CHANGES IN BOLD
Hippowdon (M) @ Leftovers
Trait: Sand Stream
EVs: 252 HP / 152 Def / 104 SDef
Impish Nature (+Def, -SAtk)
- Earthquake
- Slack Off
- Crunch
- Ice Fang
My lead. Hippo's role on the team is to start the sandstorm and faint the opposing lead. Crunch faints most azelfs in 2 hits while ice fang faints most aerodactyls in two hits as well. Earthquake destroys those that are weak to it, and provides sufficient damage to those that are neutral to it. Slack off is there to make sure hippo does not die an early death. He easily take on all leads not named roserade and the like.
Gliscor (M) @ Leftovers
Trait: Sand Veil
EVs: 252 HP / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Taunt
- Roost
- Earthquake
- Ice Fang
My scout and stall breaker. Taunt prevents stallers from getting set up. This allows me to switch to a reliable counter or attack them with gliscor himself. Earthquake is standard on any gliscor and provides decent STAB. Roost is also standard allowing me to stall if necessary. Ice fang is where things get changed up a bit. Ice fang allows me to attack opposing gliscor and can 2HKO dragonites and flygons. Sand veil is a haxy ability that has saved me time and time again. Gliscor struggles with any and all water pokes and those possessing ice type attacks.
Magnezone @ Choice Scarf
Trait: Magnet Pull
EVs: 4 HP / 252 SAtk / 252 Spd
Hasty Nature (+Spd, -Def)
- Thunderbolt
- Hidden Power [Fire]
- Flash Cannon
- Explosion
My special sweeper. Magnezone is a special sweeper than has the capabilites to take down two or three pokes. Thunderbolt is standard and allows me to take out pesky water types. Hidden power fire provides excellent coverage and OHKOs the ever so common scizors. The choice scarf allows it to outspeed all 110 base speeders giving the opponent an unwanted surprise. The last two move slots are just fillers honestly. I've never used flash cannon nor explosion. They are both just there because of smogon sets. I suppose explosion could be useful late game but magnezone never survives that long. Flash cannon is useless in my opinion.
Flygon (M) @ Choice Scarf
Trait: Levitate
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Earthquake
- Outrage
- ThunderPunch
- U-turn
My physical sweeper. Flygon has saved me countless times in battle. Earthquake is an excellent STAB that can eliminate all that are weak to it. Outrage is another great STAB that lets my sweep the opposition. However, I've been thinking that I should replace it with dragon claw since this would allow me to switch and not be set up bait AND would prevent confusion. Thunderpunch is reserved for gyrados and starmie. It OHKO the former and severely cripples the latter. U-turn allows me to cripple celebi. It also allows me to inflict some damage and switch to a better counter. The choice scarf allows flygon to outspeed almost everything.
Infernape (M) @ Life Orb
Trait: Blaze
EVs: 64 Atk / 252 SAtk / 192 Spd
Naive Nature (+Spd, -SDef)
- Fire Blast
- Close Combat
- Grass Knot
- Hidden Power [Ice]
The jack of all trades. Everything about Infernape is amazing. While it doesn't have Heatran's power, Infernape can still sweep late and early game. Fire blast eliminates any and everthing that has a weakness to it. Close Combat finally gives me a counter to Blissey and Snorlax. Grass Knot takes care of Swanpert and Hippowdon. HP Ice is a nice little surprise to take out Dragonite and Flygon. The one area I am concerned about is its item. Life Orb provides considerable damage but it also cuts short Infernape's sweep.
(Thanks to BlisseyofDoom for recommending this)
Metagross @ Choice Scarf
Trait: Clear Body
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Meteor Mash
- Earthquake
- Zen Headbutt
- Explosion
My late game sweeper. Metagross is an undeniable beast of a sweeper. STAB meteor mash eliminates anything that doesn't resist it, those that do resist it will still take massive damage. Earthquake faints anything that doesn't resist it or is a bulky water. Zen headbutt is another powerful STAB that lets me take out those annoying machamps. Explosion is a last ditch effort to KO a poke if I know metagross isn't going to be able to sweep. The choice scarf allows me to get the first strike nine times out of ten.
Well, there's my team. Other weather teams really ruin my momentum, especially rain dance. A trick room team loves to be able to pick on my 4 scarfers. Starmie is a notable threat since magnezone can't outspeed the timid variants. Notable flaws would be weaknesses to ground AND water. Any and all suggestions are welcome.
Hippowdon (M) @ Leftovers
Trait: Sand Stream
EVs: 252 HP / 152 Def / 104 SDef
Impish Nature (+Def, -SAtk)
- Earthquake
- Slack Off
- Crunch
- Ice Fang
My lead. Hippo's role on the team is to start the sandstorm and faint the opposing lead. Crunch faints most azelfs in 2 hits while ice fang faints most aerodactyls in two hits as well. Earthquake destroys those that are weak to it, and provides sufficient damage to those that are neutral to it. Slack off is there to make sure hippo does not die an early death. He easily take on all leads not named roserade and the like.
Gliscor (M) @ Leftovers
Trait: Sand Veil
EVs: 252 HP / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Taunt
- Roost
- Earthquake
- Ice Fang
My scout and stall breaker. Taunt prevents stallers from getting set up. This allows me to switch to a reliable counter or attack them with gliscor himself. Earthquake is standard on any gliscor and provides decent STAB. Roost is also standard allowing me to stall if necessary. Ice fang is where things get changed up a bit. Ice fang allows me to attack opposing gliscor and can 2HKO dragonites and flygons. Sand veil is a haxy ability that has saved me time and time again. Gliscor struggles with any and all water pokes and those possessing ice type attacks.
Magnezone @ Choice Scarf
Trait: Magnet Pull
EVs: 4 HP / 252 SAtk / 252 Spd
Hasty Nature (+Spd, -Def)
- Thunderbolt
- Hidden Power [Fire]
- Flash Cannon
- Explosion
My special sweeper. Magnezone is a special sweeper than has the capabilites to take down two or three pokes. Thunderbolt is standard and allows me to take out pesky water types. Hidden power fire provides excellent coverage and OHKOs the ever so common scizors. The choice scarf allows it to outspeed all 110 base speeders giving the opponent an unwanted surprise. The last two move slots are just fillers honestly. I've never used flash cannon nor explosion. They are both just there because of smogon sets. I suppose explosion could be useful late game but magnezone never survives that long. Flash cannon is useless in my opinion.
Flygon (M) @ Choice Scarf
Trait: Levitate
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Earthquake
- Outrage
- ThunderPunch
- U-turn
My physical sweeper. Flygon has saved me countless times in battle. Earthquake is an excellent STAB that can eliminate all that are weak to it. Outrage is another great STAB that lets my sweep the opposition. However, I've been thinking that I should replace it with dragon claw since this would allow me to switch and not be set up bait AND would prevent confusion. Thunderpunch is reserved for gyrados and starmie. It OHKO the former and severely cripples the latter. U-turn allows me to cripple celebi. It also allows me to inflict some damage and switch to a better counter. The choice scarf allows flygon to outspeed almost everything.
Infernape (M) @ Life Orb
Trait: Blaze
EVs: 64 Atk / 252 SAtk / 192 Spd
Naive Nature (+Spd, -SDef)
- Fire Blast
- Close Combat
- Grass Knot
- Hidden Power [Ice]
The jack of all trades. Everything about Infernape is amazing. While it doesn't have Heatran's power, Infernape can still sweep late and early game. Fire blast eliminates any and everthing that has a weakness to it. Close Combat finally gives me a counter to Blissey and Snorlax. Grass Knot takes care of Swanpert and Hippowdon. HP Ice is a nice little surprise to take out Dragonite and Flygon. The one area I am concerned about is its item. Life Orb provides considerable damage but it also cuts short Infernape's sweep.
(Thanks to BlisseyofDoom for recommending this)
Metagross @ Choice Scarf
Trait: Clear Body
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Meteor Mash
- Earthquake
- Zen Headbutt
- Explosion
My late game sweeper. Metagross is an undeniable beast of a sweeper. STAB meteor mash eliminates anything that doesn't resist it, those that do resist it will still take massive damage. Earthquake faints anything that doesn't resist it or is a bulky water. Zen headbutt is another powerful STAB that lets me take out those annoying machamps. Explosion is a last ditch effort to KO a poke if I know metagross isn't going to be able to sweep. The choice scarf allows me to get the first strike nine times out of ten.
Well, there's my team. Other weather teams really ruin my momentum, especially rain dance. A trick room team loves to be able to pick on my 4 scarfers. Starmie is a notable threat since magnezone can't outspeed the timid variants. Notable flaws would be weaknesses to ground AND water. Any and all suggestions are welcome.