This is my second LC team and instead of picking 6 pokemon to play different roles, as I have done in the past, I decided give team building a proper go and actually think about how each member would benefit the team. Anyway here's how MagBag looks: Omanyte - Magnemite - Abra - Mienfoo - Scraggy - Bagon Omanyte @ Eviolite Trait: Shell Armor EV's: 236 HP/ 36 Def/ 236 Spd Bold Nature - Toxic Spikes - Stealth Rock - Scald - Protect If you hadn't already guessed this is my Stealth Rock/ T-Spikes setter and it usually is in the lead position. The EV layout and Evilolite makes it bulky all around and even with a little investment in Def it can still take a few hits. Maximum Spd and HP allows it to take neutral hits although Giga Drain is still a guaranteed OHKO. I had trouble with Mienfoo's Hi Jump Kick so Protect is there on the off chance the opponent will lead with the furry devil and it lets me scout their next move either before or after I've laid my hazards. Scald is there for a STAB attack to drive away enemy hazard layers that are weak to it as Omanyte is surprisingly fast when compared to others of its type. Magnemite @Eviolite Trait: Magnet Pull EV's: 156 HP/ 36 Def/ 240 SpA/ 76 SpD Modest Nature - Volt Switch - Magnet Rise - Flash Cannon - HP Fire As the first half of the team's name takes after Magnemite, this little guy plays quite an important part on my team. It's main job is to trap Steel types, mainly Bronzor and if it gets a safe switch in it's first move is to use Magnet Rise to avoid a HP Ground or Earthquake. HP Fire is to kill Bronzor and co once they have been trapped and Flash Cannon hits Dragon and Ground types although the damage isn't too high. Volt Switch forms the STAB and allows Magnemite get out of a fight it can't win (except against Ground guys). I would prefer to have Thunderbolt or Discharge there to use as STAB that won't force him out as it can be counterproductive. Magnemite works well here becuase it resists Grass, Flying, Psychic, pretty much all the types that hurt everyone else, however it can't be relied on too much throughout the battle as it's low speed and lack of recovery can hurt it. Abra @ Focus Sash Trait: Magic Guard EV's: 240 SpA/ 200 Spe Timid Nature - Psychic - Shadow Ball - HP Fighting - Protect I love Abra for its ablity to sweep while unaffected by hazards and weather and this set does that very well with max Special Attack and Speed. Protect lets it come in and block the opponents attack giving me the advantage as Abra's more likely to outspeed their next move or hit the switch in. Psychic is the main STAB here as it is very likely to OHKO after some residual damage. Shadow Ball is for opposing Psychics or if I suspect a Ghost is going to get switched in. HP Fighting serves the same purpose if there's a Dark or Steel waiting to come in. More often or not this allows Abra to take down two or more opponents before it's killed or has to switch. The beauty of this is I can switch it back in again without the fear or Stealth Rock or Spikes. Mienfoo @ Eviolite Trait: Regenerator EV's: 156 Atk/ 196 Def/ 36 SpD/ 76 Spe Impish Nature - Substitute - Baton Pass - Drain Punch - Payback This is quite the fun set to run as not too many people are expecting a SubPass Mienfoo. This team benefits greatly from a Substitute and Mienfoo is an excellent passer of it. The EV's increase bulk while allowing Drain Punch to score the occasional kill of it's own. Speaking of Drain Punch it works excellently with Regenerator to ensure Mienfoo will be able to set up multiple Substitutes throughout the battle. Payback is there to ward off Ghosts and Psychics although Mienfoo is usually too fast to get the damage boost. I chose to SubPass over Swords Dance as not everyone would benefit from receiving it whereas all will appreciate at the least a free switch in. Scraggy @ Eviolite Trait: Shed Skin EV's: 236 Atk/ 36 SpD/ 236 Spe Jolly Nature - Dragon Dance - Drain Punch - Crunch - Ice Punch There's not much I can say about Scraggy that you don't already know. Even after one DD it becomes unstoppable and the max Attack and Speed only help this. Scraggy can come in on any resisted attack thanks to its bulk and set up a sweep. A Substitute from Mienfoo works wonders here too. Drain Punch is the STAB of choice as i'm too big a wuss to run Hi Jump Kick, plus it's nice to recover most of its HP after a OHKO. Crunch is the second STAB and much like with Abra and Shadow Ball, it's very useful if I suspect a Ghost wants to block Drain Punch. It can OHKO Missy after a single DD and there have been many ragequits because of it (not that I'm proud of that). Ice Punch takes care of Murkrow and Flying types although withought Zen Headbutt I miss out nailing on Croagunk. One area that I would like some feedback on is running Shed Skin over Moxie as it's not always going to have a Substitute to block status but the extra attack bonuses from Moxie would help with its sweep. Sorry for the blocks of text but we're nearly at the end. Bagon @ Eviolite Trait: Rock Head EV's: 236 HP/ 36 Atk/ 196 Def/ 40 SpD Jolly Nature - Wish - Dragon Claw - Rock Slide - Protect This was honestly a bit of a last minute choice. I was looking for a Dragon to act as a revenge killer when I came across this one. With it's decent bulk and resistances to Fire, Water, Grass and Electric it acts as quite a good Wish passer. Dragon Claw is the STAB and is very useful once Magnemite has cleared and Steel types (hence the name MagBag) and Rock Slide hurts the Fire types that give Magnemite trouble and vice-versa. Protect can be swapped for Roar to phaze and help rack up hazard damage but I like Protect for giving Bagon a free Wish and for stalling out with Toxic Spikes. So there you have it. I've noticed that I have no solid counter to Croagunk but as I surprisingly haven't come across one yet I don't know how well or badly I'd do. EDIT: I've made some changes since posting this which are further down.