-----------------------TEAM OVERVIEW---------------------------
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Team Objective: Cause and prevent switching.
Persian (F) @ Life Orb
Ability: Technician
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- U-turn
- Hypnosis
- Bite
- Fake Out
My starter usually lead with Hypnosis, then U-turn to a Pokemon depending on what they switch or leave out. I'm really pleased with Persian so far.
Dugtrio (M) @ Choice Band
Ability: Arena Trap
EVs: 4HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Earthquake
- Stone Edge
- Aerial Ace
- Night Slash
My first trapper. Pretty standard really. Nigh Slash for ghost, Aerial Ace for Breloom/Heracross, Stone Edge for flyers, Earthquake for anything else.
Magnezone @ Leftovers
Ability: Magnet Pull
EVs: 172 HP/84 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Substitute
- Magnet Rise
- Thunderbolt
- Hidden Power [Ground]
Steel trapper, mainly Skarmory/Bronzong. I'm really not sure about Hidden Power, thinking I should switch to Grass.
Tentacruel (F) @ Leftovers
Ability: Liquid Ooze
EVs: 204 HP/36 Spd/96 SAtk/172 SDef
Calm nature (+SDef, -Atk)
- Ice Beam
- Toxic Spikes
- Surf
- Rapid Spin
Gets rid of Toxic Spikes and sets them up. Provides rapid spin support and attack options.
Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 148 HP/252 Def/108 SAtk
Bold nature (+Def, -Atk)
- Wish
- Protect
- Seismic Toss
- Ice Beam
Helps provide team healing. Also helps stall with protect. I wasn't sure if anymore Sdef EVs were needed.
Uxie @ Leftovers
Ability: Levitate
EVs: 252 HP/252 Def/4 SDef
Bold nature (+Def, -Atk)
- U-turn
- Yawn
- Protect
- Stealth Rock
A 2nd Sleeper/U-turner. Also helps take hits on the defense end. Replaced Thunderbolt with Stealth Rock.
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Team Objective: Cause and prevent switching.
Persian (F) @ Life Orb
Ability: Technician
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- U-turn
- Hypnosis
- Bite
- Fake Out
My starter usually lead with Hypnosis, then U-turn to a Pokemon depending on what they switch or leave out. I'm really pleased with Persian so far.
Dugtrio (M) @ Choice Band
Ability: Arena Trap
EVs: 4HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Earthquake
- Stone Edge
- Aerial Ace
- Night Slash
My first trapper. Pretty standard really. Nigh Slash for ghost, Aerial Ace for Breloom/Heracross, Stone Edge for flyers, Earthquake for anything else.
Magnezone @ Leftovers
Ability: Magnet Pull
EVs: 172 HP/84 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Substitute
- Magnet Rise
- Thunderbolt
- Hidden Power [Ground]
Steel trapper, mainly Skarmory/Bronzong. I'm really not sure about Hidden Power, thinking I should switch to Grass.
Tentacruel (F) @ Leftovers
Ability: Liquid Ooze
EVs: 204 HP/36 Spd/96 SAtk/172 SDef
Calm nature (+SDef, -Atk)
- Ice Beam
- Toxic Spikes
- Surf
- Rapid Spin
Gets rid of Toxic Spikes and sets them up. Provides rapid spin support and attack options.
Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 148 HP/252 Def/108 SAtk
Bold nature (+Def, -Atk)
- Wish
- Protect
- Seismic Toss
- Ice Beam
Helps provide team healing. Also helps stall with protect. I wasn't sure if anymore Sdef EVs were needed.
Uxie @ Leftovers
Ability: Levitate
EVs: 252 HP/252 Def/4 SDef
Bold nature (+Def, -Atk)
- U-turn
- Yawn
- Protect
- Stealth Rock
A 2nd Sleeper/U-turner. Also helps take hits on the defense end. Replaced Thunderbolt with Stealth Rock.