I wanted to create a team with the Counter System, because it seems the best way to create a team (I've seen the guide on this forum). I wanted to start from one of my favorite Pokemon Sixth Generation: Greninja. I like it because it's cool, it's blue and it's fast. From here I have seen on the internet and then counter the counter of the counter always on the internet.
Greninja (M) @ Life Orb / Choice Scarf / Choice Specs / Focus Sash
Trait: Protean
EVs: 4 HP / 252 SAtk / 252 Spd
Hasty Nature (+Spd, -Def)
- Surf
- Ice Beam
- Dark Pulse
- U-turn
This is a full-on attacking set. Surf is a solid Water-type STAB attack, and despite the slight nerf is still pretty deadly. Ice Beam is necessary in order to take out pesky Grass- and Dragon-types. The third moveslot features Dark Pulse, which is useful both as a reliable secondary STAB attack and to give Starmie a world of pain. Not to mention it does some solid damage to Tentacruel. For the final moveslot, U-turn can be used for momentum-grabbing purposes and complements Greninja's blazing Speed. Despite the Life Orb boost, Greninja still is in need of entry hazard support, which is vital for securing numerous OHKOs and 2HKOs.
Aegislash (M) @ Weakness Policy / Leftovers / Lum Berry / Air Baloon
Trait: Stance Change
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature (+Atk, -Spd)
- Shadow Sneak
- Sacred Sword
- Swords Dance
- King's Shield
There are many options for EVs and Natures that will be discussed below. For the most part I use 252 HP and 252 in either Attack, Defense or Special Defense, with a Brave, Relaxed or Sassy nature respectively. Brave allows you to be a threat without boosts. Aegislash however has ample opportunities to use Swords Dance, so its Relaxed and Sassy variants give it more staying power. Also I believe that Aegislash will grow to have very specific EVs to deal with certain specific threats, kind of like how Standard Ferrothorn is. Once the ladder is up I'm going to look hard into the best spread for this little guy.
Gliscor (M) @ Toxic Orb
Trait: Poison Heal
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature (+Def, -SAtk)
- Toxic
- Protect
- Substitute
- Earthquake
With its massive bulk and above-average speed, this set sits at the pinnacle of OU stall. Between Substitute and Toxic, Gliscor is extremely good at killing time while Toxic slowly wears down the opposing Pokemon's HP. Protect also lets it stall out your opponent's PP, meaning Pokemon that rely on low PP moves to hit Gliscor like Rotom-W's Hydro Pump will not be able to take it down. Furthermore, Poison Heal's 12.5% HP recovery means that Gliscor loses no net HP while stalling, and the Toxic also renders it immune to harmful status, especially Sleep. This Gliscor set finds it easy to switch in on Choice-locked attacks such as Terrakion's Close Combat and Garchomp's Earthquake, which give it a free opportunity to set up a Substitute. Once Gliscor gets behind a Substitute, it becomes much harder to KO. Only multi-hit moves like Icicle Spear and Bullet Seed can actually pose a threat, since they can actually brute force their way through the Substitute and hit Gliscor itself. Earthquake gives Gliscor a STAB move to hit Pokemon that are immune to Toxic such as Heatran, Lucario, and Jirachi.
Goodra (M) @ Assault Vest / Leftovers
Trait: Gooey / Sap Sipper
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature (+SDef, -Atk)
- Sludge Wave
- Thunderbolt
- Dragon Pulse
- Flamethrower
Goodra has a godlike Special Defense stat, so it comes to no surprise that it can run a very successful specially defensive set. With this set, Goodra can check a wide range of special attackers that litter the tier, such as Rotom-W, Gengar, Alakazam, and Volcarona. Dragon Pulse gives Goodra a reliable STAB move to use against pretty much anything that isn't already hit super effectively by one of its coverage moves. Flamethrower allows Goodra to hit Steel-types such as Ferrothorn, Forretress, Aegislash, and Skarmory before they all attempt to set up on it. Thunderbolt rounds off this set's coverage by hitting Tentacruel, Gyarados, and Vaporeon, while nailing Azumarill and Togekiss, which are the more common Fairy-types that Goodra will be going up against. Sludge Wave is effective for Grass type.
Medicham (Mega Medicham) (M) @ Medichamite
Trait: Pure Power
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature (+Atk, -SAtk)/ Jolly Nature (+Spd, -SAtk)
- HiJump Kick / Drain Punch
- Psycho Cut
- Thunder Punch
- Ice Punch
Hi Jump Kick is Medicham's most powerful move; Medicham has the capacity to OHKO almost every Pokemon that does not resist it. Psycho Cut is Medicham's less risky attack, being able to OHKO Fighting-type resists such as Amoonguss. Medicham to guarantee an OHKO on Qwilfish after Stealth Rock. ThunderPunch gives Medicham perfect coverage against Pokemon like Sigilyph, which would otherwise wall it. Once all Fighting-type resists are gone, Drain Punch becomes an appealing attack, as it allows Medicham to attack and heal itself simultaneously.
Ferrothorn (M) @ Rocky Helmet
Trait: Iron Barbs
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature (+Def, -Spd)
- Gyro Ball / Spikes
- Power Whip
- Leech Seed
- Stealth Rock
This set is Ferrothorn's standard. Despite the myriad of viable moves Ferrothorn has at his disposal, each combination functions almost identically. Spikes work excellently on Ferrothorn, giving him something to do after switching in on an opponent that can't touch it. Power Whip is Ferrothorn's best attacking options, hitting the majority of the standard metagame for at least neutral damage. Primarily slams Water Pokemon such as Rotom-W, Jellicent, Gyarados, and Keldeo.
I have a doubt about some of the Pokemon, the first three I think are going well, it's about others who are not very safe, I also thought to Mawile and Togekiss; instead of and in place of Goodra Togekiss Mawile Medicham, or even keep Goodra Medicham and put in the place of or hold Mawile Medicham and put Togekiss instead of Goodra I put more variations on certain sections because they are undecided about what to put, in those dark black are the ones that I think are most suitable. I accept all the criticism (if not I would not ask for help). Thank you very much.
Greninja (M) @ Life Orb / Choice Scarf / Choice Specs / Focus Sash

Trait: Protean
EVs: 4 HP / 252 SAtk / 252 Spd
Hasty Nature (+Spd, -Def)
- Surf
- Ice Beam
- Dark Pulse
- U-turn
This is a full-on attacking set. Surf is a solid Water-type STAB attack, and despite the slight nerf is still pretty deadly. Ice Beam is necessary in order to take out pesky Grass- and Dragon-types. The third moveslot features Dark Pulse, which is useful both as a reliable secondary STAB attack and to give Starmie a world of pain. Not to mention it does some solid damage to Tentacruel. For the final moveslot, U-turn can be used for momentum-grabbing purposes and complements Greninja's blazing Speed. Despite the Life Orb boost, Greninja still is in need of entry hazard support, which is vital for securing numerous OHKOs and 2HKOs.
Aegislash (M) @ Weakness Policy / Leftovers / Lum Berry / Air Baloon

Trait: Stance Change
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature (+Atk, -Spd)
- Shadow Sneak
- Sacred Sword
- Swords Dance
- King's Shield
There are many options for EVs and Natures that will be discussed below. For the most part I use 252 HP and 252 in either Attack, Defense or Special Defense, with a Brave, Relaxed or Sassy nature respectively. Brave allows you to be a threat without boosts. Aegislash however has ample opportunities to use Swords Dance, so its Relaxed and Sassy variants give it more staying power. Also I believe that Aegislash will grow to have very specific EVs to deal with certain specific threats, kind of like how Standard Ferrothorn is. Once the ladder is up I'm going to look hard into the best spread for this little guy.
Gliscor (M) @ Toxic Orb

Trait: Poison Heal
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature (+Def, -SAtk)
- Toxic
- Protect
- Substitute
- Earthquake
With its massive bulk and above-average speed, this set sits at the pinnacle of OU stall. Between Substitute and Toxic, Gliscor is extremely good at killing time while Toxic slowly wears down the opposing Pokemon's HP. Protect also lets it stall out your opponent's PP, meaning Pokemon that rely on low PP moves to hit Gliscor like Rotom-W's Hydro Pump will not be able to take it down. Furthermore, Poison Heal's 12.5% HP recovery means that Gliscor loses no net HP while stalling, and the Toxic also renders it immune to harmful status, especially Sleep. This Gliscor set finds it easy to switch in on Choice-locked attacks such as Terrakion's Close Combat and Garchomp's Earthquake, which give it a free opportunity to set up a Substitute. Once Gliscor gets behind a Substitute, it becomes much harder to KO. Only multi-hit moves like Icicle Spear and Bullet Seed can actually pose a threat, since they can actually brute force their way through the Substitute and hit Gliscor itself. Earthquake gives Gliscor a STAB move to hit Pokemon that are immune to Toxic such as Heatran, Lucario, and Jirachi.
Goodra (M) @ Assault Vest / Leftovers

Trait: Gooey / Sap Sipper
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature (+SDef, -Atk)
- Sludge Wave
- Thunderbolt
- Dragon Pulse
- Flamethrower
Goodra has a godlike Special Defense stat, so it comes to no surprise that it can run a very successful specially defensive set. With this set, Goodra can check a wide range of special attackers that litter the tier, such as Rotom-W, Gengar, Alakazam, and Volcarona. Dragon Pulse gives Goodra a reliable STAB move to use against pretty much anything that isn't already hit super effectively by one of its coverage moves. Flamethrower allows Goodra to hit Steel-types such as Ferrothorn, Forretress, Aegislash, and Skarmory before they all attempt to set up on it. Thunderbolt rounds off this set's coverage by hitting Tentacruel, Gyarados, and Vaporeon, while nailing Azumarill and Togekiss, which are the more common Fairy-types that Goodra will be going up against. Sludge Wave is effective for Grass type.
Medicham (Mega Medicham) (M) @ Medichamite

Trait: Pure Power
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature (+Atk, -SAtk)/ Jolly Nature (+Spd, -SAtk)
- HiJump Kick / Drain Punch
- Psycho Cut
- Thunder Punch
- Ice Punch
Hi Jump Kick is Medicham's most powerful move; Medicham has the capacity to OHKO almost every Pokemon that does not resist it. Psycho Cut is Medicham's less risky attack, being able to OHKO Fighting-type resists such as Amoonguss. Medicham to guarantee an OHKO on Qwilfish after Stealth Rock. ThunderPunch gives Medicham perfect coverage against Pokemon like Sigilyph, which would otherwise wall it. Once all Fighting-type resists are gone, Drain Punch becomes an appealing attack, as it allows Medicham to attack and heal itself simultaneously.
Ferrothorn (M) @ Rocky Helmet

Trait: Iron Barbs
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature (+Def, -Spd)
- Gyro Ball / Spikes
- Power Whip
- Leech Seed
- Stealth Rock
This set is Ferrothorn's standard. Despite the myriad of viable moves Ferrothorn has at his disposal, each combination functions almost identically. Spikes work excellently on Ferrothorn, giving him something to do after switching in on an opponent that can't touch it. Power Whip is Ferrothorn's best attacking options, hitting the majority of the standard metagame for at least neutral damage. Primarily slams Water Pokemon such as Rotom-W, Jellicent, Gyarados, and Keldeo.
I have a doubt about some of the Pokemon, the first three I think are going well, it's about others who are not very safe, I also thought to Mawile and Togekiss; instead of and in place of Goodra Togekiss Mawile Medicham, or even keep Goodra Medicham and put in the place of or hold Mawile Medicham and put Togekiss instead of Goodra I put more variations on certain sections because they are undecided about what to put, in those dark black are the ones that I think are most suitable. I accept all the criticism (if not I would not ask for help). Thank you very much.