With a date for Pokebank finally released, I've decided to start planning a new team with some of my older Pokemon and my newer ones. Mostly this team would be for singles. Galvantula @ Life Orb Timid Compoundeyes Sp. Atk: 252/ Speed: 252/ 4 HP - Sticky Web - Energy Ball - Thunder - Bug Buzz My standard Galvantula. Thunder and Buzz for STAB and Energy ball for coverage. Sticky Web because I've come to really love the move and how it really hinders the opponents ability to retaliate. Life Orb because it's frail already, might as well add some power to it. Blaziken @ Blazikenite Adamant Blaze Speed: 96/ HP: 106/ Atk: 252 - High Jump Kick - Flare Blitz/Fire punch - Bulk up - Baton Pass This Blaziken is intended to Mega evolve then sweep, or to baton pass speed boosts and bulk ups to another physical attacker on the team. I'm using bulk up over swords dance because I think the +1 to defense is a bit more useful than +2 in attack. I'm also a bit undecided on Flare Blitz. The power is fantastic, but that recoil is really inconvenient sometimes. Alakazam @ Focus Sash Timid Magic Guard Sp.Atk: 252/ Speed: 252/ HP: 4 -Psychic -Focus Blast -Signal beam -Shadow ball/protect/psyshock A basic Alakazam meant for sweeping. I really have no idea what would be effective as the fourth moveslot, though something to help longevity would be nice. Haxorus @ Lum Berry Jolly Mold Breaker Atk: 252/ Speed: 252/ HP: 4 - Dragon Claw/Outrage - Earthquake - Dragon Dance - Brick Break This is the most-likely target for baton passes from Blaziken. Lum berry in order to prevent a random status affliction. D. dance is in the case that Blaziken doesn't manage to baton pass any stat boosts so that it can still deliver damage. EQ and BB are for coverage and finally a dragon move for STAB. I like Outrage's power, but with fairy-type now a thing, being locked into a move seems like a bad idea. Aegislash @ Weakness Policy Adamant Stance Change Atk: 252/ HP:252/ Spec. Def: 4 - Shadow Sneak - Swords Dance - Sacred Sword - King's shield Forretress @ Red Card Relaxed Sturdy HP: 252/Def : 252/ Sp. Def: 4 - Spikes - Stealth Rock - Rapid spin - Explosion Meant mostly as a suicide lead, just to put down spikes and rocks then die, get rid of hazards when necessary. Red Card usually allows for a free layer of hazards and combined with low speed allows it to essentially ignore spin blockers when timed right. I just know there are better choices for some of the team and I'd love to hear some opinions on what to change.