I made this team beacuse I'm tired of people outspeed me all the time.
Here goes; in deph:
Mamoswine @ Life orb
Jolly Nature
252 spe/252 atk/6hp
Ability: Snow Coak
- Rest
- Earthquake
- Stealth rock
- Ice Beam
Description: This lead rocks; Kills all those pesky leads, Metagross, Tyrannitar, Heatran, to mention a few. Stealth Rock helps ending switchers. Ice beam is for dragons and grass who is a big counter If i encounter psychic i switch to my scizor. It outspeed most water, so a EQ w/ life orb can take down much nasty stuff. rest is to backup the loss of leftovers and the recoil of life orb.
Scizor @ Life orb
Jolly Nature
252 spe/252 atk/6 hp
Ability: Technician
- Superpower
- U-turn
- Bullet Punch
- Morning sun
Description: Fast force, it oustpeed nearly everything, can u-turn those psychics, bullet punch for rock and ice, superpower for fighting, normal, and dark. Fire is a big counter so i will then u-turn and switch to my starmie.
Morning sun tops the thing, with outspeeded recovery this can last very long.
Gliscor @ Life orb
jolly Nature
252 spe/252 atk/6 hp
Ability: Hyper Cutter
- Fire Fang
- Wing Attack
- X-scissor
- Earthquake
Description: It is silent, it looks good and it's deadly; EQ if somehow Mamo is dead, FF for the steel and grass who is bad counters. X-scissor for psychic and dark. WW for fighting, bugs and a nice STAB. If I enounter electric I EQ. If water, I switch if I know I can't outspeed them, like kingdra...
Gengar @ Life orb
Timid Nature
252 spe/252 special atk/6 hp
Ability: Levitate
- Thunderbolt
- Fire Punch
- Energy Ball
- Explosion
Description: Now this is a funny guy; TB on water and flying. EB for water/ground like swampert. FP for grass, steel, ice and bug. Ghost and dark are it's counters, therefore I'll explode on dark and other pokes i don't like, blissey, gyarados and stuff. Ghost then i'll switch to Scizor.
Starmie @ Life orb
Timid Nature
252 spe/252 special atk76 hp
Ability: Natural Cure
- Thunderbolt
- Ice Beam
- Surf
- Hp ground
Description: TB on water and flying, Hp ground for electric and swampert, Ice Beam if Mamo somehow is dead. Surf for ground and rock. Most counters are ground and electric but both are covered, and I think it might outspeed jolteon.
Crobat @ Life orb
Jolly Nature
252 spe/252 atk/6hp
Ability: Inner Focus
- Brave Bird
- Hp ground
- Heat wave
- Tailwind
Description: BB kills fighting and bugs and STAB, HP ground is for those damned elctrics. Heat wave for steel, grass, ice and bug. Talwind to increase speed on my team to take out DD gyarados, kingdra, jolteon.
please rate and tell me what I can do to make it better if any possiblity ;P
Peace out.. WintherKnight
Here goes; in deph:
Mamoswine @ Life orb
Jolly Nature
252 spe/252 atk/6hp
Ability: Snow Coak
- Rest
- Earthquake
- Stealth rock
- Ice Beam
Description: This lead rocks; Kills all those pesky leads, Metagross, Tyrannitar, Heatran, to mention a few. Stealth Rock helps ending switchers. Ice beam is for dragons and grass who is a big counter If i encounter psychic i switch to my scizor. It outspeed most water, so a EQ w/ life orb can take down much nasty stuff. rest is to backup the loss of leftovers and the recoil of life orb.
Scizor @ Life orb
Jolly Nature
252 spe/252 atk/6 hp
Ability: Technician
- Superpower
- U-turn
- Bullet Punch
- Morning sun
Description: Fast force, it oustpeed nearly everything, can u-turn those psychics, bullet punch for rock and ice, superpower for fighting, normal, and dark. Fire is a big counter so i will then u-turn and switch to my starmie.
Morning sun tops the thing, with outspeeded recovery this can last very long.
Gliscor @ Life orb
jolly Nature
252 spe/252 atk/6 hp
Ability: Hyper Cutter
- Fire Fang
- Wing Attack
- X-scissor
- Earthquake
Description: It is silent, it looks good and it's deadly; EQ if somehow Mamo is dead, FF for the steel and grass who is bad counters. X-scissor for psychic and dark. WW for fighting, bugs and a nice STAB. If I enounter electric I EQ. If water, I switch if I know I can't outspeed them, like kingdra...
Gengar @ Life orb
Timid Nature
252 spe/252 special atk/6 hp
Ability: Levitate
- Thunderbolt
- Fire Punch
- Energy Ball
- Explosion
Description: Now this is a funny guy; TB on water and flying. EB for water/ground like swampert. FP for grass, steel, ice and bug. Ghost and dark are it's counters, therefore I'll explode on dark and other pokes i don't like, blissey, gyarados and stuff. Ghost then i'll switch to Scizor.
Starmie @ Life orb
Timid Nature
252 spe/252 special atk76 hp
Ability: Natural Cure
- Thunderbolt
- Ice Beam
- Surf
- Hp ground
Description: TB on water and flying, Hp ground for electric and swampert, Ice Beam if Mamo somehow is dead. Surf for ground and rock. Most counters are ground and electric but both are covered, and I think it might outspeed jolteon.
Crobat @ Life orb
Jolly Nature
252 spe/252 atk/6hp
Ability: Inner Focus
- Brave Bird
- Hp ground
- Heat wave
- Tailwind
Description: BB kills fighting and bugs and STAB, HP ground is for those damned elctrics. Heat wave for steel, grass, ice and bug. Talwind to increase speed on my team to take out DD gyarados, kingdra, jolteon.
please rate and tell me what I can do to make it better if any possiblity ;P
Peace out.. WintherKnight