As I mentioned in my first RMT I have never ventured into the 5th generation of pokemon. However, doing a monotype team (especially a ghost monotype team) has forced me to venture into this unknown field. I still however know very little about this generation and would like all the help I can get. So please spear no criticism.
Froslass @ Focus Sash
Ability: Cursed Body
EVs: 252 SAtk, 4 Sdef, 252 Spe
Nature: Timid (-Atk, +Spe)
- Spikes
- Taunt
- Destiny Bond
- Ice Beam
The Lead. Taunt to prevent the oppenent from setting up. Then use spikes for field damage and destiny bond to take out oppenent (this can actually cause alot of switches waiting for PP to run dry which if predicted right can give Froslass extra turns to set up spikes or do some decent damage with ice beam (along with field damage giving Froslass an extra KO))
Sableye @ Leftovers
Ability: Mischievous Heart
EVs: 252 HP, 120 Def, 136 SDef
Nature: Careful (-SAtk, +SDef)
- Will-O-Wisp
- Knock Off
- Detect
- Recover
Mischievous Heart was the best thing to ever happen to Sableye. Every move in this set besides knock off has a speed priority +1.
Will-O-Wisp cripples physical attackers making up for the lack of defence EVs I put into him.
Knock-Off is used mainly to knock off leftovers giving burn a faster KO but also does some damage which will prevent the battle from becoming a 8-turn stall.
Detect+Leftovers+Recover+Mischievous Heart gives it unlimited healing properties. All he has to worry about is status effects like toxic (not so much burn) or potential OHKOs.
Burungeru @ Leftovers
Ability: Water Absorb
EVs: 252 HP/ 4 Def/ 252 SDef
Nature: Calm (-Atk, +SDef)
- Boil Over
- Recover
- Shadow Ball
- Will-O-Wisp
The Ghost type's ultimate special wall.
Boil Over is a good STAB move that takes out the fire types immune to burn.
Recover is for extra healing alongside leftovers.
Shadow Ball is another good STAB move (and you need alot of it when coming against other ghost type teams).
Finally, Will-O-Wisp gives Burungeru some extra defencive qualities and gives added damage to the oppenent slowly.
When used with Shandera Burungeru has some great defensive qualities.
Gengar @ Life Orb
Ability: Levitate
EVs: 4 Def, 252 SAtk, 252 Spe
Nature: Timid (-Atk, +Spe)
- Substitute
- Pain Split
- Shadow Ball
- Focus Blast
My team's Special Sweeper.
Substitute prevents status affliction as well as scout for super effective hits.
Pain Split is Gengar's basic healing move what with substitute and Life Orb continually draining his HP. This is highly needed and can do alot of damage on the oppenent.
Shadow Ball is again a basic ghost STAB.
Focus Blast is to do major damage on steels and normals.
Shandera @ Leftovers
Ability: Shadow Tag
EVs: 252 HP, 252 Def, 4 Spe
Nature: Bold (-Atk, +Def)
- Pain Split
- Calm Mind
- Flamethrower
- Shadow Ball
Calm Mind it's Sp. Atk & Sp. Def than Pain Split to heal followed by a deadly STAB Flamethrower or Shadow Ball. Shadow Tag alows Shandera to shift in safely and set up without worries.
Dusknoir @ Leftovers
Ability: Pressure
EVs: 294 HP, 28 Atk, 228 Def
Nature: Impish (-SAtk, +Def)
- Pain Split
- Will-O-Wisp
- Earthquake
- Ice Punch
My Physical Wall that destroys the oppenent through burn and pain split before finishing them off with an earthquake or ice Punch.
Froslass @ Focus Sash
Ability: Cursed Body
EVs: 252 SAtk, 4 Sdef, 252 Spe
Nature: Timid (-Atk, +Spe)
- Spikes
- Taunt
- Destiny Bond
- Ice Beam
The Lead. Taunt to prevent the oppenent from setting up. Then use spikes for field damage and destiny bond to take out oppenent (this can actually cause alot of switches waiting for PP to run dry which if predicted right can give Froslass extra turns to set up spikes or do some decent damage with ice beam (along with field damage giving Froslass an extra KO))
Sableye @ Leftovers
Ability: Mischievous Heart
EVs: 252 HP, 120 Def, 136 SDef
Nature: Careful (-SAtk, +SDef)
- Will-O-Wisp
- Knock Off
- Detect
- Recover
Mischievous Heart was the best thing to ever happen to Sableye. Every move in this set besides knock off has a speed priority +1.
Will-O-Wisp cripples physical attackers making up for the lack of defence EVs I put into him.
Knock-Off is used mainly to knock off leftovers giving burn a faster KO but also does some damage which will prevent the battle from becoming a 8-turn stall.
Detect+Leftovers+Recover+Mischievous Heart gives it unlimited healing properties. All he has to worry about is status effects like toxic (not so much burn) or potential OHKOs.
Burungeru @ Leftovers
Ability: Water Absorb
EVs: 252 HP/ 4 Def/ 252 SDef
Nature: Calm (-Atk, +SDef)
- Boil Over
- Recover
- Shadow Ball
- Will-O-Wisp
The Ghost type's ultimate special wall.
Boil Over is a good STAB move that takes out the fire types immune to burn.
Recover is for extra healing alongside leftovers.
Shadow Ball is another good STAB move (and you need alot of it when coming against other ghost type teams).
Finally, Will-O-Wisp gives Burungeru some extra defencive qualities and gives added damage to the oppenent slowly.
When used with Shandera Burungeru has some great defensive qualities.
Gengar @ Life Orb
Ability: Levitate
EVs: 4 Def, 252 SAtk, 252 Spe
Nature: Timid (-Atk, +Spe)
- Substitute
- Pain Split
- Shadow Ball
- Focus Blast
My team's Special Sweeper.
Substitute prevents status affliction as well as scout for super effective hits.
Pain Split is Gengar's basic healing move what with substitute and Life Orb continually draining his HP. This is highly needed and can do alot of damage on the oppenent.
Shadow Ball is again a basic ghost STAB.
Focus Blast is to do major damage on steels and normals.
Shandera @ Leftovers
Ability: Shadow Tag
EVs: 252 HP, 252 Def, 4 Spe
Nature: Bold (-Atk, +Def)
- Pain Split
- Calm Mind
- Flamethrower
- Shadow Ball
Calm Mind it's Sp. Atk & Sp. Def than Pain Split to heal followed by a deadly STAB Flamethrower or Shadow Ball. Shadow Tag alows Shandera to shift in safely and set up without worries.
Dusknoir @ Leftovers
Ability: Pressure
EVs: 294 HP, 28 Atk, 228 Def
Nature: Impish (-SAtk, +Def)
- Pain Split
- Will-O-Wisp
- Earthquake
- Ice Punch
My Physical Wall that destroys the oppenent through burn and pain split before finishing them off with an earthquake or ice Punch.