The Concept: Use deception and baiting to lure opponents into being choice locked to the immunities of Chandelure / Dugtrio, so the Shadow Tagger / Arena Trapper has free reign to buff to hell and back. Failing this, the team is designed to choice lock key Pokemon to cripple the opponent in such a way as to take a significant advantage. The Design The party works in two teams of three; one team for Chandelure, and one team for Dugtrio. Each team has 3 distinct roles, which are as follows: The Bait The Bait (Gyarados) (M) @ Leftovers Trait: Moxie EVs: 156 HP / 72 Atk / 96 Def / 184 Spd Adamant Nature (+Atk, -SAtk) - Dragon Dance - Waterfall - Taunt - Bounce The Bait (Aggron) (M) @ Life Orb Trait: Rock Head EVs: 252 Atk / 252 Spd Jolly Nature (+Spd, -SAtk) - Head Smash - Stealth Rock - Ice Punch - Fire Punch The first goal of each team of three is to lure out the moves that their respective team member is immune to. That meant I needed a Pokémon famous for its Thunder weakness and a Pokémon famous for its Fighting weakness. On the weak-to-thunder side of things I choose Gyarados. Not only does Gyarados attract thunderbolts like a lightning rod, he also is a great addition to any team and packs quite a punch. I choose to use the Bulky Dragon Dance set on him, as dragon dance really can’t be left unpunished for long and taunt will take away any choice they have other than to try and KO him. For Chandelure’s team, I chose Aggron. I picked him for the exact reasons nobody else does: his glaring and crippling weaknesses. Almost every team packs earthquake or one of the many powerful fighting moves. The Net The Net (Starmie) @ Choice Scarf Trait: Natural Cure EVs: 252 SAtk / 252 Spd Naive Nature (+Spd, -SDef) - Grass Knot - Hydro Pump - Thunderbolt - Trick The Net (Linoone) (F) @ Choice Scarf Trait: Gluttony EVs: 252 Atk / 252 Spd Jolly Nature (+Spd, -SAtk) - Switcheroo - ExtremeSpeed - Belly Drum - Shadow Claw These lucky guys got picked to fill the role of The Net. The Net’s job is to come in after the Bait faints and trick the target Pokémon before dying. Thus the Nets have to be fast, have the same weakness as the Bait did, and have access to Trick/Switcheroo. For Dugtrio, I chose Starmie. Starmie is incredibly fast, especially with the boost from the initial Choice Scarf. It also is known to be slightly weak, further encouraging the opponent to use thunderbolt again. It took a while for me to land on Linoone as the perfect candidate for the Chandelure team, but now I can see how the team ever worked without her. Linoone has all the advantages of Starmie, but the belly drum set means she can also serve as a sweeper if she tricks the opponent into setting up spikes or buffing, thereby getting that free turn to belly drum it up. Although Linoone is only hit for neutral damage against Ground moves, the opponent knows Linoone to be too frail to survive an Earthquake anyway, meaning she also effectively serves in this regard. The Sting The Sting (Dugtrio) (F) @ Leftovers Trait: Arena Trap EVs: 4 HP / 252 Atk / 252 Spd Jolly Nature (+Spd, -SAtk) - Earthquake - Stone Edge - Substitute - Hone Claws The Sting (Chandelure) (M) @ Air Balloon Trait: Shadow Tag EVs: 4 HP / 252 SAtk / 252 Spd Timid Nature (+Spd, -Atk) - Flamethrower - Calm Mind - Substitute - Hidden Power [Dragon] Once you get to this point, it’s fairly easy flying. +6 100% accuracy Edgequake from Dugtrio and +6 HP Dragon from Chandelure. HP Dragon serves two purposes: firstly it gets great coverage, and secondly it means the opponent doesn’t know what to send out. The main goal of these two is to at least break even before being stopped, and this is handily accomplished by both parties thanks to substitute.