This is a fun team I made today. I've been trying it around and I think it works pretty well, but I want to know any suggestions on how I can improve it. I don't know what else to write here, so let's start.
Greninja @ Groundium Z
Ability: Protean
EVs: 252 Atk / 12 Def / 244 Spe
Naive Nature
- Low Kick
- Gunk Shot
- Ice Beam
- Dig
Greninja is the star pokemon of this team. He excels in luring out counters who would normally wall Ash-Greninja or other sets (pokemon like Magearna, Toxapex, and Tangrowth) and taking them out. Low kick has a small chance to 1-hit ko Heatran and can always 2-hit ko Ferrothorn if it does not use Leech Seed. Gunk Shot lets Greninja hit Tangrowth and 1-hit ko all the Tapus (except Tapu Fini, who faints in two hits), Ice Beam is for Landorus-T, Gliscor, and Garchomp, while Dig with Groundium Z can always 1-hit ko Magearna, a common switch-in to Greninja. I don't worry about pokemon that are ko'ed in two hits, since they can't hurt Greninja very much. 12 evs in defense with a Naive nature let him live an Earthquake from Choice Scarf Landorus-T and ko it with an Ice Beam.
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 112 Def / 144 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Defog
- U-turn
Landorus-T is another consistent pokemon. I run Choice Scarf variants normally, but I thought a slower and bulkier set could work better. Stealth Rock is good a support move, it puts Heatran in range of Low Kick from Greninja and can annoy Volcarona and Charizard. Earthquake is an obligatory STAB move, Defog is for hazard control, and U-Turn is useful for bringing in Greninja and makes a VoltTurn core with Rotom. I use Rocky Helmet over Leftovers to stop Excadrill from using Rapid Spin. Rocky Helmet also helps to punish weak U-Turns from pokemon like Tornadus-T and Tapu Koko.
Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- U-turn
- Trick
Since my team lacked a way of controlling speed I decided to use Victini. Her moves are very simple. V-create is a powerful STAB move that nothing likes to take, Bolt Strike is for Water types, and U-Turn can kill Hoopa and eases prediction. Trick is very fun to use. It can cripple a lot of defensive pokemon while giving Victini a leftovers most of the time. This set lets me take care of Choice Scarf Kartana, who my team really struggles against. Victory Star is also nice for helping Gunk Shot and Hydro Pump hit.
Mawile @ Mawilite
Ability: Intimidate
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Play Rough
- Iron Head
- Sucker Punch
- Thunder Punch
Mawile is the newest addition to the team. I tried running Mega-Scizor at first, but got discouraged over it's lack of power. She does well with Greninja, as a lot of the things she has trouble breaking through are removed by him. The set used is simple. I use Iron Head because I want to have Iron type move that can threaten Fairy types. Everything else except for Thunder Punch is standard. I wasn't sure what to use the last slot for, so that's why I have it there. I don't use Swords Dance because I want immediate power without having to wait a turn to set up.
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 16 Def / 12 SpA / 40 SpD / 192 Spe
Calm Nature
IVs: 0 Atk
- Defog
- Moonblast
- Scald
- Taunt
A standard Tapu Fini ripped straight from Smogon. Defog takes care of entry hazards, Moonblast and Scald are dual STAB moves that can threaten some powerful pokemon, and Taunt can shut down Clefable and other things that might want to set up on Tapu Fini. Misty Surge also powers up Mawile's Play Rough while stopping Burns.
Rotom-Wash @ Choice Specs
Ability: Levitate
EVs: 208 HP / 252 SpA / 48 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Trick
This Rotom set is really interesting and was shamelessly stolen from another player's team. Together with Landorus-T, they form a VoltTurn core that hits extra hard thanks to the Choice Specs. Rotom-Wash can live an Aqua Jet from +6 Azumarill and ko it with Volt Switch. It can also hurt a lot of things with Hydro Pump, which has more reliable accuracy thanks to Victini's Victory Star. One of the biggest benefit Rotom brings to the team is giving it a way to fight Swampert, who tears through my team in the rain. Will-O-Wisp can be used on predicted switch ins and Trick is good for taking on common answers to Rotom.
Greninja @ Groundium Z
Ability: Protean
EVs: 252 Atk / 12 Def / 244 Spe
Naive Nature
- Low Kick
- Gunk Shot
- Ice Beam
- Dig
Greninja is the star pokemon of this team. He excels in luring out counters who would normally wall Ash-Greninja or other sets (pokemon like Magearna, Toxapex, and Tangrowth) and taking them out. Low kick has a small chance to 1-hit ko Heatran and can always 2-hit ko Ferrothorn if it does not use Leech Seed. Gunk Shot lets Greninja hit Tangrowth and 1-hit ko all the Tapus (except Tapu Fini, who faints in two hits), Ice Beam is for Landorus-T, Gliscor, and Garchomp, while Dig with Groundium Z can always 1-hit ko Magearna, a common switch-in to Greninja. I don't worry about pokemon that are ko'ed in two hits, since they can't hurt Greninja very much. 12 evs in defense with a Naive nature let him live an Earthquake from Choice Scarf Landorus-T and ko it with an Ice Beam.
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 112 Def / 144 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Defog
- U-turn
Landorus-T is another consistent pokemon. I run Choice Scarf variants normally, but I thought a slower and bulkier set could work better. Stealth Rock is good a support move, it puts Heatran in range of Low Kick from Greninja and can annoy Volcarona and Charizard. Earthquake is an obligatory STAB move, Defog is for hazard control, and U-Turn is useful for bringing in Greninja and makes a VoltTurn core with Rotom. I use Rocky Helmet over Leftovers to stop Excadrill from using Rapid Spin. Rocky Helmet also helps to punish weak U-Turns from pokemon like Tornadus-T and Tapu Koko.
Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- U-turn
- Trick
Since my team lacked a way of controlling speed I decided to use Victini. Her moves are very simple. V-create is a powerful STAB move that nothing likes to take, Bolt Strike is for Water types, and U-Turn can kill Hoopa and eases prediction. Trick is very fun to use. It can cripple a lot of defensive pokemon while giving Victini a leftovers most of the time. This set lets me take care of Choice Scarf Kartana, who my team really struggles against. Victory Star is also nice for helping Gunk Shot and Hydro Pump hit.
Mawile @ Mawilite
Ability: Intimidate
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Play Rough
- Iron Head
- Sucker Punch
- Thunder Punch
Mawile is the newest addition to the team. I tried running Mega-Scizor at first, but got discouraged over it's lack of power. She does well with Greninja, as a lot of the things she has trouble breaking through are removed by him. The set used is simple. I use Iron Head because I want to have Iron type move that can threaten Fairy types. Everything else except for Thunder Punch is standard. I wasn't sure what to use the last slot for, so that's why I have it there. I don't use Swords Dance because I want immediate power without having to wait a turn to set up.
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 16 Def / 12 SpA / 40 SpD / 192 Spe
Calm Nature
IVs: 0 Atk
- Defog
- Moonblast
- Scald
- Taunt
A standard Tapu Fini ripped straight from Smogon. Defog takes care of entry hazards, Moonblast and Scald are dual STAB moves that can threaten some powerful pokemon, and Taunt can shut down Clefable and other things that might want to set up on Tapu Fini. Misty Surge also powers up Mawile's Play Rough while stopping Burns.
Rotom-Wash @ Choice Specs
Ability: Levitate
EVs: 208 HP / 252 SpA / 48 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Trick
This Rotom set is really interesting and was shamelessly stolen from another player's team. Together with Landorus-T, they form a VoltTurn core that hits extra hard thanks to the Choice Specs. Rotom-Wash can live an Aqua Jet from +6 Azumarill and ko it with Volt Switch. It can also hurt a lot of things with Hydro Pump, which has more reliable accuracy thanks to Victini's Victory Star. One of the biggest benefit Rotom brings to the team is giving it a way to fight Swampert, who tears through my team in the rain. Will-O-Wisp can be used on predicted switch ins and Trick is good for taking on common answers to Rotom.