Rate my current showdown team. The general idea simply came up when I heared comparions between Sylveon and a magical girl. So I went with the theme and made a complete magical girl team:
Genki MainChar (Sylveon) (F) @ Choice Specs
Ability: Pixilate
EVs: 252 SAtk / 252 HP / 4 SDef
Modest Nature
- Hidden Power [Ground]
- Hyper Voice
- Psyshock
- Shadow Ball
The usual main character, a cute exterior hides immense offensive capabilities. People are more used to defensive wish passer Sylveons, and usualy suprised with it's ability to reliably OHKO anything that it hit's SE, and also many neutral mons that aren't on the bulky side. I took in hidden power [ground] over hyperbeam, because while carrying a tactical nuke is fun, I get to use it way too rarely. Often enough the enemy will send in steel or fire mons (fucking heatran), and if such a switch is obvious, they are in for a nasty suprise. The low speed hurts it, but it generaly has the bulk to take a hit and then retaliate, given you don't switch it in into a SE physical attack. The team has two bulky wishapssers to support it, allowing it to return and be healed for more blasting action.
Kuudere SwordGirl (Mawile) (F) @ Mawilite
Ability: Intimidate
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Iron Head
- Sucker Punch
- Fire Fang
- Play Rough
It may be one of the mega's with with one of the lowest base stats, but it has proven it's worth on the team time and time again. Given the low speed, I decided not to go with the more popular sword dance set, but went for wider coverage instead. When an enemy switches into mawile, I can't let it get away switching in for free and then, in expectation of sucker punch, proceed to cripple mawile.
Tsundere Tomboy (Weavile) (F) @ Life Orb
Ability: Pressure
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Night Slash
- Power-Up Punch
- Ice Punch
- Low Kick
The teams much needed revenge killer. While painfully frail, it does an excellent job at taking out everything that isn't smart enough to switch out, and then of course proceeds to at least wound whatever is coming in. I am also carrying power up punch for that reason. When the enemy switching out is obvious, or if I might even be able to kill the enemy off with just the power up punch (slower, wounded mons, or less wounded but SE targets), it's a nasty suprise, meaning that whatever switched into Weavile, if it's not fast and strong enough to eliminate weavile first, will get hit much harder than originaly planned, even opening room for OHKOs. I considered going all the way with sword dance, however there have been cases when the enemy would rather sacrifice something that is in the red, than switch out, which may very well kill weavile while dancing.
Dandere Darkgirl (Umbreon) @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 SDef / 252 Def
Bold Nature
- Heal Bell
- Protect
- Toxic
- Wish
The typical cleric/toxic staller. I am well aware that this set-up is taunt bait, however only few people actually suspect it being taunt bait. Given that you are smart enough to switch it INTO a taunter, it usualy has the time to do whatever you were planning to do, wether that is heal bell, getting a wish out, or simply toxic, and then switch out. The only risk comes from taunt, when you don't actually expect a taunt.
Yandere Mascot (Jirachi) @ Leftovers
Ability: Serene Grace
EVs: 224 SDef / 252 HP / 32 Def
Careful Nature
- Iron Head
- Body Slam
- Wish
- Stealth Rock
Going the cheesy way with Jirachi, fitting the yandere expression on it's face, slowly torturing the enemy to death. Wish and it's excellent bulk allow a switch into almost anything, and eventhough it's absolutely lame, paraflinching can deal with problems that the rest of the team will stand no chance against. Stealth Rock is of course always good utility to have, even with spinners and defog becoming more common. Talonflame, Volcarona and even Charizard have become too common and too dangerous for this team to not have some rocks floating around.
Ecchi WitchGirl (Mismagius) @ Leftovers
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Will-O-Wisp
- Thunderbolt
- Shadow Ball
- Hyper Voice
Last but not least, this pokemon fills an important gap in the team. Will-o-Wisp is absolutely excellent on this team, so is the ground, fighting and normal immunity. It has enough speed to switch into such attacks with impunity and proceed to either cripple or simply take the enemy out entirely with it's respectable offensive capabilities.
In the bay12 league, this team does quite respectably, only occasionaly losing to Culise when he brings out the mono-flying or mono-steel teams. Against standard competitive OU teams however, it's rather difficult to come out on top. Mega Lucario especialy can be a pain, alongside Rotom-W, Scizor and the usual suspects you find in almost any OU-team. Any encounter with aegislash (which is on like every 6th team, wth) either ends with me being completely swept by it or aegislash being taken out within just a few moves, here is where prediction really comes in.