WARNING: THIS TEAM MAKES PEOPLE RAGE. HARD.
Okay, so the idea behind this team is to get the maximum amount of hazards on the opponent’s side of the field as possible, bait out and eliminate their Rapid Spinner, and shuffle them around. And boy oh boy I got raged at A LOT. A few things to note about this team… 1. I don’t have a spinner but with a Taunt and Magic Bounce user it's extremely hard for the opponent to sneak in a SR until late game. The team centers around Gyarados and Dragonite, who are both weak to SR, but they both have recovery and they’re usually in play for a good 5 turns or more with Lefties gain. 2. Some movesets are pretty niche, especially with the Gengar/Infernape (Note: Infernape has been replaced by Jirachi) pair that are meant specifically to kill Rapid Spinners. And so without further ado…
At a Glance
Team Building Process
I had to decide between Forretress and Deoxys-D for the hazard role. I went with Deoxys-D because of its superior speed so that I can set up hazards quick. I do lose a spinner, but I can Taunt common hazard users to prevent hazards from getting on my side of the field.
So Deoxys-D wasn’t going to be in every time to Taunt a hazard user, so naturally I added Xatu to the team to bounce back the hazards.
At this point I started to add my shufflers. On the special side we have the Multiscale abuse Dragonite who does a very effective job at shuffling, especially with a sub up. My physical wall is Gyarados with Intimidate. Intimidate is awesome and forces a lot of switches. I went with the RestTalk variant with Dragon Tail to pair with Dragonite.
Every hazard based team needs a spin blocker. Scarf Gengar can efficiently come in on any rapid spinner bar Forretress and force it out or kill it.
Last but not least I added Infernape mainly because I lacked a decent physical attacker. The thing about this Infernape is that I molded it to work in conjunction with Gengar in eliminating Rapid Spinners. The two most common spinners I see are Starmie and Tentacruel (i guess Forry too), and they can both reliably switch into/check Infernape (unless Starmie is afraid of a U-Turn). ThunderPunch allows me to easily 2HKO incoming Tentacruel and OHKO Starmie.
So after playing a good while with the team, I decided to switch out Xatu for Espeon. Xatu was just kinda slow, stally, and didn’t really force a lot of switches with its weak attacks. Even though Espeon isn’t as bulky, it can throw out a lot of powerful super effective moves and forces a lot more switches.
After posting this RMT, the only big change I made was switching Infernape for Jirachi as suggested by Jirachi. Jirachi helps take special hits that would otherwise plague my team.
Deoxys-D @ Mental Herb (suggested by Jirachi)
Trait: Pressure
EVs: 252 HP / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
= Taunt = Prevents hazard/set up leads.
= Spikes = Always important. If they don’t have a Rapid Spinner, then God help them.
= Stealth Rock = Always important. Usually has priority over Spikes.
= Night Shade = Meh, just for some reliable damage.
Deoxys-D is easily the best dedicated hazard lead in the game especially since it can outspeed a big chunk of the pokes out there. Switched out Rocky Helmet for Mental Herb thanks to Jirachi. Even though I miss the extra damage, I'm confident whenever I see a Taunter allowing me to break through and set up a layer of hazards. Nothing too much to say as it’s the most straight forward poke on the team.
Espeon (F) @ Expert Belt
Trait: Magic Bounce
EVs: 252 HP / 4 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
= Wish = I only really use this as a suicide move. If Espeon has done its job and I’m only using it as death fodder, it’s nice to get a wish off at the last second as she dies. Then I can bring in Gengar or Infernape, revenge/scare whatever it is away, and restore my HP.
= Shadow Ball = Basically all Shadow Ball does is make sure that Espeon leaves a dent in whatever killed it, hopefully with super effective damage (Expert Belt ftw?).
= Psyshock = Pretty much the same use as Shadow Ball. It also allows me to bounce back T-Spikes from Tentacruel and destroy it if it stays in to Rapid Spin.
= Hidden Power [Fire] = Did I miss something or are a lot of people using HP Ice over this? Fire kills Forretress and Ferrothorn, who Espeon walls if she doesn’t get hit by a Gyro Ball or Power Whip on the switch. I’m actually surprised at how many people bring in Scizor to “checkmate” Espeon. smh
Espeon is a key player on this team. It’s a hard counter to Deoxys-D, Forretress, Skarmory and Ferrothorn. Offensively, Espeon can beat all four if they are inclined to stay in and hurt her. I do have to say that I absolutely hate to see Forretress and/or Ferrothorn on an opposing team, Forretress especially. Ferrothorn is usually no problem since not a lot use Power Whip or Gyro Ball on the switch in, but Forretress is an entirely different matter. Forretress can do one of three things when I see it, it can: Set up hazards (Espeon’s good to go), Gyro Ball/Earthquake (doesn’t even 2HKO most of the time), or Rapid Spin (the worst of the 3 options). It’s a mind game at that point. Is he going to Rapid Spin? Is he going to set up hazards? Is he going to Gyro Ball? Most of the time though I usually go straight into Espeon rather than Gengar anyway and try to KO with HP Fire.
Can effectively eliminate: Forretress, Tentacruel.
Gengar (F) @ Choice Scarf
Trait: Levitate
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
= Shadow Ball = Gengar’s strongest move. It’s wonderful STAB that wrecks anything that doesn’t resist it.
= Focus Blast = Nails Tyranitar, Terrakion, Heatran and Ferrothorn. Outside of that it doesn’t see much use.
= Thunderbolt = Anti-Tentacruel (I guess...). On the times where Infernape doesn’t hit Tentacruel on the switch in, Gengar can freely come in as it tries to Rapid Spin (they hardly put T-Spikes up first seeing Espeon) and try to 2HKO if it takes a bit of entry hazard damage. Overall, T-Bolt > Psychic.
= Hidden Power [Ice] = Outspeeds/kills dragons at 1 dance, Gliscor, and Scarf Salamence/Landorus.
In my opinion, Gengar is the most effective spin blocker in the game. Equipped with a Choice Scarf, Gengar can spin block Starmie, then outspeed and KO with a Shadow Ball if it dares to stay in and try to KO with Surf/Hydro Pump. If they predict the switch and use a Life Orb boosted Surf, I’ll still live if SR isn’t on my side of the field and KO back since most people expect Starmie to be faster. It’ll also force out Donphan without it getting off a Rapid Spin. Another thing I want to know is why doesn’t Gengar get Psyshock? Gengar would own Tentacruel so hard with it X_x With Gengar being my only special sweeper in addition to serving what is possibly the most important role on the team, I have to desperately keep it alive.
Can effectively eliminate: Starmie, Tentacruel, Donphan.
(Suggested by Jirachi)
Jirachi @ Leftovers
Trait: Serene Grace
EVs: 252 HP / 32 Def / 224 SDef
Careful Nature (+SDef, -SAtk)
- Wish - Healin' me and my teammates, especially useful for healing Deoxys-D and my walls if they sneak SR up mid/late game.
- Protect - Scout and free heal.
- BodySlam - Getting parahax along with Dragonite. Come in to wall me Gliscor plz, enjoy your paralysis.
- Iron Head - Serene Grace with flinch and paralysis is one mad combo.
Suggested by Jirachi. I needed a something to tank special hits, particularly flying attacks as well as things like Gengar and Alakazam who can otherwise run through the team.. If I had to describe Jirachi it would be the glue to the team. I switched Infernape out for this Jirachi and I do really miss my offensive threat, but Jirachi helps me stay in the game.
Former Team Member
Infernape (M) @ Life Orb
Trait: Iron Fist
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
= Close Combat = Fighting STAB to spam when needed.
= Overheat = I really wanted to have a special fire move over a physical one to muscle past physical walls like Gliscor, Hippowdon, and Dohphan as well as dodging Ferrothorn’s Iron Barbs.
= ThunderPunch = The MVM…most…valuable…move…yeah….This move has surprised so many people and will 2HKO or OHKO most of the bulky water pokes that come in to wall Infernape, namely Jellicent (after SR), Tentacruel, and Starmie. Iron Fist ftw.
= Mach Punch = I desperately needed a priority move on this team. Although Stone Edge would fit perfectly in this slot, Mach Punch can save the day if things go downhill.
My main physical attacker is Infernape. I say “attacker” rather than “sweeper” since all I expect of Infernape is to threaten pink blobs and take out Tentacruels and Jellicents with surprise ThunderPunches. Tentacruel is another Rapid Spinner that can usually come in very easily to Infernape and try to Rapid Spin as I switch out, which is very predictable and I can throw a ThunderPunch in its face for a definite 2HKO and even a OHKO after a bit of hazard damage (T-Punch does 78% - 92%). The other common Rapid Spinner is Starmie, which can coincidentally also come in on Infernape, which is also very predictable, and a ThunderPunch will OHKO 75% of the time and it’s a definite OHKO after any entry hazard damage. It's just so funny to me that the other defensive Rapid Spinners, Forretress and Donphan, can come in to take a Close Combat only to get roasted by an Overheat if they dare to stay in forcing a spin. If the opponent has neither of those Rapid Spinners then Infernape is free to become a dedicated sweeper/wall breaker.
Can effectively eliminate: Starmie, Tentacruel, Donphan, Forretress.
Dragonite (F) @ Leftovers
Trait: Multiscale
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
= Substitute = Blocks status and makes shuffling with Dragon Tail a lot easier.
= Thunder Wave = Makes the opposing poke slower than me so that I can get up a sub and start my phasing.
= Dragon Tail = STAB phasing move. Prepare for rage.
= Roost = Recovery from my subs and gets Multiscale active for even more effective phasing.
Probably the most rage inducing set Dragonite can run. It’s the first time I’ve really used this set and all I can say is it’s as fun to me as it is annoying to others. As support, T-Waving a bunch of pokes allows Espeon and particularly Infernape can become huge threats outspeeding just about everything. Shuffling pokes around with a STAB Dragon Tail is so damn effective, putting a hefty chunk into a lot of pokes, forcing them to take a lot of entry hazard damage on their next switch-in. Unfortunately, pokes with Substitute make Dragonite sad.
Gyarados (F) @ Leftovers
Trait: Intimidate
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature (+Def, -SAtk)
= Rest = Burn me Jellicent? Toxic Stall Gliscor? See if I care. Automatic recovery and removes status.
= Sleep Talk = Maybe get a lucky pull and nail the enemy with a faster Dragon Tail? Waterfall hurts too.
= Waterfall = Just some reliable STAB when I can kill something straight up without having to Dragon Tail it away. Also nice to pull on a Sleep Talk.
= Dragon Tail = More phasing. Phasing, phasing, phasing. All day long.
What a fantastic poke. I tried this guy in an offensive team and loved how well it performed, so it easily found a spot on this team. Gyarados can take physical hits all day, aside from the random physical electric move and maybe a STAB Stone Edge (but he can take unSTAB ones all day and PP stall with Rest). I might change Dragon Tail to Roar so that I can deal with the Substitutes that Gyarados and Dragonite hate, but I’d hate to be Taunt bait by things like Jellicent and other Gyarados.
Summary a.k.a. TL;DR
Deoxys-D sets all the hazards up
Espeon keeps hazards off my side of the field and can kill a few spinners (Tentacruel, Forretress).
Scarf Gengar outspeeds a lot of things and spinblocks/eliminates common spinners (Starmie, Tentacruel, Donphan).
Jirachi patches up the weak spots with its good special defense and spreads paralysis support.
Dragonite T-Waves and shuffles once hazards are set up with its great special bulk.
Gyarados serves as a physical wall that helps phase along with Dragonite.
And as always, thanks for reading!
Threats
Jirachi:
• SubCM - I hate this thing. So freaking much. I usually have to Taunt it with Deoxys-D and Night Shade away so that it won't have a sub up when Deoxys-D goes down. All I can do from there is force it out and catch it on a double switch later. I'll usually try not to spam Dragon Tail in case it gets brought in.
Exportable (if you want to test it out a bit before a rate)
Okay, so the idea behind this team is to get the maximum amount of hazards on the opponent’s side of the field as possible, bait out and eliminate their Rapid Spinner, and shuffle them around. And boy oh boy I got raged at A LOT. A few things to note about this team… 1. I don’t have a spinner but with a Taunt and Magic Bounce user it's extremely hard for the opponent to sneak in a SR until late game. The team centers around Gyarados and Dragonite, who are both weak to SR, but they both have recovery and they’re usually in play for a good 5 turns or more with Lefties gain. 2. Some movesets are pretty niche, especially with the Gengar/Infernape (Note: Infernape has been replaced by Jirachi) pair that are meant specifically to kill Rapid Spinners. And so without further ado…
At a Glance






Team Building Process

I had to decide between Forretress and Deoxys-D for the hazard role. I went with Deoxys-D because of its superior speed so that I can set up hazards quick. I do lose a spinner, but I can Taunt common hazard users to prevent hazards from getting on my side of the field.


So Deoxys-D wasn’t going to be in every time to Taunt a hazard user, so naturally I added Xatu to the team to bounce back the hazards.




At this point I started to add my shufflers. On the special side we have the Multiscale abuse Dragonite who does a very effective job at shuffling, especially with a sub up. My physical wall is Gyarados with Intimidate. Intimidate is awesome and forces a lot of switches. I went with the RestTalk variant with Dragon Tail to pair with Dragonite.





Every hazard based team needs a spin blocker. Scarf Gengar can efficiently come in on any rapid spinner bar Forretress and force it out or kill it.






Last but not least I added Infernape mainly because I lacked a decent physical attacker. The thing about this Infernape is that I molded it to work in conjunction with Gengar in eliminating Rapid Spinners. The two most common spinners I see are Starmie and Tentacruel (i guess Forry too), and they can both reliably switch into/check Infernape (unless Starmie is afraid of a U-Turn). ThunderPunch allows me to easily 2HKO incoming Tentacruel and OHKO Starmie.






So after playing a good while with the team, I decided to switch out Xatu for Espeon. Xatu was just kinda slow, stally, and didn’t really force a lot of switches with its weak attacks. Even though Espeon isn’t as bulky, it can throw out a lot of powerful super effective moves and forces a lot more switches.






After posting this RMT, the only big change I made was switching Infernape for Jirachi as suggested by Jirachi. Jirachi helps take special hits that would otherwise plague my team.

Deoxys-D @ Mental Herb (suggested by Jirachi)
Trait: Pressure
EVs: 252 HP / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
= Taunt = Prevents hazard/set up leads.
= Spikes = Always important. If they don’t have a Rapid Spinner, then God help them.
= Stealth Rock = Always important. Usually has priority over Spikes.
= Night Shade = Meh, just for some reliable damage.
Deoxys-D is easily the best dedicated hazard lead in the game especially since it can outspeed a big chunk of the pokes out there. Switched out Rocky Helmet for Mental Herb thanks to Jirachi. Even though I miss the extra damage, I'm confident whenever I see a Taunter allowing me to break through and set up a layer of hazards. Nothing too much to say as it’s the most straight forward poke on the team.

Espeon (F) @ Expert Belt
Trait: Magic Bounce
EVs: 252 HP / 4 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
= Wish = I only really use this as a suicide move. If Espeon has done its job and I’m only using it as death fodder, it’s nice to get a wish off at the last second as she dies. Then I can bring in Gengar or Infernape, revenge/scare whatever it is away, and restore my HP.
= Shadow Ball = Basically all Shadow Ball does is make sure that Espeon leaves a dent in whatever killed it, hopefully with super effective damage (Expert Belt ftw?).
= Psyshock = Pretty much the same use as Shadow Ball. It also allows me to bounce back T-Spikes from Tentacruel and destroy it if it stays in to Rapid Spin.
= Hidden Power [Fire] = Did I miss something or are a lot of people using HP Ice over this? Fire kills Forretress and Ferrothorn, who Espeon walls if she doesn’t get hit by a Gyro Ball or Power Whip on the switch. I’m actually surprised at how many people bring in Scizor to “checkmate” Espeon. smh
Espeon is a key player on this team. It’s a hard counter to Deoxys-D, Forretress, Skarmory and Ferrothorn. Offensively, Espeon can beat all four if they are inclined to stay in and hurt her. I do have to say that I absolutely hate to see Forretress and/or Ferrothorn on an opposing team, Forretress especially. Ferrothorn is usually no problem since not a lot use Power Whip or Gyro Ball on the switch in, but Forretress is an entirely different matter. Forretress can do one of three things when I see it, it can: Set up hazards (Espeon’s good to go), Gyro Ball/Earthquake (doesn’t even 2HKO most of the time), or Rapid Spin (the worst of the 3 options). It’s a mind game at that point. Is he going to Rapid Spin? Is he going to set up hazards? Is he going to Gyro Ball? Most of the time though I usually go straight into Espeon rather than Gengar anyway and try to KO with HP Fire.
Can effectively eliminate: Forretress, Tentacruel.

Gengar (F) @ Choice Scarf
Trait: Levitate
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
= Shadow Ball = Gengar’s strongest move. It’s wonderful STAB that wrecks anything that doesn’t resist it.
= Focus Blast = Nails Tyranitar, Terrakion, Heatran and Ferrothorn. Outside of that it doesn’t see much use.
= Thunderbolt = Anti-Tentacruel (I guess...). On the times where Infernape doesn’t hit Tentacruel on the switch in, Gengar can freely come in as it tries to Rapid Spin (they hardly put T-Spikes up first seeing Espeon) and try to 2HKO if it takes a bit of entry hazard damage. Overall, T-Bolt > Psychic.
= Hidden Power [Ice] = Outspeeds/kills dragons at 1 dance, Gliscor, and Scarf Salamence/Landorus.
In my opinion, Gengar is the most effective spin blocker in the game. Equipped with a Choice Scarf, Gengar can spin block Starmie, then outspeed and KO with a Shadow Ball if it dares to stay in and try to KO with Surf/Hydro Pump. If they predict the switch and use a Life Orb boosted Surf, I’ll still live if SR isn’t on my side of the field and KO back since most people expect Starmie to be faster. It’ll also force out Donphan without it getting off a Rapid Spin. Another thing I want to know is why doesn’t Gengar get Psyshock? Gengar would own Tentacruel so hard with it X_x With Gengar being my only special sweeper in addition to serving what is possibly the most important role on the team, I have to desperately keep it alive.
Can effectively eliminate: Starmie, Tentacruel, Donphan.

Jirachi @ Leftovers
Trait: Serene Grace
EVs: 252 HP / 32 Def / 224 SDef
Careful Nature (+SDef, -SAtk)
- Wish - Healin' me and my teammates, especially useful for healing Deoxys-D and my walls if they sneak SR up mid/late game.
- Protect - Scout and free heal.
- BodySlam - Getting parahax along with Dragonite. Come in to wall me Gliscor plz, enjoy your paralysis.
- Iron Head - Serene Grace with flinch and paralysis is one mad combo.
Suggested by Jirachi. I needed a something to tank special hits, particularly flying attacks as well as things like Gengar and Alakazam who can otherwise run through the team.. If I had to describe Jirachi it would be the glue to the team. I switched Infernape out for this Jirachi and I do really miss my offensive threat, but Jirachi helps me stay in the game.
Former Team Member

Infernape (M) @ Life Orb
Trait: Iron Fist
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
= Close Combat = Fighting STAB to spam when needed.
= Overheat = I really wanted to have a special fire move over a physical one to muscle past physical walls like Gliscor, Hippowdon, and Dohphan as well as dodging Ferrothorn’s Iron Barbs.
= ThunderPunch = The MVM…most…valuable…move…yeah….This move has surprised so many people and will 2HKO or OHKO most of the bulky water pokes that come in to wall Infernape, namely Jellicent (after SR), Tentacruel, and Starmie. Iron Fist ftw.
= Mach Punch = I desperately needed a priority move on this team. Although Stone Edge would fit perfectly in this slot, Mach Punch can save the day if things go downhill.
My main physical attacker is Infernape. I say “attacker” rather than “sweeper” since all I expect of Infernape is to threaten pink blobs and take out Tentacruels and Jellicents with surprise ThunderPunches. Tentacruel is another Rapid Spinner that can usually come in very easily to Infernape and try to Rapid Spin as I switch out, which is very predictable and I can throw a ThunderPunch in its face for a definite 2HKO and even a OHKO after a bit of hazard damage (T-Punch does 78% - 92%). The other common Rapid Spinner is Starmie, which can coincidentally also come in on Infernape, which is also very predictable, and a ThunderPunch will OHKO 75% of the time and it’s a definite OHKO after any entry hazard damage. It's just so funny to me that the other defensive Rapid Spinners, Forretress and Donphan, can come in to take a Close Combat only to get roasted by an Overheat if they dare to stay in forcing a spin. If the opponent has neither of those Rapid Spinners then Infernape is free to become a dedicated sweeper/wall breaker.
Can effectively eliminate: Starmie, Tentacruel, Donphan, Forretress.

Dragonite (F) @ Leftovers
Trait: Multiscale
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
= Substitute = Blocks status and makes shuffling with Dragon Tail a lot easier.
= Thunder Wave = Makes the opposing poke slower than me so that I can get up a sub and start my phasing.
= Dragon Tail = STAB phasing move. Prepare for rage.
= Roost = Recovery from my subs and gets Multiscale active for even more effective phasing.
Probably the most rage inducing set Dragonite can run. It’s the first time I’ve really used this set and all I can say is it’s as fun to me as it is annoying to others. As support, T-Waving a bunch of pokes allows Espeon and particularly Infernape can become huge threats outspeeding just about everything. Shuffling pokes around with a STAB Dragon Tail is so damn effective, putting a hefty chunk into a lot of pokes, forcing them to take a lot of entry hazard damage on their next switch-in. Unfortunately, pokes with Substitute make Dragonite sad.

Gyarados (F) @ Leftovers
Trait: Intimidate
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature (+Def, -SAtk)
= Rest = Burn me Jellicent? Toxic Stall Gliscor? See if I care. Automatic recovery and removes status.
= Sleep Talk = Maybe get a lucky pull and nail the enemy with a faster Dragon Tail? Waterfall hurts too.
= Waterfall = Just some reliable STAB when I can kill something straight up without having to Dragon Tail it away. Also nice to pull on a Sleep Talk.
= Dragon Tail = More phasing. Phasing, phasing, phasing. All day long.
What a fantastic poke. I tried this guy in an offensive team and loved how well it performed, so it easily found a spot on this team. Gyarados can take physical hits all day, aside from the random physical electric move and maybe a STAB Stone Edge (but he can take unSTAB ones all day and PP stall with Rest). I might change Dragon Tail to Roar so that I can deal with the Substitutes that Gyarados and Dragonite hate, but I’d hate to be Taunt bait by things like Jellicent and other Gyarados.
Summary a.k.a. TL;DR
Deoxys-D sets all the hazards up
Espeon keeps hazards off my side of the field and can kill a few spinners (Tentacruel, Forretress).
Scarf Gengar outspeeds a lot of things and spinblocks/eliminates common spinners (Starmie, Tentacruel, Donphan).
Jirachi patches up the weak spots with its good special defense and spreads paralysis support.
Dragonite T-Waves and shuffles once hazards are set up with its great special bulk.
Gyarados serves as a physical wall that helps phase along with Dragonite.
And as always, thanks for reading!
Threats
Jirachi:
• SubCM - I hate this thing. So freaking much. I usually have to Taunt it with Deoxys-D and Night Shade away so that it won't have a sub up when Deoxys-D goes down. All I can do from there is force it out and catch it on a double switch later. I'll usually try not to spam Dragon Tail in case it gets brought in.
Exportable (if you want to test it out a bit before a rate)
Deoxys-D @ Mental Herb
Trait: Pressure
EVs: 252 HP / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Taunt
- Spikes
- Stealth Rock
- Night Shade
Espeon (F) @ Expert Belt
Trait: Magic Bounce
EVs: 252 HP / 4 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Wish
- Shadow Ball
- Psyshock
- Hidden Power [Fire]
Gengar (F) @ Choice Scarf
Trait: Levitate
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Shadow Ball
- Focus Blast
- Thunderbolt
- Hidden Power [Ice]
Jirachi @ Leftovers
Trait: Serene Grace
EVs: 252 HP / 32 Def / 224 SDef
Careful Nature (+SDef, -SAtk)
- Wish
- Protect
- Body Slam
- Iron Head
Gyarados (F) @ Leftovers
Trait: Intimidate
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature (+Def, -SAtk)
- Rest
- Sleep Talk
- Waterfall
- Dragon Tail
Dragonite (F) @ Leftovers
Trait: Multiscale
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
- Substitute
- Thunder Wave
- Dragon Tail
- Roost
Trait: Pressure
EVs: 252 HP / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Taunt
- Spikes
- Stealth Rock
- Night Shade
Espeon (F) @ Expert Belt
Trait: Magic Bounce
EVs: 252 HP / 4 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Wish
- Shadow Ball
- Psyshock
- Hidden Power [Fire]
Gengar (F) @ Choice Scarf
Trait: Levitate
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Shadow Ball
- Focus Blast
- Thunderbolt
- Hidden Power [Ice]
Jirachi @ Leftovers
Trait: Serene Grace
EVs: 252 HP / 32 Def / 224 SDef
Careful Nature (+SDef, -SAtk)
- Wish
- Protect
- Body Slam
- Iron Head
Gyarados (F) @ Leftovers
Trait: Intimidate
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature (+Def, -SAtk)
- Rest
- Sleep Talk
- Waterfall
- Dragon Tail
Dragonite (F) @ Leftovers
Trait: Multiscale
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
- Substitute
- Thunder Wave
- Dragon Tail
- Roost