Overview
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Gliscor
Toxic Spikes
Sleep Powder
Grass Knot
Hidden Power Fire
Item: Focus Sash
Ability: Natural Cure
Nature: Timid
EVs: 6 HP / 252 SpA / 252 Spe
By using Roserade as my lead, I’m usually able to sleep or eliminate the opposing lead. Given that I slept them, I’m able to throw out at least one layer of Toxic Spikes. Also, Roserade’s ability - Natural Cure – allows me to be easily rid of any status ailments thrown at me.
Forretress
Spikes
Toxic Spikes
Rapid Spin
Gyro Ball
Item: Shed Shell
Ability: Sturdy
Nature: Careful
EVs: 252 HP / 6 Def / 252 SpD
Given his partial Steel-typing, Forretress is immune to Sandstorm and Toxic Spikes if the enemy has them down. Forretress serves two purposes on my team, as it usually does on other teams. The foremost is as my Rapid Spinner. Clearing entry hazards, especially Toxic Spikes, is almost a necessity to keep Hippowdon out. The second purpose is to lay down more entry hazards to give Hippowdon’s Roar a bigger bite.
Rotom-H
Rest
Sleep Talk
Discharge
Will-O-Wisp
Item: Leftovers
Ability: Levitate
Nature: Bold
EVs: 252 HP / 120 Def / 136 SpD
With Rest-Talking Rotom-H, I secure a status absorber, while dealing out Burn or possibly Paralysis to those that resist Poison. With Levitate, Rotom-H has three immunities and resists four other types of attacks, leaving only seven to do neutral damage and two to do 2x Super Effective damage.
Tyranitar
Stone Edge
Crunch
Pursuit
Aqua Tail
Item: Choice Band
Ability: Sand Stream
Nature: Adamant
EVs: 160 HP / 252 Attack / 98 Spe
In the event that my opponent decides to send out a Spin Blocker of their own, I’ll send out Choice Banded Tyranitar to lay the smack down on them. Usually someone would switch out to avoid some heavy damage from T-Tar, but Pursuit tends to stop them in their tracks. Stone Edge and Crunch for some up front STAB’ed damage, and Aqua Tail to round out it’s coverage.
Heatran
Dragon Pulse
Earth Power
Flame Blast
Explosion
Item: Choice Scarf
Ability: Flash Fire
Nature: Naive
EVs: 252 SpA / 252 Spe / 8 SpD
I've taken up Heatran as my revenge killer seeing as I wasn't fairing well with Scizor. Heatran's epic speed and power easily allow me to take out one member of the opposition or scare them off to allow another one of my teammates to set up.
Hippowdon
Stockpile
Roar
Slack Off
Ice Fang
Item: Leftovers
Ability: Sandstream
Nature: Impish
EVs: 176 HP / 84 Def / 250 SpD
"Star" of my team. I'm usually able to get Stockpile 3, then I proceed to Roar them into the entry hazards I've lain, using Toxic on those that are Flying. Between Spikes, Stealth Rock, Toxic Spikes, Sand Storm, Hippowdon’s amazing defenses due to Stockpile, and Slack Off, the only thing I fear is Whirlwind or Roar, but that’s why Hippowdon is usually the last one in my party to go out. The only problem arises when it’s down to 1v1 and I have no offensive moves. I usually just Roar to no effect and let the residual damage rack up. (Replaced Toxic with Ice Fang - It's working out much better!)
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Comments and criticism are encouraged!
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Gliscor
Toxic Spikes
Sleep Powder
Grass Knot
Hidden Power Fire
Item: Focus Sash
Ability: Natural Cure
Nature: Timid
EVs: 6 HP / 252 SpA / 252 Spe
By using Roserade as my lead, I’m usually able to sleep or eliminate the opposing lead. Given that I slept them, I’m able to throw out at least one layer of Toxic Spikes. Also, Roserade’s ability - Natural Cure – allows me to be easily rid of any status ailments thrown at me.
Forretress
Spikes
Toxic Spikes
Rapid Spin
Gyro Ball
Item: Shed Shell
Ability: Sturdy
Nature: Careful
EVs: 252 HP / 6 Def / 252 SpD
Given his partial Steel-typing, Forretress is immune to Sandstorm and Toxic Spikes if the enemy has them down. Forretress serves two purposes on my team, as it usually does on other teams. The foremost is as my Rapid Spinner. Clearing entry hazards, especially Toxic Spikes, is almost a necessity to keep Hippowdon out. The second purpose is to lay down more entry hazards to give Hippowdon’s Roar a bigger bite.
Rotom-H
Rest
Sleep Talk
Discharge
Will-O-Wisp
Item: Leftovers
Ability: Levitate
Nature: Bold
EVs: 252 HP / 120 Def / 136 SpD
With Rest-Talking Rotom-H, I secure a status absorber, while dealing out Burn or possibly Paralysis to those that resist Poison. With Levitate, Rotom-H has three immunities and resists four other types of attacks, leaving only seven to do neutral damage and two to do 2x Super Effective damage.
Tyranitar
Stone Edge
Crunch
Pursuit
Aqua Tail
Item: Choice Band
Ability: Sand Stream
Nature: Adamant
EVs: 160 HP / 252 Attack / 98 Spe
In the event that my opponent decides to send out a Spin Blocker of their own, I’ll send out Choice Banded Tyranitar to lay the smack down on them. Usually someone would switch out to avoid some heavy damage from T-Tar, but Pursuit tends to stop them in their tracks. Stone Edge and Crunch for some up front STAB’ed damage, and Aqua Tail to round out it’s coverage.
Heatran
Dragon Pulse
Earth Power
Flame Blast
Explosion
Item: Choice Scarf
Ability: Flash Fire
Nature: Naive
EVs: 252 SpA / 252 Spe / 8 SpD
I've taken up Heatran as my revenge killer seeing as I wasn't fairing well with Scizor. Heatran's epic speed and power easily allow me to take out one member of the opposition or scare them off to allow another one of my teammates to set up.
Hippowdon
Stockpile
Roar
Slack Off
Ice Fang
Item: Leftovers
Ability: Sandstream
Nature: Impish
EVs: 176 HP / 84 Def / 250 SpD
"Star" of my team. I'm usually able to get Stockpile 3, then I proceed to Roar them into the entry hazards I've lain, using Toxic on those that are Flying. Between Spikes, Stealth Rock, Toxic Spikes, Sand Storm, Hippowdon’s amazing defenses due to Stockpile, and Slack Off, the only thing I fear is Whirlwind or Roar, but that’s why Hippowdon is usually the last one in my party to go out. The only problem arises when it’s down to 1v1 and I have no offensive moves. I usually just Roar to no effect and let the residual damage rack up. (Replaced Toxic with Ice Fang - It's working out much better!)
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Comments and criticism are encouraged!