Thing of all the synergy in this team before you say something no so smart. It has been performing very well on Shoddy having a current record of 10:1 (wins:loses) which really makes me happy. I know someone is going to tell me that I have a problem without being able to remove Stealth Rock and you're right that can be a problem, but this team removes threats so quickly that it doesn't make too much a difference.
This team's strength lies in it's ability to quickly set up and begin bowling things over. Below is it's roster...
Name: Koga
Nature: Jolly
EVs: 252 Hp / 6 Atk / 252 Spd
Ability: Speed Boost
Items: Leichi Berry
- Substitute
- Baton Pass
- X-Scissor
- Project
As soon as Ninjask comes out, it can begin to set someone up to sweet. Project is there incase I wiff a speed attack such as Bullet Punch, Vaccume Punch, Extreme Speed or whatever else tickles my fancy to sniff out. Regardless, he gets the speed boost and manages to keep his HP full in the process which is never bad. I'll set up substitute and immediately switch into Dragonite or Salamence, depending on the scarce differences between the two. The HP EVs allow Ninjask to withstand an Ice Shard from Donphan with around sixteen HP left which I have to say isn't bad. X-Scissor provides an attack because I refuse to be completely screwed over if this thing is left alone, I WILL have some sort of attack on it.
Name: Terror
Nature: Adamant
EVs: 4 Hp / 252 Atk / 252 Spd
Ability: Intimidate
Item: Focus Sash
- Dragon Dance
- Stone Edge
- Earthquake
- Dragon Claw
Salamence comes in safely over Spikes but Focus Sash is there to ensure that it sets up. Hopefully, Ninjask scared my opponent into forgetting their entry hazards and now he's at full Hp. With full Hp and a sub, that's two or more turns to set up: one comes from the sub, the second (if needed) comes from the reassurance from Focus Sash. Afterward, Terror can begin to rip things apart with the appropriate attack. I anticipate that the only trouble he will have would come from a faster Dragon, in which case I want Dragon Claw plus the Speed Boost to allow me to erase it before it gets set-up and begins creating problems.
Name: Grim
Nature: Jolly
EVs: 4 Hp / 252 Atk / 252 Spd
Item: Focus Sash
Ability: Pressure
- Sword Dance
- Ice Shard
- Ice Punch
- Brick Break
Grim has always been faithful and a reliable revenge killer for my team. Because Pokemon like Scizor like to float around and U-Turn or Bullet Punch things that could be too weak to survive, Grim has Ice Shard to ensure that it can take them out. Ice Punch is there fore an added boost in power, though I'm considering removing it for Aerial Ace. Brick Break is pretty obvious and gets the job done whenever I need it to. Sword Dance allows Grim a massive boost in power if I can ever get it by smelling changes or whatever else.
Name: Dizzy
Nature: Bold
EVs: 212 Hp / 252 Def / 44 Sp. Atk
Ability: Oblivious
Item: Leftover
- Slack Off
- Thunder Wave
- Surf
- Psychic
Dizzy is really here to piss people off. He's able to easily land at least one Thunder Wave and cripple something. From there, it's just a matter of stalling them out with Surf, Psychic and Slack Off to restore HP. He's a very good wall and despite his weakness to BUG attacks, he's still capable of taking a hit or two.
Name: Saintress
Nature: Bold
EVs: 252 Hp / 252 Def / 6 Sp. Atk
Ability: Levitate
Item: Leftovers
- Moonlight
- Psychic
- Ice Beam
- Calm Mind
Too many people on Shoddy have been screwed over by Saintress. She comes in at the right moment, sets up a few Calm Minds while acting as a fortress against any attacks that come her way then sweeps the team.
Name: Legend
Nature: Adamant
EVs: 6 Hp / 252 Atk / 252 Spd
Ability: Inner Focus
Item: Focus Sash
- Dragon Dance
- Thunder Punch
- Outrage
- Aerial Ace
Lastly is my pride and joy, Legend. He's meant to be able to finish off anything that isn't already dead or take a boost from Ninjask in order to eliminate the surrounding competition.
This team's strength lies in it's ability to quickly set up and begin bowling things over. Below is it's roster...

Name: Koga
Nature: Jolly
EVs: 252 Hp / 6 Atk / 252 Spd
Ability: Speed Boost
Items: Leichi Berry
- Substitute
- Baton Pass
- X-Scissor
- Project
As soon as Ninjask comes out, it can begin to set someone up to sweet. Project is there incase I wiff a speed attack such as Bullet Punch, Vaccume Punch, Extreme Speed or whatever else tickles my fancy to sniff out. Regardless, he gets the speed boost and manages to keep his HP full in the process which is never bad. I'll set up substitute and immediately switch into Dragonite or Salamence, depending on the scarce differences between the two. The HP EVs allow Ninjask to withstand an Ice Shard from Donphan with around sixteen HP left which I have to say isn't bad. X-Scissor provides an attack because I refuse to be completely screwed over if this thing is left alone, I WILL have some sort of attack on it.

Name: Terror
Nature: Adamant
EVs: 4 Hp / 252 Atk / 252 Spd
Ability: Intimidate
Item: Focus Sash
- Dragon Dance
- Stone Edge
- Earthquake
- Dragon Claw
Salamence comes in safely over Spikes but Focus Sash is there to ensure that it sets up. Hopefully, Ninjask scared my opponent into forgetting their entry hazards and now he's at full Hp. With full Hp and a sub, that's two or more turns to set up: one comes from the sub, the second (if needed) comes from the reassurance from Focus Sash. Afterward, Terror can begin to rip things apart with the appropriate attack. I anticipate that the only trouble he will have would come from a faster Dragon, in which case I want Dragon Claw plus the Speed Boost to allow me to erase it before it gets set-up and begins creating problems.

Name: Grim
Nature: Jolly
EVs: 4 Hp / 252 Atk / 252 Spd
Item: Focus Sash
Ability: Pressure
- Sword Dance
- Ice Shard
- Ice Punch
- Brick Break
Grim has always been faithful and a reliable revenge killer for my team. Because Pokemon like Scizor like to float around and U-Turn or Bullet Punch things that could be too weak to survive, Grim has Ice Shard to ensure that it can take them out. Ice Punch is there fore an added boost in power, though I'm considering removing it for Aerial Ace. Brick Break is pretty obvious and gets the job done whenever I need it to. Sword Dance allows Grim a massive boost in power if I can ever get it by smelling changes or whatever else.

Name: Dizzy
Nature: Bold
EVs: 212 Hp / 252 Def / 44 Sp. Atk
Ability: Oblivious
Item: Leftover
- Slack Off
- Thunder Wave
- Surf
- Psychic
Dizzy is really here to piss people off. He's able to easily land at least one Thunder Wave and cripple something. From there, it's just a matter of stalling them out with Surf, Psychic and Slack Off to restore HP. He's a very good wall and despite his weakness to BUG attacks, he's still capable of taking a hit or two.

Name: Saintress
Nature: Bold
EVs: 252 Hp / 252 Def / 6 Sp. Atk
Ability: Levitate
Item: Leftovers
- Moonlight
- Psychic
- Ice Beam
- Calm Mind
Too many people on Shoddy have been screwed over by Saintress. She comes in at the right moment, sets up a few Calm Minds while acting as a fortress against any attacks that come her way then sweeps the team.

Name: Legend
Nature: Adamant
EVs: 6 Hp / 252 Atk / 252 Spd
Ability: Inner Focus
Item: Focus Sash
- Dragon Dance
- Thunder Punch
- Outrage
- Aerial Ace
Lastly is my pride and joy, Legend. He's meant to be able to finish off anything that isn't already dead or take a boost from Ninjask in order to eliminate the surrounding competition.