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Looking for help with my Pokemon Competitive team!

  • 39
    Posts
    14
    Years
    • Seen Oct 29, 2023
    Hey guys. I still got one more slot to fill before I'm set. Here are my current pokemon with EV's and IV's that I have a best guess on.

    Talonflame
    Item: Leftovers
    Ability: Flamebody
    Nature Rash (**** I know)
    IV: No idea. Honestly do not know. High HP and Sp Def, is my best guess, from what the trainer in the pokecenter told me.
    EV: 252 attack, 252 Speed
    Moveset:
    Fly
    Flame charge/Flare Blitz (not sure which one I want to do yet)
    Steel wing
    Roost

    Togekiss
    Item: Leftovers
    Ability: Serene Grace
    Nature: Hasty
    IV: Can't tell. Guy in Pokecenter is HP is 31, outside of that I do not know.
    EV: 252 Sp A, 252 Speed
    Moveset:
    Airslash
    Roost
    Sweet kiss/Ancient power
    Thunderwave/Dazzling Gleam

    Greninja
    Item: Not sure what I want. Debating Leftovers or Choice scarf/band whatever it is that boosts special attack
    Ability: Protean
    Nature: Rash
    IV: Sp Def, is the highest according to the guy. I don't think they are very high.
    EV: 252 Sp attack , 252 speed
    Moveset:
    Surf
    Icebeam
    Dark Pulse
    U-Turn

    Garchomp
    Item: Megastone
    Ability: Sand Veil
    Nature: Docile (Neutral, can't be bothered to try and get better nature with such good IV's on this guy)
    IV: 31 attack/Sp D/ Speed
    EV 252 attack, 252 speed
    Moveset:
    Dragon Claw (not sure how to get outrage)
    Rock Slide
    Swords Dance
    Earthquake

    Malamar
    Item: Leftovers
    Ability: Contrary
    Nature: Quirky
    IV: 31 Attack/Sp attack/ Sp Def/ Speed
    EV 252 Attack 252 Speed
    Moveset:
    Topsy-Turvy
    Psycho Cut
    Night Slash
    Super Power


    Few notes to add. I'm not sure what I should do for Togekiss move set. I kinda wanna use ancient power, but at the same time, I got Garchomp for rock... That being said, should I use Garchomp for rock? What do you guys think would be a good move set for those too? Roost and Air Slash for Togekiss are obvious, and Dragonclaw and Earthquake are given for Garchomp.

    What do you guys think should be my final Pokemon? I debating Umbreon for Wish and some more support, but not sure.. Given how popular Mega Charizard/Blaizeken are, I think I got thise covered, but i still fear Mega Khang and Aegislash.

    At this point I'm debating Meinshao and Umbreon, but would like to her imput. Thanks for the help!
     
    Use Reset Bags from Super Training to clear away your Pokemon's EVs. Some of their natures don't suit their purposes. You don't need to say the IVs here.

    A Rash nature is really pointless on Talonflame because it's NOT using any Special moves. At all. Steel Wing is only good for Rock Pokemon because a STAB neutral Flare Blitz/Brave Bird still outdamages a super effective Steel Wing. Rock Pokemon can be handled by teammates. Fly is too situational because it lets the opponent switch to something else resistant to Flying to take the attack:
    -Flare Blitz
    -Brave Bird
    -Swords Dance/Taunt
    -Roost/U-turn
    Nature: Adamant
    EVs: 4 HP/252 Atk/252 Spe
    Item: Life Orb
    Ability: Gale Wings (gives priority to Flying moves)

    or
    -Bulk Up
    -Brave Bird
    -Will-o-Wisp
    -Roost
    Nature: Jolly
    EVs: 248 HP/196 SDef/64 Spe
    Item: Leftovers
    Ability: Gale Wings

    or
    -Swords Dance
    -Acrobatics
    -Brave Bird/Steel Wing (only for Rock Pokemon. Never use against Fairies since item less neutral STAB Acrobatics still out damages)
    -Overheat/Flamethrower
    Nature: Lonely
    EVs: 252 Atk/248 SAtk/8 Spe
    Item: Focus Sash
    Ability: Gale Wings

    Since Togekiss is currently using a defensive set, there's no need for max Special Attack and max Speed. I mean, what's the point of a Calm nature when you're not even investing in Special Defense at all?:
    -Thunder Wave
    -Air Slash
    -Aura Sphere/Flamethrower/Dazzling Gleam/Nasty Plot
    -Roost
    Nature: Calm/Bold
    EVs: 252 HP/4 Def/252 SDef (Calm) or 252 HP/252 Def/4 SDef (Bold)
    Item: Leftovers
    Ability: Serene Grace

    Choice items are terrible on Greninja. It appreciates the ability to switch between moves so that it can change its type if a new opponent comes in. In that case, use Life Orb as the item. A Hasty nature is also preferred so that Greninja outspends as much things as possible. Consider Grass Knot somewhere on Greninja as well. Also, here's something else you can try out since you don't have entry hazard support:
    -Spikes
    -Hydro Pump
    -Ice Beam
    -U-turn
    Nature: Hasty/Naive
    EVs: 4 Atk/252 SAtk/252 Spe
    Item: Focus Sash/Leftovers
    Ability: Protean

    Garchomp needs a +Attack or +Speed nature to succeed. Mega Garchomp is pointless if you don't have Sandstorm support. The reduced Speed of Mega Garchomp is also a letdown and in this case, you're better off using regular Garchomp. I know this hurts but you need to get a new Gible. Preferably Jolly. To make things easier, use a Jolly Synchronize Pokemon as the lead slot while you search; Synchronize increases the chances of you finding a Pokemon that has the same nature as the Synchronizer:
    -Swords Dance
    -Outrage/Dragon Claw
    -Earthquake
    -Fire Fang/Aqua Tail
    Nature: Jolly
    EVs: 4 HP/252 Atk/252 Spe
    Item: Yache Berry/Lum Berry/Haban Berry

    Malamar clearly specializes in physical attacks, so you need an Adamant nature. Its Speed is also rather subpar, so you need to use a 252 HP/252 Atk/4 SDef spread. This should show what I mean; even though it's mostly the same as the one you have, I'm throwing in some other support options you can use, since Topsy Turvy needs you to have good prediction:
    -Night Slash
    -Psycho Cut
    -Superpower
    -Topsy Turvy/Hypnosis/Taunt/Toxic
    Nature: Adamant
    EVs: 252 HP/252 Atk/4 SDef
    Item: Leftovers
    Ability: Contrary

    And as for your last slot, you need something to clear away Stealth Rock because Talonflame is 4x weak to it. Use Scizor because it's bulky, has a good defensive typing and can use Defog to clear away hazards from both sides of the field:
    -Defog
    -Bullet Punch
    -Bug Bite/X-Scissor/Brick Break
    -Roost
    Nature: Adamant
    EVs: 252 HP/40 Atk/216 SDef
    Item: Leftovers
    Ability: Technician
     
    Use Reset Bags from Super Training to clear away your Pokemon's EVs. Some of their natures don't suit their purposes. You don't need to say the IVs here.

    A Rash nature is really pointless on Talonflame because it's NOT using any Special moves. At all. Steel Wing is only good for Rock Pokemon because a STAB neutral Flare Blitz/Brave Bird still outdamages a super effective Steel Wing. Rock Pokemon can be handled by teammates. Fly is too situational because it lets the opponent switch to something else resistant to Flying to take the attack:
    -Flare Blitz
    -Brave Bird
    -Swords Dance/Taunt
    -Roost/U-turn
    Nature: Adamant
    EVs: 4 HP/252 Atk/252 Spe
    Item: Life Orb
    Ability: Gale Wings (gives priority to Flying moves)

    or
    -Bulk Up
    -Brave Bird
    -Will-o-Wisp
    -Roost
    Nature: Jolly
    EVs: 248 HP/196 SDef/64 Spe
    Item: Leftovers
    Ability: Gale Wings

    or
    -Swords Dance
    -Acrobatics
    -Brave Bird/Steel Wing (only for Rock Pokemon. Never use against Fairies since item less neutral STAB Acrobatics still out damages)
    -Overheat/Flamethrower
    Nature: Lonely
    EVs: 252 Atk/248 SAtk/8 Spe
    Item: Focus Sash
    Ability: Gale Wings

    Since Togekiss is currently using a defensive set, there's no need for max Special Attack and max Speed. I mean, what's the point of a Calm nature when you're not even investing in Special Defense at all?:
    -Thunder Wave
    -Air Slash
    -Aura Sphere/Flamethrower/Dazzling Gleam/Nasty Plot
    -Roost
    Nature: Calm/Bold
    EVs: 252 HP/4 Def/252 SDef (Calm) or 252 HP/252 Def/4 SDef (Bold)
    Item: Leftovers
    Ability: Serene Grace

    Choice items are terrible on Greninja. It appreciates the ability to switch between moves so that it can change its type if a new opponent comes in. In that case, use Life Orb as the item. A Hasty nature is also preferred so that Greninja outspends as much things as possible. Consider Grass Knot somewhere on Greninja as well. Also, here's something else you can try out since you don't have entry hazard support:
    -Spikes
    -Hydro Pump
    -Ice Beam
    -U-turn
    Nature: Hasty/Naive
    EVs: 4 Atk/252 SAtk/252 Spe
    Item: Focus Sash/Leftovers
    Ability: Protean

    Garchomp needs a +Attack or +Speed nature to succeed. Mega Garchomp is pointless if you don't have Sandstorm support. The reduced Speed of Mega Garchomp is also a letdown and in this case, you're better off using regular Garchomp. I know this hurts but you need to get a new Gible. Preferably Jolly. To make things easier, use a Jolly Synchronize Pokemon as the lead slot while you search; Synchronize increases the chances of you finding a Pokemon that has the same nature as the Synchronizer:
    -Swords Dance
    -Outrage/Dragon Claw
    -Earthquake
    -Fire Fang/Aqua Tail
    Nature: Jolly
    EVs: 4 HP/252 Atk/252 Spe
    Item: Yache Berry/Lum Berry/Haban Berry

    Malamar clearly specializes in physical attacks, so you need an Adamant nature. Its Speed is also rather subpar, so you need to use a 252 HP/252 Atk/4 SDef spread. This should show what I mean; even though it's mostly the same as the one you have, I'm throwing in some other support options you can use, since Topsy Turvy needs you to have good prediction:
    -Night Slash
    -Psycho Cut
    -Superpower
    -Topsy Turvy/Hypnosis/Taunt/Toxic
    Nature: Adamant
    EVs: 252 HP/252 Atk/4 SDef
    Item: Leftovers
    Ability: Contrary

    And as for your last slot, you need something to clear away Stealth Rock because Talonflame is 4x weak to it. Use Scizor because it's bulky, has a good defensive typing and can use Defog to clear away hazards from both sides of the field:
    -Defog
    -Bullet Punch
    -Bug Bite/X-Scissor/Brick Break
    -Roost
    Nature: Adamant
    EVs: 252 HP/40 Atk/216 SDef
    Item: Leftovers
    Ability: Technician

    I'll go pokemon by pokemon.

    Rash nature on Talonflame simply because I don't care to try and get better. I probably could work to even him out, but he's been with me the entire game, and I'm not giving him up because of his nature. I'll accept the penalty on that one. Second, I don't use Gale wings because Talonflame is already SUPER fast. I have outsped every single pokemon I've seen, including Mega Gengars etc., so that ability is worthless.

    Secondly, the combo with Flamebody, Roost, and Fly is absolutely godly with how many pokemon are physical attackers right now. I can't tell you how many games I have won because of that combo. The fact that they get a burn status when they hit me with physical is amazing. What makes it even better is that I can draw this out. They get burned and hit for 1/8th their HP. Not only that, now their attack is half what it should be, which they can't hit me anywhere near as much. I literally just sit there and Roost/Fly until they die, rinse and repeat. It's absolute joke and it's super overpowered right now. Secondly, I'd prefer Leftovers for extra sustain. Talonflame is A LOT tankier than people think. Flare Blitz I am honestly considering, and the only reason why I don't do it, is because it potentially ruins the balance of the HP that is very delicate on him. I MAY replace Steel Wing with Brave Bird, but I like being able to potentially counter rock pokemon.

    For Togekiss, I don't have a calm nature. I have hasty, so not sure what you are talking about there.

    Yeah Life Orb would be good on Greninja. The only thing with spikes, I don't have anything else with Dark, and with how prevalent Aegislash is, Dark Pulse is going to be pretty much an absolute much. Likewise, with U-turn, it is physical, but I don't have anything to counter Malamar, or even Dark/Psychic types, which is why I need that. Nature for Greninja is likely fine. He already has insane speeds as it is anyway, and unless going against a mega or something, he won't get one shot. Also, why Grass Knot?

    As for Garchomp, Yeah I know I do, but I honestly couldn't be assed to try and find it. Neutral will suit me good enough for now. One think you are forgetting here though is a Rock move. I don't have anyway to directly counter Mega Charizard, which will undoubtedly be SUPER common. And the thing I'm debating if I should give Rockslide to Garchomp or Ancient Power to Togekiss. I'm leaning towards Ancient power on Togekiss, because of the added benefit of Serene Grace.

    Malamar's current speed at 59 is 146, which is not bad at all. Adamant would be better. You do need some Speed EV's on it to outspeed certain pokemon, otherwise Malamar is worthless.

    All in All though, I wasn't looking for nature help, just a 6th Pokemon, and the moves for Togekiss and Garchomp, so if you could address those next, that'd be awesome. Thanks!

    P.S. I think I will use scizor.. You don't recommend Megastone with him? Even though he gets faster and bulkier?


    EDIT: When I say competitive, I mean the random online battling. Not championships or anything. I want the most bang for my buck out of abilities and moves. IV's and Natures, unless it's a direct hinderence (e.g Timid nature on Garchomp, not Rash on Talon, because even he doesn't use Sp attack, his defense isn't exactly key) no not matter to me.
     
    Last edited:
    I'll go pokemon by pokemon.

    Rash nature on Talonflame simply because I don't care to try and get better. I probably could work to even him out, but he's been with me the entire game, and I'm not giving him up because of his nature. I'll accept the penalty on that one. Second, I don't use Gale wings because Talonflame is already SUPER fast. I have outsped every single pokemon I've seen, including Mega Gengars etc., so that ability is worthless.

    Secondly, the combo with Flamebody, Roost, and Fly is absolutely godly with how many pokemon are physical attackers right now. I can't tell you how many games I have won because of that combo. The fact that they get a burn status when they hit me with physical is amazing. What makes it even better is that I can draw this out. They get burned and hit for 1/8th their HP. Not only that, now their attack is half what it should be, which they can't hit me anywhere near as much. I literally just sit there and Roost/Fly until they die, rinse and repeat. It's absolute joke and it's super overpowered right now. Secondly, I'd prefer Leftovers for extra sustain. Talonflame is A LOT tankier than people think. Flare Blitz I am honestly considering, and the only reason why I don't do it, is because it potentially ruins the balance of the HP that is very delicate on him. I MAY replace Steel Wing with Brave Bird, but I like being able to potentially counter rock pokemon.

    For Togekiss, I don't have a calm nature. I have hasty, so not sure what you are talking about there.

    Yeah Life Orb would be good on Greninja. The only thing with spikes, I don't have anything else with Dark, and with how prevalent Aegislash is, Dark Pulse is going to be pretty much an absolute much. Likewise, with U-turn, it is physical, but I don't have anything to counter Malamar, or even Dark/Psychic types, which is why I need that. Nature for Greninja is likely fine. He already has insane speeds as it is anyway, and unless going against a mega or something, he won't get one shot. Also, why Grass Knot?

    As for Garchomp, Yeah I know I do, but I honestly couldn't be assed to try and find it. Neutral will suit me good enough for now. One think you are forgetting here though is a Rock move. I don't have anyway to directly counter Mega Charizard, which will undoubtedly be SUPER common. And the thing I'm debating if I should give Rockslide to Garchomp or Ancient Power to Togekiss. I'm leaning towards Ancient power on Togekiss, because of the added benefit of Serene Grace.

    Malamar's current speed at 59 is 146, which is not bad at all. Adamant would be better. You do need some Speed EV's on it to outspeed certain pokemon, otherwise Malamar is worthless.

    All in All though, I wasn't looking for nature help, just a 6th Pokemon, and the moves for Togekiss and Garchomp, so if you could address those next, that'd be awesome. Thanks!

    P.S. I think I will use scizor.. You don't recommend Megastone with him? Even though he gets faster and bulkier?


    EDIT: When I say competitive, I mean the random online battling. Not championships or anything. I want the most bang for my buck out of abilities and moves. IV's and Natures, unless it's a direct hinderence (e.g Timid nature on Garchomp, not Rash on Talon, because even he doesn't use Sp attack, his defense isn't exactly key) no not matter to me.
    Gale Wings is still Talonflame's preferred ability because it helps deal with the main Speed Boost users, Ninjask, Scolipede and Blaziken; no matter how many Speed Boosts they accumulate, Talonflame can eliminate them with a +1 priority Brave Bird. Fly is too gimmicky. Never ever use it for the reasons I stated.

    A Calm nature is still Togekiss' preferred nature. Go look for a new one and use the set I suggested. It's pointless to invest in Speed and power when you're paraflinching opponents to death. Don't bother using AncientPower with Togekiss; even with Serene Grace, the chance of it boosting your stats is still slim. You're better off paraflinching Charizard Y to death.

    Yeah, I kinda forgot about Stone Edge/Rock Slide because Fire Fang lets Garchomp hit Steels not weak to Earthquake.

    While 122 Speed is good, using a +Speed nature is still preferred, since Greninja won't like being outsped by things like Dugtrio, Starmie and Alakazam, who always use +Speed natures. Using +Speed natures is the key in Pokemon battling (for sweepers) so you can outspeed as much things as you can. Grass Knot gives Greninja a way to hit opposing bulky Water Pokemon.

    Malamar's base Speed is 73. That's VERY mediocre by competitive standards. It's not worth investing in Malamar's Speed at all.
     
    Gale Wings is still Talonflame's preferred ability because it helps deal with the main Speed Boost users, Ninjask, Scolipede and Blaziken; no matter how many Speed Boosts they accumulate, Talonflame can eliminate them with a +1 priority Brave Bird. Fly is too gimmicky. Never ever use it for the reasons I stated.

    A Calm nature is still Togekiss' preferred nature. Go look for a new one and use the set I suggested. It's pointless to invest in Speed and power when you're paraflinching opponents to death.

    While 122 Speed is good, using a +Speed nature is still preferred, since Greninja won't like being outsped by things like Dugtrio, Starmie and Alakazam, who always use +Speed natures. Using +Speed natures is the key in Pokemon battling (for sweepers) so you can outspeed as much things as you can. Grass Knot gives Greninja a way to hit opposing bulky Water Pokemon.

    Malamar's base Speed is 73. That's VERY mediocre by competitive standards. It's not worth investing in Malamar's Speed at all.

    But Ninja doesn't learn anything... There's no reason for a Ninjask to be out with a double counter rofl. Again, Fly is with Flame body and burn. It doesn't matter if it's gimmicky, because Talonflame has such good survive regardless with Roost with the target being burned. I have other ways to get rid of Scoliopede and Blaziken, namely malamar and/or Greninja.

    EDIT: I will grant you that Brave Wings or whatever would be ****ing amazing against Blaziken, but if he's fighting, I'm flying, don't you anticipate the switch anyway, thus further making it null and void? I mean, you'd have to be going up against some.

    For Togekiss, if you are slower, they won't get flinched anyway. So no, you are wrong there as well. See here: https://bulbapedia.bulbagarden.net/wiki/Status_ailment#Flinch

    For Greninja I understand the point of you saying that, it's still not what I'm asking for though, I don't care to reinvent time into it. Rash is good for enough for me now. If is always causing me to lose, I'll look into it and get that fixed.

    Malamar's base speed MAY be that, but again, he needs the speed to outspeed certain opponents.

    Again, this addressing the main issue. I'm asking for the Moveset given the nature to Togekiss, as well as Garchomp.

    I'm looking at this moveset for Togekiss:
    Roost, Air Slash, Thunderwave (teaching it body slam is a waste of time) and Ancient Power.

    This is super disruptive, gives me HP back, and has a stat booster AS WELL as a way to stop Mega Charizard.

    For Garchomp:
    Dragon Claw
    Earthquake
    Fire Fang (How do I teach that to him?)
    Swords Dance (Can he learn Dragon Dance?)
     
    But Ninja doesn't learn anything... There's no reason for a Ninjask to be out with a double counter rofl. Again, Fly is with Flame body and burn. It doesn't matter if it's gimmicky, because Talonflame has such good survive regardless with Roost with the target being burned. I have other ways to get rid of Scoliopede and Blaziken, namely malamar and/or Greninja.

    EDIT: I will grant you that Brave Wings or whatever would be ****ing amazing against Blaziken, but if he's fighting, I'm flying, don't you anticipate the switch anyway, thus further making it null and void? I mean, you'd have to be going up against some.

    For Togekiss, if you are slower, they won't get flinched anyway. So no, you are wrong there as well. See here: https://bulbapedia.bulbagarden.net/wiki/Status_ailment#Flinch

    For Greninja I understand the point of you saying that, it's still not what I'm asking for though, I don't care to reinvent time into it. Rash is good for enough for me now. If is always causing me to lose, I'll look into it and get that fixed.

    Malamar's base speed MAY be that, but again, he needs the speed to outspeed certain opponents.

    Again, this addressing the main issue. I'm asking for the Moveset given the nature to Togekiss, as well as Garchomp.

    I'm looking at this moveset for Togekiss:
    Roost, Air Slash, Thunderwave (teaching it body slam is a waste of time) and Ancient Power.

    This is super disruptive, gives me HP back, and has a stat booster AS WELL as a way to stop Mega Charizard.

    For Garchomp:
    Dragon Claw
    Earthquake
    Fire Fang (How do I teach that to him?)
    Swords Dance (Can he learn Dragon Dance?)
    AncientPower isn't worth it. The odds of it boosting your stats are still low, even with Serene Grace, as I said before. It's also very weak. That slot can be devoted to Dazzling Gleam (for a secondary STAB), Flamethrower, Aura Sphere (to hit Steels) or Nasty Plot (to increase Togekiss' power a bit) I'm well-aware of how flinch works. I'll show you how para-flinch works:
    -Togekiss takes a hit, then Thunder Waves a non-Ground/Electric Pokemon. That's easy to do with a bulky spread. Having Speed investment in that case is pointless.
    -You spam Air Slash, with Serene Grace doubling its flinch chance to 60%. The 25% chance of full paralysis also aids in this. To quote Smogon's D/P analysis of Togekiss: "A 60% flinch rate combined with paralysis support leaves the opposing Pokemon with only a 30% chance of doing anything at all"
    -Recover with Roost when needed

    Fire Fang is one of Garchomp's Heart Scale moves. No, it can't learn Dragon Dance.

    Then look at the speed tiers on Smogon and put in enough Speed EVs so that Malamar can outspeed a specific threat, with the rest of the EVs going into HP.
     
    Last edited:
    AncientPower isn't worth it. The odds of it boosting your stats are still low, even with Serene Grace, as I said before. It's also very weak. That slot can be devoted to Dazzling Gleam (for a secondary STAB), Flamethrower, Aura Sphere (to hit Steels) or Nasty Plot (to increase Togekiss' power a bit) I'm well-aware of how flinch works. I'll show you how para-flinch works:
    -Togekiss takes a hit, then Thunder Waves a non-Ground/Electric Pokemon. That's easy to do with a bulky spread. Having Speed investment in that case is pointless.
    -You spam Air Slash, with Serene Grace doubling its flinch chance to 60%. The 25% chance of full paralysis also aids in this. To quote Smogon's D/P analysis of Togekiss: "A 60% flinch rate combined with paralysis support leaves the opposing Pokemon with only a 30% chance of doing anything at all"
    -Recover with Roost when needed

    Fire Fang is one of Garchomp's Heart Scale moves. No, it can't learn Dragon Dance.

    Then look at the speed tiers on Smogon and put in enough Speed EVs so that Malamar can outspeed a specific threat, with the rest of the EVs going into HP.

    But what do you do against Garchomp/Common ground types? How do you stop them?
     
    But what do you do against Garchomp/Common ground types? How do you stop them?
    Togekiss already handles Garchomp. While it can't paralyze it with Thunder Wave, it's immune to both its STABs (though it won't like taking a Stone Edge).

    Mamoswine or Weavile are anti-Dragon Pokemon to consider. They can't switch in directly, but they can come in after Garchomp KOs something:

    Mamoswine:
    -Icicle Crash
    -Ice Shard
    -Earthquake
    -Superpower/Stealth Rock
    Nature: Adamant/Jolly
    EVs: 252 Atk/4 Def/252 Spe
    Item: Life Orb
    Ability: Thick Fat/Oblivious (latter now prevents Taunt; only use Oblivious with Stealth Rock)

    Weavile:
    -Pursuit
    -Ice Shard
    -Night Slash/Icicle Crash (latter is a new egg move)
    -Low Kick/Brick Break
    Nature: Jolly
    EVs: 252 Atk/4 SDef/252 Spe
    Item: Life Orb
    Ability: Pressure
     
    AncientPower isn't worth it. The odds of it boosting your stats are still low, even with Serene Grace, as I said before. It's also very weak. That slot can be devoted to Dazzling Gleam (for a secondary STAB), Flamethrower, Aura Sphere (to hit Steels) or Nasty Plot (to increase Togekiss' power a bit) I'm well-aware of how flinch works. I'll show you how para-flinch works:
    -Togekiss takes a hit, then Thunder Waves a non-Ground/Electric Pokemon. That's easy to do with a bulky spread. Having Speed investment in that case is pointless.
    -You spam Air Slash, with Serene Grace doubling its flinch chance to 60%. The 25% chance of full paralysis also aids in this. To quote Smogon's D/P analysis of Togekiss: "A 60% flinch rate combined with paralysis support leaves the opposing Pokemon with only a 30% chance of doing anything at all"
    -Recover with Roost when needed

    Fire Fang is one of Garchomp's Heart Scale moves. No, it can't learn Dragon Dance.

    Then look at the speed tiers on Smogon and put in enough Speed EVs so that Malamar can outspeed a specific threat, with the rest of the EVs going into HP.

    Also, What do you think about Swapping out Malamar for Mega kangaskhan?
     
    Also, What do you think about Swapping out Malamar for Mega kangaskhan?

    Mega Kangaskhan does give you a bit more raw power. I have no say on if this is a good switch or not, but test it out and see for yourself. Oh and here's a set:
    -Fake Out
    -Return
    -Sucker Punch/Power-up Punch
    -Earthquake/Power-up Punch
    Nature: Jolly/Adamant
    EVs: 4 HP/252 Atk/252 Spe
    Item: Kangaskhanite
    Ability: Scrappy
     
    Mega Kangaskhan does give you a bit more raw power. I have no say on if this is a good switch or not, but test it out and see for yourself. Oh and here's a set:
    -Fake Out
    -Return
    -Sucker Punch/Power-up Punch
    -Earthquake/Power-up Punch
    Nature: Jolly/Adamant
    EVs: 4 HP/252 Atk/252 Spe
    Item: Kangaskhanite
    Ability: Scrappy


    Alright I'm thinking Togekiss like you said, Talonflame like I have, Mamoswine, Kangesh, scizor and something else.
     
    UPDATE:

    I'm looking into these pokemon for my team nature. Can you help recommend EV's, held items, and ability?

    Scizor, Kangaskhan, Absol/Umbreon (not sure which), Gliscor, Mamoswine, Togekiss.

    I'm thinking Kanga, Scizor, Togekiss and Mamoswine like you said. How should I do Absol/Umbreon, and Gliscor?
     
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