Want some opinions on my team. I know I am crippling myself by not using legends like Mega-Ray/Primal-G/Darkrai but I feel better playing like this so please don't recommend any legendaries.
Aegislash (M) @ Leftovers
Ability: Stance Change
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- King's Shield
- Shadow Sneak
- Swords Dance
- Sacred Sword
Summery: Needed something to dodge extreme speed users aswell as add a damaging threat to the team [1] Covers the teams weakness to Mega Gengar, break stalls, and add some utility in SD and Sacred Sword. [2] Shadow sneak for Priority STAB because his base speed is low. Sword Dance to breaks stalls and have a move to 50/50 with Kings Shield and make it harder to guess. Sacred Sword for coverage and Evasion/Baton Pass Users. [3]
Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
- Seismic Toss
- Soft-Boiled
- Minimize
- Toxic
Summery: Strongest wall that can become a dodge tank with evasion. [1] Walls out Xerneas and Primal Kyoger and becomes a WinCon if evasion x6 is reached. [2] Seismic Toss as her only threatening damage move and toxic to break opposing stalls. Evasion to make her a setup sweeper with enough luck. [3]
Klefki (M) @ Leftovers
Ability: Prankster
Shiny: Yes
EVs: 252 HP / 124 Def / 132 SpD
Calm Nature
- Foul Play
- Thunder Wave
- Swagger
- Substitute
Summery: Secondary spdef tank and kills of setup sweepers [1] My answer to Ex Speed Arceus and Mega-Ray through Swagger/Foul Play and Darkrai through substitute. [2] Normal SwagPlay set and T-Wave to cripple sweepers. [3]
Hippowdon (M) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Whirlwind
Summery: Needed a Pdef Wall. [1] Only pdef wall I've found that can last more then 2 turns against P-Grou and SD Arceus, still can't stop Mega-Ray though, usually getting 2HKO. [2] Stealth Rock and Sandstorm for chip damage, EQ for STAB that can threaten Prim-G. Whirlwind to force out setup sweepers and Baton Passers [3]
Blaziken (F) @ Blazikenite
Ability: Speed Boost
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Flare Blitz
- Baton Pass
- High Jump Kick
- Protect
Summery: Revenge Killer and Fire/Fighting Coverage. [1] Kills off weakened Sweepers and gives the team physical threat. [2] Flare Blitz and HJK for coverage, Protect to Mega evolve and stall for Increased speed, Baton Pass because I couldn't find a better move, creates a small amt of momentum and helps walls recover more reliably. [3]
Greninja (F) @ Focus Sash
Ability: Protean
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Toxic Spikes
- Spikes
- Hydro Pump
- Taunt
Summery: Water Coverage and all around good opening. [1] Used for entry Hazards and Stop setups like Darkrai and Arcues. [2] Generally get two turns of toxic spikes with the help of Focus Sash. Taunt is to prevent others from using him as setup Fodder while getting his own entry hazards out. Spikes if I suspect there are focus sashes on the opposing team. Hydro Pump for coverage and damage if Greninja gets taunted or completes setup without dieing.
Additional Notes: Combines to make a psuedo-Stall team with Chansey and Klefki being the most consistant "sweeper". Teams biggest Weaknesses are Lum Berry Mega-Ray and Primal-G. Team is also greatly hampered by defog and rapid spin as it makes Greninja a non-factor. I'm most willing to give up Aegislash but I've yet to find anying that can also break Iron defense stalls (Since I have no special Sweeper) or a way to stop Mega-Gengar outside lucky guesses. Currently hovering in 1600s but rarely break into 1700 and don't stay there for long.
Aegislash (M) @ Leftovers
Ability: Stance Change
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- King's Shield
- Shadow Sneak
- Swords Dance
- Sacred Sword
Summery: Needed something to dodge extreme speed users aswell as add a damaging threat to the team [1] Covers the teams weakness to Mega Gengar, break stalls, and add some utility in SD and Sacred Sword. [2] Shadow sneak for Priority STAB because his base speed is low. Sword Dance to breaks stalls and have a move to 50/50 with Kings Shield and make it harder to guess. Sacred Sword for coverage and Evasion/Baton Pass Users. [3]
Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
- Seismic Toss
- Soft-Boiled
- Minimize
- Toxic
Summery: Strongest wall that can become a dodge tank with evasion. [1] Walls out Xerneas and Primal Kyoger and becomes a WinCon if evasion x6 is reached. [2] Seismic Toss as her only threatening damage move and toxic to break opposing stalls. Evasion to make her a setup sweeper with enough luck. [3]
Klefki (M) @ Leftovers
Ability: Prankster
Shiny: Yes
EVs: 252 HP / 124 Def / 132 SpD
Calm Nature
- Foul Play
- Thunder Wave
- Swagger
- Substitute
Summery: Secondary spdef tank and kills of setup sweepers [1] My answer to Ex Speed Arceus and Mega-Ray through Swagger/Foul Play and Darkrai through substitute. [2] Normal SwagPlay set and T-Wave to cripple sweepers. [3]
Hippowdon (M) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Whirlwind
Summery: Needed a Pdef Wall. [1] Only pdef wall I've found that can last more then 2 turns against P-Grou and SD Arceus, still can't stop Mega-Ray though, usually getting 2HKO. [2] Stealth Rock and Sandstorm for chip damage, EQ for STAB that can threaten Prim-G. Whirlwind to force out setup sweepers and Baton Passers [3]
Blaziken (F) @ Blazikenite
Ability: Speed Boost
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Flare Blitz
- Baton Pass
- High Jump Kick
- Protect
Summery: Revenge Killer and Fire/Fighting Coverage. [1] Kills off weakened Sweepers and gives the team physical threat. [2] Flare Blitz and HJK for coverage, Protect to Mega evolve and stall for Increased speed, Baton Pass because I couldn't find a better move, creates a small amt of momentum and helps walls recover more reliably. [3]
Greninja (F) @ Focus Sash
Ability: Protean
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Toxic Spikes
- Spikes
- Hydro Pump
- Taunt
Summery: Water Coverage and all around good opening. [1] Used for entry Hazards and Stop setups like Darkrai and Arcues. [2] Generally get two turns of toxic spikes with the help of Focus Sash. Taunt is to prevent others from using him as setup Fodder while getting his own entry hazards out. Spikes if I suspect there are focus sashes on the opposing team. Hydro Pump for coverage and damage if Greninja gets taunted or completes setup without dieing.
Additional Notes: Combines to make a psuedo-Stall team with Chansey and Klefki being the most consistant "sweeper". Teams biggest Weaknesses are Lum Berry Mega-Ray and Primal-G. Team is also greatly hampered by defog and rapid spin as it makes Greninja a non-factor. I'm most willing to give up Aegislash but I've yet to find anying that can also break Iron defense stalls (Since I have no special Sweeper) or a way to stop Mega-Gengar outside lucky guesses. Currently hovering in 1600s but rarely break into 1700 and don't stay there for long.