1. INTRODUCTION
2. TEAM BUILDING PROCESS
3. THE TEAM STATS
4. THREATS
5. CREDITS
1. Hello! I have made an entirely new team that might be somewhat viable. I know my last 2 teams were not so good, But i want to change that and create new improved teams. Also i appreciate this forum's constructive critiscm. The community is awesome! But i still don't feel like using Sample Teams even if it is better. I find the enjoyment of competitive battling as making teams yourself to battle opponents. Personally it is more fun for me but i greatly appreciate all the people who make the Sample Teams for beginners to use along with the people who told me about them. Thank you, now let's get to the building process!
2. Okay so firstly, i started with my lead. I decided to go with Scolipede thanks to the ability "Speed Boost" allowing him to out speed opposing leads. Then i added a Darmanitan but later changed it to Urshifu, will get to that in a bit. I added Zeraora for speed control and revenge killing. Next i added Weavile for priority and speed, also a good counter to Swords Dance Garchomp which i get sweeped by alot. I added Alakazam for a special attacker as it is very fast and deals huge damage paired with life orb magic guard. Next was Latios, mainly cause it is another special attacker and carries levitate making my ground and electric immunities completed. But both were weak to Dark and Ghost so i switched Darmanitan for a Urshifu to counter Dark atleast. Time for the actual team!
3. Here is all you guys have been waiting for, Let's jump right into it!

Spikeroo (Scolipede) @ Focus Sash
Ability: Speed Boost
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Toxic/Toxic Spikes
- Spikes
- Earthquake
- Endeavor
So, 252 attack is for earthquake to deal big damage/kill to potential leads such as Excadrill, Tapu Koko, Jirachi, Heatran and Toxapex.
252 speed is to get as fast as possible and set up those spikes.
4 hp cause why not and Adamant nature since speed boost covers what jolly would do.
Focus sash to get atleast 1 spikes up and make use of endeavor unless they burn/priority attack
Toxic if they are immune to Earthquake and Endeavor such as Ghost with levitate.
Spikes for lead and to cripple sturdy or focus sashes, it deals 25% at max spikes no matter what.
Endeavor cause to become a suicide lead and Earthquake is not effective. Even better if they run life orb sets!
Earthquake is to deal with mainly Tapu Koko and Heatran.
Toxic can be replaced for Toxic Spikes as Endeavor makes Toxic a very niche situation.
Next in line!

Urshifu-Rapid-Strike @ Choice Band
Ability: Unseen Fist
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Surging Strikes
- Close Combat
- U-Turn
- Thunder Punch/Aqua Jet
252 attack and speed/4 hp is a very common ev train for it, not much needed explanation except max dmg and speed for more offense.
Jolly for more speed.
Choice band is good coming off a 359 attack (Base 130 Attack)
Surging Strikes deals a ton of Damage and the critical strikes can pass through defense boost that enemies use.
Close Combat for Dark types, Steel types and STAB
U-Turn is here specifically for grass types and Psychic such as Tangrowth, Rillaboom, Tapu Lele and more. Also pivoting.
Thunder Punch is pretty good against Toxapex, Barraskewda (if it doesn't run Psychic Fangs) Pelipper and flying types like Charizard. However Aqua Jet can also help alot since it is a priority move and Urshifu generally isn't that fast.
Overall a solid Revenge Killer/Wall Breaker
Next up is Zeraora!

Big Brother (Zeraora) @ Life Orb
Ability: Volt Absorb
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Bulk Up
- Plasma Fists
- Play Rough
- Close Combat
Same evs and nature as Urshifu, same reason as well.
Life Orb is pretty powerful for Zeraora, Choice Band can also be chosen instead but replacing bulk up will be necessary.
Bulk up to setup and potentially sweep cause of the insane speed. Regieleki also can't do anything unless it has Ancient Power which is medicore base power and not super effective.
Plasma Fist for STAB
Play Rough can take out Dragapult as Zeraora slightly outspeeds. Also helps with Garchomp, Hydreigon and a few more.
Close Combat for Steel types, mainly Ferrothorn.
Overall a good sweeper to pressure opponents, also works as a revenge killer.
Next up is Weavile!

I eat landorus (Weavile) @ Heavy-Duty Boots
Ability: Pressure
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Triple Axel
- Knock Off
- Ice Shard
Same evs once again, Jolly Nature aswell helps
This can be ran with either Focus Sash or Heavy Duty Boots.
Swords Dance to setup when you predict an enemy switching out, once it gets it up. It has high sweeping chances, just don't let it take super effective moves.
Triple Axel breaks focus sashes or sturdy of flying types who are immune to spikes and continues past substitute. However each hit has 90% Accuracy so if the target is low hp, it might be best to Ice Shard.
Knock Off is STAB and good against pesky Ghost types, also knocks the enemy item off really well.
Ice Shard is for helping on finishing Dragapult and a few other threats.
Overall a solid sweeper with good base attack and gets quick KO'S even with no boost.
Alakazam let's go!

Big Brain Plays (Alakazam) @ Life Orb
Ability: Magic Guard
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Psyshock/Psychic
- Focus Blast
- Dazzling Gleam
Alakazam is insanely good with 252 Sp Attack and Speed
Timid Nature helps reach 372 speed which is good
Life Orb + Magic Guard ability is insanely op, However focus sash also works on setting up 1 Nasty Plot as it can't lose it to hazards with Magic Guard
Nasty Plot to skyrocket his special attack.
Psyshock/Psychic, You could either go for 10 Extra Power or go for a Psyshock to middle finger on Chansey.
Focus Blast is unreliable accuracy however it breaks past Steel which resist Psychic AND kills dark types. Good coverage, poor reliability
Dazzling Gleam is mainly for Dragon Types, that's it.
Really good special sweeper and revenge killer.
Lastly is Latios!

Draco-M go brrr (Latios) (M) @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Aura Sphere
- Psychic
- Mystical Fire
Same evs and nature as Alakazam, *insert why it's good here*
Life Orb is better then Soul Dew, extra dmg to all moves is really good.
Draco Meteor to nuke then switch out.
Aura Sphere is top tier coverage against Ice and Dark + Steel which resist both of the other attacks.
Psychic for STAB.
Mystical Fire is a huge middle finger to Fairy Types as most of them are Special Attackers.
Insanely good coverage and pretty good stats.
Finally we are done with the team part! Now onto the threats which i will rank from C to A in terms of how much it counters my team.
4. There are a few checks and counters to this team that you have to play around. Here are some that i remember.
A:

B:

C: Rain Teams are quite dangerous as they have double the speed, therefore outspeeding my Hyper Offense team until the rain setter is dealt with, Pelipper is a strong lead against Scolipede as Earthquake deals nothing, it also has Defog for spikes. However with Endeavor, you can lower their Hp to 1 and use Latios to take in Special Hurricane and Earthquake seismitoad while Urshifu takes on Barraskewda. (However it commonly runs Psychic Fangs.)
onto the credits!
Pinkacross and Blareglare
More additions will be coming soon
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