All of the following is revised. Thanks for your help! I still have a few weaknesses, though. Scythers and Poliwraths have been known to sweep my teams unmercifully, for example. Anyone else with substitution has hurt me pretty badly, but thats my strategies' fault. Anywho, my team is focused around Shedinja, who I am out to prove can be a studly beast.
Whisk (Hitmontop) (M) @ Muscle Band
Ability: Technician
EVs: 216 Atk/48 Def/244 Spd
Adamant nature (+Atk, -SAtk)
- Stone Edge
- Pursuit
- Revenge
- Mach Punch
It was suggested I got rid of Rapid Spin, and I'm still sore for it, but this has worked well. Pursuit hasn't seen much use, so that could go, but then I'd only have stone edge to use on ghost starters. Revenge works awesomely, OHKOing more than I thought possible. A Revenge + Mach Punch combo takes out alot of the competition. Should I switch Pursuit for Fake Out, though?
---
Lurk (Toxicroak) (M) @ Black Sludge
Ability: Dry Skin
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Brick Break
- Taunt
- Sucker Punch
- Swords Dance
Sweeps alot of competition, oddly enough. Switch in when attacked by water, swords dance when they switch, and then sucker punch sweep. Brick Break pwns Cross Chop. He also absorbs toxic spikes. Taunt, as defined by below, is awesome. Eliminates Weezing, Venasaur, Poliwrath and various other threats... assuming I don't switch into them or they outspeed him.
---
Sloo (Gorebyss) (F) @ Damp Rock
Ability: Swift Swim
EVs: 100 Def/200 Spd/208 SAtk
Bold nature (+Def, -Atk)
- Rain Dance
- Surf
- Hidden Power [Grass]
- Ice Beam
Another sweeper, and also gets rid of hail/sandstorm. In rain, she's pretty quick and can also surf her way to victory. Hidden Power, as suggested, takes on Lanturns and Quagsires. Ice beam is for type coverage.
---
Bastiodon (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP/4 Def/252 SDef
Careful nature (+SDef, -SAtk)
- Roar
- Metal Burst
- Toxic
- Stealth Rock
I'm not good with using him, but he's good at forcing switches. Stealth Rock does most of his work, while Roar Pseudohazes. Metal Burst hasn't seen much use, but does some damage. Toxic... hasn't been exactly useful. But I haven't battled with him much.
---
Fault (Claydol) @ Life Orb
Ability: Levitate
EVs: 160 HP/120 Atk/16 SDef
Relaxed nature (+Def, -Spd)
- Rapid Spin
- Earth Power
- Ice Beam
- Explosion
Takes a shot then fires it back. He is now my only rapid spinner, so I rely on him alot, but when things look gloomy I explode him. Very satisfying, except when those a;sdkjf;aksdj tards use substitute. Earth Power kicks ass as well.
---
Omen (Shedinja) @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk/252 Spd/4 SAtk
Adamant nature (+Atk, -SAtk)
- Swords Dance
- Confuse Ray
- X-Scissor
- Shadow Sneak
The center of my team needs little explanation. Swords Dance while forcing the switch, then another while holding onto that Focus Sash, then Shadow Sneak. X-Scissor is when I know they'll switch into Leafeon. :3 I could use a Jolly Nature incase of other Shedinja, since he'll be out if anyone is actually left with anti-shedinja attacks... though such a case is rare. What do you guys think?
---
Whisk (Hitmontop) (M) @ Muscle Band
Ability: Technician
EVs: 216 Atk/48 Def/244 Spd
Adamant nature (+Atk, -SAtk)
- Stone Edge
- Pursuit
- Revenge
- Mach Punch
It was suggested I got rid of Rapid Spin, and I'm still sore for it, but this has worked well. Pursuit hasn't seen much use, so that could go, but then I'd only have stone edge to use on ghost starters. Revenge works awesomely, OHKOing more than I thought possible. A Revenge + Mach Punch combo takes out alot of the competition. Should I switch Pursuit for Fake Out, though?
---
Lurk (Toxicroak) (M) @ Black Sludge
Ability: Dry Skin
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Brick Break
- Taunt
- Sucker Punch
- Swords Dance
Sweeps alot of competition, oddly enough. Switch in when attacked by water, swords dance when they switch, and then sucker punch sweep. Brick Break pwns Cross Chop. He also absorbs toxic spikes. Taunt, as defined by below, is awesome. Eliminates Weezing, Venasaur, Poliwrath and various other threats... assuming I don't switch into them or they outspeed him.
---
Sloo (Gorebyss) (F) @ Damp Rock
Ability: Swift Swim
EVs: 100 Def/200 Spd/208 SAtk
Bold nature (+Def, -Atk)
- Rain Dance
- Surf
- Hidden Power [Grass]
- Ice Beam
Another sweeper, and also gets rid of hail/sandstorm. In rain, she's pretty quick and can also surf her way to victory. Hidden Power, as suggested, takes on Lanturns and Quagsires. Ice beam is for type coverage.
---
Bastiodon (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP/4 Def/252 SDef
Careful nature (+SDef, -SAtk)
- Roar
- Metal Burst
- Toxic
- Stealth Rock
I'm not good with using him, but he's good at forcing switches. Stealth Rock does most of his work, while Roar Pseudohazes. Metal Burst hasn't seen much use, but does some damage. Toxic... hasn't been exactly useful. But I haven't battled with him much.
---
Fault (Claydol) @ Life Orb
Ability: Levitate
EVs: 160 HP/120 Atk/16 SDef
Relaxed nature (+Def, -Spd)
- Rapid Spin
- Earth Power
- Ice Beam
- Explosion
Takes a shot then fires it back. He is now my only rapid spinner, so I rely on him alot, but when things look gloomy I explode him. Very satisfying, except when those a;sdkjf;aksdj tards use substitute. Earth Power kicks ass as well.
---
Omen (Shedinja) @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk/252 Spd/4 SAtk
Adamant nature (+Atk, -SAtk)
- Swords Dance
- Confuse Ray
- X-Scissor
- Shadow Sneak
The center of my team needs little explanation. Swords Dance while forcing the switch, then another while holding onto that Focus Sash, then Shadow Sneak. X-Scissor is when I know they'll switch into Leafeon. :3 I could use a Jolly Nature incase of other Shedinja, since he'll be out if anyone is actually left with anti-shedinja attacks... though such a case is rare. What do you guys think?
---