




Hello! Here's a team I've had decent success with on ladder and been wanting to publish for a while now. At first sight it seems as a standard Aero TSS, however I've added few twists that help it perform better in today's metagame. Post might get long since I'll try to explain even some basic stuff for people who aren't that familiar with current ADV.
Tyranitar

Indominus Rex (Tyranitar) @ Leftovers
Ability: Sand Stream
EVs: 12 HP / 252 Atk / 120 Def / 124 Spe
Adamant Nature
- Focus Punch
- Earthquake
- Taunt
- Rock Slide
Star of this team, personal innovation (until someone else claims it) and my new favorite set.
This Tar combines ability to stop Skarm laying down spikes and still hit hard on switch. It also pairs up well against two other common leads (Tar/Zap). Works like a mix of standard BKC Tar (4 attacks, max hp, max att) and a Toxic/Taunt Tar. I find it useful on this team where you don't need it to function as a DD cleaner, and with all Refresh Pert around getting Toxic on it usually ain't enough, and hitting it or Flygon after Taunting Skarm with an early unexpected max attack Focus Punch can go a long way throughout the game.
Ev's are set to outspeed Meta and fast Bliss while still maintaining Jolly Dugtrio bulk and great attack.
More bulk could be useful, however not being able to OKO Offensive Star makes Hp investment not that worthy, and speed comes in handy for finishing off unsuspecting slower Meta after prior Focus punch or EQ.
Skarmory

B52 (Skarmory) @ Leftovers
Ability: Keen Eye
EVs: 208 HP / 248 SpD / 52 Spe
Careful Nature
- Spikes
- Whirlwind
- Drill Peck
- Taunt
Most Aero teams need spikes. Skarm is prefered here over Forry since latter demands Pursuit pairing and I've already opted for different Tar set. Not to mention it's overall just a better poke. I've decided for Taunt/Drill Peck (for some reason it isn't illegal with Whirlwind anymore) combo here over Pro/Tox since this team doesn't bring Mag or a spinner, and with Tar already having Taunt it is usually enough to prevent early game spikes on your side. Drill Peck over Toxic helps with Hera and Celebi to an extent, and more importantly it chips off Gar, which is invaluable later in game for Aero. And I'll repeat myself again here, with Refresh + bunch of pokes that can't or don't care about being poisoned being used all around, Toxic just isn't that good anymore. Ev's give it as much special bulk as you can get with still trying to outspeed opposing Skarm.
Gengar

Dark Clefable (Gengar) @ Leftovers
Ability: Levitate
EVs: 248 HP / 44 Def / 8 SpA / 112 SpD / 96 Spe
Timid Nature
- Will-O-Wisp
- Fire Punch
- Ice Punch
- Giga Drain
Gar with spikes was a no brainer so i won't further elaborate that. However, although i love 3 attacks + boom Gar, I've eventually decided for SpDef Gar here. WoW is a such a good move against so many pokes, and in combination with Blissey (which is for sure number one broken mon in ADV) that appreciates physical threats being crippled it can do a lot. Instead of going Bolt/Beam/Taunt I've gone with Fire/Grass and Ice Punch for a number of reasons. Firstly, 3 Taunts on a team is just a waste. Secondly Fire/Grass let's you hit Forry (which this team is a bit of weak to), other weakened Steel mons (Meta/Rachi), Pert (everything that helps Aero sweep is welcome), and Tar (Pursuit versions you WoW on entry, switch out, live, and finish off later after it steps on spikes), Giga Drain also hits Cune/Milo/Dol for less than TBolt would, but you can recover a bit of health in process and live subsequent attack. Thirdly Ice punch may be the least needed move but with phys bulk that lives +1 Mence Hp Flying it's a nice move to have around, especially with Pert set I'm running. Also not being able to hit Gon/Zap substantialy sucks, so here you go.
Blissey

Anorexia (Blissey) @ Leftovers
Ability: Natural Cure
EVs: 252 Def / 100 SpA / 156 Spe
Modest Nature
IVs: 0 Atk
- Soft-Boiled
- Thunderbolt
- Ice Beam
- Sing
Premiere special wall, and bane of so many ADV teams. Basically, if you keep this mon around alive till late game, and gradually get rid of physical threats, most Mixed offense teams can just forfeit in the face of this pink blob. Now, after stating the obvious, cool thing about this set (not mine by any means) is Sing over Toxic. Sleep moves are broken. Yeah, it has 55% accuracy, but unlike Gar with Hypno this thing can force a switch from a special mon (let's say Zap into Meta or Tar), miss Sing, outspeed, miss again, live an non CB attack and hit on 3rd attempt. That's how annoying it is. Also, unlike Toxic, nothing is immune to it, can't be Refreshed off, and putting a mon to sleep is essentially getting straight off (even if temporary) +1 advantage.
Freeing Gar from needing to use Hypno for WoW is great. Softboiled and Ice Beam are self-explanatory, only kind of strange thing here is Tbolt. This is otherwise the new standard UD's fast Fire Blast Bliss, except this one doesn't have the Fire Blast, but if you don't reveal TBolt no Forry is staying in on you. With that set being kind of weak to Cune and Gyara i opted for Tbolt since it can check them, and also punish greedy Starmie that wants to rapid spin in your face. It is not ideal, but with the fall in usage of Forry teams i think it's worth it.
For a better Ev's explanation check UD's post, but premise is to outspeed Skarm and Meta (Pert too, but that is kind of irrelevant here) and hit them with Fire Blast, however you are doing that by Tbolt and Sing here.
Fire Blast Bliss might be better choice here overall with Gar having Tbolt over Fire Punch, but this approach has worked for me so long, so I'll stick to it, but i won't mind if you feel the need to change it
Swampert

Muddy Waters (Swampert) @ Leftovers
Ability: Torrent
EVs: 248 HP / 180 Def / 56 SpA / 24 Spe
Bold Nature
- Surf
- Roar
- Refresh
- Protect
Your standard MonoPert with Refresh over Toxic. I've mentioned throughout the post how i feel about Toxic in current metagame so I won't repeat myself. This set is better explained elsewhere so i'll just stick to it's value to the team as a whole. Second phazer is much needed if you are facing Mag teams and/or you just want to utilize Spikes dmg as much as you can ergo Roar. Surf for attacking, Protect for scouting/healing up with lefties, and refresh to get rid of status. I didn't put any SpDef Ev's since i feel Aero/Tar/Bliss can deal with opposing Zap better than Pert and i wanted as much physical bulk as i could get. Some SpAtt Ev's to deal with Skarm/Tar/Dol/Meta better and a bit of speed to outspeed uninvested Special Tar and opposing Pert. Nothing really exciting, but much needed glue for the team, since every team needs a reliable rock resist.
Aerodactyl
Starscream (Aerodactyl) @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Double-Edge
- Earthquake
- Hidden Power [Bug]
- Rock Slide
Your primary win con. Aero can do one thing, and one thing only, but it does perfectly, and that is finishing off weakened teams. All the previous mons are designed to chip away and remove defensive obstacles for this boys sweep. Yes you can switch it in on few weak attacks, or pivot and double around to get most value of it, but it is usually best kept unrevealed till the late game when it can wreck through opposing mons with STAB Rock Slide. Even if you get yourself behind in a game, few timely flinches can save your ass and turn a sure loss in a win. Max +Speed is the norm, don't mess around with adamant Aero if you aren't 100% sure what you are doing, Aero on Aero, or Jolt speed ties come up all the time, and you want to put yourself in best position possible for that. Moveset is standard, I've switched around from Hp Bug and Flying and they are both viable options, and you can choose the one off your preference. I've put Hp Bug here simply to be cool, and also cause it hits Celebi and Dol harder which this team doesn't have many answers too.
Indominus Rex (Tyranitar) @ Leftovers
Ability: Sand Stream
EVs: 12 HP / 252 Atk / 120 Def / 124 Spe
Adamant Nature
- Focus Punch
- Earthquake
- Taunt
- Rock Slide
B52 (Skarmory) @ Leftovers
Ability: Keen Eye
EVs: 208 HP / 248 SpD / 52 Spe
Careful Nature
- Spikes
- Whirlwind
- Drill Peck
- Taunt
Dark Clefable (Gengar) @ Leftovers
Ability: Levitate
EVs: 248 HP / 44 Def / 8 SpA / 112 SpD / 96 Spe
Timid Nature
- Will-O-Wisp
- Fire Punch
- Ice Punch
- Giga Drain
Anorexia (Blissey) @ Leftovers
Ability: Natural Cure
EVs: 252 Def / 100 SpA / 156 Spe
Modest Nature
IVs: 0 Atk
- Soft-Boiled
- Thunderbolt
- Ice Beam
- Sing
Muddy Waters (Swampert) @ Leftovers
Ability: Torrent
EVs: 248 HP / 180 Def / 56 SpA / 24 Spe
Bold Nature
- Surf
- Roar
- Refresh
- Protect
Starscream (Aerodactyl) @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Double-Edge
- Earthquake
- Hidden Power [Bug]
- Rock Slide
Ability: Sand Stream
EVs: 12 HP / 252 Atk / 120 Def / 124 Spe
Adamant Nature
- Focus Punch
- Earthquake
- Taunt
- Rock Slide
B52 (Skarmory) @ Leftovers
Ability: Keen Eye
EVs: 208 HP / 248 SpD / 52 Spe
Careful Nature
- Spikes
- Whirlwind
- Drill Peck
- Taunt
Dark Clefable (Gengar) @ Leftovers
Ability: Levitate
EVs: 248 HP / 44 Def / 8 SpA / 112 SpD / 96 Spe
Timid Nature
- Will-O-Wisp
- Fire Punch
- Ice Punch
- Giga Drain
Anorexia (Blissey) @ Leftovers
Ability: Natural Cure
EVs: 252 Def / 100 SpA / 156 Spe
Modest Nature
IVs: 0 Atk
- Soft-Boiled
- Thunderbolt
- Ice Beam
- Sing
Muddy Waters (Swampert) @ Leftovers
Ability: Torrent
EVs: 248 HP / 180 Def / 56 SpA / 24 Spe
Bold Nature
- Surf
- Roar
- Refresh
- Protect
Starscream (Aerodactyl) @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Double-Edge
- Earthquake
- Hidden Power [Bug]
- Rock Slide
If you managed to read this, I sincerely thank you, if you are here just to copy paste the team that's ok too
Team is standard, proven, good for laddering (made 40:1 streak, and was aiming to dethrone Beerlover record and then UD conveniently stopped me with 2 losses), maybe in tour environment too, idk, i've been giving it away since i don't play tours myself but no one seems to use it :'(
Anyway, give it a shot, especially if you are a newer player and see for yourself
P.S.
I've already mentioned some of this teams weaknesses, maybe I'll do a more complete threat list in future, however this took me good 2 and a half hours to make so that's all for now