The Team:
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To start things off I wanted the star of my balanced team to be a fire type that has access to Extremespeed. Originally I wanted Entei but then I realized Arcanine with a fire immunity and Wild Charge. Arcanine does really well for hitting very hard against near everything (my main worries being M-Swampert and Chandelure).

I wanted something that could take hits from M-Swampert well, so I needed a physical wall. I also wanted a Wish passer so I started sorting through all the options and settled on Alomomola.
A Fire type and a Water type, a Grass type had to be next right? I wanted to complete a FWG core, but I also wanted to put a Fairy-Dragon-Steel core, AND I wanted to try and put a mega in this spot. M-Sceptile fit the bill and also gives me a lot of speed on the team.

Next part of the core was a Fairy type, but I also wanted some cleric action, some special bulk, and I still haven't got anything that can set up. So a Calm Minding Florges works very well. This gives me more mixed bulk which works well and helps stall out special threats.
Finishing the core is a Steel type. At this point I decided I wanted to make this team more bulky offense. Originally SD Lucario was going to go here but Doublade can set up, has priority, and has much more bulk. Plus Doublade's STAB hits Chandelure really hard.
I needed a few things for the last poke to do. I needed Ground coverage, Ice coverage, a good Knock-Offer and most importantly: Hazard removal so Arcanine doesn't get hit with so much residual damage. With all this needed, Donphan was a must
Now the team:
SLAMPUPPY (Arcanine) @ Choice Band
Ability: Flash Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Wild Charge
- Extreme Speed
- Close Combat
Arcanine is a beast...no literally! XD Arcanine hits extremely hard thanks to the max attack investment and Choice Band. Max Speed investment and a Jolly nature allows Arcanine to speed tie positive natured base 95s and neutral natured 109s (Durant and Heliolisk) as well as outspeed everything below it. Flare Blitz is Arcanine's strongest STAB move that hits like a truck. Wild Charge is a must as it hits bulky water types such as Milotic, Vaporeon, and Alomomola super-effectively. Extremespeed is a good priority move that renders Sucker Punch useless. The last move slot is Close Combat for Umbreon, Rhyperior, Hydreigon, and Tyrantrum. Arcanine does really well at punching holes in teams and switching in to fire type moves.
MegaLuvdisc (Alomomola) @ Leftovers
Ability: Regenerator
EVs: 40 HP / 252 Def / 216 SpD
Impish Nature
- Scald
- Wish
- Knock Off
- Magic Coat
Alomomola is mainly here to take physical hits but can take some special hits thanks to the investment. Leftovers and Regenator as well as Wish give Alomomola plenty of ways to recover HP and just stay around forever. Scald isn't as much for damage as it is for burning things for stalling them out. Knock Off takes away items and, because I'm running Impish over Bold, does decent damage to Psychic/Ghost types. The last move was a toss up between many things: Protect, Toxic, Mirror Coat, Healing Wish, and what I ended up going with: Magic Coat. With Magic Coat I can use Alomomola as a lead and Magic Coat my opponents hazards back to their side thus giving me residual damage against their team.
Smaug (Sceptile-Mega) @ Sceptilite
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Giga Drain
- Dragon Pulse
- Focus Blast
There is no way around it, Mega Sceptile is a monster and a major threat...Unless Ice Shard, then Sceptile goes bye bye. With a Timid nature and max investment, Sceptile can speed tie with Jolly M-Beedrill as well as outspeed +2 M-Ampharos. Max SpA investment allows Sceptile to hit as hard as possible. Leaf Storm is the strongest STAB move that makes Sceptile a hit-and-switch poke due to the SpA drop. Giga Drain offers some recovery and Grass STAB that won't drop the SpA stat at the cost of a lot of power. Dragon Pulse is a secondary STAB move for those that resist the Grass type and Focus Blast hits Steel types that resist both main STABs.
FlaBAEbe (Florges) @ Leftovers
Ability: Symbiosis
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Synthesis
- Aromatherapy
- Calm Mind
- Moonblast
Florges is a good cleric who doesn't have the pressure of healing statuses and Wish passing thanks to Alomomola, so Florges is able to set up Calm Minds. Moonblast is Florges' STAB move, Synthesis is good reliable recovery, and Aromatherapy heals any status conditions from my team. Leftovers give Florges more residual recovery. The EV spread is pretty standard. Max HP and max Defense allow Florges to take physical hits as best as possible while it sets up. 8 Spe EVs prevent speed creeps. Aromatherapy being switched out for Psychic is something I considered so Poison types get smacked on the switch.
CrossSlash (Doublade) @ Eviolite
Ability: No Guard
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Swords Dance
- Iron Head
- Shadow Sneak
- Sacred Sword
Thanks to Eviolite, Doublade is very bulky, especially on the physical side. 240 HP EVs maximize overall bulk while giving Doublade a SR number, max Attack + Adamant allow Doublade to hit as hard as possible, the rest go into SpD. Swords Dance allow Doublade to become a deadly sweeper putting his attack into dangerous levels, Iron Head is the best STAB option an decimates Fairy types, Shadow Sneak is secondary STAB that destroys Ghost/Psychic types and gives Doublade an option to his first, and Sacred Sword keeps Steel types, especially Lucario, at bay.
RollingThunder (Donphan) @ Assault Vest
Ability: Sturdy
EVs: 168 HP / 252 Atk / 4 SpD / 84 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Ice Shard
- Knock Off
Donphan is very physically bulky and an Assault Vest helps make up for the lower SpD stat. Rapid Spin is the main reason he's here. EQ is a very strong STAB move that hits anything hard. Knock Off hits Ghost and Psychic types as well as getting rid of items, especially Eviolites. And Ice Shard hits Salamence and M-Sceptiles extremely hard and give me another good priority option. Max Attack and an Adamant nature maximizes damage output, 84 Spe EVs help to outspeed uninvested base 60s and the rest goes into HP with 4 in SpD for maximized bulk and an even HP number.
Threats:
From my own analysis (which probably isn't as in depth as others') I found what I believe to be the 3 biggest threats:
Goodra has an answer to almost anything on my team depending on coverage. My best bet is Donphan, who can possibly 2HKO between EQ and Ice Shard but gets 2HKOd himself, or stalling out with Alomomola.
Nidoking's coverage allows it to decimate my team. Luckily Donphan's AV allow it to take a Timid Ice Beam and OHKO with EQ.
And the biggest threat is Feraligatr. At +1 all I have to do is sack something and kill with M-Sceptile who outspeeds but if he gets to +2 I have to rely on Donphan's Sturdy to fire off EQ then hit it with Arcanine's Extremespeed. Other than I'm completely swept.
I also have no initiative which is a big weakness but doesn't prevent from winning matches. Let me know what you all think! ^_^
View attachment 49738

To start things off I wanted the star of my balanced team to be a fire type that has access to Extremespeed. Originally I wanted Entei but then I realized Arcanine with a fire immunity and Wild Charge. Arcanine does really well for hitting very hard against near everything (my main worries being M-Swampert and Chandelure).


I wanted something that could take hits from M-Swampert well, so I needed a physical wall. I also wanted a Wish passer so I started sorting through all the options and settled on Alomomola.



A Fire type and a Water type, a Grass type had to be next right? I wanted to complete a FWG core, but I also wanted to put a Fairy-Dragon-Steel core, AND I wanted to try and put a mega in this spot. M-Sceptile fit the bill and also gives me a lot of speed on the team.




Next part of the core was a Fairy type, but I also wanted some cleric action, some special bulk, and I still haven't got anything that can set up. So a Calm Minding Florges works very well. This gives me more mixed bulk which works well and helps stall out special threats.





Finishing the core is a Steel type. At this point I decided I wanted to make this team more bulky offense. Originally SD Lucario was going to go here but Doublade can set up, has priority, and has much more bulk. Plus Doublade's STAB hits Chandelure really hard.






I needed a few things for the last poke to do. I needed Ground coverage, Ice coverage, a good Knock-Offer and most importantly: Hazard removal so Arcanine doesn't get hit with so much residual damage. With all this needed, Donphan was a must
Now the team:
SLAMPUPPY (Arcanine) @ Choice Band
Ability: Flash Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Wild Charge
- Extreme Speed
- Close Combat
Arcanine is a beast...no literally! XD Arcanine hits extremely hard thanks to the max attack investment and Choice Band. Max Speed investment and a Jolly nature allows Arcanine to speed tie positive natured base 95s and neutral natured 109s (Durant and Heliolisk) as well as outspeed everything below it. Flare Blitz is Arcanine's strongest STAB move that hits like a truck. Wild Charge is a must as it hits bulky water types such as Milotic, Vaporeon, and Alomomola super-effectively. Extremespeed is a good priority move that renders Sucker Punch useless. The last move slot is Close Combat for Umbreon, Rhyperior, Hydreigon, and Tyrantrum. Arcanine does really well at punching holes in teams and switching in to fire type moves.
MegaLuvdisc (Alomomola) @ Leftovers
Ability: Regenerator
EVs: 40 HP / 252 Def / 216 SpD
Impish Nature
- Scald
- Wish
- Knock Off
- Magic Coat
Alomomola is mainly here to take physical hits but can take some special hits thanks to the investment. Leftovers and Regenator as well as Wish give Alomomola plenty of ways to recover HP and just stay around forever. Scald isn't as much for damage as it is for burning things for stalling them out. Knock Off takes away items and, because I'm running Impish over Bold, does decent damage to Psychic/Ghost types. The last move was a toss up between many things: Protect, Toxic, Mirror Coat, Healing Wish, and what I ended up going with: Magic Coat. With Magic Coat I can use Alomomola as a lead and Magic Coat my opponents hazards back to their side thus giving me residual damage against their team.
Smaug (Sceptile-Mega) @ Sceptilite
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Giga Drain
- Dragon Pulse
- Focus Blast
There is no way around it, Mega Sceptile is a monster and a major threat...Unless Ice Shard, then Sceptile goes bye bye. With a Timid nature and max investment, Sceptile can speed tie with Jolly M-Beedrill as well as outspeed +2 M-Ampharos. Max SpA investment allows Sceptile to hit as hard as possible. Leaf Storm is the strongest STAB move that makes Sceptile a hit-and-switch poke due to the SpA drop. Giga Drain offers some recovery and Grass STAB that won't drop the SpA stat at the cost of a lot of power. Dragon Pulse is a secondary STAB move for those that resist the Grass type and Focus Blast hits Steel types that resist both main STABs.
FlaBAEbe (Florges) @ Leftovers
Ability: Symbiosis
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Synthesis
- Aromatherapy
- Calm Mind
- Moonblast
Florges is a good cleric who doesn't have the pressure of healing statuses and Wish passing thanks to Alomomola, so Florges is able to set up Calm Minds. Moonblast is Florges' STAB move, Synthesis is good reliable recovery, and Aromatherapy heals any status conditions from my team. Leftovers give Florges more residual recovery. The EV spread is pretty standard. Max HP and max Defense allow Florges to take physical hits as best as possible while it sets up. 8 Spe EVs prevent speed creeps. Aromatherapy being switched out for Psychic is something I considered so Poison types get smacked on the switch.
CrossSlash (Doublade) @ Eviolite
Ability: No Guard
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Swords Dance
- Iron Head
- Shadow Sneak
- Sacred Sword
Thanks to Eviolite, Doublade is very bulky, especially on the physical side. 240 HP EVs maximize overall bulk while giving Doublade a SR number, max Attack + Adamant allow Doublade to hit as hard as possible, the rest go into SpD. Swords Dance allow Doublade to become a deadly sweeper putting his attack into dangerous levels, Iron Head is the best STAB option an decimates Fairy types, Shadow Sneak is secondary STAB that destroys Ghost/Psychic types and gives Doublade an option to his first, and Sacred Sword keeps Steel types, especially Lucario, at bay.
RollingThunder (Donphan) @ Assault Vest
Ability: Sturdy
EVs: 168 HP / 252 Atk / 4 SpD / 84 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Ice Shard
- Knock Off
Donphan is very physically bulky and an Assault Vest helps make up for the lower SpD stat. Rapid Spin is the main reason he's here. EQ is a very strong STAB move that hits anything hard. Knock Off hits Ghost and Psychic types as well as getting rid of items, especially Eviolites. And Ice Shard hits Salamence and M-Sceptiles extremely hard and give me another good priority option. Max Attack and an Adamant nature maximizes damage output, 84 Spe EVs help to outspeed uninvested base 60s and the rest goes into HP with 4 in SpD for maximized bulk and an even HP number.
Threats:
From my own analysis (which probably isn't as in depth as others') I found what I believe to be the 3 biggest threats:
Goodra has an answer to almost anything on my team depending on coverage. My best bet is Donphan, who can possibly 2HKO between EQ and Ice Shard but gets 2HKOd himself, or stalling out with Alomomola.
Nidoking's coverage allows it to decimate my team. Luckily Donphan's AV allow it to take a Timid Ice Beam and OHKO with EQ.
And the biggest threat is Feraligatr. At +1 all I have to do is sack something and kill with M-Sceptile who outspeeds but if he gets to +2 I have to rely on Donphan's Sturdy to fire off EQ then hit it with Arcanine's Extremespeed. Other than I'm completely swept.
I also have no initiative which is a big weakness but doesn't prevent from winning matches. Let me know what you all think! ^_^
SLAMPUPPY (Arcanine) @ Choice Band
Ability: Flash Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Wild Charge
- Close Combat
- Extreme Speed
MegaLuvdisc (Alomomola) @ Leftovers
Ability: Regenerator
EVs: 40 HP / 252 Def / 216 SpD
Impish Nature
- Scald
- Magic Coat
- Wish
- Knock Off
Smaug (Sceptile-Mega) @ Sceptilite
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Giga Drain
- Dragon Pulse
- Focus Blast
FlaBAEbe (Florges) @ Leftovers
Ability: Symbiosis
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Synthesis
- Aromatherapy
- Calm Mind
- Moonblast
CrossSlash (Doublade) @ Eviolite
Ability: No Guard
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Swords Dance
- Iron Head
- Shadow Sneak
- Sacred Sword
RollingThunder (Donphan) @ Assault Vest
Ability: Sturdy
EVs: 168 HP / 252 Atk / 4 SpD / 84 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Ice Shard
- Knock Off
Ability: Flash Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Wild Charge
- Close Combat
- Extreme Speed
MegaLuvdisc (Alomomola) @ Leftovers
Ability: Regenerator
EVs: 40 HP / 252 Def / 216 SpD
Impish Nature
- Scald
- Magic Coat
- Wish
- Knock Off
Smaug (Sceptile-Mega) @ Sceptilite
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Giga Drain
- Dragon Pulse
- Focus Blast
FlaBAEbe (Florges) @ Leftovers
Ability: Symbiosis
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Synthesis
- Aromatherapy
- Calm Mind
- Moonblast
CrossSlash (Doublade) @ Eviolite
Ability: No Guard
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Swords Dance
- Iron Head
- Shadow Sneak
- Sacred Sword
RollingThunder (Donphan) @ Assault Vest
Ability: Sturdy
EVs: 168 HP / 252 Atk / 4 SpD / 84 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Ice Shard
- Knock Off