Ok. This is my first RU team, and I am very proud of what we've done together.
Electivire @ Choice Scarf
Trait: Motor Drive
Nature: Adamant
252 Atk / 252 Spe / 4 HP
Earthquake
Ice Punch
Wild Charge
Brick Break
Ok. By now, you readers (or some of you) will know my teams well enough to know how I do my descriptions. Earthquake is for dealing much damage to the enemies, like Magneton, Typhlosion etc, but naturally they'd switch for a Ground- or Flying-Type and use them instead. This is where Ice Punch comes in. Many Ground-types will try to take Electivire down, but with an Ice Punch or two, they won't be laughing so hard. Wild Charge, for the STAB and it was a choice between Wild Charge and ThunderPunch, but Wild Charge i'm afraid gets it. Brick Break, for Ice-types who decide to be taught a Ground-type move, or are part Ground themselves (Piloswine)
Nidoqueen @ Life Orb
Trait: Sheer Force
Nature: Modest
252 SpA / 4 SpD / 252 HP
Earth Power
Sludge Wave
Flamethrower
Thunderbolt
Earth Power, for one of the STAB moves, and it also comes in handy when I am up against Fire-types who wanna have a go. Sludge Wave, is the main STAB move, and the most powerful Poison-type move it can learn. Flamethrower, useful against pokemon like Steelix when they are holding an Air Balloon, and it will either OHKO it, or get rid of the Air Balloon to allow Earth Power to do its thing. Thunderbolt, for the obvious threat of Water-types, and they are quite common to see on a team in RU, so Thunderbolt is handy to have.
Poliwrath @ Leftovers
Trait: Damp
Nature: Adamant
252 Atk / 252 SpD / 4 HP
Waterfall
Ice Punch
Rest
Sleep Talk
Speaking of Water-types, I have one of my own. I told you they were common. Anyway moving on. Waterfall first, and this is for the obvious STAB that Poliwrath deserves and can also make the foe flinch, which is very useful indeed. Ice Punch, helps to deal with the obvious threats of Grass- and Flying-types, which also come up often, in the names of Aerodactyl, Moltres and Sceptile. Rest allows me to replenish health and status condition (but not Confusion which is really annoying). But you will see that Poliwrath doesn't have a Chesto Berry, and with good reason. Sleep Talk is that reason. I can still attack and not have to worry about when i'm gonna wake up. Grass-types generally have sleep inducing move, especially Parasect with Spore, which is about as accurate as you'd want. Usually that would be a problem, but with Sleep Talk, haha, no. The only downside to the RestTalk combo is that sometimes Sleep Talk will choose Rest, which is very annoying.
Magmortar @ Leftovers
Trait: Vital Spirit
Nature: Modest
252 SpA / 4 SpD / 252 HP
Flamethrower
Psychic
Substitute
Thunderbolt
Flamethrower, for the STAB and it really does get some OOMPH! from Mag. One use can sometimes make foes faint, sending their trainers into PANIC mode and they then make Rash decisions which allow me a mahoosive advantage. Substitute, obviously for when you know you would be affected by a Status condition, or you can make a pretty good guess, and then with a Sub, you are unaffected. Thunderbolt, for the same reason as Nidoqueen, for the obvious threat of Water-types, though naturally, i'd switch for someone else, who is yet unidentified.
Sigilyph @ Choice Specs
Trait: Magic Guard
Nature: Modest
252 SpA / 36 SpD / 220 Spe
Air Slash
Psychic
Shadow Ball
Dark Pulse
Air Slash, for one of two STAB moves, and comes in handy with the 30% chance of a flinch on the foe. It also comes in at a moderately high 75 base power, which is upped to 112 by STAB. Definitely a useful move. Psychic now, for the second STAB moves, and is very useful indeed. It already comes in at 90 base power, but is upped to a whopping 135 due to STAB. Added to Sigilyphs nice Special Attack Stat, and Psychic can OHKO my foes easily. Shadow Ball, for the Psychic type threats, and others who I decide to use it on. Dark Pulse, pretty much the same description as Shadow Ball, but mainly for use on Normal-types, such as Girafarig, who is quite or sometimes very annoying. Sigilyph is especially useful when other pokemon have used Stealth Rock, as the stones do nothing to Sigilyph because of Magic Guard.
And now, for the pride and joy of the team, of whom I am very proud, and she is very good at her job. Gives you a hint there.
Lilligant @ Miracle Seed
Trait: Chlorophyll
Nature: Modest
252 SpA / 4 SpD / 252 Spe
Sunny Day
Energy Ball
Giga Drain
Quiver Dance
Sunny Day first, and this is to boost Lilligant's speed, and this will come in very handy, providing I see a lack of Fire-types. Energy Ball, it is the main STAB move and comes in at 120 power, which is the original base 80 power, added to STAB. Giga Drain now, and although it is only 5 base power less, it still has its uses. Although Sigilyph takes no damage from SR, Lilligant doesn't have that luxury, so she has to gain the health back in her own sweet way. And finally, we come to Quiver Dance. Coveted by many, learned by few, Lil is one of the few who can actually put it to good use. Others who she may face with it are Mothim, Dustox, Beautifly and some others in the NU Bug clan. Lil's Quiver Dance will be useful, as she can even survive a Flamethrower after using it.
Should anyone not believe me about how well we do, look at the replay posted below.
http://www.pokemonshowdown.com/replay/ru10041342
Many thanks to Poliwrath on this one
Electivire @ Choice Scarf
Trait: Motor Drive
Nature: Adamant
252 Atk / 252 Spe / 4 HP
Earthquake
Ice Punch
Wild Charge
Brick Break
Ok. By now, you readers (or some of you) will know my teams well enough to know how I do my descriptions. Earthquake is for dealing much damage to the enemies, like Magneton, Typhlosion etc, but naturally they'd switch for a Ground- or Flying-Type and use them instead. This is where Ice Punch comes in. Many Ground-types will try to take Electivire down, but with an Ice Punch or two, they won't be laughing so hard. Wild Charge, for the STAB and it was a choice between Wild Charge and ThunderPunch, but Wild Charge i'm afraid gets it. Brick Break, for Ice-types who decide to be taught a Ground-type move, or are part Ground themselves (Piloswine)
Nidoqueen @ Life Orb
Trait: Sheer Force
Nature: Modest
252 SpA / 4 SpD / 252 HP
Earth Power
Sludge Wave
Flamethrower
Thunderbolt
Earth Power, for one of the STAB moves, and it also comes in handy when I am up against Fire-types who wanna have a go. Sludge Wave, is the main STAB move, and the most powerful Poison-type move it can learn. Flamethrower, useful against pokemon like Steelix when they are holding an Air Balloon, and it will either OHKO it, or get rid of the Air Balloon to allow Earth Power to do its thing. Thunderbolt, for the obvious threat of Water-types, and they are quite common to see on a team in RU, so Thunderbolt is handy to have.
Poliwrath @ Leftovers
Trait: Damp
Nature: Adamant
252 Atk / 252 SpD / 4 HP
Waterfall
Ice Punch
Rest
Sleep Talk
Speaking of Water-types, I have one of my own. I told you they were common. Anyway moving on. Waterfall first, and this is for the obvious STAB that Poliwrath deserves and can also make the foe flinch, which is very useful indeed. Ice Punch, helps to deal with the obvious threats of Grass- and Flying-types, which also come up often, in the names of Aerodactyl, Moltres and Sceptile. Rest allows me to replenish health and status condition (but not Confusion which is really annoying). But you will see that Poliwrath doesn't have a Chesto Berry, and with good reason. Sleep Talk is that reason. I can still attack and not have to worry about when i'm gonna wake up. Grass-types generally have sleep inducing move, especially Parasect with Spore, which is about as accurate as you'd want. Usually that would be a problem, but with Sleep Talk, haha, no. The only downside to the RestTalk combo is that sometimes Sleep Talk will choose Rest, which is very annoying.
Magmortar @ Leftovers
Trait: Vital Spirit
Nature: Modest
252 SpA / 4 SpD / 252 HP
Flamethrower
Psychic
Substitute
Thunderbolt
Flamethrower, for the STAB and it really does get some OOMPH! from Mag. One use can sometimes make foes faint, sending their trainers into PANIC mode and they then make Rash decisions which allow me a mahoosive advantage. Substitute, obviously for when you know you would be affected by a Status condition, or you can make a pretty good guess, and then with a Sub, you are unaffected. Thunderbolt, for the same reason as Nidoqueen, for the obvious threat of Water-types, though naturally, i'd switch for someone else, who is yet unidentified.
Sigilyph @ Choice Specs
Trait: Magic Guard
Nature: Modest
252 SpA / 36 SpD / 220 Spe
Air Slash
Psychic
Shadow Ball
Dark Pulse
Air Slash, for one of two STAB moves, and comes in handy with the 30% chance of a flinch on the foe. It also comes in at a moderately high 75 base power, which is upped to 112 by STAB. Definitely a useful move. Psychic now, for the second STAB moves, and is very useful indeed. It already comes in at 90 base power, but is upped to a whopping 135 due to STAB. Added to Sigilyphs nice Special Attack Stat, and Psychic can OHKO my foes easily. Shadow Ball, for the Psychic type threats, and others who I decide to use it on. Dark Pulse, pretty much the same description as Shadow Ball, but mainly for use on Normal-types, such as Girafarig, who is quite or sometimes very annoying. Sigilyph is especially useful when other pokemon have used Stealth Rock, as the stones do nothing to Sigilyph because of Magic Guard.
And now, for the pride and joy of the team, of whom I am very proud, and she is very good at her job. Gives you a hint there.
Lilligant @ Miracle Seed
Trait: Chlorophyll
Nature: Modest
252 SpA / 4 SpD / 252 Spe
Sunny Day
Energy Ball
Giga Drain
Quiver Dance
Sunny Day first, and this is to boost Lilligant's speed, and this will come in very handy, providing I see a lack of Fire-types. Energy Ball, it is the main STAB move and comes in at 120 power, which is the original base 80 power, added to STAB. Giga Drain now, and although it is only 5 base power less, it still has its uses. Although Sigilyph takes no damage from SR, Lilligant doesn't have that luxury, so she has to gain the health back in her own sweet way. And finally, we come to Quiver Dance. Coveted by many, learned by few, Lil is one of the few who can actually put it to good use. Others who she may face with it are Mothim, Dustox, Beautifly and some others in the NU Bug clan. Lil's Quiver Dance will be useful, as she can even survive a Flamethrower after using it.
Should anyone not believe me about how well we do, look at the replay posted below.
http://www.pokemonshowdown.com/replay/ru10041342
Many thanks to Poliwrath on this one