Argus's Balanced Ghost
Iolite's Knight (Sableye) (M) @ Leftovers
Ability: Prankster
EVs: 252 HP / 228 Def / 28 Spe
Bold Nature
IVs: 0 Atk
- Knock Off
- Will-O-Wisp
- Recover
- Taunt
Arken's Edge (Aegislash) (M) @ Weakness Policy
Ability: Stance Change
Shiny: Yes
EVs: 252 Atk / 240 SpA / 16 Spe
Lonely Nature
- King's Shield
- Sacred Sword
- Shadow Ball
- Shadow Sneak
Brendan IRL (Jellicent) (M) @ Leftovers
Ability: Cursed Body
Shiny: Yes
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Toxic
- Scald
- Recover
- Acid Armor
Zane's Bane (Golurk) @ Focus Sash
Ability: No Guard
Shiny: Yes
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Stealth Rock
- Stone Edge
- DynamicPunch
- Curse
Kammi's Candle (Chandelure) (F) @ Choice Scarf
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk / 30 Def
- Flamethrower
- Shadow Ball
- Energy Ball
- Trick
Sky's Demise (Gengar) (F) @ Focus Sash
Ability: Levitate
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Destiny Bond
- Sludge Bomb
- Shadow Ball
- Energy Ball
Ability: Prankster
EVs: 252 HP / 228 Def / 28 Spe
Bold Nature
IVs: 0 Atk
- Knock Off
- Will-O-Wisp
- Recover
- Taunt
Arken's Edge (Aegislash) (M) @ Weakness Policy
Ability: Stance Change
Shiny: Yes
EVs: 252 Atk / 240 SpA / 16 Spe
Lonely Nature
- King's Shield
- Sacred Sword
- Shadow Ball
- Shadow Sneak
Brendan IRL (Jellicent) (M) @ Leftovers
Ability: Cursed Body
Shiny: Yes
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Toxic
- Scald
- Recover
- Acid Armor
Zane's Bane (Golurk) @ Focus Sash
Ability: No Guard
Shiny: Yes
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Stealth Rock
- Stone Edge
- DynamicPunch
- Curse
Kammi's Candle (Chandelure) (F) @ Choice Scarf
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk / 30 Def
- Flamethrower
- Shadow Ball
- Energy Ball
- Trick
Sky's Demise (Gengar) (F) @ Focus Sash
Ability: Levitate
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Destiny Bond
- Sludge Bomb
- Shadow Ball
- Energy Ball
Sableye: Sableye is one of the games best physical walls in the game, and for good reasons. With access to priority burns, three immunities, neutral resistance to dark (especially handy for a ghost team) and extremely reliable recovery, it can stop any physical attacker in its tracks, aside from fire types, fairies and the Ghost's #1 enemy Mega-Lopunny. By dropping taunt into the mix, it doubles as a wall breaker. Although it's Mega counterpart is certainly powerful in its own way, the metagame has adapted to contain a multitude of checks, such as sub boosters, Lum boosters, synchronize shenanigans, etc... By running taunt and prankster, Sableye can stop any set up sweepers in its tracks, which could easily sweep through the rest of its relatively flimsy teammates.
Aegislash: With the ability to swap between a bulky wall with defensive typing, and a mixed attacker with a decent movepool Aegislash is ghost's godsend. By adding a weakness policy into the mix, Aegislash reaches its full potential, tanking a super effective attack one turn and reaping the benefits the next turn with +2 in both attack stats. This particularly set runs full attack and special attack EVs, with a boosted attack and minus defense nature. Minus defense is used as Aegislash is capable of King's Shielding any contact physical attacks, while Gengar can be used as a switch in to Earthquake, one of the most common non contact physical attacks. With maximum EVs in special attack, Aegislash is capable of 2HKOing Skarmory with Shadow Ball, as well as Chansey using Sacred Sword unboosted.
Jellicent: While Sableye is one of the best physical walls in the game, Jellicent stands as a very capable special wall. With access to scald and reliable recovery, as well water typing, Jellicent can tank any fire, water or ice attack with ease while soaking up most neutrally effective special attacks. As for super effective attacks, Jellicent can utilize its ability Cursed Body by spamming recover while awaiting for the attack to be disabled. Lastly, Jellicent's final weapon Acid Armor allows it to become an unbelievably bulky physical wall after one boost, and paired with its special defenses, allows it to take down most attackers with nary a scratch.
Golurk: While ghost lacks reliable hazard removal, it has the advantage of being completely spin proof. That is, types such as bug, fire and ice that rely heavily on rapid spin support to remove hazards are crippled once rocks are set. Aside from that, Golurk has access to the ability No Guard, allowing it to launch any attack without missing. Coupled with Dynamic Punch and Stone edge, this ability gives Golurk decent coverage and two powerful moves. The last slot is used for Curse. While Earthquake might seem like an obvious choice, most users end up sending groundproof monsters such as Skarmory, or physical walls such as Rotom or Sableye. With curse, Golurk realizes its full potential as a suicide lead, crippling any wall that stands in its path. Last of all, Curse pierces Magic Guard (as well as substitute and protect). While people claim that the best counter to Mega Sableye on ghost is Mega Sableye itself, that is actually a gamble to see who will crit first. By utilizing yet another one of ghost's exclusive abilities, Mega Sableye can be crippled, or at least forced to switch by Curse.
Chandelure: This might be bias, but I find that, just as ghost has some of the best physical and special walls, it also has access to one of the best scarf users as well. With a speed tier on the border of fast and slow, and a ridiculous base special attack of 145 coupled with two powerful STAB moves, Chandy sweeps. On top of that, Chandy has access to trick, capable of crippling any walls that switch into it by handing them it's choice scarf. I personally run Modest, as I find that it can outspeed most threats without the nature boost and the extra damage is greatly appreciated. However it does end up falling behind Pokemon such as other scarfed base 80 Pokemon, +1 Adamant Gyarados, and Adamant Mega Lopunny, which it would normally outspeed. Finally, Chandelure has access to the ability Infiltrator, letting incinerate substitute users and bypass light screen.
Gengar: The last member of the team, and certainly not the least, is the notorious Gengar. Sporting base 110 speed, a diverse movepool and excellent special attack to back it up, Gengar is your primary attacker. While many run Life Orb, Specs or Scarf, I believe that Focus Sash is one of the best items for Gengar. The sash allows Gengar to survive a hit from threats such as boosted or scarfed attackers, and subsequently retaliate. Sludge Bomb is a powerful STAB move, and is used over Sludge Wave for the boosted chance of poisoning which can come in handy far more often than an extra 5 base damage. Shadow Ball is Gengar's secondary stab, letting it take care of steel types that would render Sludge Bomb useless. Energy ball takes care of special walls such as Lanturn and Gastrodon, and does a number on water and ground teams in general. The final move slot is reserved for Destiny Bond, or as I like to call it, the "I'm too lazy to kill this thing manually button." Destiny Bond gives the player an answer to annoyances such as Meloetta on Psychic, as well as an answer to Sucker Punch from your greatest enemy, Dark.
TL;DR: Ghost is one of the most underrated types in the metagame. Set up rocks with Golurk, and whatever you can with Dynamic Punch, Stone Edge and Curse. Sableye takes care of most physical attackers and stall, while Jellicent handles specials. Gengar sweeps until it can't anymore, at which point it can Destiny Bond whatever happens to be in front of it. Chandelure is a dangerous hybrid of speed and power, and its modest nature lets it eradicate anything in its path. Aegislash is the cherry on top, easily capable of tanking a hit and retaliating hard. These rules aren't rigid. To use Ghost, you need to be able to adapt, and the best way to learn to do that is through experience. This team has taken multiple accounts to the top ten (three of which happened to hold this distinguishment simultaneously) and works effectively. Good luck, and make sure to have fun with it!
Aegislash: With the ability to swap between a bulky wall with defensive typing, and a mixed attacker with a decent movepool Aegislash is ghost's godsend. By adding a weakness policy into the mix, Aegislash reaches its full potential, tanking a super effective attack one turn and reaping the benefits the next turn with +2 in both attack stats. This particularly set runs full attack and special attack EVs, with a boosted attack and minus defense nature. Minus defense is used as Aegislash is capable of King's Shielding any contact physical attacks, while Gengar can be used as a switch in to Earthquake, one of the most common non contact physical attacks. With maximum EVs in special attack, Aegislash is capable of 2HKOing Skarmory with Shadow Ball, as well as Chansey using Sacred Sword unboosted.
Jellicent: While Sableye is one of the best physical walls in the game, Jellicent stands as a very capable special wall. With access to scald and reliable recovery, as well water typing, Jellicent can tank any fire, water or ice attack with ease while soaking up most neutrally effective special attacks. As for super effective attacks, Jellicent can utilize its ability Cursed Body by spamming recover while awaiting for the attack to be disabled. Lastly, Jellicent's final weapon Acid Armor allows it to become an unbelievably bulky physical wall after one boost, and paired with its special defenses, allows it to take down most attackers with nary a scratch.
Golurk: While ghost lacks reliable hazard removal, it has the advantage of being completely spin proof. That is, types such as bug, fire and ice that rely heavily on rapid spin support to remove hazards are crippled once rocks are set. Aside from that, Golurk has access to the ability No Guard, allowing it to launch any attack without missing. Coupled with Dynamic Punch and Stone edge, this ability gives Golurk decent coverage and two powerful moves. The last slot is used for Curse. While Earthquake might seem like an obvious choice, most users end up sending groundproof monsters such as Skarmory, or physical walls such as Rotom or Sableye. With curse, Golurk realizes its full potential as a suicide lead, crippling any wall that stands in its path. Last of all, Curse pierces Magic Guard (as well as substitute and protect). While people claim that the best counter to Mega Sableye on ghost is Mega Sableye itself, that is actually a gamble to see who will crit first. By utilizing yet another one of ghost's exclusive abilities, Mega Sableye can be crippled, or at least forced to switch by Curse.
Chandelure: This might be bias, but I find that, just as ghost has some of the best physical and special walls, it also has access to one of the best scarf users as well. With a speed tier on the border of fast and slow, and a ridiculous base special attack of 145 coupled with two powerful STAB moves, Chandy sweeps. On top of that, Chandy has access to trick, capable of crippling any walls that switch into it by handing them it's choice scarf. I personally run Modest, as I find that it can outspeed most threats without the nature boost and the extra damage is greatly appreciated. However it does end up falling behind Pokemon such as other scarfed base 80 Pokemon, +1 Adamant Gyarados, and Adamant Mega Lopunny, which it would normally outspeed. Finally, Chandelure has access to the ability Infiltrator, letting incinerate substitute users and bypass light screen.
Gengar: The last member of the team, and certainly not the least, is the notorious Gengar. Sporting base 110 speed, a diverse movepool and excellent special attack to back it up, Gengar is your primary attacker. While many run Life Orb, Specs or Scarf, I believe that Focus Sash is one of the best items for Gengar. The sash allows Gengar to survive a hit from threats such as boosted or scarfed attackers, and subsequently retaliate. Sludge Bomb is a powerful STAB move, and is used over Sludge Wave for the boosted chance of poisoning which can come in handy far more often than an extra 5 base damage. Shadow Ball is Gengar's secondary stab, letting it take care of steel types that would render Sludge Bomb useless. Energy ball takes care of special walls such as Lanturn and Gastrodon, and does a number on water and ground teams in general. The final move slot is reserved for Destiny Bond, or as I like to call it, the "I'm too lazy to kill this thing manually button." Destiny Bond gives the player an answer to annoyances such as Meloetta on Psychic, as well as an answer to Sucker Punch from your greatest enemy, Dark.
TL;DR: Ghost is one of the most underrated types in the metagame. Set up rocks with Golurk, and whatever you can with Dynamic Punch, Stone Edge and Curse. Sableye takes care of most physical attackers and stall, while Jellicent handles specials. Gengar sweeps until it can't anymore, at which point it can Destiny Bond whatever happens to be in front of it. Chandelure is a dangerous hybrid of speed and power, and its modest nature lets it eradicate anything in its path. Aegislash is the cherry on top, easily capable of tanking a hit and retaliating hard. These rules aren't rigid. To use Ghost, you need to be able to adapt, and the best way to learn to do that is through experience. This team has taken multiple accounts to the top ten (three of which happened to hold this distinguishment simultaneously) and works effectively. Good luck, and make sure to have fun with it!