Hello Smogon, this is my first RMT ever (and my 3rd or maybe 4th post XD) I made this team, and I can say it's been doing quite well for me. So, let's get to the team!
Starmie @ Expert Belt
Ability: Natural Cure
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Surf
- Thunderbolt
- Ice Beam
- Rapid Spin
If you want to use Talonflame, you need a spinner to keep away that nasty Stealth Rock. Before, I had a Bulky Excadrill spinning, but it rendered the team virtually mono-steel. I'm now actually considering going back, as I noticed I have no Electric resistances in the whole team. Starmie itself serves well as a status sponge, as well as hitting most things pretty hard. Expert Belt is over Life Orb for longevity, as the spinner is important, at least until Talonflame kills itself via recoil.
Suicune @ Leftovers
Ability: Pressure
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
- Scald
- Calm Mind
- Rest
- Sleep Talk
This is just a standard CroCune. It helps patch up my weaker defenses, and provide resistances to Water and Fire, which this team lacks. Although both Talonflame and Starmie resist Fire, they're not nearly bulky enough to take a hit. After several Calm Minds, Suicune is ridiculously hard to 2HKO, so it can keep ResTalk going for a long time.
Talonflame @ Life Orb
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Flare Blitz
- Brave Bird
- Swords Dance
- U-turn
Talonflame is my revenge killer and "suicide" attacker. With Gale Wings it gets a priority Brave Bird, which is extremely useful to KO threats to my team after they've been weakened. This guy rarely survives to switch out, however, as Life Orb + Brave Bird recoil racks up. I'm considering an Expert Belt or maybe some other item for him to keep him alive long enough to receive Wish from Jirachi.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 4 Atk / 252 SDef
Careful Nature
- Iron Head
- Thunder Wave
- Wish
- Stealth Rock
My Jirachi doubles as a Wish support mon and a flinchax mon. Talonflame and Aegislash especially appreciate this, as my Talonflame lacks Roost, and Aegislash has no viable form of recovery besides Rest, and unless I were to run ChestoRest, it is rather unreliable. I have a Careful nature to minimize damage taken from the Special end; EVs also reflect that. The Flinchax side is to uhh... flinchax and make opponents rage?
Aegislash @ Leftovers
Ability: Stance Change
EVs: 252 Atk / 252 HP / 4 SAtk
Lonely Nature
IVs: 30 Def / 30 SDef
- King's Shield
- Shadow Ball
- Iron Head
- Sacred Sword
Aegislash functions as a pivot in my team. Sacred Sword kills would-be threats such as AV and Mega Tyranitar, Shadow Ball is for STAB and a way to hit physical walls, and Iron Head is for those Fairies. KS enhances its role as a pivot, potentially forcing a switch and grabbing that one turn Lucario needs to Megaevolve.
Lucario @ Lucarionite
Ability: Justified
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Close Combat
- Swords Dance
- Ice Punch
- Bullet Punch
Lucario is my late-game sweeper. Adaptability Close Combat HURTS. Even mons resistant to it fear the sheer power (I did 22% to a Calm TOGEKISS, which 4x resists it. Without boosts.) Swords Dance is if I can nab that free turn, Close Combat is to wreck half the metagame, Bullet Punch is to finish weakened faster threats (and do more to Togekiss and co.), and I'm debating between Ice Punch and Crunch. Ice Punch hits Flyers, but Crunch hits Ghosts. However, Lucario only has 90 base Speed until it Megaevolves, so I often am forced to search for a free turn to Megaevolve Lucario before it's too late.
Annoyances to the team (Will list here as I battle and gain experience with the team)
-MegaManectric
-Zapdos
That's it, thanks for reading, and please do leave some comments. I apologize if I broke any rules (e.g. not enough commentary).
Ability: Natural Cure
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Surf
- Thunderbolt
- Ice Beam
- Rapid Spin
If you want to use Talonflame, you need a spinner to keep away that nasty Stealth Rock. Before, I had a Bulky Excadrill spinning, but it rendered the team virtually mono-steel. I'm now actually considering going back, as I noticed I have no Electric resistances in the whole team. Starmie itself serves well as a status sponge, as well as hitting most things pretty hard. Expert Belt is over Life Orb for longevity, as the spinner is important, at least until Talonflame kills itself via recoil.
Ability: Pressure
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
- Scald
- Calm Mind
- Rest
- Sleep Talk
This is just a standard CroCune. It helps patch up my weaker defenses, and provide resistances to Water and Fire, which this team lacks. Although both Talonflame and Starmie resist Fire, they're not nearly bulky enough to take a hit. After several Calm Minds, Suicune is ridiculously hard to 2HKO, so it can keep ResTalk going for a long time.
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Flare Blitz
- Brave Bird
- Swords Dance
- U-turn
Talonflame is my revenge killer and "suicide" attacker. With Gale Wings it gets a priority Brave Bird, which is extremely useful to KO threats to my team after they've been weakened. This guy rarely survives to switch out, however, as Life Orb + Brave Bird recoil racks up. I'm considering an Expert Belt or maybe some other item for him to keep him alive long enough to receive Wish from Jirachi.
Ability: Serene Grace
EVs: 252 HP / 4 Atk / 252 SDef
Careful Nature
- Iron Head
- Thunder Wave
- Wish
- Stealth Rock
My Jirachi doubles as a Wish support mon and a flinchax mon. Talonflame and Aegislash especially appreciate this, as my Talonflame lacks Roost, and Aegislash has no viable form of recovery besides Rest, and unless I were to run ChestoRest, it is rather unreliable. I have a Careful nature to minimize damage taken from the Special end; EVs also reflect that. The Flinchax side is to uhh... flinchax and make opponents rage?
Ability: Stance Change
EVs: 252 Atk / 252 HP / 4 SAtk
Lonely Nature
IVs: 30 Def / 30 SDef
- King's Shield
- Shadow Ball
- Iron Head
- Sacred Sword
Aegislash functions as a pivot in my team. Sacred Sword kills would-be threats such as AV and Mega Tyranitar, Shadow Ball is for STAB and a way to hit physical walls, and Iron Head is for those Fairies. KS enhances its role as a pivot, potentially forcing a switch and grabbing that one turn Lucario needs to Megaevolve.
Ability: Justified
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Close Combat
- Swords Dance
- Ice Punch
- Bullet Punch
Lucario is my late-game sweeper. Adaptability Close Combat HURTS. Even mons resistant to it fear the sheer power (I did 22% to a Calm TOGEKISS, which 4x resists it. Without boosts.) Swords Dance is if I can nab that free turn, Close Combat is to wreck half the metagame, Bullet Punch is to finish weakened faster threats (and do more to Togekiss and co.), and I'm debating between Ice Punch and Crunch. Ice Punch hits Flyers, but Crunch hits Ghosts. However, Lucario only has 90 base Speed until it Megaevolves, so I often am forced to search for a free turn to Megaevolve Lucario before it's too late.
Annoyances to the team (Will list here as I battle and gain experience with the team)
-MegaManectric
-Zapdos
That's it, thanks for reading, and please do leave some comments. I apologize if I broke any rules (e.g. not enough commentary).