Hitmonlee @ Normal Gem Unburden 252 Atk / 252 spe / 4 SpD Adamant Fake Out Stone Edge Blaze Kick Hi Jump Kick This is my anti-lead. It uses Fake Out (boosted by Normal Gem) to get the double Speed with an unburden boost, and usually stays in to die after hitting as much as possible. I do sometimes switch out if I see that He wont be effective in countering the lead. Has had most problems against leads like Uxie and others that are physically bulky, as his attacks wont do much to them and/or HJK is resisted. Sandslash @ Leftovers Sand Veil 252 HP / 252 Def / 4 SpD Stealth Rock Rapid Spin Toxic Earthquake Sandslash serves many roles. He can spin away hazards, set up his own, and take physical attacks very well. He can also get toxic on a wall or bulky set-up sweeper. Earthquake is there as reliable STAB damage and to not leave him as taunt bait. It has also helpped whittle down the opponent late-game. His special defense leaves much to be desired, but the HP investment means he can take one or two neutral hits and try to do his other jobs while he can. Sand Veil is preferred over sand rush because though sandstorms are highly rare in RU, the evasion boost would prove to be more beneficial in the long run. Cofagrigus @ Leftovers Calm 252 HP / 24 Def / 228 SpD / 4 Spe Rest Will-o-Wisp Haze Shadow Ball Walls both physical and special attacks evenly while spinblocking. WoW cripples physical attackers, Haze is for stopping set-ups, Rest is for recovery, and Shadow Ball is for reliable damage. The 4 EVs in Speed are specifically for other cofagrigi, as I can outspeed others and take them out first with my own arsenal. I'd thinking of replacing Shadow Ball with Hex as it fits well with WoW. I was also thinking to give it a chesto berry over leftovers. If there is anyone on this team I'd have to replace it would be him. He hasn't done much and seems to be the only anchor I have holding me down. I'd prefer a ghost type as spinblocking is preferred. Anything that can take Special attacks well enough would be acceptable as well. Sharpedo @ Life Orb Speed Boost 124 Spe / 252 Spec Atk / 132 Atk Rash Waterfall HP Grass Dark Pulse Protect A Mixed Sharpedo leaning toward a special attacker. Protect ensures a Speed Boost. Waterfall is reliable physical STAB with a decent Flinch chance to boot. HP grass demolishes any water-type switch ins, primarily Quagsire and other sharpedo. Dark Pulse is Special STAB that also has a flinch chance. Replacing Waterfall with Hydro Pump means I must give up Dark Pulse, which would probably be replaced with Crunch, but Surf allows both, though this would make the physical investment useless. Priority is this Sharpedo's only enemy, but Sandslash can take any predicted priority like a boss. Rotom-C @ Choice Scarf Levitate 252 Spec Atk / 252 Spe / 4 HP Timid Trick Leaf Storm Volt Switch HP Fire A Trick Scarfer that offers special attacking option as well. Trick will ruin anything that isn't ready for it. Leaf Storm is incredible special STAB, but the Spec Atk drop is a downside and will pretty much force a switch. Volt Switch is Electric STAB and can give some momentum when needed. HP Fire is for coverage purposes, and wrecks grass switch-ins to take a predicted leaf storm or volt switch. Moltres @ Life Orb Pressure 252 Spec Atk / 252 Spe / 4 SpD Timid Fire Blast Air Slash HP Grass Roost A Special attacking moltres that Hits hard on most everything. Fire Blast and Air Slash are powerful STABs that are even more threatening with Life Orb. HP Grass is for coverage and to counter Water types. Roost heals life-orb recoil and also rids it of its flying type, which is a double edged sword with some situations. That's my team. Some problems I've had revolve around Substitutes. Sub Roost Honchkrow and SubSeed Sceptile are a major problem if brought in at the worst time (for me). Rapid Spin is essential as this team involves a lot of switching to fit the situation, and is most beneficial to rotom and moltres. I'd be most willing to replace Cofagrigus, but I can also replace Moltres. I have an Archeops that fits the same role as Moltres, but on a more Physical side. Here's that set: Archeops @ Fighting Gem Defeatist 252 Atk / 252 Spe / 4 Spec Atk HP Fighting U-Turn Head Smash Acrobatics It adds U-turn to my arsenal, helping with momentum. HP Fighting offers Coverage and a small mix'd variety that actually can take many things down with A Fighting Gem and the base 110 Spec Atk. Head Smash is Uber Powerful especially from Archeops. Acrobatics is STAB that also gets the boost after Fighting Gem is gone. So, with that said, any advice?