliable way to stop TR from being set up. I use this over Cresselia due to Telepathy.
Best partners: Anything.
Changes: Maybe Safeguard, but I don't wan't to give up a moveset.
TEAM TOGEWIND, PROS AND CONS
Togekiss @ Sitrus Berry
Timid
Serene Grace
252 Sp.att/252 Speed/4 HP
-Air Slash
-Aura Sphere
-Follow Me
-Protect
Main Summery: Ahh Togekiss. With your enormous Flinch rate. With Serene Grace, this thing is just plain incredible. There's really not much to explain. Aura Sphere is for coverage, and Follow Me is just plain useful in doubles. I don't really know what else to say.
Good partners: Anything. It fits well with Tailwind from Zapdos, Earthquake from Tyranitar/Garchomp, and it's just a great all around poke.
Changes I'm considering: N/A

Zapdos @ Charti Berry
Pressure
Timid
252 SP.att/252 Speed/4 HP
-Tailwind
-Discharge
-Heat Wave
-Protect
Main Summery: This thing is the crux of many strategies on my team. Disquake is one of the reasons my team is doing so well.
Best Partners: Garchomp and Musharna.
Changes: Nothing much. Maybe a new item

Tyranitar @ Air Balloon
Adamant
Sand Stream
252 Att/252 Speed/4 HP
-Rock Slide
-Crunch
-Earthquake
-Protect
Main Summery: Tyranitar is my anti-weather, Garchomp support pokemon. The Balloon is so it can take an Earthquake from Garchomp without hurting itself. The moves are just for STAB and coverage, and don't really serve any purpose other than attacking :P. It's just a great all around poke.
Best Partners: Garchomp, due to sand veil. It can really go with anything on my team.
Changes I'm considering: N/A

Garchomp @ Yache Berry
Jolly
Sand Veil
252 Att/252 Speed/4 HP
-Earthquake
-Dragon Claw
-Rock Slide
-Protect
Main Summery: Garchomp is the main sweeper of my team. Yache berry is so it can take an ice type attack. The moves are typical Garchomp moves.
Best Partners: Anything but Weavile. 4 of the pokemon on my team are immune to Earthquake, so it could do well with anything.
Changes I'm considering: N/A

Weavile @ Focus Sash
Pressure
Jolly
252 Att/252 Speed/4 HP
-Ice Punch
-Night Slash
-Fake Out
-Ice Shard
Main Summery: This is my prime Fake Out pokemon. I tend to send it out against other Fake outers and Trick Room/Tailwind leads. Just an all around great poke. It get's good STAB coverage and it's really fast (and if it's not fast enough, I have Ice Shard), so it can take out most, if not all of the dragons.
Best partners: Togekiss is, if not it's best, the one I use the most.
Changes: I'm thinking about Taunt, but I'm not sure what to put it over.

Musharna @ Leftovers (I really need a better item.)
Telepathy
252 HP/4 Def/252 Sp.Att
-Imprison
-Trick Room
-Psychic
-Helping Hand
Overview: Musharna is typically a backup Pokemon on my team, but it's used as a lead when I predict Trick Room. Helping hand is great with Discharge/Earthquake, and Imprison Trick Room is a reliable way to stop TR from being set up. I use this over Cresselia due to Telepathy.
Best partners: Anything.
Changes: Maybe Safeguard, but I don't wan't to give up a moveset.
TEAM TOGEWIND, PROS AND CONS
PROS:
-Very fast and hard to take down, with good natural bulk.
-Counters Weather very well with Ttar.
-Most of the team has decent natural bulk.
-Good TR counter in Musharna.
-Everyone hates fighting Togekiss (I wonder why? :P)
CONS:
-Cresselia is a HUGE pain in the butt to take down.
-All of my Earthquake immunities come at the price of half of my team being Ice weak.
-It's very hard to take down opposing Rotom-W, Swampert, and Gastrodon due to lack of Grass coverage.
-If I predict wrong, and TTar dies, Scarf Abomasnow can rip through my team.
-If Togekiss fails to flinch when I need him too, the match can be hard to turn around.
Next is my new team, the Smashers!!!!!
THE SMASHERS






Well this is my newest team. I had the idea for this team a while ago when I was thinking of Smeargle. The most diverse pokemon ever created. Every Single move in the game. The possibilities were endless. So I decided to Scarf it and have it use Transform :D.
...
...
...
But then I realized that would be stupid. I was looking around for something only it can do, and then I started thinking about Baton Pass. Shell Smash Baton Pass is pretty much it's only set in singles, and I started to wonder why nobody had used it in doubles. So I started looking around for ways to make Smash pass work, ans this is what I came up with...
Of course it all starts with my Baton Passing Smeargle. I'll run through the set later, but this is the crux of my team.
I did some testing and looked at possible Baton Pass recipients, and I happened to notice that White Herb works if you Baton Pass status drops. So I looked at Rotom-W. Naturally bulky, great typing, good offensive stats that grow to enormous proportions after a Shell Smash, it seemed like exactly what I want to be my main recipient.
The troll returns, this time with a slightly different role. The set's the same, but it's main job this time is not to flinch (although I still do), but to make sure that Smeargle can get a DV in and set up. I love this thing.
Of course, Toge can only go so far without running into spread moves, and that's where Meinshao comes in. Along with the always awesome Fake Out, Mienshao get's Wide Guard, giving Smeargle time to set up.
Enter Scarf Terrakion. this thing complements Rotom-W's speed and SP.att perfectly, giving me an offensive duo that's hard to stop.
Now this is where it get's interesting. My team was weak to sun, and Scarf Abomasnow, so I'm going to test Heatran on it. I haven't actually tried it yet, but in theory, I won't be using it much, unless I predict Sun/Hail. At also gives me a solid Metagross counter, which my team was currently lacking. I'll be updating it once I actually test it.
PROS:
-If it works it's very, very, very hard to take down Rotom.
-It has Togekiss (That's always pro)
-Very easy to Get DV up and stall if needed.
-Team as a whole has very good coverage.
-Counters the ever present Rain teams very well.
CONS:
-Cresselia is a HUGE pain in the butt (again)
-It's hard to take down opposing Rotom-W, Gastrodon, and Swampert (again)
-Dark Void misses make this team risky for Single Elim, it's much better in 2 out of 3.
-The team's weak to certain TR teams. In some cases it can outstall, in some cases I outright lose.
-Everything I've said about Heatran so far may or may not work, due to the fact I haven't actually tested it yet.
-The team as a whole is very high risk, high reward.
...
...
...
But then I realized that would be stupid. I was looking around for something only it can do, and then I started thinking about Baton Pass. Shell Smash Baton Pass is pretty much it's only set in singles, and I started to wonder why nobody had used it in doubles. So I started looking around for ways to make Smash pass work, ans this is what I came up with...
TEAM BUILDING

Of course it all starts with my Baton Passing Smeargle. I'll run through the set later, but this is the crux of my team.


I did some testing and looked at possible Baton Pass recipients, and I happened to notice that White Herb works if you Baton Pass status drops. So I looked at Rotom-W. Naturally bulky, great typing, good offensive stats that grow to enormous proportions after a Shell Smash, it seemed like exactly what I want to be my main recipient.



The troll returns, this time with a slightly different role. The set's the same, but it's main job this time is not to flinch (although I still do), but to make sure that Smeargle can get a DV in and set up. I love this thing.




Of course, Toge can only go so far without running into spread moves, and that's where Meinshao comes in. Along with the always awesome Fake Out, Mienshao get's Wide Guard, giving Smeargle time to set up.





Enter Scarf Terrakion. this thing complements Rotom-W's speed and SP.att perfectly, giving me an offensive duo that's hard to stop.






Now this is where it get's interesting. My team was weak to sun, and Scarf Abomasnow, so I'm going to test Heatran on it. I haven't actually tried it yet, but in theory, I won't be using it much, unless I predict Sun/Hail. At also gives me a solid Metagross counter, which my team was currently lacking. I'll be updating it once I actually test it.
THE MOVESETS
Smeargle @ Focus Sash
Trait: Own Tempo
EVs: 252 HP / 4 Def / 252 Spd
Timid Nature (+Spd, -Atk)
- Dark Void
- Baton Pass
- Shell Smash
- Protect
Overview: The key to this teams success, Smeargle is the best set up pokemon/Baton Passer/Sleep inducer in the game. I generally lead with Smeargle+Mienshao/Togekiss, depending on what I see in team preview. Dark Void gives my time to Shell Smash, and Baton Pass to Rotom-W.
Best Partners: As said above I pair it with Mienshao/Togekiss.
Possible changes: Maybe an Ability change to Moody.
Rotom-W @ White Herb
Trait: Levitate
EVs: 252 HP / 4 Def / 252 Spd
Modest Nature (+SAtk, -Atk)
- Hydro Pump
- Thunderbolt
- Hidden Power [Ice]
- Protect
Overview: The main attacker on my team, Rotom-W is a force to be reckoned with after Baton Pass. The moves are just basic attacking moves+Protect. A White Herb negates the Defense drops that get passed to it. Just an all around great poke.
Best Partners: Terrakion/(in theory)Heatran
Togekiss @ Sitrus Berry
Trait: Serene Grace
EVs: 176 HP / 80 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Air Slash
- Aura Sphere
- Follow Me
- Protect
Overview: This is the exact same set I run in Team Togewind, so there's not much to say That hasn't already been said. It flinches, and it directs attacks away from Smeargle.
Best Partners: Anything. Togekiss is beast like that.
Possible Changes: N/A
Mienshao @ Flight Jewel
Trait: Inner Focus
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Acrobatics
- Drain Punch
- Wide Guard
- Fake Out
Overview: The other partner for Smeargle, Mienshao does a similer Job to Togekiss. It makes sure Smeargle can set up against spread moves, which Togekiss can't cover. Drain Punch get's STAB, fake Out is a staple on Mienshao, and Flight Gem Acrobatics should need no explaining.
Best Partners: Smeargle.
Possible Changes: N/A
Terrakion @ Choice Scarf
Trait: Justified
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Close Combat
- Earthquake
- Rock Slide
- Quick Attack
Overview: Choice Scarf Terrakion has been a staple ever since last year. It won Nats, Worlds, several regs, and hopefully it will win me something too. This thing complements Rotom-W from the offensive spectrum of my team. It does exactly what it did last year.
Best Partners: Rotom-W.
Changes: Maybe a change of Nature, to Jolly for speed ties, but I don't know.
Heatran @ Balloon
Trait: Flash Fire
EVs: 252 HP / 252 SAtk / 4 Spd
Modest Nature (+SAtk, -Atk)
- Earth Power
- Heat Wave
- Flash Cannon
- Protect
Overview (in theory): My Sun/Hail counter, Heatran works just like most of my team. Attack, attack, attack. The only reason I don't run Eruption, is because it has to be used with a Quit Nature, and Heatran's to slow to take advantage of it.
Best Partners (In theory): Rotom-W.
Possible Changes: Anything, this set is untested. In fact, I'm considering just using Chandelure, because I need a good TR counter.
THE SMASHERS, PROS AND CONS

Smeargle @ Focus Sash
Trait: Own Tempo
EVs: 252 HP / 4 Def / 252 Spd
Timid Nature (+Spd, -Atk)
- Dark Void
- Baton Pass
- Shell Smash
- Protect
Overview: The key to this teams success, Smeargle is the best set up pokemon/Baton Passer/Sleep inducer in the game. I generally lead with Smeargle+Mienshao/Togekiss, depending on what I see in team preview. Dark Void gives my time to Shell Smash, and Baton Pass to Rotom-W.
Best Partners: As said above I pair it with Mienshao/Togekiss.
Possible changes: Maybe an Ability change to Moody.

Rotom-W @ White Herb
Trait: Levitate
EVs: 252 HP / 4 Def / 252 Spd
Modest Nature (+SAtk, -Atk)
- Hydro Pump
- Thunderbolt
- Hidden Power [Ice]
- Protect
Overview: The main attacker on my team, Rotom-W is a force to be reckoned with after Baton Pass. The moves are just basic attacking moves+Protect. A White Herb negates the Defense drops that get passed to it. Just an all around great poke.
Best Partners: Terrakion/(in theory)Heatran

Togekiss @ Sitrus Berry
Trait: Serene Grace
EVs: 176 HP / 80 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Air Slash
- Aura Sphere
- Follow Me
- Protect
Overview: This is the exact same set I run in Team Togewind, so there's not much to say That hasn't already been said. It flinches, and it directs attacks away from Smeargle.
Best Partners: Anything. Togekiss is beast like that.
Possible Changes: N/A

Mienshao @ Flight Jewel
Trait: Inner Focus
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Acrobatics
- Drain Punch
- Wide Guard
- Fake Out
Overview: The other partner for Smeargle, Mienshao does a similer Job to Togekiss. It makes sure Smeargle can set up against spread moves, which Togekiss can't cover. Drain Punch get's STAB, fake Out is a staple on Mienshao, and Flight Gem Acrobatics should need no explaining.
Best Partners: Smeargle.
Possible Changes: N/A

Terrakion @ Choice Scarf
Trait: Justified
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Close Combat
- Earthquake
- Rock Slide
- Quick Attack
Overview: Choice Scarf Terrakion has been a staple ever since last year. It won Nats, Worlds, several regs, and hopefully it will win me something too. This thing complements Rotom-W from the offensive spectrum of my team. It does exactly what it did last year.
Best Partners: Rotom-W.
Changes: Maybe a change of Nature, to Jolly for speed ties, but I don't know.

Heatran @ Balloon
Trait: Flash Fire
EVs: 252 HP / 252 SAtk / 4 Spd
Modest Nature (+SAtk, -Atk)
- Earth Power
- Heat Wave
- Flash Cannon
- Protect
Overview (in theory): My Sun/Hail counter, Heatran works just like most of my team. Attack, attack, attack. The only reason I don't run Eruption, is because it has to be used with a Quit Nature, and Heatran's to slow to take advantage of it.
Best Partners (In theory): Rotom-W.
Possible Changes: Anything, this set is untested. In fact, I'm considering just using Chandelure, because I need a good TR counter.
THE SMASHERS, PROS AND CONS
PROS:
-If it works it's very, very, very hard to take down Rotom.
-It has Togekiss (That's always pro)
-Very easy to Get DV up and stall if needed.
-Team as a whole has very good coverage.
-Counters the ever present Rain teams very well.
CONS:
-Cresselia is a HUGE pain in the butt (again)
-It's hard to take down opposing Rotom-W, Gastrodon, and Swampert (again)
-Dark Void misses make this team risky for Single Elim, it's much better in 2 out of 3.
-The team's weak to certain TR teams. In some cases it can outstall, in some cases I outright lose.
-Everything I've said about Heatran so far may or may not work, due to the fact I haven't actually tested it yet.
-The team as a whole is very high risk, high reward.
Thank you so much for looking at my teams. If you have any suggestions at all, I will be happy to hear them. And even if you don't, don't forget I have a poll. Thank you!!!