Hello! I built this team recently around Mega Garchomp, due to its ability to destroy stall, and it fairs well against balance. Consider it filling the hole Hoopa left in my heart. The team’s job is to weaken Garchomp’s checks and counters, before sending it out to sweep late game. While it is pretty obvious on this team, the surprise factor of Mega Garchomp, and the fact people don't prepare for it too much, is usually enough to win the game.
Team Building Process:
Started out with a core of Garchomp-Tyranitar-Klefki. These ‘Mons generally work well together, especially T-Tar and Chomp. Klef provides spikes, Thunder Wave support, and a potential Excadrill check.
Tornadus and Latios were added to the team as offensive powerhouses. In tandem they check or counter many Pokemon that would threaten the core (Eg. Keldeo, Skarmory)
Azumarill was thrown on, almost at a limb as a powerful Water type attacker and priority.
It became clear that Rocks were needed for the team, and Klefki wasn’t really doing much, especially compared to what a Clefable could do. Heatran was added to check faries and provide rocks.
After trying out many Pokemon in the last slot, including Skarmory and another Klefki, I settled on Ferrothorn as a better Water resist (and Excadrill counter) than just having that job be Latios’s.
The Team:
Garchomp @ Garchompite
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Dragon Claw
- Fire Fang / Fire Blast
Mega Garchomp is a very powerful wallbreaker and late game sweeper. While it lacks speed after Mega Evolving, 170 Attack can dent almost anything attempting to switch in. It's also very bulky, and has a decent typing, somewhat making up for it's loss of speed.
Max Speed and a Jolly Nature are used to outspeed things like Medicham and other base 100 pokemon before mega evolving, and outpace pokemon like Dragonite, max Speed Lando-T, and Excadrill after Mega Evolving. Attack investment lets it hit 439 Attack, most resisted hits will not bounce off with that stat.
Swords Dance is very strong as well. Because of it's amazing bulk, huge attack, and typing, it can set up on a plethora of Pokemon. +2 Garchomp can OHKO or 2HKO almost every Pokemon in OU.
Fire Fang and Fire Blast are interchangeable. these help Garchomp hit common switch ins, mainly Ferrothorn and Skarmory. I usually prefer Fire Fang for the accuracy, both 2HKO Ferrothorn, but Fire Fang can be boosted by Swords Dance, letting it OHKO Ferrothorn and 2HKO Skarmory.
Garchomp is a powerful ‘Mon against stall and balances, but needs a lot of support against offensive teams.
Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Pursuit
- Stone Edge
- Superpower
ScarfTar is the perfect partner for Mega Garchomp. To start out with the obvious, it provides sand to boost Garchomp’s Earthquake thanks to Sand Force, but it also checks many pokemon that threaten Chomp. This includes Latias and Latios, Weavile, and Charizard. In exchange, Garchomp can break many walls that Tar doesn’t enjoy dealing with, such as Skarmory, Chancey, or anything that doesn’t want to take a 170 Attack STAB (Potentially Sand Force) Earthquake. In general, ScarfTar makes up for Garchomp’s lackluster speed too.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave
Continuing the theme of Pokemon strong with Mega Garchomp, we have a fairly standard Calm Mind Clefable. T-Wave is, once again, another way to make up for Garchomp's speed, and offers a way to deal with potential Low Kick Weavile or Lopunny. Clef is a more defensive switch in for Latis, as people are inclined to bring them in to revenge kill Garchomp.
Clef is also a good back up late game sweeper in it's own right, great Fairy typing and decent stats. Once it's counters are weekend there is very little that can be done to stop it.
Tornadus-T @ Life Orb
Ability: Regenerator
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Hurricane
- Knock Off
- Superpower
- U-Turn
Life Orb Torn provides a pivot this team needed. While I generally dislike the accuacy of Hurricane, usually the threat it is enough, and will not need to be used much. Superpower and Knock Off provide good coverage, and the latter is good to knock off important items such as Leftovers or Eviolite, the former to check Pokemon like Diancie and Tyranitar switch ins. Naive is used over Hasty, while making it take more from Draco, Ferrothorn and Tyranitar are usually enough to sponge special hits.
Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Hidden Power (Fire)
- Roost
Life Orb Latios is a fast and hard hitter, on the special side instead of physical. Hidden Power Fire, while expected to an extent in the current meta, can lure and kill many steel types that may give the rest of the team trouble, namely Scizor. Roost is necessary, as it is the team's only way to deal with a few prevalent threats, such as Rotom-Wash and Manaphy to an extent. I have Roost to keep it healthy for said Pokemon. Defog could be run, as the team has no hazard removal, but the team isn’t especially weak to hazards anyways.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Stealth Rock
- Leech Seed
- Gyro Ball
- Power Whip
The team is rounded out with a pretty standard Ferrothorn. It is the main and much sturdier Water resist. It also provides the team with rocks and a decently reliable fairy switch in. While most of the set is standard, Power Whip is used over Protect, Spikes, or T-Wave to hit back water types, which is the main purpose of Ferrothorn on this team. While Azumarill is prevalent, more SpD is used to check Gardevoir and Diancie, which are potential threats to the team, especially the former after Garchomp has Mega-Evolved.
Threatlist:
Rotom-Wash: The only way for this team to deal with Rotom is either set up with Clefable or Draco Meteor it over and over again.
Water Types in general are hard to switch into, especially if they run coverage moves to hit Ferrothorn. (Eg. Keldeo, Superpower Azumarill)
Clefable: While not too scary, Unaware Clef can't be OHKO’d by Garchomp, and is hard to defeat with the rest of the team. Depending if it is running Flamethrower Magic Gaurd CM, it is hard to deal with Ferrothorn too.
Lopunny: The team has many pokemon that can take a hit from Lopunny, but nothing to outpace it. If is uses PuP or Latios and Tornadus are weakened, then it will most likely sweep.
Volcanion: Yeah this team can’t switch into this.
Other team issues:
So that’s the team. I still feel it needs some work, but it's been decent getting me up to about 1500. Thank you for reading this and have a nice day c:
Importable:
Team Building Process:
Started out with a core of Garchomp-Tyranitar-Klefki. These ‘Mons generally work well together, especially T-Tar and Chomp. Klef provides spikes, Thunder Wave support, and a potential Excadrill check.
Tornadus and Latios were added to the team as offensive powerhouses. In tandem they check or counter many Pokemon that would threaten the core (Eg. Keldeo, Skarmory)
Azumarill was thrown on, almost at a limb as a powerful Water type attacker and priority.
It became clear that Rocks were needed for the team, and Klefki wasn’t really doing much, especially compared to what a Clefable could do. Heatran was added to check faries and provide rocks.
After trying out many Pokemon in the last slot, including Skarmory and another Klefki, I settled on Ferrothorn as a better Water resist (and Excadrill counter) than just having that job be Latios’s.
The Team:
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Dragon Claw
- Fire Fang / Fire Blast
Mega Garchomp is a very powerful wallbreaker and late game sweeper. While it lacks speed after Mega Evolving, 170 Attack can dent almost anything attempting to switch in. It's also very bulky, and has a decent typing, somewhat making up for it's loss of speed.
Max Speed and a Jolly Nature are used to outspeed things like Medicham and other base 100 pokemon before mega evolving, and outpace pokemon like Dragonite, max Speed Lando-T, and Excadrill after Mega Evolving. Attack investment lets it hit 439 Attack, most resisted hits will not bounce off with that stat.
Swords Dance is very strong as well. Because of it's amazing bulk, huge attack, and typing, it can set up on a plethora of Pokemon. +2 Garchomp can OHKO or 2HKO almost every Pokemon in OU.
Fire Fang and Fire Blast are interchangeable. these help Garchomp hit common switch ins, mainly Ferrothorn and Skarmory. I usually prefer Fire Fang for the accuracy, both 2HKO Ferrothorn, but Fire Fang can be boosted by Swords Dance, letting it OHKO Ferrothorn and 2HKO Skarmory.
0- SpA Mega Garchomp Fire Blast vs. 248 HP / 252+ SpD Skarmory: 150-178 (45 - 53.4%) -- 32.8% chance to 2HKO
+2 252 Atk Mega Garchomp Fire Fang vs. 248 HP / 252+ Def Skarmory: 198-234 (59.4 - 70.2%) -- guaranteed 2HKO
0- SpA Mega Garchomp Fire Blast vs. 252 HP / 168 SpD Ferrothorn: 252-300 (71.5 - 85.2%) -- guaranteed 2HKO
252 Atk Mega Garchomp Fire Fang vs. 252 HP / 88 Def Ferrothorn: 256-304 (72.7 - 86.3%) -- guaranteed 2HKO
+2 252 Atk Mega Garchomp Fire Fang vs. 248 HP / 252+ Def Skarmory: 198-234 (59.4 - 70.2%) -- guaranteed 2HKO
0- SpA Mega Garchomp Fire Blast vs. 252 HP / 168 SpD Ferrothorn: 252-300 (71.5 - 85.2%) -- guaranteed 2HKO
252 Atk Mega Garchomp Fire Fang vs. 252 HP / 88 Def Ferrothorn: 256-304 (72.7 - 86.3%) -- guaranteed 2HKO
Garchomp is a powerful ‘Mon against stall and balances, but needs a lot of support against offensive teams.
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Pursuit
- Stone Edge
- Superpower
ScarfTar is the perfect partner for Mega Garchomp. To start out with the obvious, it provides sand to boost Garchomp’s Earthquake thanks to Sand Force, but it also checks many pokemon that threaten Chomp. This includes Latias and Latios, Weavile, and Charizard. In exchange, Garchomp can break many walls that Tar doesn’t enjoy dealing with, such as Skarmory, Chancey, or anything that doesn’t want to take a 170 Attack STAB (Potentially Sand Force) Earthquake. In general, ScarfTar makes up for Garchomp’s lackluster speed too.
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave
Continuing the theme of Pokemon strong with Mega Garchomp, we have a fairly standard Calm Mind Clefable. T-Wave is, once again, another way to make up for Garchomp's speed, and offers a way to deal with potential Low Kick Weavile or Lopunny. Clef is a more defensive switch in for Latis, as people are inclined to bring them in to revenge kill Garchomp.
Clef is also a good back up late game sweeper in it's own right, great Fairy typing and decent stats. Once it's counters are weekend there is very little that can be done to stop it.
Ability: Regenerator
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Hurricane
- Knock Off
- Superpower
- U-Turn
Life Orb Torn provides a pivot this team needed. While I generally dislike the accuacy of Hurricane, usually the threat it is enough, and will not need to be used much. Superpower and Knock Off provide good coverage, and the latter is good to knock off important items such as Leftovers or Eviolite, the former to check Pokemon like Diancie and Tyranitar switch ins. Naive is used over Hasty, while making it take more from Draco, Ferrothorn and Tyranitar are usually enough to sponge special hits.
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Hidden Power (Fire)
- Roost
Life Orb Latios is a fast and hard hitter, on the special side instead of physical. Hidden Power Fire, while expected to an extent in the current meta, can lure and kill many steel types that may give the rest of the team trouble, namely Scizor. Roost is necessary, as it is the team's only way to deal with a few prevalent threats, such as Rotom-Wash and Manaphy to an extent. I have Roost to keep it healthy for said Pokemon. Defog could be run, as the team has no hazard removal, but the team isn’t especially weak to hazards anyways.
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Stealth Rock
- Leech Seed
- Gyro Ball
- Power Whip
The team is rounded out with a pretty standard Ferrothorn. It is the main and much sturdier Water resist. It also provides the team with rocks and a decently reliable fairy switch in. While most of the set is standard, Power Whip is used over Protect, Spikes, or T-Wave to hit back water types, which is the main purpose of Ferrothorn on this team. While Azumarill is prevalent, more SpD is used to check Gardevoir and Diancie, which are potential threats to the team, especially the former after Garchomp has Mega-Evolved.
Threatlist:
Water Types in general are hard to switch into, especially if they run coverage moves to hit Ferrothorn. (Eg. Keldeo, Superpower Azumarill)
Other team issues:
- There is no priority on this team. There are a lot of bulky Pokemon and a few fast ones, but there is no priority.
- No Water type moves. This could be fixed with surf coverage on Latios, but there is very little to hit common Water weak Pokemon.
- If Garchomp faints, depending on what you are facing, the team will just fall apart. Sending it out early is very risky
So that’s the team. I still feel it needs some work, but it's been decent getting me up to about 1500. Thank you for reading this and have a nice day c:
Importable:
Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Pursuit
- Stone Edge
- Superpower
Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Hurricane
- Knock Off
- Superpower
- U-turn
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Stealth Rock
- Leech Seed
- Gyro Ball
- Power Whip
Garchomp @ Garchompite
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Dragon Claw
- Fire Fang
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave
Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Hidden Power [Fire]
- Roost
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Pursuit
- Stone Edge
- Superpower
Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Hurricane
- Knock Off
- Superpower
- U-turn
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Stealth Rock
- Leech Seed
- Gyro Ball
- Power Whip
Garchomp @ Garchompite
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Dragon Claw
- Fire Fang
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave
Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Hidden Power [Fire]
- Roost