I just cracked the leaderboard, and this team took a lot of the credit. This team takes advantage of several threats that players tend to overlook. I wear down the opponent with Stealth Rock and Spikes, all the while hammering them with my overlooked sweepers' onslaughts. This team has great balance in terms of covering each other's weaknesses. I named this team after my favorite Pokemon, Swellow.
Team Roster:
---
Corolla (Roserade) (F) @ Leftovers
Ability: Natural Cure
EVs: 236 HP/252 Spd/20 SDef
Timid nature (+Spd, -Atk)
- Leech Seed
- Spikes
- Substitute
- Sludge Bomb
People tend to assume that I'm Scarfed, so they run while I set up Spikes. If the opponent is Ambipom or Kangaskhan, I switch to Registeel to take the Fake Out and to set up Stealth Rock. Rotom takes Fake Out from Hitmontop leads. Arcanine is a bit trickier, but Hariyama is good switch-in.
Leech Seed + Substitute is annoying as hell, and STAB Sludge Bomb smacks enemy Grasses like Shaymin. Subseed will cause switches, which is a great opportunity to set up Spikes. Registeel's Thunder Wave victims are prime candidates for Subseeding.
EVs: Max Speed Timid to get the Leech Seed in fast. 236 HP gives a Leftovers number and allows Roserade to take some light Special hits like Surf.
Synergy: Spikes wears down the opponent's team fast. Even with just one layer of Spikes and Stealth Rock, grounded Rock-neutrals lose 1/4 of their health upon entry. Leech Seed gives my next switch-in a little recovery, which Swellow and Torterra use to cancel out their recoil damage. Survives Air Slash from Shaymin and retaliates hard with Sludge Bomb. My best switch-in for enemy Roserade just in case it uses Sleep Powder. Natural Cure is great when I'm unsure about opposing status and I don't want Swellow to take more Stealth Rock damage. Absorbs Toxic Spikes that hinder Hariyama and Torterra.
Nickname: Corolla is set of petals.
---
Ariel (Swellow) (F) @ Toxic Orb
Ability: Guts
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Facade
- U-turn
- Quick Attack
- Pursuit
Staraptor is gone, but the threat of a fast flier is still very much alive. Swellow's Facade hits harder than Staraptor's Life Orb Brave Bird, so for all those kiddies who don't have a Normal resist, you're in for some pain. Plus, after Toxic Orb is activated, Swellow gets plenty of opportunities to switch into status moves. Swellow will evidently cause switches, so I Pursuit them to hell and U-turn their Normal resist to a counter. Pursuit is a very underappreciated move on Swellow. Pursuit + U-turn is a cheap way to score hits, but I'll take it where I can get them. U-turn is wonderful for scouting in general. Quick Attack is my "oh shit I let something set up" panic button; it seems redundant on something with 125 base Speed, but Quick Attack prevents me from getting swept from the fast and frail. I find Brave Bird very redundant with Facade, and the recoil is not appealing at all. The only reason to use Brave Bird is for Spiritomb.
EVs: Max Speed and Attack are no brainers. Jolly to outspeed Ambipom to the priority move.
Synergy: Switches into status moves like Sleep Powder that are directed to the rest of my team. Swellow takes Earthquakes that Registeel inevitable lures. I use its Shadow Ball immunity only when I really really need it, because Mismagius is usually hiding behind a Substitute and Rotom murders with STAB Thunderbolt. Pursuit wears down the opponent's team as they flee from the Facade. U-turn scouts for counters.
Nickname: Ariel is a pun on aerial.
---
Zen (Torterra) (M) @ Life Orb
Ability: Overgrow
EVs: 252 Atk/8 Def/ 248 Spd
Adamant nature (+Atk, -SAtk)
- Earthquake
- Stone Edge
- Wood Hammer
- Rock Polish
Steels and Rocks wall Swellow to no end, but they are manhandled by Torterra. I need to watch out for the odd Ice Punch Registeel, but Torterra rips through Rocks and Steels with STAB Earthquake and Wood Hammer. Rock Polish is for a mid-late game sweep, and man, Torterra hits like a tank. With Rock Polish and Life Orb, very little can stop its rampage. People don't realize how much this turtle utterly tears teams apart. Bulky waters that typically wall Ground-types are killed by Wood Hammer. Earthquake gets past the Steels and Rocks that Swellow hate. Stone Edge takes down fliers that resist Wood Hammer and are immune to Earthquake. Once in Overgrow range, Wood Hammer is ridiculously strong and is Torterra's exit with a bang because the recoil and Life Orb tend to KO it.
I like the extra power of Life Orb a lot, but Torterra has trouble taking in too many Earthquakes and Stone Edges without Leftovers. I usually opt for Life Orb because Swellow and Rotom can take Earthquakes.
EVs: Max Attack for the most pain, 248 Speed EVs to outspeed neutral Scarf 90s like Moltres, and the rest in Defense.
Synergy: Tackles Rocks and Steels that wall Swellow. Also comes into Thunderbolts that are gunning for Swellow. Earthquakes for Registeel meet Torterra. Stone Edge is no problem either. Thunderwave immunity is also a plus. Rotom can't deal with Chansey without Trick, and Chansey is total set up bait for a Rock Polish sweep.
Nickname: Torterra reminds me of a Zen garden. It looks tranquil until it unleashes some butt-whoop.
---
zzZAP (Rotom) @ Choice Specs
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Trick
- Thunderbolt
- Shadow Ball
- Will-o-wisp
Raikou is gone, but don't forget to bring your Electric resists! Roserade takes a serious beating from Thunderbolt if it does not have defensive EVs. STAB Thunderbolt and Shadow Ball compliment each other very well, especially backed up by the Specs. I usually blindly spam Thunderbolt until I meet something that can be better taken care of by Shadow Ball. Thunderbolt is my main attack option, because people don't fear Electric moves as much anymore with Raikou out of the picture. I tend to go safe against Honchkrow and Hitmontop and use Will-o-Wisp, just in case they Sucker Punch. Pursuiters can eat a Will-o-Wisp too. The burn pretty much neuters them anyway. I Trick the Specs when Rotom is really weakened or if there's something that I can't really handle. Chansey and Clefable will absolutely hate getting locked in to one move. Mono-Restalkers will love the Trick =).
EVs: I don't use a Timid nature, because I really need the extra power boost from Modest. The rest of my team handles Roserade well, it is nearly killed by a Thunderbolt anyway, and Roserade is often Scarfed, so outspeeding Roserade isn't an issue. There isn't much that I need to outspeed, so Modest all the way.
Synergy: Fighting, Ground, and Normal immunities all in one nice package. Close Combats and Earthquakes for Registeel go here. Fake Outs from Hitmontop to my Roserade meet by ghostly friend. Rotom takes the obvious Explosion from a dying Regi, Camerupt, or Electrode. Rotom blocks Rapid Spin, so Roserade's work isn't for vain. Claydol usually stay in to attempt to weaken me with Shadow Ball, but Specs makes a clean OHKO against Claydol. Blastoise and Cloyster don't stand a chance against a STAB Thunderbolt.
Nickname: zzZap... It's self-explanatory.
---
Ferrous (Registeel) @ Leftovers
Ability: Clear Body
EVs: 252 HP/80 Atk/176 SDef
Careful nature (+SDef, -SAtk)
- Explosion
- Iron Head
- Thunder Wave
- Stealth Rock
What team is complete without Registeel? It takes hits from both spectrums like nothing. Clear Body prevents Shaymin's Seed Flare SpD drops, and Earth Power isn't that painful. This chunk of scrap metal is my go-to guy if I'm lazy about prediction. Stealth Rock is essential to any serious team for wearing down the opponent. Registeel spreads Thunder Waves to cripple sweepers, and Iron Head compliments for the cheap and easy paraflinch combo. Thunder Wave is my best shot a stopping Rain Dance teams. Explosion is for when I really can't deal with something or when Registeel has done its job. Registeel utterly blocks sweeps from Espeon and Mismagius. Hidden Power Fighting does laughable damage despite being super effective.
EVs: Max HP is a given since it is the lowest defensive stat. 176 Special Defense EVs Careful yield a bonus point and provide plenty of bulk. The remaining go into Attack, so Iron Head and Explosion have a bit more bite.
Synergy: Registeel takes hits from all sorts of attacks and can retaliate with Thunder Wave. Its Normal, Ice, Flying, Dragon, Grass, Poison, Ghost, Psychic, Dark, Bug, and Rock resistances are godsends. If Rotom is down for the count, Registeel can take an Explosion. My best Stone Edge and Altaria Outrage taker. Explosion takes out anything troublesome that isn't resistant.
Nickname: Ferrous is iron, and Registeel is made of iron. Hmm.
---
Oprah (Hariyama) (F) @ Leftovers
Ability: Thick Fat
EVs: 80 HP/176 Atk/252 SDef
Careful nature (+SDef, -SAtk)
- Whirlwind
- Brick Break
- Knock Off
- Bullet Punch / Stone Edge
Every team should have a sturdy Special Fire resist, because Typhlosion massacres teams easily. Thick Fat gives me a psuedo resistance and the big guy takes Eruptions with ease. Whirlwind racks up the entry hazard damage from Spikes and Stealth Rock, and blows away set ups. Knock Off is totally underappreciated. Almost nothing will enjoy losing their precious item. Walls need Leftovers, mixed attackers need Life Orb, and Choicers need... Choice items. Without their items, the opponent becomes much easier to deal with. Brick Break destroys Orb Clefable who doesn't care about Knock Off and shatters screens that prevent sweeps from Rotom, Torterra, and Swellow. Force Palm isn't too important, because Registeel does the paralyzing job much better.
The last moveslot is either Bullet Punch or Stone Edge. Stone Edge does great damage and fits fliers that resist Brick Break. Bullet Punch is useful to hit Absol and Honchkrow since they do big damage to my team. BP also helps picking off weak opponents without making Swellow take SR damage. Flying-types tend to be frail, so BP still covers them. Steel doesn't provide better coverage with Fighting, but BP priority has saved me before. Sometimes I use Ice Punch for the potential freeze and enemy Torterra.
I've used Milotic in place of Hariyama to better deal with Azumarill while still handling Fire assaults, but I miss Knock Off and phazing. Milotic has reliable recovery though. Milotic makes Mismagius a bigger threat if Registeel is down. Nevertheless, Milotic is a solid choice over Hariyama.
EVs: Max out the Special Defense completely to better take Eruptions. 80 HP for a Leftovers number +1. 176 Attack EVs for a clean Clefable kill, and they make Hariyama much more threatening. The 120 base Attack stat should not be overlooked.
Synergy: Whirlwind racks up the damage from Roserade's Spikes and Registeel's Stealth Rock. Knock Off cripples the opponent to make sweeps easier for Swellow, Torterra, and Rotom. Brick Break crushes Reflect and Light Screen, which thwart a sweep easily. Hariyama takes Ice and Fire moves for Torterra, Ice moves for Roserade and Swellow, and Dark moves more Rotom.
Nickname: Oprah is a talkshow host. Hariyama weighs 559.5 lbs.
---
Entry Hazard Threats:
Toxic Spikes - Roserade sucks them up. Only Hariyama and Torterra would be affected.
Spikes - 2 immune, Roserade heals itself and the team with Leech Seed
Stealth Rock - 1 weak, 2 neutral, 3 resist
Specific Team Threats:
Baton Pass teams: Whirlwind, Trick, Explosion
Rain Dance - Registeel stalls out with Thunder Wave + Iron Head
Sunny Day - Hariyama's life is harder with the sun but it works. Registeel takes Solarbeams and spreads Thunder Waves.
Sandstream - Hippototas is a dead weight. Torterra and Registeel are immune. Rotom's Trick is a killer, since there are few sand Special Attackers to use the Specs.
Hail - Snover is a joke, but Snow Warning is not. Wallrein is total bitch in the Hail, and I rely on Trick or Thunderbolt to kill it. I depend on Registeel and Hariyama to beat the icy fighters down. Stealth Rock is absolutely key.
Trick Room - I don't much of these, but it's quite easy to stall out the short 5 turns with Whirlwind and Thunder Wave.
My team has brought me lots of success for three major reasons:
1. Synergy: My team covers each other's weaknesses well.
2. Entry Hazards: Spikes and Stealth Rock are a tremendous help at softening up the opponent. The great synergy forces plenty of switches. Whirlwind causes more havoc. Rotom laughs at attempts to Rapid Spin.
3. Panic Buttons: Rotom's Trick, Swellow's Quick Attack, and Registeel's Explosion are what I consider "panic buttons." These moves are in case of lucky hax or a bad match up. Trick and Explosion usually guarantee major destruction against foes that I know my team will struggle against. Quick Attack off Swellow's great Attack stops fast sweepers. With these "panic button" checks, my team can handle plenty of crap that my opponent throws at me.
One more time:
The threats list is posted below.
Please rate/criticize/laugh. Thanks for reading.
Team Roster:
Corolla (Roserade) (F) @ Leftovers
Ability: Natural Cure
EVs: 236 HP/252 Spd/20 SDef
Timid nature (+Spd, -Atk)
- Leech Seed
- Spikes
- Substitute
- Sludge Bomb
People tend to assume that I'm Scarfed, so they run while I set up Spikes. If the opponent is Ambipom or Kangaskhan, I switch to Registeel to take the Fake Out and to set up Stealth Rock. Rotom takes Fake Out from Hitmontop leads. Arcanine is a bit trickier, but Hariyama is good switch-in.
Leech Seed + Substitute is annoying as hell, and STAB Sludge Bomb smacks enemy Grasses like Shaymin. Subseed will cause switches, which is a great opportunity to set up Spikes. Registeel's Thunder Wave victims are prime candidates for Subseeding.
EVs: Max Speed Timid to get the Leech Seed in fast. 236 HP gives a Leftovers number and allows Roserade to take some light Special hits like Surf.
Synergy: Spikes wears down the opponent's team fast. Even with just one layer of Spikes and Stealth Rock, grounded Rock-neutrals lose 1/4 of their health upon entry. Leech Seed gives my next switch-in a little recovery, which Swellow and Torterra use to cancel out their recoil damage. Survives Air Slash from Shaymin and retaliates hard with Sludge Bomb. My best switch-in for enemy Roserade just in case it uses Sleep Powder. Natural Cure is great when I'm unsure about opposing status and I don't want Swellow to take more Stealth Rock damage. Absorbs Toxic Spikes that hinder Hariyama and Torterra.
Nickname: Corolla is set of petals.
---
Ability: Guts
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Facade
- U-turn
- Quick Attack
- Pursuit
Staraptor is gone, but the threat of a fast flier is still very much alive. Swellow's Facade hits harder than Staraptor's Life Orb Brave Bird, so for all those kiddies who don't have a Normal resist, you're in for some pain. Plus, after Toxic Orb is activated, Swellow gets plenty of opportunities to switch into status moves. Swellow will evidently cause switches, so I Pursuit them to hell and U-turn their Normal resist to a counter. Pursuit is a very underappreciated move on Swellow. Pursuit + U-turn is a cheap way to score hits, but I'll take it where I can get them. U-turn is wonderful for scouting in general. Quick Attack is my "oh shit I let something set up" panic button; it seems redundant on something with 125 base Speed, but Quick Attack prevents me from getting swept from the fast and frail. I find Brave Bird very redundant with Facade, and the recoil is not appealing at all. The only reason to use Brave Bird is for Spiritomb.
EVs: Max Speed and Attack are no brainers. Jolly to outspeed Ambipom to the priority move.
Synergy: Switches into status moves like Sleep Powder that are directed to the rest of my team. Swellow takes Earthquakes that Registeel inevitable lures. I use its Shadow Ball immunity only when I really really need it, because Mismagius is usually hiding behind a Substitute and Rotom murders with STAB Thunderbolt. Pursuit wears down the opponent's team as they flee from the Facade. U-turn scouts for counters.
Nickname: Ariel is a pun on aerial.
---
Ability: Overgrow
EVs: 252 Atk/8 Def/ 248 Spd
Adamant nature (+Atk, -SAtk)
- Earthquake
- Stone Edge
- Wood Hammer
- Rock Polish
Steels and Rocks wall Swellow to no end, but they are manhandled by Torterra. I need to watch out for the odd Ice Punch Registeel, but Torterra rips through Rocks and Steels with STAB Earthquake and Wood Hammer. Rock Polish is for a mid-late game sweep, and man, Torterra hits like a tank. With Rock Polish and Life Orb, very little can stop its rampage. People don't realize how much this turtle utterly tears teams apart. Bulky waters that typically wall Ground-types are killed by Wood Hammer. Earthquake gets past the Steels and Rocks that Swellow hate. Stone Edge takes down fliers that resist Wood Hammer and are immune to Earthquake. Once in Overgrow range, Wood Hammer is ridiculously strong and is Torterra's exit with a bang because the recoil and Life Orb tend to KO it.
I like the extra power of Life Orb a lot, but Torterra has trouble taking in too many Earthquakes and Stone Edges without Leftovers. I usually opt for Life Orb because Swellow and Rotom can take Earthquakes.
EVs: Max Attack for the most pain, 248 Speed EVs to outspeed neutral Scarf 90s like Moltres, and the rest in Defense.
Synergy: Tackles Rocks and Steels that wall Swellow. Also comes into Thunderbolts that are gunning for Swellow. Earthquakes for Registeel meet Torterra. Stone Edge is no problem either. Thunderwave immunity is also a plus. Rotom can't deal with Chansey without Trick, and Chansey is total set up bait for a Rock Polish sweep.
Nickname: Torterra reminds me of a Zen garden. It looks tranquil until it unleashes some butt-whoop.
---
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Trick
- Thunderbolt
- Shadow Ball
- Will-o-wisp
Raikou is gone, but don't forget to bring your Electric resists! Roserade takes a serious beating from Thunderbolt if it does not have defensive EVs. STAB Thunderbolt and Shadow Ball compliment each other very well, especially backed up by the Specs. I usually blindly spam Thunderbolt until I meet something that can be better taken care of by Shadow Ball. Thunderbolt is my main attack option, because people don't fear Electric moves as much anymore with Raikou out of the picture. I tend to go safe against Honchkrow and Hitmontop and use Will-o-Wisp, just in case they Sucker Punch. Pursuiters can eat a Will-o-Wisp too. The burn pretty much neuters them anyway. I Trick the Specs when Rotom is really weakened or if there's something that I can't really handle. Chansey and Clefable will absolutely hate getting locked in to one move. Mono-Restalkers will love the Trick =).
EVs: I don't use a Timid nature, because I really need the extra power boost from Modest. The rest of my team handles Roserade well, it is nearly killed by a Thunderbolt anyway, and Roserade is often Scarfed, so outspeeding Roserade isn't an issue. There isn't much that I need to outspeed, so Modest all the way.
Synergy: Fighting, Ground, and Normal immunities all in one nice package. Close Combats and Earthquakes for Registeel go here. Fake Outs from Hitmontop to my Roserade meet by ghostly friend. Rotom takes the obvious Explosion from a dying Regi, Camerupt, or Electrode. Rotom blocks Rapid Spin, so Roserade's work isn't for vain. Claydol usually stay in to attempt to weaken me with Shadow Ball, but Specs makes a clean OHKO against Claydol. Blastoise and Cloyster don't stand a chance against a STAB Thunderbolt.
Nickname: zzZap... It's self-explanatory.
---
Ability: Clear Body
EVs: 252 HP/80 Atk/176 SDef
Careful nature (+SDef, -SAtk)
- Explosion
- Iron Head
- Thunder Wave
- Stealth Rock
What team is complete without Registeel? It takes hits from both spectrums like nothing. Clear Body prevents Shaymin's Seed Flare SpD drops, and Earth Power isn't that painful. This chunk of scrap metal is my go-to guy if I'm lazy about prediction. Stealth Rock is essential to any serious team for wearing down the opponent. Registeel spreads Thunder Waves to cripple sweepers, and Iron Head compliments for the cheap and easy paraflinch combo. Thunder Wave is my best shot a stopping Rain Dance teams. Explosion is for when I really can't deal with something or when Registeel has done its job. Registeel utterly blocks sweeps from Espeon and Mismagius. Hidden Power Fighting does laughable damage despite being super effective.
EVs: Max HP is a given since it is the lowest defensive stat. 176 Special Defense EVs Careful yield a bonus point and provide plenty of bulk. The remaining go into Attack, so Iron Head and Explosion have a bit more bite.
Synergy: Registeel takes hits from all sorts of attacks and can retaliate with Thunder Wave. Its Normal, Ice, Flying, Dragon, Grass, Poison, Ghost, Psychic, Dark, Bug, and Rock resistances are godsends. If Rotom is down for the count, Registeel can take an Explosion. My best Stone Edge and Altaria Outrage taker. Explosion takes out anything troublesome that isn't resistant.
Nickname: Ferrous is iron, and Registeel is made of iron. Hmm.
---
Ability: Thick Fat
EVs: 80 HP/176 Atk/252 SDef
Careful nature (+SDef, -SAtk)
- Whirlwind
- Brick Break
- Knock Off
- Bullet Punch / Stone Edge
Every team should have a sturdy Special Fire resist, because Typhlosion massacres teams easily. Thick Fat gives me a psuedo resistance and the big guy takes Eruptions with ease. Whirlwind racks up the entry hazard damage from Spikes and Stealth Rock, and blows away set ups. Knock Off is totally underappreciated. Almost nothing will enjoy losing their precious item. Walls need Leftovers, mixed attackers need Life Orb, and Choicers need... Choice items. Without their items, the opponent becomes much easier to deal with. Brick Break destroys Orb Clefable who doesn't care about Knock Off and shatters screens that prevent sweeps from Rotom, Torterra, and Swellow. Force Palm isn't too important, because Registeel does the paralyzing job much better.
The last moveslot is either Bullet Punch or Stone Edge. Stone Edge does great damage and fits fliers that resist Brick Break. Bullet Punch is useful to hit Absol and Honchkrow since they do big damage to my team. BP also helps picking off weak opponents without making Swellow take SR damage. Flying-types tend to be frail, so BP still covers them. Steel doesn't provide better coverage with Fighting, but BP priority has saved me before. Sometimes I use Ice Punch for the potential freeze and enemy Torterra.
I've used Milotic in place of Hariyama to better deal with Azumarill while still handling Fire assaults, but I miss Knock Off and phazing. Milotic has reliable recovery though. Milotic makes Mismagius a bigger threat if Registeel is down. Nevertheless, Milotic is a solid choice over Hariyama.
EVs: Max out the Special Defense completely to better take Eruptions. 80 HP for a Leftovers number +1. 176 Attack EVs for a clean Clefable kill, and they make Hariyama much more threatening. The 120 base Attack stat should not be overlooked.
Synergy: Whirlwind racks up the damage from Roserade's Spikes and Registeel's Stealth Rock. Knock Off cripples the opponent to make sweeps easier for Swellow, Torterra, and Rotom. Brick Break crushes Reflect and Light Screen, which thwart a sweep easily. Hariyama takes Ice and Fire moves for Torterra, Ice moves for Roserade and Swellow, and Dark moves more Rotom.
Nickname: Oprah is a talkshow host. Hariyama weighs 559.5 lbs.
---
Entry Hazard Threats:
Toxic Spikes - Roserade sucks them up. Only Hariyama and Torterra would be affected.
Spikes - 2 immune, Roserade heals itself and the team with Leech Seed
Stealth Rock - 1 weak, 2 neutral, 3 resist
Specific Team Threats:
Baton Pass teams: Whirlwind, Trick, Explosion
Rain Dance - Registeel stalls out with Thunder Wave + Iron Head
Sunny Day - Hariyama's life is harder with the sun but it works. Registeel takes Solarbeams and spreads Thunder Waves.
Sandstream - Hippototas is a dead weight. Torterra and Registeel are immune. Rotom's Trick is a killer, since there are few sand Special Attackers to use the Specs.
Hail - Snover is a joke, but Snow Warning is not. Wallrein is total bitch in the Hail, and I rely on Trick or Thunderbolt to kill it. I depend on Registeel and Hariyama to beat the icy fighters down. Stealth Rock is absolutely key.
Trick Room - I don't much of these, but it's quite easy to stall out the short 5 turns with Whirlwind and Thunder Wave.
My team has brought me lots of success for three major reasons:
1. Synergy: My team covers each other's weaknesses well.
2. Entry Hazards: Spikes and Stealth Rock are a tremendous help at softening up the opponent. The great synergy forces plenty of switches. Whirlwind causes more havoc. Rotom laughs at attempts to Rapid Spin.
3. Panic Buttons: Rotom's Trick, Swellow's Quick Attack, and Registeel's Explosion are what I consider "panic buttons." These moves are in case of lucky hax or a bad match up. Trick and Explosion usually guarantee major destruction against foes that I know my team will struggle against. Quick Attack off Swellow's great Attack stops fast sweepers. With these "panic button" checks, my team can handle plenty of crap that my opponent throws at me.
One more time:
The threats list is posted below.
Please rate/criticize/laugh. Thanks for reading.