Entry Hazard "stall"

With quotation marks. Entry hazards are set up first and foremost, which are then spread around by forcing switches. Some dangerous pokemon may sweep in end game.


Bouncing lead, spinblocker, Stealth Rock[/i]
Arceus-Ghost @ Spooky Plate
Trait: Multitype
EVs: 252 HP / 4 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Magic Coat
- Roar
- Stealth Rock
- Judgment
This lead fares fairly well against most common lead strategies. Does it want to taunt, set up entry hazards or status me (especially Darkrai)? Magic Bounce bounces it right back, often forcing them to switch out as they are crippled themselves. Does it want to set up? Roar often does the trick. If it's an attacking pokémon that cannot kill my Arceus, I usually set up SR. If it's something like Tyranitar, I have to switch to, for example, Metagross. Later in the game, Arceus serves as a spin blocker, and occasionally picks things off with its powerful Judgment. Of course things with Pursuit (like Ttar) are a problem for this pokemon. And prediction is sometimes difficult; does the opposing Darkrai user know that I will bounce his Dark Void right back and attack instead, or will he just automatically click the 'Dark Void' button?

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Poison Spikes, Spinner
Tentacruel (F) @ Leftovers
Trait: Rain Dish
EVs: 252 HP / 32 Def / 224 SDef
Calm Nature (+SDef, -Atk)
- Toxic Spikes
- Rapid Spin
- Ice Beam
- Scald
Tentacruel is a surprisingly bulky pokemon, especially in Rain, and can often lay down two layers of toxic spikes. Opposing stall teams are countered with Rapid Spin, and incoming physical sweepers are often crippled with Scald (burn rate) or IceBeam (dragon-types).
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SubSeeding Dragon stopper
Ferrothorn (F) @ Leftovers
Trait: Iron Barbs
EVs: 48 Atk / 208 SDef
Sassy Nature (+SDef, -Spd)
- Spikes
- Power Whip
- Protect
- Leech Seed
A solid wall against Dragon-types, it walls opposing pokémon to no end using leech seed and protect; especially when poison is up, provided by Tentacruel (or chansey). If against an opposing wall such as blissey, it may get some spikes up. Power Whip hits surprisingly hard against things like Kyogre. Protect also helps me scout Choice users.

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End-game booster
Kyogre @ Leftovers
Trait: Drizzle
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature (+SAtk, -Atk)
- Substitute
- Calm Mind
- Scald
- Thunder
In end game, Kyogre sometimes has the chance to sweep. But whenever an opportunity arises, it can set up substitute and start boosting. Scald cripples physical sweepers, and scald and thunder provide good coverage in general. Opposing Ferrothorn completely wall kyogre, though.
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The Fat Wall
Chansey (F) @ Eviolite
Trait: Natural Cure
EVs: 4 HP / 252 Def / 252 SDef
Bold Nature (+Def, -Atk)
- Counter
- Wish
- Softboiled
- Toxic
The choice between Blissey and Chansey is not always easy, but Chansey has several merits. Firstly, the uber metagame is simply so damn hard-hitting that Blissey would be hard-pressed to take some of the hits Chansey can. Secondly, Chansey is almost some sort of a physical tank too, easily taking weaker physical attacks. Counter may not seem like a very good attack, but many opponents simply keep firing physical attacks at chansey, which can be bounced right back by Counter, often KOing the opponent. This includes; earthquaking Groudon, power-whipping Ferrothorn, Crunching T-tar, etc. Blissey could never dream of walling those, but Chansey can survive the attacks with ease (though of course not repeatedly). Of course, it cannot hope to do anything against things like boosting Arceus or Rayquaza.
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Revenge Killer, wall crippler
Metagross @ Choice Scarf
Trait: Clear Body
EVs: 52 HP / 252 Atk / 204 Spd
Jolly Nature (+Spd, -SAtk)
- Meteor Mash
- Ice Punch
- Earthquake
- Trick
Ice Punch might seem odd, but as you may have noticed, it is this team's main tool against Garchomp. Though metagross cannot switch into Earthquake, it can switch into a boosting Garchomp and KO it with Ice Punch. The EVs seem very odd but provide enough speed to outspeed boosting Arceus and hit them hard with Meteor Mash. Trick is a moveslot that I may switch for something else (perhaps fire punch?), but I find it very fun to cripple an opposing Skarmory or another wall with a Choice Scarf. It may be a bit too situational, though... I'm not sure.
I used to run scarf Heracross in this slot, which worked quite well, however it wasn't capable enough of revenge killing stuff like Garchomp. The prowess against Darkrai (I ran sleep talk on it) became unneeded because I decided to use the ghost arceus lead I am using now.



Comments, criticisms, suggestions? I must say that it hasn't been a while since I started ubers, so all comments are very welcome. If you want to playtest this, by all means go ahead.
 
Ferrothorn doesn't have Substitute, therefore it cannot be a SubSeeder. Also, most dragons carry a coverage move that is super effective against Ferrothorn, such as Fire Blast. Your Ferrothorn is missing 252 EVs, by the way.
2nd, why does your Kyogre have Sub? It is better to forgo it for a coverage move such as Ice Beam, or just go for a CroOgre set.
Thirdly, why is your Chansey carrying Softboiled + Wish? You can either drop Softboiled for Protect, or drop Wish for Seismis Toss / Heal Bell or something.
Lastly, Metagross is really slow, even with a Choice Scarf. It can't outspeed much at 340 speed, so I suggest using a Choice Scarf Palkia instead.

- Ferrothorn missing 252 EVs
- Get rid of Substitute on Kyogre
- Wish or Softboiled > Protect/Heal Bell/S-Toss on Chansey
- Palkia > Metagross

Palkia @ Choice Scarf
Trait: Pressure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Spacial Rend
- Surf
- Thunder
- Fire Blast
 
Hi there, its nice to see stall get some usage as i believe that in the current meta it can be very successful. Now onto my rate:


THREATS



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Zekrom is currently a big threat to your team, while Ferrothorn has the Choice Scarf set under control CB and Sub + Hone Claws will pretty much KO straight up. It will 2HKO Ferrothorn at +1 with Bolt Strike and sweep from there. However, Toxic Spikes will help a lot when it comes to dealing with Zekrom.


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Extreme Killer Arceus will also sweep you with impunity if it can avoid Toxic Spikes. At +2 it will OHKO Ferrothorn with Brick Break while Arceus Ghost will fall to consecutive Shadow Claws. It can shrug off anything Metagross 3HKOing at best while Arceus will KO back with a Earthquake. After that your entire team is OHKO'd by a +2 Extremespeed.

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Darkrai is a huge threat to your team because a well timed Dark Void make it almost impossible to deal with. Magic Coat on Arceus is not really a reliable check because it has to be in on Darkrai and Magic Coat while it Dark Voids. While it is neat putting him to sleep he can basically come in on anything else and Dark Void you. Even Metagross will not be able to OHKO him so revenging him will be tough.

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Ho-oh is a dangerous stall-breaker and this team is no exception. It is more effective when combined with Groudon but it will still hit hard in the rain. It can sub up and 2HKO Ferrothorn in the rain, outspeed and 2HKO Kyogre with Brave Bird, 2HKO Tentacruel, OHKO Chansey and 2HKO Metagross. The only things that can break its subs are Scald from Tentacruel and Kyogre.


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Giratina-O combined with entry hazards is a big threat to your team. It can levitate over your hazards and block your attempts to spin. The most dangerous set appears to be the SubShuffler because it can continually phaze your team, racking up spikes damage while hiding safely behind its baby rhyhorn doll. Ferrothorn can switch in on it but it won't enjoy the repeated spikes damage.

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Choice Specs Kyogre will basically force you to sack a 'mon every time it comes in. Water Spout 2HKO's your entire team. Your only real answer to it is Power Whip and Thunder. While it isn't that common it is still a huge threat.



CHANGES


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The first change I suggest is an alternate set and spread on Arceus Ghost. While Magic Coat is useful it is too situational and can be replaced with superior options. Replacing Magic Coat with Will-O-Wisp is a far more reliable way of taking on said threats, notably Extreme Killer Arceus. It gives you a solid answer to strong Physical Attackers which are otherwise capable of muscling past Ferrothorn. Next I suggest Recover over Stealth Rock because it is basically Arceus' main niche over Giratina or Giratina-O, a reliable recovery which will mean it will last a hell of a lot longer. You don't need to be as tentative to throw him around a little, especially when combined with Chansey's Cleric Support. I also suggest an alternade EV spread of 252 HP/ 80 Def/ 176 Spe and a Timid Nature.This will still get the jump on Adamant Extreme Killer Arceus. It will also get the jump on things like speedy Lugia and Ho-oh (more common nowadays). It will also give Him a little extra Physical bulk allowing him to sponge things like Psystrike from Mewtwo or Brave Bird from Ho-oh.


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Alternatively seeing your set on Arceus-Ghost, you may want to try out Giratina-O. He has better synergy with Ferrothorn, Tentacruel and Chansey. He is also a more effective abuser of entry hazards because Dragon Tail and Spikes stack up! He can also beat every other spinner 1 on 1 due to his power and coverage. Most of all though, his biggest advantage is that he happily floats on top of Spikes and Toxic Spikes, something that Arceus-Ghost can't boast about. This means that he is a very effective weapon not only on a stall team but against other stall teams which otherwise cause long tedious stall v stall battles. He does have disadvantages though, he does not have access to Recover making him far less user friendly than Arceus-Ghost (this is somewhat mitigated by Chansey's Wish) and his Dragon typing makes him prone to revenge killing but Chansey and Ferro are eager to absorb stray meteors. He does have some very handy advantages over Arceus-Ghost and you should definitely give him a spin(-Block). <=== lol get it :P



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Now i strongly suggest changing Chansey's moveset. Counter on Chansey is highly ineffective because most of the Physical Attackers in Ubers are going to OHKO it. Besides on a stall team such as yours Heal Bell is a great addition as it can heal up things that would otherwise become useless like a burned Metagross or a Toxic'd Arceus-Ghost. Now because I suggested the replacement of Stealth Rock on Arceus-Ghost it fits comfortably on Chansey over Toxic, which is sad to lose but Stealth Rock in my opinion benefits you more.


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Tentacruel looks about right I just have a small tweak that I think you will benefit from more. Using Toxic over Ice Beam seems to have far more utility. Most of the time Giratina-O is going to be switching into Tentacruel because it has nothing to fear, happily floating over the Spikes and blocking Rapid Spin. A well timed Toxic on the switch will save you a great deal of headache trying to KO him compared to Ice Beam which, on a 0 HP/ 0 SDef (-SDef) Giratina-O, will 3 hit KO at best. These Giratina's are much rarer and in that time will have phazed you out dealing ~40% with Dragon Tail. Needless to say Toxic will be a more effective way of dispatching of it. Other than, it can function as a secondary way to deal Toxic damage if you haven't had the opportunity to lay down Toxic Spikes.


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Now on your description you mentioned Garchomp several times and yet you don't have any answer to it seeing as 90% of them will be scarfed. It simply outspeeds your entire team so he won't be revenge killed. With Will-O-Wisp on Arceus-Ghost however you can simply burn him, heal off the damage then phaze him out so in my opinion he really isn't as big a threat as you make him out to be. With that in mind I don't see Metagross' point here at all. Granted he can revenge kill be honestly there are so many more options in Ubers to choose from. That is why I suggest replacing him with Choice Scarf Terrakion. Choice Scarf Terrakion is much faster and can get the jump on basically every other scarfer in Ubers. Not only that but he can revenge kill Extreme Killer Arceus, Ho-oh and Darkrai. He will also take a fair chunk out of Zekrom while still maintaining the niche that Metagross had.


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Lastly a small thing, to help deal with SpecsOgre you should change you Kyogre spread to 252 HP/ 244 SAtk/ 8 Spe so you can outspeed and 2HKO with Thunder, stripping off Water Spouts power. Alternatively you can slap a scarf on Kyogre to To deal with Kyogre all you need to really do is get hazards up nice and early.

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Ordinarily I would suggest this little pocket rocket if it weren't for how rain dependent this team is. However if you are interested in replacing Kyogre or SpecsOgre is becoming too much of a problem Latias fits in very nicely on your team with great synergy and it performs a similar role. It can Calm Mind up and will basically always win CM wars due to her Dragon STAB being only resisted by Steel and thanks to Soul Dew it is already at +1/ +1. Latias is a picture perfect fit so if you feel like there are already enough Kyogres then I strongly suggest Latias.


Will-O-Wisp>Magic Coat on Arceus Ghost
Pros: Cripples physical Attacker
Cons: You can't bounce Hazards and Status

Recover>Stealth Rock on Arceus Ghost
Pros: You can pace his usage throughout the match, spin-block more reliably
Cons: no more rocks (they are on Chansey)

Giratina-O>Arceus-Ghost
Pros: Abuses entry hazards, Offensive, better synergy
Cons: No Recover

Stealth Rock>Toxic on Chansey
Pros: Stealth Rock *duh*
Cons: You can't Toxic switch in's

Heal Bell>Counter on Chansey
Pros: She becomes your living, breathing full restore
Con's: You can't nab easy KO's

Toxic>Ice Beam on Tentacruel
Pros: You can Toxic Spin-Blockers and Toxic anything switching in that is immune to Toxic Spikes
Cons: You lose out on a coverage move

New Spread on Kyogre
Pros: Outspeeding SpecsOgre
Cons: None

Terrakion>Metagross
Pros: Harder hitter, checks more threats, better coverage
Cons: Less bulk and no Trick


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Arceus-Ghost @ Spooky Plate
Trait: Multitype
EVs: 252 HP / 80 Def / 176 Spd
Timid Nature (+Spd, -Atk)
- Will-O-Wisp
- Roar
- Recover
- Judgment

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Giratina-O @ Griseous Orb
Trait: Levitate
EVs: 208 HP / 60 Atk / 188 Def / 44 SAtk / 8 Spd
Naughty Nature (+Atk, -SDef)
- Will-O-Wisp
- Dragon Tail
- Draco Meteor/ Earthquake/ Hidden Power [FIRE]/ Substitute
- Shadow Sneak

If you don't go mixed then shift the SAtk EVs into Atk or HP and give him an Adamant Nature.

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Chansey (F) @ Eviolite
Trait: Natural Cure
EVs: 4 HP / 252 Def / 252 SDef
Bold Nature (+Def, -Atk)
- Stealth Rock
- Wish
- Softboiled
- Heal Bell

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Terrakion @ Choice Scarf
Trait: Justified
EVs: 4 HP / 252 Atk/ 252 Spd
Jolly Nature (+Spd, -SAtk)
- Close Combat
- Stone Edge/ Rock Slide
- Sleep Talk
- Earthquake/ Sacred Sword

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Tentacruel (F) @ Leftovers
Trait: Rain Dish
EVs: 252 HP / 32 Def / 224 SDef
Calm Nature (+SDef, -Atk)
- Toxic Spikes
- Rapid Spin
- Toxic
- Scald

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Kyogre @ Leftovers
Trait: Drizzle
EVs: 252 HP / 244 SAtk / 8 Spe
Modest Nature (+SAtk, -Atk)
- Substitute
- Calm Mind
- Scald
- Thunder

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Latias @ Soul Dew
Trait: Levitate
EVs: 248 HP / 8 SDef / 252 Spe
Timid Nature (+Spd, -Atk)
- Calm Mind
- Recover
- Dragon Pulse
- Roar/ Refresh/ Reflect

Hope i could help, bye
 
Hey gaudetjaja, nice rain stall team you got here, but I feel that you can improve on it.

I like your Arceus set, though I feel you're undercutting its value by using it the way you're using it. As such, gonna back up mah boi Crackin and recommend using Recover and Will-O-Wisp > Magic Coat and Stealth Rock. With W-o-W, you burn Zekrom, Terrakion, SD Arceus, and Groundon, Pokemon that threaten your team. Recover is great, as without it, it makes Arceus easier to get KOs in the match. Also, you don't have to try it, but try using Shadow Claw > Judgement. With Shadow Claw, you OHKO the Latis and Mewtwo after Rocks, which is great as those Pokemon could potentially get up Calm Minds and cause problems. Of course, you would need a new nature, so using Jolly > Timid, with the SpA Evs into Atk. Now, on ferro, adding 252 HP EVs and using Careful > Sassy is useful, as you are missing EVs, and Careful is handy as you don't need Sassy since you don't run Gyro Ball. As Crackin has pointed out, Darkrai can be annoying even with Magic Coat, as it can easily Sub as you Magic Coat with Arceus-Ghost. And a Darkrai behind a sub won't end well for you. As such, to keep that from happening as well as to keep the weather started alive for as long as possible, a Mono-Attacking Kyorge with 252 HP / 240 Def / 16 SDef > SubCM set works, as you now have a Pokemon with more bulk and durability, as well as something to boost late game as well, plus you can beat Darkrai 1v1 w/ Sleep Talk. Finally, using Heal Bell and Seismic Toss with a Calm Nature> Counter and Wish on Chansey works, as you can heal your team from status such as burns or para's (which I'll get too in a sec) With Seismic Toss, you can break Subs and it prevents you from becoming Taunt bait. With Calm, you can take on Kyogre and Reshiram better, which is crucial since as Crackin said, it can be a threat if played right.

From there, two things stick out. One is the fact that since this is a stall team, why doesn't it have a Ground-resist? Pokemon such as Groundon and Chomp can easily break through your team, espically CB variants. As such, using a Lugia > Metagross works, as you not only have a Pokemon that is immune to Ground, you gain another Fighting-resist, which is since Terrakion and others can be a threat. Lugia also gives you a good check to Rayquaza and another phazer to spread around damage. That, and you still need a Pokemon with Stealth Rock. Also, a Pokemon to keep Zekrom in check also helps, as once Ferro goes down, you'll find it hard to keep it in check, especially banded ones. As such, and I know you're gonna hate this, but using a Excadrill > Tentacruel works, as you now have another Dragon resist, a Zekrom counter, and a Pokemon that can get up rocks. Plus, thanks to Mold Breaker, you can get Rocks up on Xatu and EQ Gira-O, which can be troublesome for your team. I know Tenta works wonders in rain, but give Exca a chance, it will work wonders if you play it right.

So, in summary:

Pros: Recover allows Arceus to last longer, which is great for stall teams, W-o-W burns SD Arceus, Terrakion, Zekrom and the like, Shadow Claw OHKOs Latios, Latias, and Mewtwo, which can get past Chans w/ Psychock/Strike

Cons: Losing Coat to bounce back Dark Voids, though thats unreliable as Darkrai can Sub instead, plus Exca is a reliable spinner, if exca has rocks, why does Arceus need them, Judgement is stronger overall, but you can hit Pokemon after CM boosts with Shadow Claw, unlike Judgement.

Pros: More HP, more speed to get the jump on slower Pokemon, such as Gastrodon and the like

Cons: Would you rather not have the EVs? Also, why be so slow if you're not using Gyro Ball?

Pros: Sleep Talker that can take on Ho-Oh and Darkrai better, still sweeps late game, as it has massive bulk to get CMs in

Cons: Losing the very useful SubCM set, though no point of using it if you can't get past Pokemon such as Gastrodon anyways. Plus, having a bulky Kyogre to keep the rain up is also important

Pros: If you don't use Tenta, you'll need something to cure poison, and Chansey can do that, as well as burns or para's, while S-Toss prevents Chansey from becoming Taunt bait

Cons: Losing Wish support for other Pokemon, though it sucks without Protect, Counter blows on Chansey, as any powerful physical attack will KO you regardless

Pros: Ground-resist, Quaza Check, Phazer, Fighting-resist, has great synergy with Chansey and Ferrothorn

Cons: Meta isn't the best of revenge killers anyways, as Pokemon such as Deoxys-A outspeed it, and if you can't even outpace that, why are you using it as a scarfer

Pros: Zekrom switch in, Rapid Spinner, Sets up rocks, Dragon resist, pretty good special defense with a weakened fire weakness due to rain. Can EQ Gira-O and set up rocks on Xatu

Cons: Losing Toxic Spikes and a absorber, though only Arceus-Ghost is really effected by them, as Ogre has rest while Chans has Heal Bell and Natural Cure, and Chans can just use Heal Bell and cure it. I know its tough, but Exca will work better for your team, as it resists Dragon and counters Zekrom.

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Lugia @ Leftovers
Trait: Multiscale
EVs: 248 HP / 180 Def / 80 SDef
Impish Nature (+Def, -SAtk)
- Roost
- Ice Beam
- Whirlwind
- Toxic / Substitute / Reflect

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Excadrill (M) @ Leftovers
Trait: Mold Breaker
EVs: 176 HP / 60 Atk / 252 SDef / 20 Spd
Adamant Nature (+Atk, -SAtk)
- Rapid Spin
- Earthquake
- Stealth Rock
- Swords Dance

Good Luck with the team, hope I helped!
 
Tentacruel / Kyogre / Ghost Arceus / Chansey / Ferrothorn / Metagross

This team is weak to, in order of importance

ExtremeKiller - literally just sweeps you clean. Metagross falls to Earthquake and can't OHKO.

Mewtwo - Metagross can't OHKO and is roasted by Fire Blast; everything else takes huge damage, Ghost Arceus loses if Mewtwo CMs on the switch.

Ho-Oh - sets up a free Substitute on Chansey, Ferrothorn, Tentacruel (in sun), and Metagross if it doesn't use Trick immediately (AKA when it's locked into any of its 3 attacks). Ghost Arceus can break its Substitutes but loses by getting burned and dying to Brave Birds or sun-boosted Sacred Fires.

Rayquaza - metagross can't outspeed DD sets and Ray can possibly even set up on Kyogre if Thunder misses or Scald doesn't burn. Ferrothorn can only Leech Seed it too. If it chooses to attack straight off the bat only Ghost
Arceus can switch in. Its a heavy prediction game, as Ferrothorn and Tentacruel risk being OHKOed immediately.

Darkrai - Offensive Nasty Plot versions will deal heavy damage and Metagross can't switch into boosted Dark Pulse OR Focus Blast. Chansey is 2HKOed by boosted Focus Blast (or at least comes damn near to being).

Offensive Groudon - the lack of a Ground resist means that Earthquake will hurt a LOT, even Ghost Arceus doesn't like them that much.

Gliscor - this stallbreaker wrecks you, and if Ferrothorn gets burned you will literally be helpless against it short of untimely Toxic misses or heavy Roar / Magic Coat prediction with Ghost Arceus.


Like others have said before me it would do better for you to use a support Ghost Arceus with Will-O-Wisp, and relegate Stealth Rock to Chansey. The ability to spread burns onto Pokemon like Ferrothorn lets Tentacruel spin against it a lot easier. It also helps greatly in checking RP Groudon.

Ghost Arceus
move 1: Judgment
move 2: Focus Blast
move 3: Will-O-Wisp
move 4: Recover
item: Spooky Plate
ability: Multitype
nature: Timid
evs: 252 HP / 4 SpA / 252 Spe

Counter is cool on Chansey, however, your team needs its ability to set Stealth Rock more, and also it's a great move to have on Chansey since it has so many free turns.

Chansey
move 1: Stealth Rock
move 2: Softboiled
move 3: Toxic
move 4: Seismic Toss
item: Eviolite
ability: Natural Cure
nature: Calm
evs: 4 HP / 252 Def / 252 SpD

Kyogre, having a bulky Pokemon as your weather starter helps immensely in winning the weather war, and often time the opposition will dedicate a lot of their time to beating you down only for Kyogre to Rest up in their faces. Also, if you manage to get Kyogre in vs Ho-Oh's Sacred Fire then you can reliably beat it. Even if Substitutes up you can Roar it out. Also having a dedicated sleep absorber will help greatly against Darkrai. This set also offers a line of defense against the infamous stallbreaker Gliscor.

Kyogre
move 1: Scald
move 2: Roar
move 3: Rest
move 4: Sleep Talk
item: Leftovers
ability: Drizzle
nature: Calm
evs: 252 HP / 240 Def / 16 SDef

I recommend replacing Choice Scarf Metagross with a Choice Scarf Genesect, its unique speed tier allows it to outspeed all base 90s and 95s, most notably +1 Rayquaza, and revenge it with Ice Beam. Mewtwo can also be checkmated by the combination of Bug Buzz and U-Turn, as either boost will let you KO it after slight residual damage.

Genesect
move 1: U-Turn
move 2: Ice Beam
move 3: Bug Buzz
move 4: Thunder
item: Choice Scarf
ability: Download
nature: Hasty
evs: 4 Atk / 252 SpA / 252 Spe

Good luck.
 
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