So with 6th Gen in sight I'd like to bring you guys my favorite team I've built in the entirety of 5th Gen. I haven't made a RMT in a very, very long time so I think this will be my last for 5th Gen. I made this team during BW and loved it so much that I had to adjust it for BW2. Some would call this a bulky offensive team, which personally is my favorite style of teams to play, but arguably I'd say this team falls between bulky offensive and hyper offense. One thing I should first point out is that this team is not designed to have one or two guys "waste" a moveslot with a boosting move, take out or dent a poke and die. No, this team likes to pivot around each other constantly throwing out hits and keeping the opponent on edge while whittling them down with sand. The fact that this team relies on it's strong coverage, bold predictions, and failsafes makes it a very tough team to face unless you have 6 walls with perfect synergy. The greatest feeling in competitive pokemon is when you know your team so well inside and out that you don't ever second guess yourself, and that's why I still use this team. So let's check it out:
Teambuilding:
I decided I wanted to use Specs Heatran to abuse the sun from the sun teams that were cropping up in BW1. I did, however, want Tyranitar to prevent sun sweepers from overcoming me if something happened to Heatran. Tyranitar also got rid of rain which was nice but I kept him offensive to match the bulky offense style I like to play.
I added Forretress for entry hazards b/c of ScarfTar not being able to set up rocks as well as spin. Celebi was added as well to help against rain teams and TechniLoom. I figured they would also draw in fire type attacks that would fit with what I wanted to accomplish with Heatran.
Terrakion came in to pair up with Tyranitar for my physical threats. I needed something to outpace other Scarfers since I knew that Tyranitar wouldn't be able to. I don't like the Rock Polish/Swords Dance sets as I see too many of them just getting forced out easily and not getting in many hits.
Meh this was only a phase. The idea was that Reuniclus would be able to abuse Magic Guard in sand and bust through pokes but his lack of speed was too off-putting. I didn't feel safe using Trick Room seeing as this team focuses on speed.
I ran with this team for a very long time but I couldn't shake Scizor and wasn't about to use HP Fire on my Alakazam and potentially lose speed ties with (hopefully non-sashed) opposing Zams and Dugtrio. I switched to Air Balloon Heatran so I could change moves if Scizor came in while also countering Dragons which helped too. I experimented a lot with Forretress to make it work but it stopped the momentum and was just set-up bait.
The finished product. Love this team to death, they work very well around each other. Definitely my go-to team if I'm in the mood for some serious battling.
Tyranitar (F) @ Choice Scarf
Jolly Nature (+Spd, -SAtk)
So ScarfTar is a pretty cool guy. He really has 3 main roles on this team: 1. Sand 2. Trap the plentiful offensive Psychic type threats & Smeargle 3. Punch. Holes. Everywhere. Tyranitar is one of those pokes that can run many scary sets, although this one is obviously choiced to the experienced battler (Donphan means this guy doesn't have SR and who runs MixTar?). So that leaves Banded or Scarfed which is a great mindf*ck especially when I've trapped their Lati@s, Starmie, or Celebi. If I've shown my Terrakion is Scarfed before I've utilized Tyranitar's speed they usually think that I'm Banded which nets me a lot of KO's on the aforementioned pokemon that stay in thinking they can score a hit before I Pursuit them. As for the coverage moves, Superpower is needed to throw out a hard hitting super effective move on the pink blobs and cocky non-scarfed Terrakions. As for the last move, Rock Slide, I am definitely sticking to it. Stone Edge is not worth it on a scarfer imo. If I'm sure that I'm faster, I want to make sure that I get damage on them. Such key cases are Volcarona/Dragonite/Salamence/Gyarados without any boosts as well as Ninetails(!), Thundurus-T, Tornadus, Kyurem, and Xatu.
Adamant Nature (+Atk, -SAtk)
Getting into the only "wall" on the team, here's Donphan. In the past I've heavily tested Lum Berry over Leftovers with this guy for a few reasons. First and foremost is to counter Ninetails. Against sun teams I will always lead off with Donphan because it will tank any hit with Sturdy and KO any non-Air Balloon Ninetails. In theory, Lum Berry would heal me of Wil-O-Wisp or Hypnosis and KO back with Earthquake. The second reason for a Lum Berry was to heal off any Toxic Spikes and Rapid Spin them away. However, after lots and lots of testing I decided that having the recovery from Leftovers would be more beneficial b/c of the lack of sun teams in today's metagame and the fact that not many people run Toxic Spikes anymore. I used to have a Forretress in this spot but it was basically set-up bait for Scizor and couldn't really handle dragons well with incoming Fire Blasts. Donphan was a very good replacement for Forretress because it can still set up SR, spin, provide a good defensive pivot, and has Ice Shard in his arsenal. I'll let you know right here one of the reasons I love this team: Dragons are a joke. Between Donphan's Ice Shard, sand to break Multiscale, ScarfTar, Scarf Terrakion, Air Balloon Heatran, and Alakazam with HP Ice and a Focus Sash, not a single dragon scares me in the slightest. EQ is significantly stronger than anything Forretress could do to touch Scizor or the grounded dragons. Overall Donphan does fit this team nicely especially with it's surprising power.
Celebi @ Leftovers
Trait: Natural CureEVs: 48 HP / 252 SAtk / 4 SDef / 204 Spd
Celebi is a fantastic choice for an offensive team. What it lacks for in raw power it returns the favor with fantastic coverage, resistances, and access to Recover. The main EV's to look at are the SpAtk and Speed. I max out SpAtk with Modest 252 to get as much power as I can from it. The Speed is to ensure that I'm faster than Haxorus even after the -1 IV from HP Fire. There's not really anything worth outspeeding after that. The rest of the EV's go into HP for a Leftover's number and the final 4 in SpDef as that's the defensive side Celebi gets hit with most when it switches in. As a sand team, Celebi is here to provide a bit of bulk while heavily threatening rain teams. Between Giga Drain for the water types, Psychic for Tentacruel/Toxicroak, and HP Fire a 2HKO on Banded Scizor in the rain (easy as pie to see a switch in coming when it's Politoed vs Celebi on the first turn of the game), Celebi handles rain teams quite easily. Speaking of HP Fire, it should be noted that it 2HKO's one of the most common switch-ins to Celebi, Ferrothorn. Ferrothorn is most commonly found on rain teams so if I see one I need to be sure that I get Tyranitar's sand up ASAP. If it's not on a rain team then it's just easy pickings for Celebi. It should be mentioned that you have to be very cautious with Celebi vs rain b/c it will be the MVP of the match. On the defensive side, Celebi can take on any Rotom-W in the game (Trick Scarf? ok bro I'm offensive anyways) and most of the set-up fighting types such as Breloom, Conkeldurr, and Toxicroak. I have tested Psyshock to counter CM Keldeo but it usually means that I can't reliably take care of Conkeldurr and might have to waste Alakazam's sash on it. Recover is on the set along with Leftovers just because although it would be nice to have Earth Power it's crucial that Celebi stays at a good amount of health to take on the rain teams.
Heatran (M) @ Air Balloon
EVs: 252 SAtk / 4 SDef / 252 Spd
With Celebi as my rain counter, I've got Heatran here for my sun counter. With an air balloon I'm sure to stay clear of the #1 threat (imo) in the sun: Growth EQ Venusaur. To be honest I was quite against Air Balloon Heatran during BW b/c I would never be caught off guard by it. Turns out it was because most people didn't use it effectively. The reason why I have Dragon Pulse and HP Ice is b/c of the common sun sweeper, Lati@s. The only common sun threat that Heatran can't take 1v1 is Volcarona, but it's a good thing that Terrakion can come in on any attack and retaliate with a faster Rock Slide even if it Quiver Dances. I'd describe Air Balloon Heatran as the glue to this team. I usually save Heatran until mid to late game where the Air Balloon really puts in work (and escapes Dugtrios). When I've whittled down their team and disposed of the scary sweepers Heatran can come in and destroy everything in sight. Usually if they still saved a sweeper or it's a hyper offensive team they've got a dragon in their back pocket. Like I said earlier with my array of dragon-sweep failsafes, including Heatran's balloon, dragons aren't a problem (Superpower? =O!!!). The main thing that I use Heatran for is cleaning up the mess at the end of the fight. It tears through any bulky steel you can think of and is powerful enough to put a good dent in Scarf or Specs Politoed with Earth Power as it switches in. Before I switched to Air Balloon I used Choice Specs Heatran with the same moveset. The idea was to abuse sun and throw out double boosted Fire Blasts but the lack of sun teams eventually put me off. I do, however, enjoy the free boost from Sableye :]
Terrakion @ Choice Scarf
EVs: 252 Atk / 4 SDef / 252 Spd
Okay, here's the big threat. What can I say? Terrakion just fits so nicely with this team and threatens a good portion of the metagame. This Terrakion focuses more on it's blistering speed than it's ability to boost up and break physical walls that try to stop it. Out of all the pokes on this team I'd say Terrakion gets the most face-time. The only moves to really discuss are Earthquake and X-Scissor since I already had my mini-rant about Stone Edge. Earthquake is just there to hit Tentacruel and Jirachi, that's about it. Silly, yes, but what else am I gonna use? Quick Attack? To be really cheeky I used to run HP Ice with SpAtk investment that would be a 2HKO after Gliscor switches in to take a Close Combat but the lol's weren't worth getting walled by Tentacruel. I've had some people say that X-Scissor isn't really necessary b/c it only really helps against pokes that Tyranitar traps anyways but I don't think that I should be letting Lati@s, Starmie, or Celebi ruin my day.
Alakazam (M) @ Focus Sash
EVs: 252 SAtk / 4 SDef / 252 Spd
Alakazam functions as 2 very key roles almost every match. The first and main role is a failsafe. The magnificent ability Magic Guard allows Alakazam to not care about any burn, poison, or entry hazards to ruin its sash. If you're using a Life Orb Alakazam on your offensive team, stop it. Stop it right now. Focus Sash >>>>>> Life Orb. With a Focus Sash, Alakazam can tank any hit and fire back a powerful attack. The result is usually a kill on whatever was setting up as they will never switch out seeing as they've already boosted up. Here's a good point to mention that I use Psychic, not Psyshock strictly because Conkeldurr is more of a threat than any pink blob. Not too much to say here, that's Alakazam's main purpose and it's the only poke that can reliably do it. The second role it plays is as a sweeper. If Heatran was described as a late-game sweeper then Alakazam is the end-game sweeper. Alakazam is usually the nail in the coffin for the opposing team, mostly coming in to finish the job when they have 1, maybe 2 pokes left. I cannot stress the how important Alakazam is to this team even if it's used the least out of everyone.
So there you go guys. I hope you guys can appreciate this team as much as I do but don't be shy to leave some constructive criticism. I don't think I'll be using this team as much anymore. I'll probably focus more on the fun side of pokemon with the wacky teams I love to play with until 6th Gen. Thanks for reading and happy battling!
Threatlist:
Rain + Scizor (Need to make a bold play with Celebi at some point in the match. Alakazam as last resort.)
Sharpedo (Insta-lose, no joke unless Alakazam hits a Focus blast or they stay in against Donphan with Sturdy.)
Infernape (Only early-game. Once I've weeded out the other team I can get it fairly easily.)
Gengar (Behind a substitute. Usually I keep attacking straight away to force it to kill me, then ScarfTar traps it.)
Importable:
Tyranitar (F) @ Choice Scarf
Trait: Sand Stream
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Crunch
- Pursuit
- Superpower
- Rock Slide
Donphan (F) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature (+Atk, -SAtk)
- Stealth Rock
- Rapid Spin
- Earthquake
- Ice Shard
Celebi @ Leftovers
Trait: Natural Cure
EVs: 48 HP / 252 SAtk / 4 SDef / 204 Spd
Modest Nature (+SAtk, -Atk)
- Giga Drain
- Recover
- Psychic
- Hidden Power [Fire]
Heatran (M) @ Air Balloon
Trait: Flash Fire
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature (+SAtk, -Atk)
- Fire Blast
- Dragon Pulse
- Earth Power
- Hidden Power [Ice]
Terrakion @ Choice Scarf
Trait: Justified
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Close Combat
- Rock Slide
- Earthquake
- X-Scissor
Alakazam (M) @ Focus Sash
Trait: Magic Guard
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Psychic
- Hidden Power [Ice]
- Focus Blast
- Shadow Ball
Teambuilding:


I decided I wanted to use Specs Heatran to abuse the sun from the sun teams that were cropping up in BW1. I did, however, want Tyranitar to prevent sun sweepers from overcoming me if something happened to Heatran. Tyranitar also got rid of rain which was nice but I kept him offensive to match the bulky offense style I like to play.




I added Forretress for entry hazards b/c of ScarfTar not being able to set up rocks as well as spin. Celebi was added as well to help against rain teams and TechniLoom. I figured they would also draw in fire type attacks that would fit with what I wanted to accomplish with Heatran.





Terrakion came in to pair up with Tyranitar for my physical threats. I needed something to outpace other Scarfers since I knew that Tyranitar wouldn't be able to. I don't like the Rock Polish/Swords Dance sets as I see too many of them just getting forced out easily and not getting in many hits.






Meh this was only a phase. The idea was that Reuniclus would be able to abuse Magic Guard in sand and bust through pokes but his lack of speed was too off-putting. I didn't feel safe using Trick Room seeing as this team focuses on speed.






I ran with this team for a very long time but I couldn't shake Scizor and wasn't about to use HP Fire on my Alakazam and potentially lose speed ties with (hopefully non-sashed) opposing Zams and Dugtrio. I switched to Air Balloon Heatran so I could change moves if Scizor came in while also countering Dragons which helped too. I experimented a lot with Forretress to make it work but it stopped the momentum and was just set-up bait.






The finished product. Love this team to death, they work very well around each other. Definitely my go-to team if I'm in the mood for some serious battling.

Trait: Sand Stream
EVs: 252 Atk / 4 SDef / 252 SpdJolly Nature (+Spd, -SAtk)
Crunch
Pursuit
Superpower
Rock Slide
Pursuit
Superpower
Rock Slide
So ScarfTar is a pretty cool guy. He really has 3 main roles on this team: 1. Sand 2. Trap the plentiful offensive Psychic type threats & Smeargle 3. Punch. Holes. Everywhere. Tyranitar is one of those pokes that can run many scary sets, although this one is obviously choiced to the experienced battler (Donphan means this guy doesn't have SR and who runs MixTar?). So that leaves Banded or Scarfed which is a great mindf*ck especially when I've trapped their Lati@s, Starmie, or Celebi. If I've shown my Terrakion is Scarfed before I've utilized Tyranitar's speed they usually think that I'm Banded which nets me a lot of KO's on the aforementioned pokemon that stay in thinking they can score a hit before I Pursuit them. As for the coverage moves, Superpower is needed to throw out a hard hitting super effective move on the pink blobs and cocky non-scarfed Terrakions. As for the last move, Rock Slide, I am definitely sticking to it. Stone Edge is not worth it on a scarfer imo. If I'm sure that I'm faster, I want to make sure that I get damage on them. Such key cases are Volcarona/Dragonite/Salamence/Gyarados without any boosts as well as Ninetails(!), Thundurus-T, Tornadus, Kyurem, and Xatu.
Donphan (F) @ Leftovers
EVs: 252 HP / 252 Atk / 4 DefTrait: Sturdy
Adamant Nature (+Atk, -SAtk)
Stealth Rock
Rapid Spin
Earthquake
Ice Shard
Rapid Spin
Earthquake
Ice Shard
Getting into the only "wall" on the team, here's Donphan. In the past I've heavily tested Lum Berry over Leftovers with this guy for a few reasons. First and foremost is to counter Ninetails. Against sun teams I will always lead off with Donphan because it will tank any hit with Sturdy and KO any non-Air Balloon Ninetails. In theory, Lum Berry would heal me of Wil-O-Wisp or Hypnosis and KO back with Earthquake. The second reason for a Lum Berry was to heal off any Toxic Spikes and Rapid Spin them away. However, after lots and lots of testing I decided that having the recovery from Leftovers would be more beneficial b/c of the lack of sun teams in today's metagame and the fact that not many people run Toxic Spikes anymore. I used to have a Forretress in this spot but it was basically set-up bait for Scizor and couldn't really handle dragons well with incoming Fire Blasts. Donphan was a very good replacement for Forretress because it can still set up SR, spin, provide a good defensive pivot, and has Ice Shard in his arsenal. I'll let you know right here one of the reasons I love this team: Dragons are a joke. Between Donphan's Ice Shard, sand to break Multiscale, ScarfTar, Scarf Terrakion, Air Balloon Heatran, and Alakazam with HP Ice and a Focus Sash, not a single dragon scares me in the slightest. EQ is significantly stronger than anything Forretress could do to touch Scizor or the grounded dragons. Overall Donphan does fit this team nicely especially with it's surprising power.

Trait: Natural Cure
Modest Nature (+SAtk, -Atk)
Giga Drain
Recover
Psychic
Hidden Power [Fire]Recover
Psychic
Celebi is a fantastic choice for an offensive team. What it lacks for in raw power it returns the favor with fantastic coverage, resistances, and access to Recover. The main EV's to look at are the SpAtk and Speed. I max out SpAtk with Modest 252 to get as much power as I can from it. The Speed is to ensure that I'm faster than Haxorus even after the -1 IV from HP Fire. There's not really anything worth outspeeding after that. The rest of the EV's go into HP for a Leftover's number and the final 4 in SpDef as that's the defensive side Celebi gets hit with most when it switches in. As a sand team, Celebi is here to provide a bit of bulk while heavily threatening rain teams. Between Giga Drain for the water types, Psychic for Tentacruel/Toxicroak, and HP Fire a 2HKO on Banded Scizor in the rain (easy as pie to see a switch in coming when it's Politoed vs Celebi on the first turn of the game), Celebi handles rain teams quite easily. Speaking of HP Fire, it should be noted that it 2HKO's one of the most common switch-ins to Celebi, Ferrothorn. Ferrothorn is most commonly found on rain teams so if I see one I need to be sure that I get Tyranitar's sand up ASAP. If it's not on a rain team then it's just easy pickings for Celebi. It should be mentioned that you have to be very cautious with Celebi vs rain b/c it will be the MVP of the match. On the defensive side, Celebi can take on any Rotom-W in the game (Trick Scarf? ok bro I'm offensive anyways) and most of the set-up fighting types such as Breloom, Conkeldurr, and Toxicroak. I have tested Psyshock to counter CM Keldeo but it usually means that I can't reliably take care of Conkeldurr and might have to waste Alakazam's sash on it. Recover is on the set along with Leftovers just because although it would be nice to have Earth Power it's crucial that Celebi stays at a good amount of health to take on the rain teams.

Trait: Flash Fire
Modest Nature (+SAtk, -Atk)
Earth Power Hidden Power [Ice]
Fire Blast
Dragon PulseEarth Power
With Celebi as my rain counter, I've got Heatran here for my sun counter. With an air balloon I'm sure to stay clear of the #1 threat (imo) in the sun: Growth EQ Venusaur. To be honest I was quite against Air Balloon Heatran during BW b/c I would never be caught off guard by it. Turns out it was because most people didn't use it effectively. The reason why I have Dragon Pulse and HP Ice is b/c of the common sun sweeper, Lati@s. The only common sun threat that Heatran can't take 1v1 is Volcarona, but it's a good thing that Terrakion can come in on any attack and retaliate with a faster Rock Slide even if it Quiver Dances. I'd describe Air Balloon Heatran as the glue to this team. I usually save Heatran until mid to late game where the Air Balloon really puts in work (and escapes Dugtrios). When I've whittled down their team and disposed of the scary sweepers Heatran can come in and destroy everything in sight. Usually if they still saved a sweeper or it's a hyper offensive team they've got a dragon in their back pocket. Like I said earlier with my array of dragon-sweep failsafes, including Heatran's balloon, dragons aren't a problem (Superpower? =O!!!). The main thing that I use Heatran for is cleaning up the mess at the end of the fight. It tears through any bulky steel you can think of and is powerful enough to put a good dent in Scarf or Specs Politoed with Earth Power as it switches in. Before I switched to Air Balloon I used Choice Specs Heatran with the same moveset. The idea was to abuse sun and throw out double boosted Fire Blasts but the lack of sun teams eventually put me off. I do, however, enjoy the free boost from Sableye :]

Trait: Justified
Jolly Nature (+Spd, -SAtk)
Close Combat
Rock Slide
Earthquake
X-Scissor
Rock Slide
Earthquake
X-Scissor
Okay, here's the big threat. What can I say? Terrakion just fits so nicely with this team and threatens a good portion of the metagame. This Terrakion focuses more on it's blistering speed than it's ability to boost up and break physical walls that try to stop it. Out of all the pokes on this team I'd say Terrakion gets the most face-time. The only moves to really discuss are Earthquake and X-Scissor since I already had my mini-rant about Stone Edge. Earthquake is just there to hit Tentacruel and Jirachi, that's about it. Silly, yes, but what else am I gonna use? Quick Attack? To be really cheeky I used to run HP Ice with SpAtk investment that would be a 2HKO after Gliscor switches in to take a Close Combat but the lol's weren't worth getting walled by Tentacruel. I've had some people say that X-Scissor isn't really necessary b/c it only really helps against pokes that Tyranitar traps anyways but I don't think that I should be letting Lati@s, Starmie, or Celebi ruin my day.

Trait: Magic Guard
Timid Nature (+Spd, -Atk)
Focus Blast
Shadow Ball
Psychic
Hidden Power [Ice]Focus Blast
Shadow Ball
Alakazam functions as 2 very key roles almost every match. The first and main role is a failsafe. The magnificent ability Magic Guard allows Alakazam to not care about any burn, poison, or entry hazards to ruin its sash. If you're using a Life Orb Alakazam on your offensive team, stop it. Stop it right now. Focus Sash >>>>>> Life Orb. With a Focus Sash, Alakazam can tank any hit and fire back a powerful attack. The result is usually a kill on whatever was setting up as they will never switch out seeing as they've already boosted up. Here's a good point to mention that I use Psychic, not Psyshock strictly because Conkeldurr is more of a threat than any pink blob. Not too much to say here, that's Alakazam's main purpose and it's the only poke that can reliably do it. The second role it plays is as a sweeper. If Heatran was described as a late-game sweeper then Alakazam is the end-game sweeper. Alakazam is usually the nail in the coffin for the opposing team, mostly coming in to finish the job when they have 1, maybe 2 pokes left. I cannot stress the how important Alakazam is to this team even if it's used the least out of everyone.
So there you go guys. I hope you guys can appreciate this team as much as I do but don't be shy to leave some constructive criticism. I don't think I'll be using this team as much anymore. I'll probably focus more on the fun side of pokemon with the wacky teams I love to play with until 6th Gen. Thanks for reading and happy battling!
Threatlist:
Rain + Scizor (Need to make a bold play with Celebi at some point in the match. Alakazam as last resort.)
Sharpedo (Insta-lose, no joke unless Alakazam hits a Focus blast or they stay in against Donphan with Sturdy.)
Infernape (Only early-game. Once I've weeded out the other team I can get it fairly easily.)
Gengar (Behind a substitute. Usually I keep attacking straight away to force it to kill me, then ScarfTar traps it.)
Importable:
Tyranitar (F) @ Choice Scarf
Trait: Sand Stream
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Crunch
- Pursuit
- Superpower
- Rock Slide
Donphan (F) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature (+Atk, -SAtk)
- Stealth Rock
- Rapid Spin
- Earthquake
- Ice Shard
Celebi @ Leftovers
Trait: Natural Cure
EVs: 48 HP / 252 SAtk / 4 SDef / 204 Spd
Modest Nature (+SAtk, -Atk)
- Giga Drain
- Recover
- Psychic
- Hidden Power [Fire]
Heatran (M) @ Air Balloon
Trait: Flash Fire
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature (+SAtk, -Atk)
- Fire Blast
- Dragon Pulse
- Earth Power
- Hidden Power [Ice]
Terrakion @ Choice Scarf
Trait: Justified
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Close Combat
- Rock Slide
- Earthquake
- X-Scissor
Alakazam (M) @ Focus Sash
Trait: Magic Guard
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Psychic
- Hidden Power [Ice]
- Focus Blast
- Shadow Ball