Building Phase
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Ability: Intimidate
EVs: 156 HP / 252 SAtk / 100 Spe
Modest (+SAtk; -Atk) Nature
~ Hydro Pump
~ Fire Blast
~ Ice Beam
~ Thunder
I chose Special Gyarados for my team because he's an amazing mon with the ability to lurekill and take opponents by surprise. He's able to punch holes through a lot of mons and can still make use of his mon slot before even showing his coverage, just through Intimidate and threat of a random HP Flying hitting hard, and using this potential the best possible way is the key to winning even the hardest match ups for the team. Many Special Gyaradoses still run HP Fly to hurt normals, but the team has ways to work around it, and I prefer going all out on Special Attack and have STABs, while the other three moves have the purpose of surprising Steel/Dragon/Water types respectively, as well being x2 coverage on a HUGE part of the metagame. The 100 EVs in speed outspeed 252 Neutral speed Tyranitar by two points, which means it speeds everything that goes for speeding TTar by one. 252+ in Special Attack for maximum deeps, rest is dumped into HP for tankyness and better use of a great base Special Defense and Intimidate.
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Ability: Levitate
EVs: 188 HP / 184 Atk / 136 Spe
Naughty (+Atk; -SDef) Nature
~ Earthquake
~ Rock Slide
~ Fire Blast
~ Toxic
Flygon, as I mentioned in the building phase, was thrown into the team as a patch up for the team's flaws. He's very useful in scouting - and, just like Gyarados, getting damage on - the big tanks in the opponent's team. Toxic is very useful in crippling a lot of those said tanks, and Fire Blast hits hard unsuspecting Skarmorys. Being forced into Naughty Nature by Fire Blast sucks, because it means we take more damage from Zapdos's HP Grass, however that's a move that is never really optimal to press against any of my pokémon so it's not the hugest deal. Earthquake and Rock Slide bring great physical coverage that allows me to deal good damage to a good portion of the metagame, and that's really the point of Flygon in this team: go in, tank the hits you need to tank, hit back and weaken up the enemy team. Speed EVs outspeed Adamant Heracross, HP EVs dodges 2HKO from Tyranitar's HP Bug should the situation call for it, rest is dumped into Atk for more damage.
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Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Spe
Jolly (+Spe; -SAtk) Nature
~ Earthquake
~ Rock Slide
~ Hidden Power Flying
~ Double-Edge
Aerodactyl is a pretty self explanatory pokémon. You get this guy in, he hits hard. His stupidly huge speed means he can easily clean up teams that don't play around him, and he is my main win condition in this team. Moveset is completely standard here, just use the strongest moves available on a CBand set. A lot less to explain here compared to the other mons.
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Ability: Water Absorb
EVs: 252 HP / 228 Def / 28 SDef
Bold (+Def; -Atk) Nature
~ Wish
~ Protect
~ Surf
~ Haze
Vaporeon is an interesting Water type I like a lot. He's one of the few bulky Waters with reliable recovery and has Water Absorb on top of that, he does his bulky water things (general tankings mostly) and specifically keeps in check cminders such as Suicune and Blissey, and also statuppers in general (Curse anyone?), through Haze. It's a shame not to have other options such as Ice Beam or Toxic, but WishProtect and STAB are really necessary and I need a concrete answer to stat boosters which otherwise just set up and run through my team.
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Ability: Overgrow
EVs: 252 HP / 80 Def / 176 SDef
Sassy (+SDef; -Spe) Nature
~ Razor Leaf
~ Sludge Bomb
~ Sleep Powder
~ Leech Seed
Venusaur is in the team because it checks Electric types very well. Raikou - even the cmind set - and Jolteon can't do anything, and Zapdos need to be running Drill Peck to damage him, in which case we have a Flygon ready. Basicly what Venusaur does in this team is handling Water and Electric types, luring Celebi in for Houndoom, but it really fits well together with Vaporeon and Houndoom because he checks the one cminder that Vaporeon doesn't handle - Raikou - and lures in one of the main target of Houndoom's trapping, Celebi. I need double STABs to deliver good hits, I need Leech Seed to actually win against Electric types (I get pressure stalled by rest otherwise), and Sleep Powder is just too strong to leave back. I'm considering a phsyical set with Earthquake as well, but I think it's not worth giving up the pressure on Swampert and the sleep move for SD+EQ.
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Ability: Early Bird
EVs: 4 HP / 252 SAtk / 252 Spe
Timid (+Spe; -Atk) Nature
~ Crunch
~ Fire Blast
~ Pursuit
~ Will-o-Wisp
I decided to give Houndoom a try in this team as he seems to have really great synergy with the rest of the team, being able to pursuit trap many weakened things or psychic types that try to abuse of Venusaur while also pressuring steel types off the field and possibly crippling normal types - especially snorlax through will-o-wisp - that are an annoyance to Gyarados. Moveset is optimized to throw damage around, pursuitrap annoying stuff, and cripple other annoying stuff through WoW. Early Bird in the place of Flash Fire is a little thing I like to have to help with switching in on Gengar's Hypnosis, even though I have to be extra careful about Thunderbolts or Focus Punches. Trapping Gengar is really huge and Early Bird helps with it way more then Flash Fire helps with anything.
Any type of feedback is hugely appreciated, thanks in advance to all the raters :) don't be afraid to change major things in the team, anything that makes the team better is appreciated.
I built this team with the help of a friend starting from Special Gyarados, which I'll talk about in detail later.
Due to the nature of this set, its synergy with physical sweepers is awesome, and especially once the set is revealed special sponges are spectacularly frightening. I decided to double down on win conditions here, and setting my wincons with Scizor and Aerodactyl. They eventually overwhelm most teams, especially with Gyarados sneaking in Hydro Pumps on physical tanks, and even though I initially had Scizor baton pass to Dactyl after enough testing I eventually realized having Scizor be a sweeper himself was the better choice for the team.
This still leaves us open to a lot of popular mons, mainly Calm Minders that set up too much, as well as Electrics. To patch up these weaknesses I use HazePoreon for the CMinders in particular, and a Grass type. We chose Venusaur over a common choice like Celebi mainly because we have no statuses otherwise, and a Sleep move to abuse is always nice to have.
Now we have a Water and a Grass, and as a player who grew up in a meta filled of Fire-Water-Grass cores it was natural for me to think about using a Fire type. We have a lot of Celebi lures in the form of Venusaur and my two Water-types, so Houndoom rounds off the team nicely.
The team works nicely, but has some glaring weaknesses such as Drill Peck Zapdos, and we're missing a Rock type resistor to handle all the various Rock Slides. In order to fix this problem I decided to swap out Scizor for Flygon, which still forces damage - and possibly a toxic - onto the tanks that prevent a lategame Aerodactyl clean, but also handles well offensive Zapdoses with Drill Peck and can switch into Rock Slides all day. I do give up some clean potential against unprepared teams by removing Scizor, but at the same time Flygon fixes many of the team's problems.

Due to the nature of this set, its synergy with physical sweepers is awesome, and especially once the set is revealed special sponges are spectacularly frightening. I decided to double down on win conditions here, and setting my wincons with Scizor and Aerodactyl. They eventually overwhelm most teams, especially with Gyarados sneaking in Hydro Pumps on physical tanks, and even though I initially had Scizor baton pass to Dactyl after enough testing I eventually realized having Scizor be a sweeper himself was the better choice for the team.



This still leaves us open to a lot of popular mons, mainly Calm Minders that set up too much, as well as Electrics. To patch up these weaknesses I use HazePoreon for the CMinders in particular, and a Grass type. We chose Venusaur over a common choice like Celebi mainly because we have no statuses otherwise, and a Sleep move to abuse is always nice to have.





Now we have a Water and a Grass, and as a player who grew up in a meta filled of Fire-Water-Grass cores it was natural for me to think about using a Fire type. We have a lot of Celebi lures in the form of Venusaur and my two Water-types, so Houndoom rounds off the team nicely.






The team works nicely, but has some glaring weaknesses such as Drill Peck Zapdos, and we're missing a Rock type resistor to handle all the various Rock Slides. In order to fix this problem I decided to swap out Scizor for Flygon, which still forces damage - and possibly a toxic - onto the tanks that prevent a lategame Aerodactyl clean, but also handles well offensive Zapdoses with Drill Peck and can switch into Rock Slides all day. I do give up some clean potential against unprepared teams by removing Scizor, but at the same time Flygon fixes many of the team's problems.














Ability: Intimidate
EVs: 156 HP / 252 SAtk / 100 Spe
Modest (+SAtk; -Atk) Nature
~ Hydro Pump
~ Fire Blast
~ Ice Beam
~ Thunder
I chose Special Gyarados for my team because he's an amazing mon with the ability to lurekill and take opponents by surprise. He's able to punch holes through a lot of mons and can still make use of his mon slot before even showing his coverage, just through Intimidate and threat of a random HP Flying hitting hard, and using this potential the best possible way is the key to winning even the hardest match ups for the team. Many Special Gyaradoses still run HP Fly to hurt normals, but the team has ways to work around it, and I prefer going all out on Special Attack and have STABs, while the other three moves have the purpose of surprising Steel/Dragon/Water types respectively, as well being x2 coverage on a HUGE part of the metagame. The 100 EVs in speed outspeed 252 Neutral speed Tyranitar by two points, which means it speeds everything that goes for speeding TTar by one. 252+ in Special Attack for maximum deeps, rest is dumped into HP for tankyness and better use of a great base Special Defense and Intimidate.


Ability: Levitate
EVs: 188 HP / 184 Atk / 136 Spe
Naughty (+Atk; -SDef) Nature
~ Earthquake
~ Rock Slide
~ Fire Blast
~ Toxic
Flygon, as I mentioned in the building phase, was thrown into the team as a patch up for the team's flaws. He's very useful in scouting - and, just like Gyarados, getting damage on - the big tanks in the opponent's team. Toxic is very useful in crippling a lot of those said tanks, and Fire Blast hits hard unsuspecting Skarmorys. Being forced into Naughty Nature by Fire Blast sucks, because it means we take more damage from Zapdos's HP Grass, however that's a move that is never really optimal to press against any of my pokémon so it's not the hugest deal. Earthquake and Rock Slide bring great physical coverage that allows me to deal good damage to a good portion of the metagame, and that's really the point of Flygon in this team: go in, tank the hits you need to tank, hit back and weaken up the enemy team. Speed EVs outspeed Adamant Heracross, HP EVs dodges 2HKO from Tyranitar's HP Bug should the situation call for it, rest is dumped into Atk for more damage.


Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Spe
Jolly (+Spe; -SAtk) Nature
~ Earthquake
~ Rock Slide
~ Hidden Power Flying
~ Double-Edge
Aerodactyl is a pretty self explanatory pokémon. You get this guy in, he hits hard. His stupidly huge speed means he can easily clean up teams that don't play around him, and he is my main win condition in this team. Moveset is completely standard here, just use the strongest moves available on a CBand set. A lot less to explain here compared to the other mons.


Ability: Water Absorb
EVs: 252 HP / 228 Def / 28 SDef
Bold (+Def; -Atk) Nature
~ Wish
~ Protect
~ Surf
~ Haze
Vaporeon is an interesting Water type I like a lot. He's one of the few bulky Waters with reliable recovery and has Water Absorb on top of that, he does his bulky water things (general tankings mostly) and specifically keeps in check cminders such as Suicune and Blissey, and also statuppers in general (Curse anyone?), through Haze. It's a shame not to have other options such as Ice Beam or Toxic, but WishProtect and STAB are really necessary and I need a concrete answer to stat boosters which otherwise just set up and run through my team.


Ability: Overgrow
EVs: 252 HP / 80 Def / 176 SDef
Sassy (+SDef; -Spe) Nature
~ Razor Leaf
~ Sludge Bomb
~ Sleep Powder
~ Leech Seed
Venusaur is in the team because it checks Electric types very well. Raikou - even the cmind set - and Jolteon can't do anything, and Zapdos need to be running Drill Peck to damage him, in which case we have a Flygon ready. Basicly what Venusaur does in this team is handling Water and Electric types, luring Celebi in for Houndoom, but it really fits well together with Vaporeon and Houndoom because he checks the one cminder that Vaporeon doesn't handle - Raikou - and lures in one of the main target of Houndoom's trapping, Celebi. I need double STABs to deliver good hits, I need Leech Seed to actually win against Electric types (I get pressure stalled by rest otherwise), and Sleep Powder is just too strong to leave back. I'm considering a phsyical set with Earthquake as well, but I think it's not worth giving up the pressure on Swampert and the sleep move for SD+EQ.


Ability: Early Bird
EVs: 4 HP / 252 SAtk / 252 Spe
Timid (+Spe; -Atk) Nature
~ Crunch
~ Fire Blast
~ Pursuit
~ Will-o-Wisp
I decided to give Houndoom a try in this team as he seems to have really great synergy with the rest of the team, being able to pursuit trap many weakened things or psychic types that try to abuse of Venusaur while also pressuring steel types off the field and possibly crippling normal types - especially snorlax through will-o-wisp - that are an annoyance to Gyarados. Moveset is optimized to throw damage around, pursuitrap annoying stuff, and cripple other annoying stuff through WoW. Early Bird in the place of Flash Fire is a little thing I like to have to help with switching in on Gengar's Hypnosis, even though I have to be extra careful about Thunderbolts or Focus Punches. Trapping Gengar is really huge and Early Bird helps with it way more then Flash Fire helps with anything.
Gyarados (F) @ Leftovers
Ability: Intimidate
EVs: 156 HP / 252 SpA / 100 Spe
Modest Nature
- Fire Blast
- Ice Beam
- Thunder
- Hydro Pump
Flygon @ Leftovers
Ability: Levitate
EVs: 188 HP / 184 Atk / 136 Spe
Serious Nature
- Earthquake
- Rock Slide
- Fire Blast
- Toxic
Aerodactyl (M) @ Choice Band
Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Hidden Power [Flying]
- Rock Slide
- Earthquake
- Double-Edge
Vaporeon (M) @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 228 Def / 28 SpD
Bold Nature
- Protect
- Surf
- Wish
- Haze
Venusaur (F) @ Leftovers
Ability: Overgrow
EVs: 252 HP / 80 Def / 176 SpD
Sassy Nature
- Sleep Powder
- Razor Leaf
- Leech Seed
- Sludge Bomb
Houndoom (F) @ Leftovers
Ability: Early Bird
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Pursuit
- Fire Blast
- Will-O-Wisp
- Crunch
Ability: Intimidate
EVs: 156 HP / 252 SpA / 100 Spe
Modest Nature
- Fire Blast
- Ice Beam
- Thunder
- Hydro Pump
Flygon @ Leftovers
Ability: Levitate
EVs: 188 HP / 184 Atk / 136 Spe
Serious Nature
- Earthquake
- Rock Slide
- Fire Blast
- Toxic
Aerodactyl (M) @ Choice Band
Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Hidden Power [Flying]
- Rock Slide
- Earthquake
- Double-Edge
Vaporeon (M) @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 228 Def / 28 SpD
Bold Nature
- Protect
- Surf
- Wish
- Haze
Venusaur (F) @ Leftovers
Ability: Overgrow
EVs: 252 HP / 80 Def / 176 SpD
Sassy Nature
- Sleep Powder
- Razor Leaf
- Leech Seed
- Sludge Bomb
Houndoom (F) @ Leftovers
Ability: Early Bird
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Pursuit
- Fire Blast
- Will-O-Wisp
- Crunch
Any type of feedback is hugely appreciated, thanks in advance to all the raters :) don't be afraid to change major things in the team, anything that makes the team better is appreciated.