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Aerodactyl @ Focus band
Ability: Pressure
EV's: 255 Atk/ 255 Spe/ 8 Def
Nature: Adamant
-Stealth Rock
-Aerial Ace
-Taunt
-Sunny Day
Aerodactyl is my lead. He's meant to be able to stay on the field for at least two turns. This way he can either prevent my enemy from setting up, or set my team up by using stealth rock and sunny day(sunny Day later explained). While most people go for Earthquake, I went for the STAB aerial ace since it's effective on almost everything and never misses.
Ninjask @ Leftovers
Ability: Speed Boost
EV's 176 HP/ 252 Atk/ 80 Spe
Nature: Jolly
-X-Scissor
-Baton Pass
-Swords Dance
-Substitute
Ninjask's role is pretty obvious. Strengthen his attack and utilize speed boost's full potential by using sub often. (Leftovers allows him to recover and use it more often) Then passing the stat changes and possibly a sub to another pokemon.
Typhlosion @ Life Orb
Ability: Blaze
EV's: 220 Spa/ 200 Atk/ 90 Spe
Nature: Docile
-Eruption
-Solar Beam
-Ice Punch
-Brick Break
Typhlosion is set to be mostly a mixed sweeper. I know he is classified in the NU tier, but I feel he is commonly overlooked. With a STAB Eruption, Typhlosion is a very deadly threat. He also has learned Solar Beam for when People switch to a rock or water pokemon, hoping to take him out, Typhlosion can sweep them away and possibly OHKO them. Solar beam is also handy for taking out those bulky waters. Aerodactyl knows sunny day just to set up for Typhlosion. Brick break is a decent fighting type physical move for those pesky rock types and can be boosted by ninjask. Ice punch is to cover a good number of pokemon. So my team can scout out a pokemon and switch with typhlosion if necessary.
Scizor @ Choice Band
Ability: Technician
EV's: 248 HP/ 252Atk/ 8 Spe
Nature: Adamant
-Bullet Punch
-U-turn
-Superpower
-Pursuit
Pretty self explanatory. With a whopping 591 Atk as well as Stab U-turn, Technician boost Bullet Punch, and Priority Pursuit, Scizor is a force to be reckoned with. Scizor is an excellent revenge killer as everyone knows, but also a bit of a sweeper when helped out by Ninjask. Superpower is to take care of the nastier pokemon that are unaffected by Scizor's other moves. And if she comes into battle with a fire type, she can immediately use U-turn and pull out a wall or another pokemon.
Blissey @ Shed Shell
Ability: Natural Cure
EV's: 252 HP/ 252 Def/ 4 Spe
Nature: Bold
-Wish
-Toxic
-Softboiled
-Aromatherapy
Blissey is used as my special wall, but also as my team's medic. Wish is for a safe switch-out, to be used on Blissey herself, or to heal a pokemon overall. Softboiled to help her stay out longer. And Flamethrower is there to ensure she's not just sitting there taking hits, plus it gets a boost when sunny day is active. And of course a maxed out PP aromatherapy to cure team of all status ailments.
Tangrowth @ Dry Rock
Ability: Chlorophyll
EV's: 252 HP/ 252 Def/ 4 SpD
Nature: Relaxed
-Sleep Powder
-Synthesis
-Sunny Day
-Power Whip
Tangrowth is my physical wall. Most tend to overlook Tangrowth and suggest that there are better physical walls. However, Tangrowth fits appropriately due to his synthesis pairing well with my team's sunny day. Power Whip is there to due some damage while Tangrowth defends and sleep powder is there to allow me to set up a sunny day or heal Tangrowth a bit.
Please leave your honest opinions and feedback. Please also leave helpful suggestions and Ideas. :]
Ability: Pressure
EV's: 255 Atk/ 255 Spe/ 8 Def
Nature: Adamant
-Stealth Rock
-Aerial Ace
-Taunt
-Sunny Day
Aerodactyl is my lead. He's meant to be able to stay on the field for at least two turns. This way he can either prevent my enemy from setting up, or set my team up by using stealth rock and sunny day(sunny Day later explained). While most people go for Earthquake, I went for the STAB aerial ace since it's effective on almost everything and never misses.
Ninjask @ Leftovers
Ability: Speed Boost
EV's 176 HP/ 252 Atk/ 80 Spe
Nature: Jolly
-X-Scissor
-Baton Pass
-Swords Dance
-Substitute
Ninjask's role is pretty obvious. Strengthen his attack and utilize speed boost's full potential by using sub often. (Leftovers allows him to recover and use it more often) Then passing the stat changes and possibly a sub to another pokemon.
Typhlosion @ Life Orb
Ability: Blaze
EV's: 220 Spa/ 200 Atk/ 90 Spe
Nature: Docile
-Eruption
-Solar Beam
-Ice Punch
-Brick Break
Typhlosion is set to be mostly a mixed sweeper. I know he is classified in the NU tier, but I feel he is commonly overlooked. With a STAB Eruption, Typhlosion is a very deadly threat. He also has learned Solar Beam for when People switch to a rock or water pokemon, hoping to take him out, Typhlosion can sweep them away and possibly OHKO them. Solar beam is also handy for taking out those bulky waters. Aerodactyl knows sunny day just to set up for Typhlosion. Brick break is a decent fighting type physical move for those pesky rock types and can be boosted by ninjask. Ice punch is to cover a good number of pokemon. So my team can scout out a pokemon and switch with typhlosion if necessary.
Scizor @ Choice Band
Ability: Technician
EV's: 248 HP/ 252Atk/ 8 Spe
Nature: Adamant
-Bullet Punch
-U-turn
-Superpower
-Pursuit
Pretty self explanatory. With a whopping 591 Atk as well as Stab U-turn, Technician boost Bullet Punch, and Priority Pursuit, Scizor is a force to be reckoned with. Scizor is an excellent revenge killer as everyone knows, but also a bit of a sweeper when helped out by Ninjask. Superpower is to take care of the nastier pokemon that are unaffected by Scizor's other moves. And if she comes into battle with a fire type, she can immediately use U-turn and pull out a wall or another pokemon.
Blissey @ Shed Shell
Ability: Natural Cure
EV's: 252 HP/ 252 Def/ 4 Spe
Nature: Bold
-Wish
-Toxic
-Softboiled
-Aromatherapy
Blissey is used as my special wall, but also as my team's medic. Wish is for a safe switch-out, to be used on Blissey herself, or to heal a pokemon overall. Softboiled to help her stay out longer. And Flamethrower is there to ensure she's not just sitting there taking hits, plus it gets a boost when sunny day is active. And of course a maxed out PP aromatherapy to cure team of all status ailments.
Tangrowth @ Dry Rock
Ability: Chlorophyll
EV's: 252 HP/ 252 Def/ 4 SpD
Nature: Relaxed
-Sleep Powder
-Synthesis
-Sunny Day
-Power Whip
Tangrowth is my physical wall. Most tend to overlook Tangrowth and suggest that there are better physical walls. However, Tangrowth fits appropriately due to his synthesis pairing well with my team's sunny day. Power Whip is there to due some damage while Tangrowth defends and sleep powder is there to allow me to set up a sunny day or heal Tangrowth a bit.
Please leave your honest opinions and feedback. Please also leave helpful suggestions and Ideas. :]