Hi, thanks for the reply. I want to get good at Oras and/or sun and moon. I want to create a strong competitive team to fight a friend, but definitely not with ubers. So i guess im looking for help for battle spot singles.
Alright, well let's get into it then. We'll start with the three Pokemon you've made a solid decision on already; Greninja, Tyranitar, and Scizor.
EVs: 252 Speed, 252 sp. Attack
Nature: Speed up, attack down
- ice beam
- Grass knot
This set actually looks pretty good. The nature you're looking for is Timid, and you should dump the extra 4 EVs into either Defense or Sp. Def. I notice you're missing an item, you probably want to run Life Orb on a set like this. I would also recommend considering Hydro Pump over Scald. The lower accuracy may be undesirable, but equally undesirable is if Scald fails to get a KO that Hydro Pump would have gotten. Greninja doesn't have the highest Sp. Atk stat and appreciates the extra power Hydro Pump can bring it. I'd also consider Dark Pulse over Extrasensory. As this is ORAS, the chief target of Extrasensory (Toxapex) isn't present, meaning it only hits a few niche Pokemon such as Mega Venusaur for particularly high damage. Dark Pulse allows Greninja to threaten some common Pokemon such as Aegislash, Mega Gengar, and Cresselia. You could also consider running it over Grass Knot as Grass Knot's targets aren't amazingly common either, but in my opinion it has more merit in ORAS than Extrasensory does. One last move to consider is Spikes over either of the aforementioned moves, as Greninja can take advantage of switches that it forces to set them and rack up passive damage that way.
Ability: Sand stream
Right, so Tyranitar is a very versatile Pokemon that can pull off a number of different roles. For this particular team, I'm leaning towards this set, but there's plenty of room for customization:
Relaxed nature (+Def, -Speed) - Sand Stream
EVs: 252 HP, 252 Defence, 4 Attack
Max HP and Defense gives him some pretty significant physical bulk, being able to survive powerful physical hits such as Earthquakes from Life Orb Mamoswine and +1 Mega Salamence. The leftovers are dumped into Attack, but can realistically be put anywhere you want them. Shuca Berry gives him an easier time stomaching these hits, as well as more punishing moves such as +2 Mega Kangaskhan's Earthquake. Leftovers, Lum Berry, and Focus Sash are all reasonable alternative items. Stone Edge is your main STAB option, especially useful for destroying the likes of Talonflame and Mega Charizard Y (and X for that matter) as well as generally being your strongest option against most threats. Foul Play is quite important in VGC for punishing the likes of Mega Kangaskhan and Salamence for trying to set up on him, being able to deal devastating damage to both if those choose to boost against him. Fire Blast nails Ferrothorn, Scizor, and Skarmory, who are all fairly common switchins to Tyranitar, and the former two of which Greninja appreciates being weakened or removed. There's a lot of flexibility with what you can do with your last slot. I personally slotted Thunder Wave there as it's useful for crippling switchins and faster Pokemon in general, but Ice Beam, Superpower, Roar, Earthquake, and Rock Tomb are all viable alternatives, each with their own uses.
EVs: Suggestion? (I want enough power and bulk)
Nature: Sp. Attack down, attack up
- bullet punch
- bug bite
- sword dance
Judging by how this team is coming along so far and the other Pokemon you wish to consider putting on it, I'm thinking Scizor should be your Mega Evolution. Greninja appreciates a bulky pivot who can switch into Fairy and Grass types, while Tyranitar appreciates a check to common Fairy types such as Sylveon, Clefable, and Mega Gardevoir. This is the set I'd recommend;
Adamant nature (+Attack, -Sp. Atk) - Technician
EVs: 252 HP, 108 Attack, 28 Def, 116 Sp. Def, 4 Speed
This Scizor set acts as both a bulky pivot, sponging powerful attacks that your other Pokemon may not be able to handle, as well as a revenge-killer and late game cleaner with Swords Dance and Bullet Punch. The EV spread allows him to avoid 2HKOs from Landorus-Therian's Earthquake and Mega Gengar's Shadow Ball, with the rest being put into Attack to increase his damage output. Bullet Punch and Roost are pretty self-explanatory. Swords Dance lets you clean up a weakened team late game after you've worn down the opposing team. Finally U-Turn lets him pivot out of suspected switches and gives your frailer attackers like Greninja more opportunities to come in and dish out some damage. Bug Bite is an alternative that synergizes better with Swords Dance, but most games you won't be trying to sweep with Scizor until the opposing team is weakened enough for Bullet Punch to finish them anyways, and the pivotting abilities that U-Turn gives you are far more valuable.
Pokemon: Garchomp or Mega Salamence (special) (which fits better?
- sword dance - Hyper voice
- dragon claw - Draco meteor
- Earthquake? - earthquake?
- ? - flamerhrower/hydro
As you've probably already guessed, the fact that I slotted Scizor as the Mega means I'm leaning more towards Garchomp on this team. Mega Salamence is one of the most commonly used Pokemon in BSS and I think avoiding it would help preserve the unique nature that you want the team to represent. I also think Garchomp can fulfill a very valuable niche on this team, specifically with a TankChomp set.
Nature: Impish (+Def, -Sp. Atk) - Rough Skin
EVs: 252 HP, 156 Def, 100 Speed
Garchomp glues this team together a bit, notably giving you a Stealth Rock user as well as a means of punishing things like Mega Kangaskhan, who loses over half its health for using a contact move on this variant of Garchomp. The EV spread makes him quite bulky physically, while the Speed investment lets him outspeed some notable threats such as max Speed Tyranitar and Jolly Bisharp. If these benchmarks aren't important to you, you could simply move them all into Defense. Earthquake is used as his main STAB move, and even without investment it still does solid amounts of damage. Dragon Tail is mainly used to shuffle opponents around, racking up Stealth Rock damage, phasing opponents who might try to set up on him, and potentially spreading Toxic. Stealth Rock is perhaps the single most valuable move in the game in a 6v6 Singles setting. It racks up a ton of free damage over the course of the match, and discourages Pokemon who are weak to it from even coming in, as well as breaking Focus Sashes/Sturdy/Multiscale, etc. Finally Toxic cripples many common switchins to Garchomp and in general lets you wear down bulky opponents, putting them within range of your teammates.
Pokemon: With which pokemon can i best fill in the rest of the team:
- Drapion (bulky toxic spike)?
- Gliscor (protect, aerial ace, defog, earth quake,
- blaziken (speed boost)?
- zapdos (relative bulk, heat wave, thunderbolt,
roost, heat wave)?
- furfrou (defensive ability, baby doll eyes)?
Hmm. I think Zapdos can potentially fit onto this team quite nicely. Your team needs a Fighting resist, and extra checks to Mega Salamence never hurt.
Nature: Bold (+Def, -Attack) - Static
EVs: 252 HP, 252 Def, 4 Sp. Atk
So this is a pretty simple and standard defensive Zapdos set. Bold with maximum HP and Defence maximize his physical bulk, and most of the Pokemon he checks (Mega Pinsir, Mega Salamence, Excadrill, etc) tend to be physical attackers. Leftovers is the item of choice but Rocky Helmet could also be considered as the extra chip damage to physical attackers is very nice. Discharge is chosen as his STAB move as it still has quite respectable power, but packs a nice 30% chance to induce paralysis. Thunderbolt is a slightly stronger alternative with a lower paralysis chance, it's a matter of preference really. Heat Wave toasts opponents such as Ferrothorn and Mega Scizor, and can give Bisharp who switch in expecting to gain a Defiant boost from Defog a nasty surprise. Roost keeps him healthy throughout the match, while Defog resets hazards, which can be useful if you allowed your opponent to set up too many hazards or are in a matchup that requires you to switch often. However, your team isn't particularly weak to hazards, so I think could actually do without a remover if you choose. In that case, Toxic and Hidden Power Ice are both good options to use instead, but getting your hands on a Hidden Power Ice Zapdos on a cart could be tricky.
Finally, for the last slot I'm thinking a Fairy of some kind would glue your team together nicely. There's a couple options for you to consider. On the list of Pokemon you gave, Gardevoir is the only Fairy, and unfortunately it's not really the best choice for this team. One thing I notice your team is currently lacking is a solid wincon. Scizor can sweep if the opposing team is weakened, but outside of that you're relying on chipping your opponent down to beat them, and if they can outlast you, you're in trouble. I think Clefable would fit this team better than Gardevoir, but if you're set on using Gardevoir, however, I think a Scarf set would be your best option. Here are the sets I'd recommend for these Pokemon;
Nature: Timid (+Speed, -Attack) - Trace
EVs: 252 Sp. Atk, 4 Sp. Def, 252 Speed
Pretty simple set. Choice Scarf patches up Gardevoir's fairly disappointing Speed stat and allows it to revengekill slower Pokemon and Pokemon who don't boost their Speed. Psyshock and Moonblast are the STABs of choice. Psyshock notably allows Gardevoir to hit special walls a bit harder, but unfortunately it won't do much against the most common special walls such as Chansey. Focus Blast deals the most damage to Steel-types that resist its STABs and allows Gardevoir to act as a very solid check to Flash Cannon-less Heatran, amongst other threats. Finally, Trick is useful for crippling walls that Gardevoir can't really otherwise deal with, such as the aforementioned Chansey. Healing Wish is an alternative to consider that can fully heal a weakened teammate once Gardevoir's usefulness has expired.
Nature: Bold (+Def, -Attack) - Magic Guard
EVs: 252 HP, 252 Defence, 4 Sp. Def
This is one of my favorite Clefable sets, and allows Clefable to act as a very solid wincon once certain opponents have been removed such as Heatran, which the rest of your team can definitely handle. Max HP and Defence maximize its physical bulk and synergize well with the Sp. Def boosts from Calm Mind, making him overall quite hard to take down. Magic Guard lets him absorb status moves such as Toxic and Will-O-Wisp, as well as preventing damage from Sandstorm (valuable as you have Tyranitar on your team) and opposing entry hazards.Moonblast is used as the primary STAB move, while Flamethrower rounds out the coverage and hits Steel-types hard such as Ferrothorn and Scizor. Calm Mind lets Clefable act as a wincon, boosting its otherwise mediocre Sp. Atk to potentially quite scary levels and letting it sweep once checks are weakened or removed. Finally, Moonlight is used for recovery, to help him set up and keep him healthy. Softboiled is arguably better than Moonlight especially since you have a Tyranitar on your team, but getting a Softboiled Clefable could prove difficult, and I believe there's some legality issues with it in ORAS Battle Spot formats.
Here's an overview/importable of the team with Gardevoir;
And here's one with Clefable;
All in all I think this makes for a pretty solid bulky offensive team. You'll need to play carefully around opponents like Mega Kangaskhan, but that's true for most Battle Spot teams. Another opponent to watch out for is Volcarona, but pressuring it with Tyranitar and Greninja as well as keeping Stealth Rocks up will allow you to overcome it without too much difficulty. That being said, if you find Volcarona to be too problematic, you could consider running Tanga Berry on Tyranitar. It's a bit unconventional but it would work.
Hope some of this helped, and good luck with your team and future battles!