Blissey
Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Soft-Boiled
- Seismic Toss
- Counter
- Toxic
As mentioned before, Blissey is in all the teams. She switches into almost all special attackers and has soft-boiled, making her the best choice for a long run. She can easily recover hp with wild mons, except for rounds 8, and 11, while keeping the team at full hp without relying too much on items. I’m not using aromatherapy because lum berries are very easy to stack up. I like counter as 4th move, as it can easily deal tons of dmg while also saving me from trouble. With 32 pps it’s also very good to pp stall sets like Regice(6), since I want to get rid of ice beam pps so sleep talk can’t use it while I switch in Salamence to 2hko it with brick break. This set can’t touch Gengars, but that’s not a problem, as Latios, Slaking, Tauros or Jolteon take care of it, and at the same time, Gengars can’t do basically anything to Blissey. 4 evs in speed to outspeed other Blisseys, since brick break doesn’t ohko, I don’t keep Salamence in vs them.
Salamence
Salamence (F) @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Aerial Ace
- Earthquake
- Brick Break
- Flamethrower
Salamence has intimidate, good coverage and stab aerial ace (perfect for pesky bright powder or double team users), one of the best picks for Pyramid in my book. I chose brick break over hidden power rock as the second one doesn’t really solve any of the previously mentioned problems, as it can’t ohko any Armaldo set, and it gets 2hko even with earthquake, while brick break has many pros, like hitting bulky normal types harder or securing ohko on Tyrannitars. Eventually, hidden power could help with wild Armaldos and Shuckles, but it doesn’t look like a great deal to me.
+Atk nature instead of +Speed is way better, the only real drawback is that Electrabuzz(3) outspeeds Salamence, and it also has ice punch, forcing me to switch into Blissey everytime I see one. If after the switch ice punch is not revealed, switch back Salamence, as some sets run cross chop and a crit can deal huge dmg to Blissey. Otherwise, if it is revealed set 3, I stay in with her, and I use counter.
Salamence can also takes care of 2 ice types that annoy Blissey, Jynx and Dewgong.
The first one has 2 sets, 2 and 3, that are very annoying, so I don’t wanna switch Blissey in, but luckily those sets don’t run an ice move (so it doesn’t matter if Salamence can’t ohko, also she is female, so immune to attract), while sets 1 and 4 do, but Salamence can ohko them with aerial ace. I prefer using aerial ace over earthquake since set 2 runs bright powder. The other one, Dewgong, has some sets with ohko moves; Salamence always ohko with brick break sets 2 and 4 and 18,8% set 1. Set 3 instead is the infamous one that runs sheer cold and horn drill, and switching Blissey in is just pointless. In case sheer cold lands or set 1 survives, Latios completes the job, and 1 revive goes to Salamence.
For the other ice types with ohko moves, like Walrein and Lapras, for the first one I still prefer to stay in with Salamence and then clean with Latios, since 2 of the 4 sets run sheer cold, and Walrein(3) lacks ice beam, so switching Blissey into a sheer cold is a risk. I prefer to keep Salamence, hit hard with brick break, and close with Latios, keeping blissey as final wall to revive members if something goes wrong. Lapras instead has many sets without ohko moves, so I switch Blissey in.
Other mons worth of mentioning are Wailord, Whiscash and Golduck. The first 2 have a lot in common; both are bulky, run fissure and few sets have an ice move. For both I switch Blissey in, scout the set from the move used, and then I keep Blissey in, if Wailord(1) (icy wind), otherwise for the other ones, Wailord(4) and Whiscash(4), can be easily detected as they are the only sets with ice beam, PP stall fissure switching between Salamence and Blissey (both will usually use fissure when they see Blissey, allowing Salamence to switch back safely), for the other ones switch back to Latios, if Whiscash(2) (easily recognizable from future sight) or if Wailord(2) used curse, otherwise Salamence. Golduck, instead, is mentioned because most of the sets run cross chop, and 2 sets have ice moves; in particular set 4 is the dangerous one since it also runs scope lens. Just switch Blissey in, and then Latios takes care of all the sets.
Last mons worth of mentioning are Alakazam and Gardevoir. Salamence outspeeds all Alakazam sets but has a 50% chance to ohko with earthquake. Adding to that, 2 sets also involve more rng with focus band or bright powder; usually it’s not worth it to risk Salamence vs a potential ice punch; it’s better to switch on Blissey. The problem is, if it is set 3, Alakazam is going to trick Blissey, losing 1 leftovers but gaining 1 choice band, even after the battle, due to the tricked item being permanent in gen 3. The choice is circumstantial and depends on the player. If he wants to trade 1 leftovers for 1 choice band it’s fine; otherwise, just risk to use one revive.
Gardevoir is mentioned just because it’s usually the best option to switch Blissey in, but in case of double team or calm mind being used, it’s better to switch back to Salamence, as it can only be set 2 and keeping in Blissey it’s a waste of time.
In the case of Rhydon, Salamence stays in as set 3 lacks rock slide, and this can lead to switch in Latios to a potential horn drill.
The -sdef instead of -satk nature is to make flamethrower defeat more reliably wild Skarmorys and others like Breloom or Roselia, to prevent the contact effect of their abilities. Female gender, since some attract users are 100% female (like Jynx mentioned before).
Salamence (round 6)
Salamence (F) @ Choice Band
Ability: Intimidate
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
IVs: 30 SpA
- Aerial Ace
- Earthquake
- Brick Break
- Roar
The only difference is roar over flamethrower for wild Wobbuffets, and, of course, Adamant nature.
Latios
Latios (M) @ Lum Berry / Shell Bell
Ability: Levitate
EVs: 40 HP / 252 SpA / 216 Spe
Timid Nature
IVs: 7 Atk
- Thunderbolt
- Ice Beam
- Psychic
- Surf / Dragon Claw
The best special sweeper allowed in the Battle Frontier, has a great synergy with Salamence in double battles, levitate to prevent dmg from earthquake and an amazing coverage. I prefer timid nature over modest as, with 216 evs in speed, Latios gets to 341, which means he outspeeds anything but Jolteon(1,4) and Crobat(3,4). Also, even with modest nature, Latios would still 2hko mons I’m interested in, like Aerodactyl sets, and it’s better being faster than sets 1,2 that hit 338 speed. I run surf over dragon claws as 4th move everywhere but round 18, since I use the last one basically just for Kingdras, while surf gives way better coverage (for example it helps me with Armaldo since it can be problematic as explained previously, or it ohko all Rhydon sets, differently from ice beam, a mon that always carry quick claw and 3 sets have horn drill so it’s better to defeat it quickly). I use Shell bell when Latios leads or in round 3 from floor 3, as I keep him burned, and I switch him on wild Weezings to help Salamence, while lum berry when he is the 2nd member of the party. Latios also helps Salamence switching into Hariyama(1) (the only set Salamence can’t ohko with aerial ace, easy to scout since it uses fake out at turn 1) counter user that can badly hurt her.
Slaking
Slaking (F) @ Choice Band
Ability: Truant
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
IVs: 21 SpA
- Hyper Beam
- Return
- Earthquake
- Shadow Ball
There is not much more to add about Slaking; hyper beam ohko anything that can’t resist it with few exceptions. Fake out/protect sets that NPCs can run are quite annoying to her, so I have a list with countermeasures to switch in the proper mon. I’m not going to list them all here, just the ones I consider tricky. Fake out users: Shiftry(1,4), Medicham(2). The issue with Shiftry is that set 4 has explosion, and I don’t want to keep Blissey in, so if it uses mega kick, it means it is set 4 so Gengar switches in safely. I can’t immediately switch Gengar in, as set 1 has feint attack. Medicham it’s there as, at first, being a fighting type with pure power can make me think to switch Gengar in; instead Medicham(2) runs psychic and reversal, which means Blissey switches in easily. For the other ones I switch in Blissey except for normal and fighting types or anything physical, where it’s up to Gengar (keep in mind I’m just considering sets from group 3 as the other ones basically never happear).
Same with protect sets, I follow the previous rule (Golduck(3) as mentioned before, is annoying for Blissey, but I don’t have Latios here, and Gengar takes huge dmg from hydro pump, so she has to deal with it; cross chop can’t ohko even with a crit) with few exceptions: Jynx(2), Dusclops(2), Suicune(2). For Jynx I’ve already explained why I don’t like to switch Blissey in, while for the other 2 mons, Gengar’s perish song makes it way faster.
Gengar
Gengar (M) @ Leftovers
Ability: Levitate
EVs: 172 HP / 120 SpA / 216 Spe
Timid Nature
IVs: 0 Atk
- Fire Punch
- Ice Punch
- Protect
- Perish Song
Gengar is just amazing in the pyramid, he outspeeds anything but 4 mons like Latios, has 3 immunities, and perish song. As mentioned before, he helps very well Slaking, switching into almost all wild mons that annoy her, but also trainer mons like all sets of Shuckle, Cradily, Skarmory, Forretress and Scizor. I prefer running ice punce and fire punch over destiny bond and substitute, as perish song + protect get the job done already, while giving Gengar some offensive moves, without relying just on perish song, even from a PP prospective. For the evs, speed one has been explained already, 172 HP evs allow Gengar to survive a Salamence(4) aerial ace after 1 dragon dance, (the full explanation is given in the following threats section), while also getting 304 HP optimizing the leftovers recovery, the rest of the evs into satk to let Gengar ohko all Flygon sets and some of Salamence ones (1,2,3,7,8) with icepunch and to hit harder with fire punch.
Hitmontop
Hitmontop (M) @ Choice Band
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
IVs: 30 Def / 30 SpD
Adamant Nature
- Brick Break
- Earthquake
- Rock Slide
- Hidden Power [Ghost]
Hitmontop works basically like Salamence, he deals way easier with the ice types mentioned before, including Jynx, since he outspeeds and takes care of all sets (set 3 has 6.3% to ohko; if he should fail and Jynx lands lovely kiss, switch him out as she has dream eater) and doesn’t even need to be switched out in case of Wailord or Whiscash.
Metagross
Metagross @ Choice Band
Ability: Clear Body
EVs: 52 HP / 252 Atk / 204 Spe
IVs: 30 SpD
Adamant Nature
- Hidden Power [Steel]
- Earthquake
- Shadow Ball
- Brick Break
Those moves offer Metagross a wide coverage. Explosion could be used too but I don’t like to use it in the Pyramid. 204 speed evs to outspeed all the Metagross and Jynx sets.
Tauros
Tauros (M) @ Choice Band
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
IVs: 30 Def / 30 SpD
Adamant Nature
- Hyper Beam
- Return
- Earthquake
- Hidden Power [Ghost]
The team works very similarly to Slaking’s one, Tauros earthquake can’t ohko Metagross as Slaking does, but he survives a meteor mash, and in case of quick claw or a critical, Gengar completes the job. And speaking of Gengar, Tauros speed ties with most of its sets, but in any case, it’s his job to deal with it. Hyper beam can ohko some of the annoying mons mentioned before, under the Salamence section, like Whiscash, Dewgong (except set 3) and Golduck, but lacks the power to do so with Lapras, Wailord and Walrein, so for those 3 it’s better to just go with return.
Jolteon
Jolteon (M) @ Shell Bell
Ability: Volt Absorb
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 30 Atk / 30 SpA
- Thunderbolt
- Hidden Power [Grass]
- Thunder Wave
- Protect
For round 12 I had many candidates: Aerodactyl or electric mons. The first one suffers Gyarados too much, as it always resists hidden power rock after intimidate and 2 of its available moves can deal lot of dmg, while among the electric candidates, I went for Jolteon instead of Raikou or Zapdos, because modest Raikou might have a bit more satk, but Jolteon outspeeds more mons, most importantly Aerodactyl, while if I had used Zapdos, I should have probably used Swampert as 2nd member, and I’ve already explained why I don’t like it.
Jolteon works well even against trainers, despite having less coverage than Latios, he always baits AI into using earthquake, making Salamence switching in very easily when needed, locking eventual choice band sets on it. Hidden power grass allows Jolteon to ohko all Rhydon and Golem sets, but it’s not guaranteed to ohko Quagsire or Whiscash, while it has no way to ohko Swampert, so I switch in Salamence instead and then Blissey. Actually, it can ohko 2 Whiscash sets (2 and 4), but I prefer switch in Salamence and then do what I’ve already explained before. As 3rd and 4th moves I had some options, but I went for thunder wave and protect. Thunder wave comes in handy to paralyze annoying sets, while protect is good to scout some sets, counter Slaking, or in double battles if i have to use earthquake with Salamence or to earn free turns when I’m sure Jolteon baits some attacks. Other options were shock waves to save up PP with thunderbolt with wild Peliper or Gyarados, but there really is no need for it as I always have 99 ethers available, or baton pass to run away from Dugtrio but it’s so rare (also, Dugtrio doesn’t always have arena trap) that it’s not worth running it.