I haven't played in awhile, but I wanted to get back into it. I had a team before, but it seems to have fallen out of favor with this new metagame. Oh well, here is the updated team.
Jirachi @ Choice Scarf
Jolly Nature (+Spe, -Sp Atk)
Serene Grace
EVs: 4 HP / 252 Atk / 252 Spe
- Iron Head
- Stealth Rock
- U-turn
- Trick
Description: Jirachi is a very fun lead to run. I used to run it in early incarnations of this team (pretty much nothing else is the same anymore, though). Stealth Rock sets up for my sweepers I run in this team, and is a great support move. Trick is usually used first, as a lot of people will just run blindly into it with Stealth Rock/Spikes/what have you, and can really screw some people up. I've also messed with stallers by Tricking away their Leftovers/Poison Orb. U-Turn is the obligatory scout move on a lead set like this, and Iron Head keeps up Jirachi's usefulness later in the game by enabling revenge kills or even sweeps.
Chandelure @ Choice Scarf
Modest Nature (+Sp Atk, -Atk)
Flash Fire
EVs: 4 HP / 252 Sp Atk / 252 Spe
- Overheat
- Shadow Ball
- Energy Ball
- Hidden Power (Fighting)
Description: Chandelure recently replaced my Nasty Plot Infernape as my special sweeper, and I'm still not so sure about the switch. The main reason I made the switch was to beat opposing Chandelures however, in which case NP Infernape is at a loss. I'm not certain what the metagame is looking like these days, as I've only had a few practice games with this team, so I'm not so sure Ice moves are needed as much. I have HP Ice here and Ice Beam on Starmie, so it may or may not be overkill.
Scizor @ Choice Band
Adamant Nature (+Atk, -Sp Atk)
Techinician
EVs: 248 HP / 252 Atk / 8 Spe
- Bullet Punch
- U-Turn
- Superpower
- Pursuit
Description: This guy is great, and he has been ever since I added him way back when. I'm sure you all know how this guy functions. Between all his stats and his ability, he gets in for some power beats with Superpower and Bullet Punch (the latter being increased priority), with U-Turn providing STAB with scouting, and Pursuit being a nice techy move. His 8 Speed helps him to just barely outspeed his competition. He covers a lot of bases I would be missing had I not included him.
Gliscor @ Toxic Orb
Impish Nature (+Def, -Sp Atk)
Poison Heal
EVs: 252 HP / 184 Def / 72 Spe
- Swords Dance
- Taunt
- Ice Fang
- Earthquake
Description: This is a defensive wall that still gets the beats in. Taunt shuts down opposing walls quite effectively, making Gliscor the baddest guy in town. Swords Dance paired with his other moves allows him to take down opposing Pokemon quickly as well. Ice Fang and Earthquake, being the moves that he attacks with, grant a good range of type coverage. His 72 Speed help him to tie with guys that would normally be too fast for him ( such as Specially Defensive Jirachi).
Starmie @ Life Orb
Timid Nature (+Spe, -Atk)
Natural Cure
EVs: 252 Sp Atk / 4 Sp Def / 252 Spe
- Surf
- Ice Beam
- Thunderbolt
- Rapid Spin
Description: Rapid Spin is Starmie's main use in this team. Clearing entry hazards is always a good thing to be able to do. However, she is also really good at covering types missed by everything else in the team. Thunderbolt gives me some good coverage against water, and the other moves help me to double up on some coverage. She definitely pulls her weight in this team, acting as a catch-all.
Salamence @ Life Orb
Trait: Intimidate
EVs: 252 Atk / 4 Sp Atk / 252 Spe
Naive Nature (+Spe, -Sp Def)
- Dragon Dance
- Outrage
- Earthquake
- Fire Blast
Description: This is taking over for Garchomp for the moment while I try and find something to be my new physical sweeper. Who knows, this might be the best option. Salamence I would like to replace, though, as he opens up a lot of weaknesses that Garchomp actually helped to mitigate. He is the only flier on the team, however. Dragon Dance + Outrage is the main way to sweep on this build, with Earthquake and Fire Blast providing coverage. Not much to say beyond that.
Garchomp @ Haban Berry
Jolly Nature (+Spe, -Sp Atk)
Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
- Outrage
- Earthquake
- Stone Edge
- Swords Dance
Description: Finally, the physical sweeper. Garchomp wins more games than anything else in this line-up. Getting off a Swords Dance or two and then going in for the sweep is extremely hard to stabilize under. Between Earthquake and Stone Edge, he gets great type coverage, and Outrage is an excellent STAB sweeping move. My Life Orbs were used up already, and I didn't want to make my land whale here a Choice sweeper. So, I ended up giving him the Haban Berry. What this does is allow him to live long enough against a Dragon foe, and then counterstrike with his own moves.
Anyway, that's my team so far. My biggest issues are against Ludicolos and Wash Rotom. I don't have any Pokemon that are effective at taking those on by themselves, and I will often find myself using up 2 or even 3 Pokemon on taking these guys out. Gliscor as my only Taunter is also a bit of an issue, as I'm out of luck against walls that can use Ice or Water moves (Cresselia, Vaporeon, ect).
Any suggestions?
Jirachi @ Choice Scarf
Jolly Nature (+Spe, -Sp Atk)
Serene Grace
EVs: 4 HP / 252 Atk / 252 Spe
- Iron Head
- Stealth Rock
- U-turn
- Trick
Description: Jirachi is a very fun lead to run. I used to run it in early incarnations of this team (pretty much nothing else is the same anymore, though). Stealth Rock sets up for my sweepers I run in this team, and is a great support move. Trick is usually used first, as a lot of people will just run blindly into it with Stealth Rock/Spikes/what have you, and can really screw some people up. I've also messed with stallers by Tricking away their Leftovers/Poison Orb. U-Turn is the obligatory scout move on a lead set like this, and Iron Head keeps up Jirachi's usefulness later in the game by enabling revenge kills or even sweeps.
Chandelure @ Choice Scarf
Modest Nature (+Sp Atk, -Atk)
Flash Fire
EVs: 4 HP / 252 Sp Atk / 252 Spe
- Overheat
- Shadow Ball
- Energy Ball
- Hidden Power (Fighting)
Description: Chandelure recently replaced my Nasty Plot Infernape as my special sweeper, and I'm still not so sure about the switch. The main reason I made the switch was to beat opposing Chandelures however, in which case NP Infernape is at a loss. I'm not certain what the metagame is looking like these days, as I've only had a few practice games with this team, so I'm not so sure Ice moves are needed as much. I have HP Ice here and Ice Beam on Starmie, so it may or may not be overkill.
Scizor @ Choice Band
Adamant Nature (+Atk, -Sp Atk)
Techinician
EVs: 248 HP / 252 Atk / 8 Spe
- Bullet Punch
- U-Turn
- Superpower
- Pursuit
Description: This guy is great, and he has been ever since I added him way back when. I'm sure you all know how this guy functions. Between all his stats and his ability, he gets in for some power beats with Superpower and Bullet Punch (the latter being increased priority), with U-Turn providing STAB with scouting, and Pursuit being a nice techy move. His 8 Speed helps him to just barely outspeed his competition. He covers a lot of bases I would be missing had I not included him.
Gliscor @ Toxic Orb
Impish Nature (+Def, -Sp Atk)
Poison Heal
EVs: 252 HP / 184 Def / 72 Spe
- Swords Dance
- Taunt
- Ice Fang
- Earthquake
Description: This is a defensive wall that still gets the beats in. Taunt shuts down opposing walls quite effectively, making Gliscor the baddest guy in town. Swords Dance paired with his other moves allows him to take down opposing Pokemon quickly as well. Ice Fang and Earthquake, being the moves that he attacks with, grant a good range of type coverage. His 72 Speed help him to tie with guys that would normally be too fast for him ( such as Specially Defensive Jirachi).
Starmie @ Life Orb
Timid Nature (+Spe, -Atk)
Natural Cure
EVs: 252 Sp Atk / 4 Sp Def / 252 Spe
- Surf
- Ice Beam
- Thunderbolt
- Rapid Spin
Description: Rapid Spin is Starmie's main use in this team. Clearing entry hazards is always a good thing to be able to do. However, she is also really good at covering types missed by everything else in the team. Thunderbolt gives me some good coverage against water, and the other moves help me to double up on some coverage. She definitely pulls her weight in this team, acting as a catch-all.
Salamence @ Life Orb
Trait: Intimidate
EVs: 252 Atk / 4 Sp Atk / 252 Spe
Naive Nature (+Spe, -Sp Def)
- Dragon Dance
- Outrage
- Earthquake
- Fire Blast
Description: This is taking over for Garchomp for the moment while I try and find something to be my new physical sweeper. Who knows, this might be the best option. Salamence I would like to replace, though, as he opens up a lot of weaknesses that Garchomp actually helped to mitigate. He is the only flier on the team, however. Dragon Dance + Outrage is the main way to sweep on this build, with Earthquake and Fire Blast providing coverage. Not much to say beyond that.
Jolly Nature (+Spe, -Sp Atk)
Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
- Outrage
- Earthquake
- Stone Edge
- Swords Dance
Description: Finally, the physical sweeper. Garchomp wins more games than anything else in this line-up. Getting off a Swords Dance or two and then going in for the sweep is extremely hard to stabilize under. Between Earthquake and Stone Edge, he gets great type coverage, and Outrage is an excellent STAB sweeping move. My Life Orbs were used up already, and I didn't want to make my land whale here a Choice sweeper. So, I ended up giving him the Haban Berry. What this does is allow him to live long enough against a Dragon foe, and then counterstrike with his own moves.
Anyway, that's my team so far. My biggest issues are against Ludicolos and Wash Rotom. I don't have any Pokemon that are effective at taking those on by themselves, and I will often find myself using up 2 or even 3 Pokemon on taking these guys out. Gliscor as my only Taunter is also a bit of an issue, as I'm out of luck against walls that can use Ice or Water moves (Cresselia, Vaporeon, ect).
Any suggestions?