Meowstic (M) @ Focus Sash
Ability: Prankster
EVs: 252 HP / 4 SDef / 252 Spd
Timid Nature
IVs: 0 Spd
- Fake Out
- Quick Guard
- Safeguard
- Trick Room
This is my typical lead, basically it usually fakes out a threatening mon while its partner works on taking it out. If i can get in a trick room, that's also cool.
Aegislash @ Air Balloon
Ability: Stance Change
EVs: 248 Atk
- King's Shield
- Shadow Ball
- Iron Head
- Sacred Sword
His good bulk and the presence of strong fighting types and Mega Kanga makes him an easy switch in. Plus the possibility of lowering attack by King's Shield is very nice considering many of my mons have less than totally stellar defense.
Kingdra @ Scope Lens
Ability: Sniper
EVs: 252 HP / 4 Def / 252 SAtk
- Protect
- Muddy Water
- Draco Meteor
- Focus Energy
Basic Critdra here. If it doesn't have any big threats, it makes a good lead with Meowstic. Fake out any possible threats if one should occur, then focus energy to set up. Sniper-crit Draco Meteor's hurt. And Sniper-crit Muddy Water's do work against both opponents.
Conkeldurr @ Flame Orb
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
- Wide Guard
- Payback
- Drain Punch
- Mach Punch
I normally don't lead with Conk either as it takes a turn to activate Guts and its typically Intimidate bait but it switches in to Rock Slides like nothing and can take unboosted Earthquakes and heals what it needs with a Drain Punch. It's good to pick off a Mega Mom at around 50% health
Rhyperior @ Assault Vest
Ability: Solid Rock
EVs: 252 HP / 4 Atk / 252 SDef
Sassy Nature
- Power-up Punch
- Earthquake
- Rock Slide
- Iron Tail
I LOVE MY RHYPERIOR. It tanks so many things that it's hardly even funny. It can live a +2 mega kanga power-up punch as long as it's full health. I have run into a few rare cases of it getting OHKOd by an extremely untimely water move, but it only happens with rain teams.
Roserade @ Choice Scarf
Ability: Technician
EVs: 116 HP / 252 SAtk / 142 Spd
Modest Nature
- Hidden Power [Ice]
- Leaf Storm
- Weather Ball
- Sludge Bomb
This mon is great for dragons and fairies, provided it lives long enough to take them on. It's a very solid Rotom-W counter, in my opinion. It can also typically survive a Garchomp Rock Slide or an unboosted EQ. Many people that I've tested this team on have no idea that it's running HP Ice until their Garchomp, Goodra, etc goes down.
This team looks good in theory, but it has quite a few problems. Problem is, I haven't entirely nailed down what yet. I think I can probably boil it down to me not using it correctly. Any help or suggestions? Thanks :D
Ability: Prankster
EVs: 252 HP / 4 SDef / 252 Spd
Timid Nature
IVs: 0 Spd
- Fake Out
- Quick Guard
- Safeguard
- Trick Room
This is my typical lead, basically it usually fakes out a threatening mon while its partner works on taking it out. If i can get in a trick room, that's also cool.
Aegislash @ Air Balloon
Ability: Stance Change
EVs: 248 Atk
- King's Shield
- Shadow Ball
- Iron Head
- Sacred Sword
His good bulk and the presence of strong fighting types and Mega Kanga makes him an easy switch in. Plus the possibility of lowering attack by King's Shield is very nice considering many of my mons have less than totally stellar defense.
Kingdra @ Scope Lens
Ability: Sniper
EVs: 252 HP / 4 Def / 252 SAtk
- Protect
- Muddy Water
- Draco Meteor
- Focus Energy
Basic Critdra here. If it doesn't have any big threats, it makes a good lead with Meowstic. Fake out any possible threats if one should occur, then focus energy to set up. Sniper-crit Draco Meteor's hurt. And Sniper-crit Muddy Water's do work against both opponents.
Conkeldurr @ Flame Orb
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
- Wide Guard
- Payback
- Drain Punch
- Mach Punch
I normally don't lead with Conk either as it takes a turn to activate Guts and its typically Intimidate bait but it switches in to Rock Slides like nothing and can take unboosted Earthquakes and heals what it needs with a Drain Punch. It's good to pick off a Mega Mom at around 50% health
Rhyperior @ Assault Vest
Ability: Solid Rock
EVs: 252 HP / 4 Atk / 252 SDef
Sassy Nature
- Power-up Punch
- Earthquake
- Rock Slide
- Iron Tail
I LOVE MY RHYPERIOR. It tanks so many things that it's hardly even funny. It can live a +2 mega kanga power-up punch as long as it's full health. I have run into a few rare cases of it getting OHKOd by an extremely untimely water move, but it only happens with rain teams.
Roserade @ Choice Scarf
Ability: Technician
EVs: 116 HP / 252 SAtk / 142 Spd
Modest Nature
- Hidden Power [Ice]
- Leaf Storm
- Weather Ball
- Sludge Bomb
This mon is great for dragons and fairies, provided it lives long enough to take them on. It's a very solid Rotom-W counter, in my opinion. It can also typically survive a Garchomp Rock Slide or an unboosted EQ. Many people that I've tested this team on have no idea that it's running HP Ice until their Garchomp, Goodra, etc goes down.
This team looks good in theory, but it has quite a few problems. Problem is, I haven't entirely nailed down what yet. I think I can probably boil it down to me not using it correctly. Any help or suggestions? Thanks :D