So, this team was basically just built around some pokes I felt would work well together. The sets are pretty damn standard, but I'm alright with that. The team does have a couple of holes, though, and I'd like to get this rated so I can address them.
Infernape (M) @ Focus Sash
Ability: Blaze
EVs: 64 Atk/192 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Fire Blast
- Fake Out
- Close Combat
- Stealth Rock
Infernape is a decently solid lead, and I like using Fake Out leads now that they've begun to lose popularity. Nape is usually good for getting those rocks up early and maybe even taking out a poke on the way.
Rotom-h @ Leftovers
Ability: Levitate
EVs: 252 HP/120 Def/136 SDef
Bold nature (+Def, -Atk)
- Shadow Ball
- Thunderbolt
- Rest
- Sleep Talk
Rotom-H has become on of my favorite walls recently for its ability to handle attacks on both sides of the spectrum. Besides this, it is a very effective status absorber, and an overall great asset to the team.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP/216 Def/40 Spd
Bold nature (+Def, -Atk)
- Wish
- Calm Mind
- Thunderbolt
- Psychic
This Jirachi is amazing. It serves three very important purposes on this team. Firstly, it can be a strong physical tank, while dealing back decent damage. Jirachi can also then Wish and provide a needed HP boost to another member of the team. Lastly, CMRachi can be a terribly potent late-game sweeper if my opponent is not prepared.
Salamence (M) @ Life Orb
Ability: Intimidate
EVs: 16 Atk/252 Spd/240 SAtk
Naive nature (+Spd, -SDef)
- Draco Meteor
- Fire Blast
- Roost
- Earthquake
I love the possibilities involved with using MixMence. There's just something great about knowing that if I make the right move nothing, bar Cresselia, can handle this baby. It provides the team with strong sweeping and wall-breaking potential.
Tyranitar (M) @ Choice Scarf
Ability: Sand Stream
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Crunch
- Earthquake
- Pursuit
- Stone Edge
Very, very standard ScarfTar. This guy is just a very solid revenge killer and perhaps my only answer to Latias in some situations. And, although not great, it offers the team some needed speed.
Skarmory (M) @ Shed Shell
Ability: Keen Eye
EVs: 252 HP/64 Atk/16 Spd/176 SDef
Impish nature (+Def, -SAtk)
- Brave Bird
- Spikes
- Roost
- Toxic
Finally, I have my strongest physical wall. Skarm also serves to do some spike stacking. I like having Toxic on him to deal with certain walls that could give the rest of my team some problems. (i.e. Swampert and Non-Sleep Talking Rotom)
So, yeah, the team needs some improvements. Any rates are appreciated. Thanks.
Infernape (M) @ Focus Sash
Ability: Blaze
EVs: 64 Atk/192 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Fire Blast
- Fake Out
- Close Combat
- Stealth Rock
Infernape is a decently solid lead, and I like using Fake Out leads now that they've begun to lose popularity. Nape is usually good for getting those rocks up early and maybe even taking out a poke on the way.
Rotom-h @ Leftovers
Ability: Levitate
EVs: 252 HP/120 Def/136 SDef
Bold nature (+Def, -Atk)
- Shadow Ball
- Thunderbolt
- Rest
- Sleep Talk
Rotom-H has become on of my favorite walls recently for its ability to handle attacks on both sides of the spectrum. Besides this, it is a very effective status absorber, and an overall great asset to the team.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP/216 Def/40 Spd
Bold nature (+Def, -Atk)
- Wish
- Calm Mind
- Thunderbolt
- Psychic
This Jirachi is amazing. It serves three very important purposes on this team. Firstly, it can be a strong physical tank, while dealing back decent damage. Jirachi can also then Wish and provide a needed HP boost to another member of the team. Lastly, CMRachi can be a terribly potent late-game sweeper if my opponent is not prepared.
Salamence (M) @ Life Orb
Ability: Intimidate
EVs: 16 Atk/252 Spd/240 SAtk
Naive nature (+Spd, -SDef)
- Draco Meteor
- Fire Blast
- Roost
- Earthquake
I love the possibilities involved with using MixMence. There's just something great about knowing that if I make the right move nothing, bar Cresselia, can handle this baby. It provides the team with strong sweeping and wall-breaking potential.
Tyranitar (M) @ Choice Scarf
Ability: Sand Stream
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Crunch
- Earthquake
- Pursuit
- Stone Edge
Very, very standard ScarfTar. This guy is just a very solid revenge killer and perhaps my only answer to Latias in some situations. And, although not great, it offers the team some needed speed.
Skarmory (M) @ Shed Shell
Ability: Keen Eye
EVs: 252 HP/64 Atk/16 Spd/176 SDef
Impish nature (+Def, -SAtk)
- Brave Bird
- Spikes
- Roost
- Toxic
Finally, I have my strongest physical wall. Skarm also serves to do some spike stacking. I like having Toxic on him to deal with certain walls that could give the rest of my team some problems. (i.e. Swampert and Non-Sleep Talking Rotom)
So, yeah, the team needs some improvements. Any rates are appreciated. Thanks.