The team at a glance:
Possible Terrakion Replacement:
Teambuilding Process:
Special Infernape, because I had only ever used the physical version before and I must say I was underwhelmed by it. However, this is not the same with Special 'Nape, as this exceeded my expectations, becoming the main star of the team. I decided that I would use MegaZard-Y, as I had only ever used X before, and found that it just needed too much setup to use. Also, Drought gives me power For both Zard and Infernape, so it's all good. Then I realized that Rotom-W walks all over me, along with other Water types, barring Solarbeam. I then found the perfect Rotom counter in Gastrodon, whose Grass weakness is covered by Zard, and it also serves as my Toxic/Burn (Scald) inducer, allowing me to win stall wars with Recover as well. Also acts as Special wall and electric immunity. As I was using Zard, I wanted to get rid of Sneaky Pebbles, and as I don't really use hazards. I saw no problem with using a Defogger. Mandibuzz fits this role very well, and also acts as my physical wall and ground immunity. Bisharp is there as my physical attacker + Physical priority, whilst Terrakion is my other Physical attacker and Scarfer. Terrakion does the least work, so I'm looking for another Physical Scarfer (strictly no Dragons D:<, currently using Mienshao.) Mienshao may replace because Reckless HJK does a ton of damage, able to 2HKO fully invested Mandibuzz even after Lefties 99.6% of the time. In comparison, Terrakions Close Combat only has a 0.9% chance to 3HKO. (I know it would use Stone Edge, but it was for comparison purposes :P) Whilst not STAB, Mienshao also gets Stone Edge, as well as Knock Off for Ghosts who think they can make me lose 50%, and U-Turn for scouting.
The Movesets:
(Infernape) @ Life Orb
EVs: 252 SpA/ 4 SpD / 252 Spe
Ability: Blaze
Nature: Timid
Moves:
- Vacuum Wave
- Fire Blast
- Focus Blast
- Grass Knot
A Gen 4 moveset, and one that is still perfectly viable. I switched Nasty Plot for Vacuum Wave because this gen, priority is king and new threats like Greninja and Terrakion lurk since those D/P/Pt days. This is the main Sweeper of the team and it does a damn good job, taking at least 2 heads per match >:D Fire Blast and Focus Blast are the main STAB attacks, and are quite spammable, despite the low accuracy. Grass Knot deals with the bulky waters other than Vaporeon and Rotom. Rotom hates Gastro, and Vap is 2HKO'd by Solar Beam.
Charizard-Z (Charizard) @ Charizardite Y
EVs: 252 SpA/ 4 SpD / 252 Spe
Ability: Blaze --> Drought
Nature: Timid
Moves:
- Fire Blast
- Solar Beam
- Hidden Power [Ground]
- Air Slash
Fire Blast in the Sun is stupidly powerful, so that's the main STAB. No more explanation needed. Solar Beam cleans up Water and Rock types, whilst HP Ground says bye to Heatran and Electric types. Air Slash is for secondary STAB and lets me hurts Mega-Venosaur. Drought also boosts Infernapes Fire Blast.
2Sharp4U (Bisharp) @ Dread Plate
EVs: 108 HP / 252 Atk / 144 Spe
Ability: Defiant
Nature: Adamant
Moves:
- Sucker Punch
- Knock Off
- Iron Head
- Power-Up Punch
Sucker Punch is very good and powerful priority STAB, provided I predict right. Knock Off is very powerful STAB and also lets me get rid of items, barring Mega Stones. Iron Head is solid secondary STAB with handy flinch in clutch situations. Finally, Power-Up Punch allows me to take advantage of the switches this thing forces, particularly Heatran as I get SE move, +1 Atk and I outspeed for another one if weakened or Knock Off if not. EVs to outspeed speed-creeping Rotom and catch surprise KO's, as well as outspeeding Heatran (both with no investment.)
Manlyboss (Mandibuzz) @ Leftovers
EVs: 252 HP / 252 Def / 4 Sp Def
Ability: Overcoat
Nature: Impish
Moves:
- Foul Play
- Knock Off
- Defog
- Roost
Pretty standard stuff right here. Physical wall, beats the physical sweepers over the head with their own brooms thanks to Foul Play, irritates walls by knocking off items, gets rid of hazards with Defog and Roosts to keep the troll going.
Eatin' it up (Gastrodon) @ Leftovers
EVs: 252 HP / 40 Def / 212 Sp Def
Ability: Storm Drain
Nature: Bold
Moves:
- Recover
- Scald
- Earth Power / Ice Beam
- Toxic
After playing around with nature and EV spreads, I prefer this one as it gives me good Physical bulk whilst still eating up Special hits. Scald burns and gives pseudo Physical bulk, as well as being STAB and doing ok damage for a wall. Toxic lets me slowly kill things, Earth Power is just secondary STAB (thinking of switching for Ice Beam for those grass switches) and Recover to errrrr...recover. This guy is my usual lead as it shuts down Rotom, Mamo and other SR setters (apart from the odd Energy Ball Deoxys-S, NonePiece...)
Terra of Life (Terrakion) @ Choice Scarf
EVs: 4 HP / 252 Atk / 252 Spe
Ability: Justified
Nature: Jolly
Moves:
- Close Combat
- Stone Edge
- Earthquake
- Iron Head
EdgeQuake combo is half STAB and very good coverage. Close Combat is another huge STAB attack, and Iron Head disintegrates Fairies.
And the possible (probable) replacement:
Wong Foo King Switch (Mienshao) @ Choice Scarf
EVs: 4 HP / 252 Atk / 252 Spe
Ability: Reckless
Nature: Jolly
Moves:
- High Jump Kick
- Stone Edge
- Knock Off
- U-Turn
As mentioned earlier, this could replace Terrakion simply because of the retarded amount of damage Reckless HJK does. Also, it does get Stone Edge, which still hurts despite not being STAB. Knock Off screws the Ghosts who think they're so high and mighty they can't be touched, and U-Turn scouts my opponents moves
So, that's the team, and I welcome all comments (kinda), especially on choosing a Physical Scarfer (No Dragons D:<)