>>43654162Very few trainers use Smogonesque sets so you have a decent amount of freedom in that you don't require hazard control since it's not used enough by AI in-game to justify lugging around Defog/Rapid Spin all the time. You'll want strong offensive mons on both the physical and special end, something with utility or support moves (status, hazards, Knock Off), a fat bulky mon that carries decent resistances, shit with immunities so you can more freely switch (ie. Ghost and Flying types coming in on Fighting or Ground moves). Carrying around Stealth Rock or Spikes on at least one Pokemon is nice because they can break Focus Sash, which can be a headache to deal with in post-game. Sticky Web is a Godsend if you're running a lot of mons with middling Speed.
I built my team in parts, using members of my main-game team to fill the gaps. I would see what I liked about the new mons with a couple of battles, and add in new members to fill holes based on what gave them a hard time. Some examples:
>Fabkube was added because of Levitate, which let me come in on Ground types and setup Calm Mind, so it was easy to find chances to come in and boost. Freeze-Dry blows past Water-types, Moonlight hits hard, and it's also decently fast.>While it can't take a special attack worth a shit and only has a "decent" 98 base speed, Knokedge has good physical bulk, an Electric immunity, and tons of utility. It gets Spikes, SR, and TSpikes, along with Knock Off and Rapid Spin, but what makes it stand out is Arena Trap, which messes with switch-happy AI, while also giving plenty of chances to set up hazards before dispatching whatever got trapped.>Mirrostine basically acted as a superglue, potentially fulfilling anything else I was missing. Imposter allows it to pivot into a lot of shit, and unlike Ditto, it has tolerable bulk with max HP investment. It's a great scout, and can even function as a late-game cleaner if it transforms into something with a boosting move.