Hello! I am rather new when it comes to competitive battling, and I thought I'd try to put together a team around Mega Ampharos. I don't have much of an explanation when it comes to a strategy for this team. I tried to battle with it a bit on Pokemon Showdown, and I think I got around 3 wins and 6 losses. For everyone except mega ampharos I used sets I found on the Smogon strategy dex. Your help will be greatly appreciated.
Edit: after a couple of battles, I notice that Mienshao is probably doing the least for the team. once I was able to open and get a clean sub-pass to Moltres and got a nice sweep going, but in most of the games I played, Mienshao was not so valuable. Then again, this might not mean very much because I am rather inexperienced and may not have made the right plays. The main reason I put it on my team is that I wanted physical coverage.
Ampharos is the pokemon I wanted to build a team around. I tried to balance out defense and sp. defense to make sure it can take some special and physical hits decently. I chose discharge over t-bolt for the higher paralysis chance, and dragon pulse for STAB. HP fire is for coverage, and I put on volt switch for the ability to scout.
CallMeAl (Ampharos) @ Ampharosite
Ability: Static
EVs: 144 Def / 252 SpA / 112 SpD
Modest Nature
- Discharge
- Dragon Pulse
- Hidden Power [Fire]
- Volt Switch
Suicune is here because he can take some hits nicely. Scald gives me nice STAB and a chance to burn, and ice beam gives some more nice coverage. Protect is nice for healing up or getting some extra burn/ poison damage off. My team benefits from tailwind very much, as Ampharos rather lacks in speed, and Moltres can outspeed a lot of things with its help.
Sparky (Suicune) @ Leftovers
Ability: Pressure
EVs: 232 HP / 84 Def / 112 SpA / 80 SpD
Bold Nature
- Tailwind
- Scald
- Ice Beam
- Protect
Moltres hits pretty hard, and can clean up pretty nicely. flamethrower and hurricane for STAB, agility as a second option for speeding up Moltres (the first being Suicune's tailwind), and roost heals off some life orb damage.
Michelle (Moltres) @ Life Orb
Ability: Pressure
EVs: 104 HP / 4 Def / 252 SpA / 148 Spe
Modest Nature
- Flamethrower
- Hurricane
- Agility
- Roost
I put Mienshao on the team because I wanted a physical attacker, but I'm not quite sure about it. Regenerator gives me the ability to freely sub-pass if I so desired, along with the obvious healing benefits. Knock off is always helpful, and brick break for STAB (I rather have 100% accuracy than the risky hi jump kick).
Whiplash (Mienshao) @ Life Orb
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Knock Off
- Brick Break
- Baton Pass
Forretress is here to rapid spin aside from the ability to take some hits, as stealth rock is quite painful for Moltres. I also have 3 fire resistances on the team, which, I believe, makes Forretress a solid choice. Stealth rock is also quite nice. Volt switch lets me get some damage off on a switch in or a pokemon that cannot quite hurt me, and gyro ball is there for the extra damage.
Elton (Forretress) @ Leftovers
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Rapid Spin
- Stealth Rock
- Volt Switch
- Gyro Ball
Roserade helps take care of fairies, and can deal some nice damage. Toxic spikes give some nice residual damage, while sludge bomb and giga drain can do quite a number on the right pokemon. Extrasensory gives some nice coverage.
Tango (Roserade) @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Toxic Spikes
- Sludge Bomb
- Giga Drain
- Extrasensory
Edit: after a couple of battles, I notice that Mienshao is probably doing the least for the team. once I was able to open and get a clean sub-pass to Moltres and got a nice sweep going, but in most of the games I played, Mienshao was not so valuable. Then again, this might not mean very much because I am rather inexperienced and may not have made the right plays. The main reason I put it on my team is that I wanted physical coverage.

Ampharos is the pokemon I wanted to build a team around. I tried to balance out defense and sp. defense to make sure it can take some special and physical hits decently. I chose discharge over t-bolt for the higher paralysis chance, and dragon pulse for STAB. HP fire is for coverage, and I put on volt switch for the ability to scout.
CallMeAl (Ampharos) @ Ampharosite
Ability: Static
EVs: 144 Def / 252 SpA / 112 SpD
Modest Nature
- Discharge
- Dragon Pulse
- Hidden Power [Fire]
- Volt Switch

Suicune is here because he can take some hits nicely. Scald gives me nice STAB and a chance to burn, and ice beam gives some more nice coverage. Protect is nice for healing up or getting some extra burn/ poison damage off. My team benefits from tailwind very much, as Ampharos rather lacks in speed, and Moltres can outspeed a lot of things with its help.
Sparky (Suicune) @ Leftovers
Ability: Pressure
EVs: 232 HP / 84 Def / 112 SpA / 80 SpD
Bold Nature
- Tailwind
- Scald
- Ice Beam
- Protect

Moltres hits pretty hard, and can clean up pretty nicely. flamethrower and hurricane for STAB, agility as a second option for speeding up Moltres (the first being Suicune's tailwind), and roost heals off some life orb damage.
Michelle (Moltres) @ Life Orb
Ability: Pressure
EVs: 104 HP / 4 Def / 252 SpA / 148 Spe
Modest Nature
- Flamethrower
- Hurricane
- Agility
- Roost

I put Mienshao on the team because I wanted a physical attacker, but I'm not quite sure about it. Regenerator gives me the ability to freely sub-pass if I so desired, along with the obvious healing benefits. Knock off is always helpful, and brick break for STAB (I rather have 100% accuracy than the risky hi jump kick).
Whiplash (Mienshao) @ Life Orb
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Knock Off
- Brick Break
- Baton Pass

Forretress is here to rapid spin aside from the ability to take some hits, as stealth rock is quite painful for Moltres. I also have 3 fire resistances on the team, which, I believe, makes Forretress a solid choice. Stealth rock is also quite nice. Volt switch lets me get some damage off on a switch in or a pokemon that cannot quite hurt me, and gyro ball is there for the extra damage.
Elton (Forretress) @ Leftovers
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Rapid Spin
- Stealth Rock
- Volt Switch
- Gyro Ball

Roserade helps take care of fairies, and can deal some nice damage. Toxic spikes give some nice residual damage, while sludge bomb and giga drain can do quite a number on the right pokemon. Extrasensory gives some nice coverage.
Tango (Roserade) @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Toxic Spikes
- Sludge Bomb
- Giga Drain
- Extrasensory
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