A team that I put together based around Sweeping with Breloom as I have never used him before now. I have tested this team out extensively and it has been relatively successful but that doesnt mean to say that it can't be improved upon. Being new to team building there are probably a list of glaring mistakes that I have made, so any help or suggestions would be really useful!
Thanks all.

The objective of this team is to clear the way for Breloom to sweep by using entry hazzards, trapping phazing and generally trying to predict switches and punish the opponent.
Breloom @ Life Orb
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Swords Dance
- Mach Punch
- Bullet Seed
- Spore
The centerpiece of his team, Breloom's job is to sweep through the opponents team with his two STAB attacks after a swords dance (or two). Breloom should be reserved until it is safe to send him out to sweep as losing him early on often costs me the game.
Gothitelle (M) @ Expert Belt
Ability: Shadow Tag
EVs: 4 Def / 252 SAtk / 252 Spd
Modest Nature
- Psyshock
- Grass Knot
- Hidden Power [Fire]
- Thunder Wave
Pretty self explanatory really, Gothitelle's job is to trap and destroy anything and everything that could hinder Breloom's sweep. Thunder Wave is particularly useful on this set as I often use it to cripple threats that can't be immediately dispatched. Expert Belt is on this set to enable Gothitelle to do more damage before it is KO'ed itself, enabling it to more efficiently support the team.
Terrakion @ Focus Sash
Ability: Justified
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Stealth Rock
- Taunt
- Close Combat
- Stone Edge
Terrakion is here for Stealth Rock and Taunt as well as being able to provide coverage with it's two STABS. As Terrakion outspeeds many other Steal Rock leads I am often able to get the jump on them with Taunt which either forces a switch or allows me to freely set up Stealth Rocks.
Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SDef
Adamant Nature
- U-turn
- Bullet Punch
- Superpower
- Quick Attack
Choice Band Scizor is on this team to provide Momentum with U-Turn, priority with Bullet Punch and Quick Attack and coverage with Mach punch, I always switch in Scizor after something has been KO'ed to revenge kill.
(Jellicent) (M) @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 36 Def / 220 SDef
Calm Nature
- Recover
- Toxic
- Scald
- Shadow Ball
Jellicent's main role on this team is to act as a spinblocker and provide coverage/resistances that would otherwise destroy the entire team. It also serves as a special wall and is able to stall with Toxic and Recover.
(Skarmory) @ Leftovers
Ability: Sturdy
EVs: 224 HP / 252 Def / 32 SDef
Impish Nature
- Spikes
- Roost
- Whirlwind
- Brave Bird
Skarmory's first obvious use on this team is to lay Spikes and either phaze with Whirlwind or attack with Brave Bird. Skarmory also serves as this team's wall, allowing it sponge attacks and Roost off the damage.
Thanks all.






The objective of this team is to clear the way for Breloom to sweep by using entry hazzards, trapping phazing and generally trying to predict switches and punish the opponent.
Breloom @ Life Orb
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Swords Dance
- Mach Punch
- Bullet Seed
- Spore
The centerpiece of his team, Breloom's job is to sweep through the opponents team with his two STAB attacks after a swords dance (or two). Breloom should be reserved until it is safe to send him out to sweep as losing him early on often costs me the game.
Gothitelle (M) @ Expert Belt
Ability: Shadow Tag
EVs: 4 Def / 252 SAtk / 252 Spd
Modest Nature
- Psyshock
- Grass Knot
- Hidden Power [Fire]
- Thunder Wave
Pretty self explanatory really, Gothitelle's job is to trap and destroy anything and everything that could hinder Breloom's sweep. Thunder Wave is particularly useful on this set as I often use it to cripple threats that can't be immediately dispatched. Expert Belt is on this set to enable Gothitelle to do more damage before it is KO'ed itself, enabling it to more efficiently support the team.
Terrakion @ Focus Sash
Ability: Justified
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Stealth Rock
- Taunt
- Close Combat
- Stone Edge
Terrakion is here for Stealth Rock and Taunt as well as being able to provide coverage with it's two STABS. As Terrakion outspeeds many other Steal Rock leads I am often able to get the jump on them with Taunt which either forces a switch or allows me to freely set up Stealth Rocks.
Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SDef
Adamant Nature
- U-turn
- Bullet Punch
- Superpower
- Quick Attack
Choice Band Scizor is on this team to provide Momentum with U-Turn, priority with Bullet Punch and Quick Attack and coverage with Mach punch, I always switch in Scizor after something has been KO'ed to revenge kill.
(Jellicent) (M) @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 36 Def / 220 SDef
Calm Nature
- Recover
- Toxic
- Scald
- Shadow Ball
Jellicent's main role on this team is to act as a spinblocker and provide coverage/resistances that would otherwise destroy the entire team. It also serves as a special wall and is able to stall with Toxic and Recover.
(Skarmory) @ Leftovers
Ability: Sturdy
EVs: 224 HP / 252 Def / 32 SDef
Impish Nature
- Spikes
- Roost
- Whirlwind
- Brave Bird
Skarmory's first obvious use on this team is to lay Spikes and either phaze with Whirlwind or attack with Brave Bird. Skarmory also serves as this team's wall, allowing it sponge attacks and Roost off the damage.