I'm still far too low on the ladder due to starting on showdown recently, and this is a team i've recently developed, yet I don't know how to measure its viability in NatDex
Charizard-Mega-Y @ Charizardite Y
Ability: Drought
Shiny: Yes
Tera Type: Grass
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast / Flamethrower
- Roost
- Scorching Sand
- Solar Beam
I've started with Charizard Y to set Drought + ground and grass coverage
Walking Wake @ Choice Specs
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Steam
- Draco Meteor
- Flamethrower
- Tera Blast
Specs WW w/ tera steel to counter its main weaknesses with fellow dragon types and grass/fairy types
Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Headlong Rush
- Rapid Spin
- Close Combat
or
Clodsire @ Leftovers
Ability: Water Absorb
Tera Type: Dark
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Stealth Rock
- Recover
- Earthquake
- Toxic
Tusk's main role here is to set up rocks and spin when necessary, I equipped it with both STABs and boots; Clodsire can be used as a counter to rain teams with Water Absorb and can also set up rocks + safely setting toxic and better survivability w/ recover
Glimmora @ Focus Sash
Ability: Toxic Debris
Tera Type: Ghost
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Spikes
- Power Gem
- Mortal Spin
- Protect
Idk whether Def or SpD is better for Glimmora with Sash, mainly using it to set up toxic spikes, spikes and chipping a turn with protect, may be used as utility with mortal spin
Kartana @ Fightinium Z
Ability: Beast Boost
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Sacred Sword
- Knock Off
or
Iron Valiant @ Choice Specs
Ability: Quark Drive
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Focus Blast
- Thunderbolt
- Trick
I thought of using Kartana as a last minute counter to the team's water weakness with ground, rock and fire types and Z fighting to beat dark, steel, ice and normal types(not sure about its tera type); Valiant was put in response to pult, has a specs set with trick to disable opponent's utility if necessary and counter dragon types with moonblast and, if needed, water types with thunderbolt
Aegislash (M) @ Ghostium Z
Ability: Stance Change
Shiny: Yes
Tera Type: Normal
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Sacred Sword
- King's Shield
- Shadow Sneak
- Swords Dance
For the last pokemon I chose Aegislash due to its defensive gimmick with King's Shield and equipped it with priority ghost + Z ghost to counter stuff such as metagross and last minute pokemon who are super effective against steel (dunno if dengo is a better option)
Charizard-Mega-Y @ Charizardite Y
Ability: Drought
Shiny: Yes
Tera Type: Grass
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast / Flamethrower
- Roost
- Scorching Sand
- Solar Beam
I've started with Charizard Y to set Drought + ground and grass coverage
Walking Wake @ Choice Specs
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Steam
- Draco Meteor
- Flamethrower
- Tera Blast
Specs WW w/ tera steel to counter its main weaknesses with fellow dragon types and grass/fairy types
Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Headlong Rush
- Rapid Spin
- Close Combat
or
Clodsire @ Leftovers
Ability: Water Absorb
Tera Type: Dark
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Stealth Rock
- Recover
- Earthquake
- Toxic
Tusk's main role here is to set up rocks and spin when necessary, I equipped it with both STABs and boots; Clodsire can be used as a counter to rain teams with Water Absorb and can also set up rocks + safely setting toxic and better survivability w/ recover
Glimmora @ Focus Sash
Ability: Toxic Debris
Tera Type: Ghost
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Spikes
- Power Gem
- Mortal Spin
- Protect
Idk whether Def or SpD is better for Glimmora with Sash, mainly using it to set up toxic spikes, spikes and chipping a turn with protect, may be used as utility with mortal spin
Kartana @ Fightinium Z
Ability: Beast Boost
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Sacred Sword
- Knock Off
or
Iron Valiant @ Choice Specs
Ability: Quark Drive
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Focus Blast
- Thunderbolt
- Trick
I thought of using Kartana as a last minute counter to the team's water weakness with ground, rock and fire types and Z fighting to beat dark, steel, ice and normal types(not sure about its tera type); Valiant was put in response to pult, has a specs set with trick to disable opponent's utility if necessary and counter dragon types with moonblast and, if needed, water types with thunderbolt
Aegislash (M) @ Ghostium Z
Ability: Stance Change
Shiny: Yes
Tera Type: Normal
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Sacred Sword
- King's Shield
- Shadow Sneak
- Swords Dance
For the last pokemon I chose Aegislash due to its defensive gimmick with King's Shield and equipped it with priority ghost + Z ghost to counter stuff such as metagross and last minute pokemon who are super effective against steel (dunno if dengo is a better option)