So, I actually have been on a fairly good roll in making successive teams recently, and this is a team I created to combat the common threats to most popular pokemon as well as provide a basic synergy that would allow my pokes to take at least one opposing poke down with them. My team doesn't necessarily "sweep" or "stall", but it has a combination of both that allows it to just outlast the opponent until I feel it is the right time to attack. So, without further ado....
The Team:
Machamp @ Lum Berry
Nature: Adamant
Ability: No Guard
EVs: 252 Hp / 252 Atk / 4 Spe
- Dynamicpunch
- Payback
- Substitute
- Encore
This thing is monstrous to lead off the game. With a little prediction, it pays off dividends. Payback and max attack for those pesky Rotom forms, and those frail suicide leads that just might hit themselves in confusion instead of exploding on Machamp. Machamp also helps with the Parafusion strategy if he is still alive later in the battle.
Tyranitar @ Leftovers
Nature: Brave
Ability: Sand Stream
EVs: 252 Hp / 100 SpA / 158 SpD
- Substitute
- Focus Punch
- Crunch
- Fire Blast
Boah helps deal with SkarmBlissCress as most people prefer to play stall nowadays. I use Brave with no SpA EV's because I still want a respectable Attack stat, and a reasonable Special Attack and Defense stat. This can also absorb Trick, which is another common move that the opponents nowadays prefer to use. All in all, Ttar can bust games wide open and murder stall teams.
Regirock @ Leftovers
Nature: Impish
Ability: Clear Body
EVs: 252 Hp / 4 Def / 252 SpD
- Stone Edge
- Seismic Toss
- Thunder Wave
- Stealth Rock
Regirock + Sandstorm = a pain to take down. If only it had a reliable recovery....Anyways, helps spread paralysis and slows the opponent down, also helps get a Paralyze on incoming Fighters that think they can get a free set-up. Again, I prefer balancing the stats out as much as possible and with Impish and not that many Defense EV's, they do sort of balance out after the Sand Storm boost. Also sets up the rocks which can help get the opponent in KO range as well as help deal with annoying Zapdos's.
Slowbro @ Leftovers
Nature: Bold
Ability: Own Tempo
EVs: 252 Hp / 252 Def / 4 SpA
- Surf
- Hidden Power [Electric]
- Slack Off
- Thunder Wave
Not many people run Twave Slowbro, so it can help catch incoming Scizor's and Ttar's on the switch so I can safely switch to Machamp or Hippowdon and outspeed. Slack Off is there to increase survivability, and HP Electric is to help deal with other water's (especially Gyarados) that can hurt my Sand Storm team.
Hippowdon @ Leftovers
Nature: Impish
Ability: Sand Stream
EV's: 252 Hp / 252 Def / 4 SpD
- Earthquake
- Ice Fang
- Slack Off
- Roar / Yawn
2 Sand Streamers!!?? The answer is yes. Why? Because I can. I needed a sturdy ground that could phaze. Hippowdon > Swampert because of Recovery. Max Defense to help deal with Heracross and take repeated Gyarados hits if bro goes down. Pretty standard set and helps wall the opponent until Sand Storm wears them down. Roar is there for phazing, as Regirock already sets up SR, and Yawn can be used to help in 1 on 1 battles or if they are down to their last poke (as I often find Hippowdon being the last one or one of the last ones alive.)
Gengar @ Choice Scarf
Nature: Modest
Ability: Levitate
EV's: 4 Hp / 252 SpA / 252 Spe
- Thunderbolt
- Shadow Ball
- Psychic / Destiny Bond
- Focus Blast
Okay...so this is the most ambiguous set of them all. I obviously have many options with ScarfGar. I was dropping Psychic...but if NP Ape or ScarfHera get unleashed, I don't know if I can hurt them enough. Focus Blast is iffy because I don't really use it and I could put HP Ice for Mence, but it never really sets up due to either Paralysis or being phazed. Suggestions would be highly appreciated. Maybe even Destiny Bond or Energy Ball for a last move...who knows Gengar is complex. I like Destiny Bond because it is somewhat like Explosion, only it is a bit more risky and is a sure KO if it pays off.
Okay, so I know you all want to say, "Oh, a CM Jirachi or Suicune Weakness!!!" Well, I have some options to dealing with them. A) Paralyze and have Machamp Confuse them or Encore them until they decide to switch. B) Try and Phaze with Hippowdon. C) Wait for a crit.
Although they aren't the prettiest options, if I let the mset up in the first place it is mainly my fault and not the team's fault. I haven't run into trouble with them so far, partially because I never give them a chance to switch before they either get hit or statused. At this point I don't really see any other gaping threats...any comments and suggestions are appreciated.
The Team:







Machamp @ Lum Berry
Nature: Adamant
Ability: No Guard
EVs: 252 Hp / 252 Atk / 4 Spe
- Dynamicpunch
- Payback
- Substitute
- Encore
This thing is monstrous to lead off the game. With a little prediction, it pays off dividends. Payback and max attack for those pesky Rotom forms, and those frail suicide leads that just might hit themselves in confusion instead of exploding on Machamp. Machamp also helps with the Parafusion strategy if he is still alive later in the battle.

Tyranitar @ Leftovers
Nature: Brave
Ability: Sand Stream
EVs: 252 Hp / 100 SpA / 158 SpD
- Substitute
- Focus Punch
- Crunch
- Fire Blast
Boah helps deal with SkarmBlissCress as most people prefer to play stall nowadays. I use Brave with no SpA EV's because I still want a respectable Attack stat, and a reasonable Special Attack and Defense stat. This can also absorb Trick, which is another common move that the opponents nowadays prefer to use. All in all, Ttar can bust games wide open and murder stall teams.

Regirock @ Leftovers
Nature: Impish
Ability: Clear Body
EVs: 252 Hp / 4 Def / 252 SpD
- Stone Edge
- Seismic Toss
- Thunder Wave
- Stealth Rock
Regirock + Sandstorm = a pain to take down. If only it had a reliable recovery....Anyways, helps spread paralysis and slows the opponent down, also helps get a Paralyze on incoming Fighters that think they can get a free set-up. Again, I prefer balancing the stats out as much as possible and with Impish and not that many Defense EV's, they do sort of balance out after the Sand Storm boost. Also sets up the rocks which can help get the opponent in KO range as well as help deal with annoying Zapdos's.

Slowbro @ Leftovers
Nature: Bold
Ability: Own Tempo
EVs: 252 Hp / 252 Def / 4 SpA
- Surf
- Hidden Power [Electric]
- Slack Off
- Thunder Wave
Not many people run Twave Slowbro, so it can help catch incoming Scizor's and Ttar's on the switch so I can safely switch to Machamp or Hippowdon and outspeed. Slack Off is there to increase survivability, and HP Electric is to help deal with other water's (especially Gyarados) that can hurt my Sand Storm team.

Hippowdon @ Leftovers
Nature: Impish
Ability: Sand Stream
EV's: 252 Hp / 252 Def / 4 SpD
- Earthquake
- Ice Fang
- Slack Off
- Roar / Yawn
2 Sand Streamers!!?? The answer is yes. Why? Because I can. I needed a sturdy ground that could phaze. Hippowdon > Swampert because of Recovery. Max Defense to help deal with Heracross and take repeated Gyarados hits if bro goes down. Pretty standard set and helps wall the opponent until Sand Storm wears them down. Roar is there for phazing, as Regirock already sets up SR, and Yawn can be used to help in 1 on 1 battles or if they are down to their last poke (as I often find Hippowdon being the last one or one of the last ones alive.)

Gengar @ Choice Scarf
Nature: Modest
Ability: Levitate
EV's: 4 Hp / 252 SpA / 252 Spe
- Thunderbolt
- Shadow Ball
- Psychic / Destiny Bond
- Focus Blast
Okay...so this is the most ambiguous set of them all. I obviously have many options with ScarfGar. I was dropping Psychic...but if NP Ape or ScarfHera get unleashed, I don't know if I can hurt them enough. Focus Blast is iffy because I don't really use it and I could put HP Ice for Mence, but it never really sets up due to either Paralysis or being phazed. Suggestions would be highly appreciated. Maybe even Destiny Bond or Energy Ball for a last move...who knows Gengar is complex. I like Destiny Bond because it is somewhat like Explosion, only it is a bit more risky and is a sure KO if it pays off.
Okay, so I know you all want to say, "Oh, a CM Jirachi or Suicune Weakness!!!" Well, I have some options to dealing with them. A) Paralyze and have Machamp Confuse them or Encore them until they decide to switch. B) Try and Phaze with Hippowdon. C) Wait for a crit.
Although they aren't the prettiest options, if I let the mset up in the first place it is mainly my fault and not the team's fault. I haven't run into trouble with them so far, partially because I never give them a chance to switch before they either get hit or statused. At this point I don't really see any other gaping threats...any comments and suggestions are appreciated.