So, for the past month, I have been working on a competitive team. However, I think there are probably lots of flaws in it (a major weakness to Aegislash comes to mind, not to mention complete lack of a Rapid Spinner), so I would like some help to make my team the best it can be.
[animate]skarmory[/animate]
Skarmory @Leftovers
Ability: Sturdy
Impish Nature
252 HP/232 Def/24 Spd
-Whirlwind
-Roost
-Brave Bird
-Stealth Rock
This is pretty basic, I'd say. As a lead, its main purpose is to set up Rocks. Once its job there is done, it acts as a wall. Whirlwind is useful for phazing out things that could potentially be threatening to my team, such as Aegislash.. Roost can heal Skarmory so it can live another day, and Brave Bird keeps it from becoming Taunt bait itself.
[animate]latios[/animate]
Latios @Choice Scarf
Ability: Levitate
Timid Nature
252 Sp. Atk/4 Sp. Def/252 Spd
-Draco Meteor
-Psyshock
-Surf
-Trick
My replacement for Noivern. With Choice Scarf and an already-high special attack, Latios becomes a nearly unparalleled revenge killer. Draco Meteor will rip right through anything that isn't steel-type, fairy-type, Chansey, or Blissey, so that's where the other moves come in. Psyshock hits the latter two at their almost nonexistent physical defense, while Surf can clear the way of anything that resists the prior two moves. Trick can be used to lock particularly uncooperative enemies into an undesirable move, but I have to keep in mind that, without the Scarf, Latios won't be nearly as fast.
[animate]lucario[/animate]
Lucario @Lucarionite
Ability: Justified -> Adaptability
Jolly Nature
4 HP/252 Atk/252 Spd
-Close Combat
-Crunch
-Extreme Speed
-Swords Dance
My main sweeper, built to get a few Sword Dances in, then rain terror on the enemy. I would use Bullet Punch over Extreme Speed, but the latter has +2 priority, which can be useful in situations when I'm facing other priority users. Adaptability boosts Close Combat to a monstrous 240 Base Power, capable of at least 2HKOing some of the toughest walls once it gets a Swords Dance. Crunch is to prevent Ghost Types and Psychic Types from getting in the way of Lucario's sweep. The only things that can really get in this thing's way are bulky ground types, such as Gliscor and Hippowdon. Which brings me to my next team member...
[animate]rotom-w[/animate]
Rotom-W @Safety Goggles
Ability: Levitate
Modest Nature
232 HP/56 Sp. Atk/220 Spd
-Hydro Pump
-Will-O-Wisp
-Hidden Power Ice
-Volt Switch
Once again, pretty basic. Its main purpose is to clear the field of the aforementioned bulky Ground types to pave the way for Lucario's attack. Hydro Pump is the main move for that job, but when faced with Gliscor or when I just need accuracy more than anything, I go with HP Ice. Will-o-Wisp can also make enemies useless, though it will not work against things using Toxic Orb, for obvious reasons. Volt Switch is used for a quick escape. Safety Goggles I'm not so sure about, but they could help Rotom serve as an effective counter to Weather teams. I might just switch them for Leftovers, though.
[animate]terrakion[/animate]
Terrakion @Choice Band
Ability: Justified
Jolly Nature
252 Atk/4 Sp. Def/252 Spd
-Stone Edge
-Close Combat
-Zen Headbutt
-X-Scissor
Terrakion pairs exceptionally well with Lucario, since one can usually clean up the remaining opponents after the other one falls. Choice Band boosts Terrakion's power to levels equalling, if not surpassing, Lucario's. Stone Edge and Close Combat are both hard-hitting STAB moves. Zen Headbutt and X-Scissor both give Terrakion an edge against some mons that might otherwise be threatening, mainly fighting- and psychic-types.
[animate]excadrill[/animate]
Excadrill @Assault Vest
Ability: Mold Breaker
Adamant Nature
252 HP/48 Atk/208 Spd
-Earthquake
-Rapid Spin
-Iron Head
-Rock Slide
Returning from its Uber banishment in the previous generation is Excadrill! This Assault Vest set is an excellent suggestion by AoH. It serves not only as a faster Spinner than Donphan, but also as a check to Rotom-W, being able to survive a Hydro Pump from the most common variant and outspeed any Rotom-W without Choice Scarf for a KO with EQ. Iron Head can deal with the advent of fairy-types, which can cause a bit of a problem for my team if left to their own devices. Rapid Spin is included for obvious reasons, while Rock Slide is able to hit flying-types for good damage.
Past Team Members:
So, anyway, that's my team! Comments and criticism are welcomed and encouraged, since my team probably has more than a few flaws.
11-30-13: Did some major restructuring, factoring Ice Jackal's advice in. Changes in bold.
12-15-13: Once again, some redesigning, recreating, adding in Latios, Terrakion, and Excadrill, and pictures.
[animate]skarmory[/animate]
Skarmory @Leftovers
Ability: Sturdy
Impish Nature
252 HP/232 Def/24 Spd
-Whirlwind
-Roost
-Brave Bird
-Stealth Rock
This is pretty basic, I'd say. As a lead, its main purpose is to set up Rocks. Once its job there is done, it acts as a wall. Whirlwind is useful for phazing out things that could potentially be threatening to my team, such as Aegislash.. Roost can heal Skarmory so it can live another day, and Brave Bird keeps it from becoming Taunt bait itself.
[animate]latios[/animate]
Latios @Choice Scarf
Ability: Levitate
Timid Nature
252 Sp. Atk/4 Sp. Def/252 Spd
-Draco Meteor
-Psyshock
-Surf
-Trick
My replacement for Noivern. With Choice Scarf and an already-high special attack, Latios becomes a nearly unparalleled revenge killer. Draco Meteor will rip right through anything that isn't steel-type, fairy-type, Chansey, or Blissey, so that's where the other moves come in. Psyshock hits the latter two at their almost nonexistent physical defense, while Surf can clear the way of anything that resists the prior two moves. Trick can be used to lock particularly uncooperative enemies into an undesirable move, but I have to keep in mind that, without the Scarf, Latios won't be nearly as fast.
[animate]lucario[/animate]
Lucario @Lucarionite
Ability: Justified -> Adaptability
Jolly Nature
4 HP/252 Atk/252 Spd
-Close Combat
-Crunch
-Extreme Speed
-Swords Dance
My main sweeper, built to get a few Sword Dances in, then rain terror on the enemy. I would use Bullet Punch over Extreme Speed, but the latter has +2 priority, which can be useful in situations when I'm facing other priority users. Adaptability boosts Close Combat to a monstrous 240 Base Power, capable of at least 2HKOing some of the toughest walls once it gets a Swords Dance. Crunch is to prevent Ghost Types and Psychic Types from getting in the way of Lucario's sweep. The only things that can really get in this thing's way are bulky ground types, such as Gliscor and Hippowdon. Which brings me to my next team member...
[animate]rotom-w[/animate]
Rotom-W @Safety Goggles
Ability: Levitate
Modest Nature
232 HP/56 Sp. Atk/220 Spd
-Hydro Pump
-Will-O-Wisp
-Hidden Power Ice
-Volt Switch
Once again, pretty basic. Its main purpose is to clear the field of the aforementioned bulky Ground types to pave the way for Lucario's attack. Hydro Pump is the main move for that job, but when faced with Gliscor or when I just need accuracy more than anything, I go with HP Ice. Will-o-Wisp can also make enemies useless, though it will not work against things using Toxic Orb, for obvious reasons. Volt Switch is used for a quick escape. Safety Goggles I'm not so sure about, but they could help Rotom serve as an effective counter to Weather teams. I might just switch them for Leftovers, though.
[animate]terrakion[/animate]
Terrakion @Choice Band
Ability: Justified
Jolly Nature
252 Atk/4 Sp. Def/252 Spd
-Stone Edge
-Close Combat
-Zen Headbutt
-X-Scissor
Terrakion pairs exceptionally well with Lucario, since one can usually clean up the remaining opponents after the other one falls. Choice Band boosts Terrakion's power to levels equalling, if not surpassing, Lucario's. Stone Edge and Close Combat are both hard-hitting STAB moves. Zen Headbutt and X-Scissor both give Terrakion an edge against some mons that might otherwise be threatening, mainly fighting- and psychic-types.
[animate]excadrill[/animate]
Excadrill @Assault Vest
Ability: Mold Breaker
Adamant Nature
252 HP/48 Atk/208 Spd
-Earthquake
-Rapid Spin
-Iron Head
-Rock Slide
Returning from its Uber banishment in the previous generation is Excadrill! This Assault Vest set is an excellent suggestion by AoH. It serves not only as a faster Spinner than Donphan, but also as a check to Rotom-W, being able to survive a Hydro Pump from the most common variant and outspeed any Rotom-W without Choice Scarf for a KO with EQ. Iron Head can deal with the advent of fairy-types, which can cause a bit of a problem for my team if left to their own devices. Rapid Spin is included for obvious reasons, while Rock Slide is able to hit flying-types for good damage.
Past Team Members:
Cloyster @Focus Sash
Ability: Skill Link
Adamant Nature
4 HP/252 Atk/252 Spd
-Icicle Spear
-Rock Blast
-Spikes
-Ice Shard
Cloyster is this team's lead. His main purpose is to set up a layer or two of Spikes, do as much damage as possible, and then die. Focus Sash is there because Cloyster seems to be KOed very easily by Special Attacks. Therefore, unless Cloyster is attacked with a multi-attack move (which I find pretty unlikely), he is guaranteed to survive long enough to set up at least one layer of Spikes. The other moves are just filler, used in case Cloyster ever has to fight.
Removed because: It doesn't really have the bulk to work as a suicide lead.
Venusaur @Venusaurite
Ability: Overgrow -> Thick Fat
Bold Nature
252 HP/252 Sp. Atk/4 Sp. Def
-Giga Drain
-Sludge Bomb
-Synthesis
-Hidden Power Fire
Venusaur's basic purpose is to be a general, all-around tank. Synthesis and Giga Drain help to replenish HP and keep Venusaur around a little longer. Sludge Bomb and HP Fire are just moves for STAB and coverage, respectively. Bold nature might seem a little weird, but it boosts Venusaur's defenses and I don't really lose anything important from it.
Removed because: Mega Lucario was placed on the team, and only one mon can mega-evolve per team. Venusaur just wouldn't be useful enough without Thick Fat.
Tyranitar @Choice Scarf
Ability: Unnerve
Jolly Nature
4 HP/252 Atk/252 Spd
-Stone Edge
-Crunch
-Earthquake
-Thunder Fang/Brick Break
Now, I know that Unnerve isn't a particularly good ability. But Sand Stream, the only other option, doesn't really work well with the rest of my team. For that reason, I cannot use Tyranitarite, since Mega Tyranitar is locked into Sand Stream.
Anyway, Stone Edge and Crunch are relatively Basic STAB moves. EQ is used to hit, among other things, steel-types. I'm not exactly sure what's right for that last slot, though. Both moves are basically coverage used to exploit an occasional weakness, anyway.
Removed because: It's just too slow, even with Choice Scarf.
Magnezone @Air Balloon
Ability: Magnet Pull
Modest Nature
172 HP/252 Sp. Atk/84 Spd
-Thunderbolt
-Flash Cannon
-Hidden Power Fighting
-Volt Switch
This one I'm a little on the fence about. Its main purpose is to trap other steel types, but with Aegislash, Mawile, and Lucario on the loose, it might not do such a good job. Out of curiosity, how many HP EVs would this need to take a Sacred Sword from Blade Form Aegislash with 252 Atk EVs, if it's possible at all? But even then, there would be no guarantee it would survive long enough to make a KO.
Anyway, Thunderbolt and Flash Cannon are used for main moves, with the latter as my main way to get rid of those darn Fairies. HP Fighting is used for the Steel types that are trapped, and Volt Switch is used in case I need to just get out of there.
Over all, I think Magnezone is the Pokemon that's most likely to be replaced.
Removed because: It didn't really fit in with the restructured team.
Meowstic (male) @Choice Specs
Ability: Prankster
Bold Nature
252 HP/252 Def/4 Sp. Def
-Trick
-Psychic
-Toxic
-Thunder Wave
A basic support Pokemon. Psychic is so that Meowstic isn't completely defenseless in the event that it gets Taunted. Toxic and Thunder Wave are used as priority status infliction to cripple opponents. Specs boost Psychic's power in the event of needing to battle, and can be Tricked onto opponents to lock them into a certain move. However, this could end in disaster if the enemy switches into a mon that benefits from Choice Specs, so Trick is to be used with caution.
Removed because: It didn't really have a place on my team.
Noivern @Life Orb
Ability: Infiltrator
Modest Nature
4 HP/252 Sp. Atk/252 Spd
-Draco Meteor
-Taunt
-Flamethrower
-Air Slash
Noivern is my main revenge killer, with Infiltrator giving him the ability to slip right through Substitute and Screens. Draco Meteor is the main STAB, and is able to pretty much punch a hole through anything that doesn't resist it. Air Slash can be sort of helpful over Hurricane, since it has a chance of flinching and more accuracy. Hurricane might still be better, though. Flamethrower is the option to go with in case of pesky Steel- and Ice-types. Taunt can be easily abused, mainly due to Noivern's blazing speed.
Removed because: It's good and all, but in a metagame with creatures like Latios and Salamence at every corner, there were just better options.
Ability: Skill Link
Adamant Nature
4 HP/252 Atk/252 Spd
-Icicle Spear
-Rock Blast
-Spikes
-Ice Shard
Cloyster is this team's lead. His main purpose is to set up a layer or two of Spikes, do as much damage as possible, and then die. Focus Sash is there because Cloyster seems to be KOed very easily by Special Attacks. Therefore, unless Cloyster is attacked with a multi-attack move (which I find pretty unlikely), he is guaranteed to survive long enough to set up at least one layer of Spikes. The other moves are just filler, used in case Cloyster ever has to fight.
Removed because: It doesn't really have the bulk to work as a suicide lead.
Venusaur @Venusaurite
Ability: Overgrow -> Thick Fat
Bold Nature
252 HP/252 Sp. Atk/4 Sp. Def
-Giga Drain
-Sludge Bomb
-Synthesis
-Hidden Power Fire
Venusaur's basic purpose is to be a general, all-around tank. Synthesis and Giga Drain help to replenish HP and keep Venusaur around a little longer. Sludge Bomb and HP Fire are just moves for STAB and coverage, respectively. Bold nature might seem a little weird, but it boosts Venusaur's defenses and I don't really lose anything important from it.
Removed because: Mega Lucario was placed on the team, and only one mon can mega-evolve per team. Venusaur just wouldn't be useful enough without Thick Fat.
Tyranitar @Choice Scarf
Ability: Unnerve
Jolly Nature
4 HP/252 Atk/252 Spd
-Stone Edge
-Crunch
-Earthquake
-Thunder Fang/Brick Break
Now, I know that Unnerve isn't a particularly good ability. But Sand Stream, the only other option, doesn't really work well with the rest of my team. For that reason, I cannot use Tyranitarite, since Mega Tyranitar is locked into Sand Stream.
Anyway, Stone Edge and Crunch are relatively Basic STAB moves. EQ is used to hit, among other things, steel-types. I'm not exactly sure what's right for that last slot, though. Both moves are basically coverage used to exploit an occasional weakness, anyway.
Removed because: It's just too slow, even with Choice Scarf.
Magnezone @Air Balloon
Ability: Magnet Pull
Modest Nature
172 HP/252 Sp. Atk/84 Spd
-Thunderbolt
-Flash Cannon
-Hidden Power Fighting
-Volt Switch
This one I'm a little on the fence about. Its main purpose is to trap other steel types, but with Aegislash, Mawile, and Lucario on the loose, it might not do such a good job. Out of curiosity, how many HP EVs would this need to take a Sacred Sword from Blade Form Aegislash with 252 Atk EVs, if it's possible at all? But even then, there would be no guarantee it would survive long enough to make a KO.
Anyway, Thunderbolt and Flash Cannon are used for main moves, with the latter as my main way to get rid of those darn Fairies. HP Fighting is used for the Steel types that are trapped, and Volt Switch is used in case I need to just get out of there.
Over all, I think Magnezone is the Pokemon that's most likely to be replaced.
Removed because: It didn't really fit in with the restructured team.
Meowstic (male) @Choice Specs
Ability: Prankster
Bold Nature
252 HP/252 Def/4 Sp. Def
-Trick
-Psychic
-Toxic
-Thunder Wave
A basic support Pokemon. Psychic is so that Meowstic isn't completely defenseless in the event that it gets Taunted. Toxic and Thunder Wave are used as priority status infliction to cripple opponents. Specs boost Psychic's power in the event of needing to battle, and can be Tricked onto opponents to lock them into a certain move. However, this could end in disaster if the enemy switches into a mon that benefits from Choice Specs, so Trick is to be used with caution.
Removed because: It didn't really have a place on my team.
Noivern @Life Orb
Ability: Infiltrator
Modest Nature
4 HP/252 Sp. Atk/252 Spd
-Draco Meteor
-Taunt
-Flamethrower
-Air Slash
Noivern is my main revenge killer, with Infiltrator giving him the ability to slip right through Substitute and Screens. Draco Meteor is the main STAB, and is able to pretty much punch a hole through anything that doesn't resist it. Air Slash can be sort of helpful over Hurricane, since it has a chance of flinching and more accuracy. Hurricane might still be better, though. Flamethrower is the option to go with in case of pesky Steel- and Ice-types. Taunt can be easily abused, mainly due to Noivern's blazing speed.
Removed because: It's good and all, but in a metagame with creatures like Latios and Salamence at every corner, there were just better options.
11-30-13: Did some major restructuring, factoring Ice Jackal's advice in. Changes in bold.
12-15-13: Once again, some redesigning, recreating, adding in Latios, Terrakion, and Excadrill, and pictures.