I'm very new to competitive battling and I really wanted to build one of my first teams with my first starter, Charmander (of course, it's Charizard now).
This gen, Charizard got an even bigger boost with two Mega Evolutions, one of which I am using;
Wreck (Charizard) @ Charizardite X
Ability: Blaze ---> Tough Claws
EVs: 252 Atk / 252 Spd / 4 Def
Jolly Nature
- Fire Punch / Flare Blitz
- Dragon Dance
- Dragon Claw / Outrage
- Roost / Earthquake
The Charizard I've bred and EV trained has a Jolly nature to boost speed and hopefully outspeed threats like Mega Scizor, Mega Pinsir and Mega Heracross etc. The EVs I have are boosting Speed and Attack, which is pretty self explanatory. For his moveset, Dragon Dance is self explanatory stat boosting. I don't know if I should choose Fire Punch (no recoil) or Flare Blitz (power). I also don't know if I should choose Dragon Claw (no confusion and getting locked in) or Outrage (power). The last spot is a toss up between Earthquake (coverage and power) and Roost (recovery). His role on the team is a hard hitter physical attacker who will hopefully be able to sweep pretty well.
The next Pokemon I chose was Greninja, as Froakie was my starter in Pokemon X and Protean is OP af. Plus, its speed and special attack is really awesome.
I Hop (Greninja) @ Focus Sash
Ability: Protean
EVs: 252 SAtk / 252 Spd / 4 Atk
Hasty Nature
- Spikes
- Scald
- Dark Pulse
- U-Turn
My Greninja has a Hasty nature to outspeed other leads and not decrease the power of any of its attacks. It has EV investments in Special Attack and Speed to hit hard and fast and the rest is in Attack so U Turn can do a bit more. I chose Greninja as my lead because it gets both Spikes and U Turn so it can set up, take an attack with the focus sash, and then get out. I chose Scald as my water STAB because it has the potential to burn. I chose Dark Pulse as my dark STAB to get that flinch potential. Her role is a fast special attacking lead.
The next Pokemon I chose was Excadrill because if I'm going to use a Charizard, I can't have hazards on the field.
Holey Moley (Excadrill) @ Air Balloon
Ability: Mold Breaker
EVs: 252 Atk / 252 Spd / 4 HP
Jolly Nature
- Earthquake
- Rock Slide / X-Scissor / Brick Break / Poison Jab
- Rapid Spin
- Swords Dance
I think Excadrill is the best rapid spinner in the game. My Excadrill has a Jolly nature and EV investments in Attack and Speed to help him hit hard and fast. His Ability is Mold Breaker to hit spin blockers with levitate like Gengar with Earthquake. He has Earthquake (obviously) and Rapid Spin (obviously). He also has Swords Dance to boost his attack and hit even harder. But I have absolutely no clue what to put for his last move. I just want it to be a hard hitting move for coverage. I've seen Rock Slide everywhere but I've never used it when I've had it on him so idk. Anyway, his role is a fast, hard hitting rapid spinner.
After thinking about defeating spin blockers with Excadrill, I realized I needed a spin blocker. I didn't want to use Gengar because of Mold Breaker Excadrill. Sableye is too frail. Chandelure is too weak to spikes and stealth rocks and is frail as well. Jellicent isn't offensive enough. So I have two Pokemon I'm stuck between.
MourningWood (Trevenant) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 180 Def / 76 Spd
Impish Nature
- Horn Leech
- Rock Slide / Earthquake
- Will-O-Wisp
- Rest
Or
Iron Giant (Golurk) @ Leftovers
Ability: Iron Fist
EVs: 252 HP / 176 Def / 80 Atk
Impish Nature
- Stealth Rock
- Earthquake
- Ice Punch
- Shadow Punch
Both of these Pokemon are defensive and great spin blockers. They're both Impish to boost defense and have EVs invested in HP and Defense, though Trevenant has investment in Speed and Golurk has an investment in Attack. Trevanant is a great choice because it resists common spinners like Blastoise and Starmie and Excadrill. But Golurk is also a great choice because it can resist rapid spin and also set up rocks. If I end up using Golurk, I might switch I Hop to a more special attacking, offensive Greninja like:
Anyway, the next Pokemon I added was Rotom Wash because I needed a specially offensive Pokemon.
Win Cycle (Rotom-Wash) @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Hydro Pump
- Volt Switch / Thunderbolt
- Will-O-Wisp
- Rest
Rotom Wash has a great defensive typing and ability. It's also a really great Volt Switch user. It has EV investments in HP and Defense and a little in Special Attack to make it last as long as it can. Although Hydro Pump isn't the most reliable move, it's Rotom W's only water type move, so yeah. Volt Switch is a decent move and allows Rotom to switch out. But, Thunderbolt has more power and lets Rotom stay in and wreck longer. Will o Wisp decreases opponents attack, making Rotom last even longer. It also decreases their health slowly. Rest is a recovery option and the Chesto Berry wakes it up.
Lastly, I wanted a specially defensive Pokemon so I chose Goodra because LORD GOOMY
Escargoo (Goodra) @ Assault Vest
Ability: Hydration
EVs: 252 SAtk / 248 HP / 8 SpD
Quiet Nature
- Draco Meteor
- Sludge Wave
- Fire Blast
- Thunderbolt / Muddy Water / Focus Blast / Rain Dance
The Goomy/Sliggoo/Goodra line is one of my favorite ever. Goodra is super bulky and really packs a punch, or rather a gooey drip. My Goodra is running a standard all out offense set with a main STAB attack in Draco Meteor, coverage against Fairies in Sludge Wave, coverage against Ice types in Fire Blast. The last spot has been changing between Thunderbolt to get rid of bulky water types and Skarmory, Muddy Water to get rid of Talonflame and Heatran, and Focus Blast to get rid of bulky normal types and T Tar.
Well, that's my team! If you could give me some help without completely tearing me apart that would be great!