Hello everyone, this is my first attempt to build a competitive team. I tried to focus on something I like and still is quite strong on this meta, and the result is quite good for now. It probably can get a lot better, so please criticize the hell out of that if necessary.
Aggron @ Life Orb
Ability: Rock Head
Adamant Nature
EVs: 252 Atk / 4 Def / 252 Spe
- Head Smash
- Heavy Slam
- Earthquake
- Rock Polish
The boss of the team! Its job is to kill everything after getting a speed boost in some way; Head Smash+Life Orb hits really hard on quite a lot of things and Rock Head avoids the suicidal recoil. Heavy Slam gets rid of every fairy, Earthquake is a nice coverage but usually Head Smash is the move to go. It suffers a lot from status, of course, and even without recoils it gets worn down quickly.
Blastoise @ Blastoisinite
Ability: Torrent (Mega Launcher)
Modest Nature
EVs: 236 HP / 252 SpA / 20 Spe
- Scald
- Ice Beam
- Aura Sphere
- Dark Pulse / Rapid Spin
Special sweeper, spinner if needed, with a good prediction it can hurt a lot of physical walls or ground pokémon that wuold otherwise counter Aggron. I prefer using 4 attacks because that gives him more coverage and Aggron really doesn't care for spikes or SR.
Galvantula @ Focus Sash
Ability: Compoundeyes
Timid Nature
EVs: 252 SpA / 4 SpD / 252 Spe
- Sticky Web
- Thunder Wave
- Thunder
- Bug Buzz
The usual lead, Sticky Web and TW are meant to slow the opponents down and they usually do; the offensive moves are quite good, it can easily kill Talonflames that switch in or already are in (which are really dangerous for Ninjask). With some prediction it can severely damage Magic Bounce users on the switch in, which is kinda nice.
Ninjask @ Leftovers
Ability: Speed Boost
Bold Nature
EVs: 252 HP / 252 Def / 4 SpD
- Protect
- Baton Pass
- Hone Claws
- Substitute
This little guy, despite the fact that he doesn't have any offensive moves, still managed to "kill" some dangerous attacker (Life Orb Gengar and some other guy, but that's just sheer luck); its main job is setting up, stall for a few turns, maybe get a Hone Claws or two and than BP everything to Aggron. Then it gets brutal; Substitute helps against annoying Trick/Switcheroo users and is good to block status (and Aggron loves that). Lots of problems against Talonflame and M-Heracross (or really any Skill Link users with Rock Blast). Blastoise is into the speed boost too, and it doesn't need HC so that's easily done.
Malamar @ Light Clay
Ability: Contrary
Careful Nature
EVs: 4 HP / 252 Atk / 252 Spe
- Light Screen
- Night Slash
- Psycho Cut
- Superpower
Aggron likes Light Screen a lot, since its SpD is kinda low; beside setting up that, Malamar can fight on its own by spamming Superpower on anything that doesn't resist it, gets a speed boost from Sticky Web, doesn't care much for Spikes/SR and hits fighting-type 'mons quite hard, which covers anoter one of Aggron's weaknesses. Still suffers from status and being quickly worn down.
Chansey @Eviolite
Ability: Natural Cure
Calm Nature
EVs: 4 HP / 252 Def / 252 SpD
- Soft-Boiled
- Heal Bell
- Toxic
- Flamethrower
The answer to every status problem the team can have! Quite bulky, particularly on the special side (nothing new there), Toxic and Flamethrower help doing some damage although Flamethrower isn't that good (I should probably invest some EVs in that SpA).
The team works quite well, despite the fact that I try to go for the Hone Claws boost on Aggron from the start without removing potential threats for it, and that's the problem. So far I saw Garchomp and Talonflame being quite dangerous for the strategy, and any priority fighting-move user (Conkeldurr on the top of my head, Azumarill too but it gets killed from a +1 Head Smash/Heavy Slam) is threatening too. Besides that, I know that there are some weaknesses but I can't find them so any advice is welcome!
(Thank you for your attention!)
THE TEAM







Aggron @ Life Orb
Ability: Rock Head
Adamant Nature
EVs: 252 Atk / 4 Def / 252 Spe
- Head Smash
- Heavy Slam
- Earthquake
- Rock Polish
The boss of the team! Its job is to kill everything after getting a speed boost in some way; Head Smash+Life Orb hits really hard on quite a lot of things and Rock Head avoids the suicidal recoil. Heavy Slam gets rid of every fairy, Earthquake is a nice coverage but usually Head Smash is the move to go. It suffers a lot from status, of course, and even without recoils it gets worn down quickly.

Blastoise @ Blastoisinite
Ability: Torrent (Mega Launcher)
Modest Nature
EVs: 236 HP / 252 SpA / 20 Spe
- Scald
- Ice Beam
- Aura Sphere
- Dark Pulse / Rapid Spin
Special sweeper, spinner if needed, with a good prediction it can hurt a lot of physical walls or ground pokémon that wuold otherwise counter Aggron. I prefer using 4 attacks because that gives him more coverage and Aggron really doesn't care for spikes or SR.

Galvantula @ Focus Sash
Ability: Compoundeyes
Timid Nature
EVs: 252 SpA / 4 SpD / 252 Spe
- Sticky Web
- Thunder Wave
- Thunder
- Bug Buzz
The usual lead, Sticky Web and TW are meant to slow the opponents down and they usually do; the offensive moves are quite good, it can easily kill Talonflames that switch in or already are in (which are really dangerous for Ninjask). With some prediction it can severely damage Magic Bounce users on the switch in, which is kinda nice.

Ninjask @ Leftovers
Ability: Speed Boost
Bold Nature
EVs: 252 HP / 252 Def / 4 SpD
- Protect
- Baton Pass
- Hone Claws
- Substitute
This little guy, despite the fact that he doesn't have any offensive moves, still managed to "kill" some dangerous attacker (Life Orb Gengar and some other guy, but that's just sheer luck); its main job is setting up, stall for a few turns, maybe get a Hone Claws or two and than BP everything to Aggron. Then it gets brutal; Substitute helps against annoying Trick/Switcheroo users and is good to block status (and Aggron loves that). Lots of problems against Talonflame and M-Heracross (or really any Skill Link users with Rock Blast). Blastoise is into the speed boost too, and it doesn't need HC so that's easily done.

Malamar @ Light Clay
Ability: Contrary
Careful Nature
EVs: 4 HP / 252 Atk / 252 Spe
- Light Screen
- Night Slash
- Psycho Cut
- Superpower
Aggron likes Light Screen a lot, since its SpD is kinda low; beside setting up that, Malamar can fight on its own by spamming Superpower on anything that doesn't resist it, gets a speed boost from Sticky Web, doesn't care much for Spikes/SR and hits fighting-type 'mons quite hard, which covers anoter one of Aggron's weaknesses. Still suffers from status and being quickly worn down.

Chansey @Eviolite
Ability: Natural Cure
Calm Nature
EVs: 4 HP / 252 Def / 252 SpD
- Soft-Boiled
- Heal Bell
- Toxic
- Flamethrower
The answer to every status problem the team can have! Quite bulky, particularly on the special side (nothing new there), Toxic and Flamethrower help doing some damage although Flamethrower isn't that good (I should probably invest some EVs in that SpA).
The team works quite well, despite the fact that I try to go for the Hone Claws boost on Aggron from the start without removing potential threats for it, and that's the problem. So far I saw Garchomp and Talonflame being quite dangerous for the strategy, and any priority fighting-move user (Conkeldurr on the top of my head, Azumarill too but it gets killed from a +1 Head Smash/Heavy Slam) is threatening too. Besides that, I know that there are some weaknesses but I can't find them so any advice is welcome!
(Thank you for your attention!)