May seem kind of n00bish (and this is my first team though hehe)
but it has seemed to work well on Shoddy.
Just thought I'd get Smogon's opinion.
PiratesSuck (Ninjask) (M) @ Leftovers
Ability: Speed Boost
EVs: 176 HP/252 Atk/82 Spd
Jolly nature (+Spd, -SAtk)
- Baton Pass
- Substitute
- Swords Dance
- Aerial Ace
:Basic Baton Passing Ninjask. Sub up with enough speed to out pace everything (except Electrode,
but he is not much of a threat in OU). If it breaks, re-sub. If not, SD. If its something with Priority, switch.
Also good for the increasingly popular Lead Machamp,
for two reasons: the main Free Speed Boosts,
and to wear down DynamcPunch's PP to about 3.
TehAmazon (Sceptile) (M) @ Leftovers
Ability: Overgrow
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Leaf Blade
- Earthquake
- Rock Slide
- Crunch
Main Recipient of 'Jasks BP.Good for taking out any Swamperts, and taking care of any Ghosts
that try to Spin Block Starmie (covered next). Also good for just all around sweeping on anything it
can get a Super Effective on. Also good for a little bit of late game revenge killing.
Regulas (Starmie) @ Life Orb
Ability: Natural Cure
EVs: 8 HP/2 Atk/248 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Surf
- Ice Beam
- Thunderbolt
- Rapid Spin
My Spinner I mentioned above, and takes care of some steel types, and pokes who try to
Taunt Ninjask (namely, Gliscor). Also good for Infernape, and Heatran.
Blingage (Blissey) (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP/6 Spd/252 SDef
Gentle nature (+SDef, -Def)
- Softboiled
- Toxic
- Substitute
- Flamethrower
A set I take pride in (even though Iv been told it sucks >_>)
Switch in to a special attack, your opponent expects a Seismic Toss, Sub up, and Toxic. Flamethrower can be switched with T-bolt ect.
Good for Umbreon, and really all non-steel types that you can switch into.
Only major gameplay problem: Makes for an epic stall war :p
DaSandMan (Jirachi) @ Leftovers
Ability: Serene Grace
EVs: 76 HP/180 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Calm Mind
- Psychic
- Hidden Power [Fire]
- Grass Knot
Main counter for Foretress,Scizor, and Magnazone. Again, not much to say here, except CM up if you can/feel I have too, and Sweep ( to a greater extent if I can BP from Ninjask).
Only problem with Magnazone is Magnet Pull, so
any Ideas whether or not I should use a Shed Shell instead?
ImNotUber (Scizor) (M) @ Life Orb
Ability: Technician
EVs: 6 HP/252 Atk/252 Def
Adamant nature (+Atk, -SAtk)
- Bullet Punch
- Roost
- Swords Dance
- X- Scissor
---
Just to make people say "lolwut?", instead of a Choice Band. SD, then Roost off any damage.
Life Orb for slightly less power, but it gets compensated for by SD, and that fact im not locked into a single move
Edits in Red
but it has seemed to work well on Shoddy.
Just thought I'd get Smogon's opinion.

PiratesSuck (Ninjask) (M) @ Leftovers
Ability: Speed Boost
EVs: 176 HP/252 Atk/82 Spd
Jolly nature (+Spd, -SAtk)
- Baton Pass
- Substitute
- Swords Dance
- Aerial Ace
:Basic Baton Passing Ninjask. Sub up with enough speed to out pace everything (except Electrode,
but he is not much of a threat in OU). If it breaks, re-sub. If not, SD. If its something with Priority, switch.
Also good for the increasingly popular Lead Machamp,
for two reasons: the main Free Speed Boosts,
and to wear down DynamcPunch's PP to about 3.

TehAmazon (Sceptile) (M) @ Leftovers
Ability: Overgrow
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Leaf Blade
- Earthquake
- Rock Slide
- Crunch
Main Recipient of 'Jasks BP.Good for taking out any Swamperts, and taking care of any Ghosts
that try to Spin Block Starmie (covered next). Also good for just all around sweeping on anything it
can get a Super Effective on. Also good for a little bit of late game revenge killing.

Regulas (Starmie) @ Life Orb
Ability: Natural Cure
EVs: 8 HP/2 Atk/248 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Surf
- Ice Beam
- Thunderbolt
- Rapid Spin
My Spinner I mentioned above, and takes care of some steel types, and pokes who try to
Taunt Ninjask (namely, Gliscor). Also good for Infernape, and Heatran.

Blingage (Blissey) (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP/6 Spd/252 SDef
Gentle nature (+SDef, -Def)
- Softboiled
- Toxic
- Substitute
- Flamethrower
A set I take pride in (even though Iv been told it sucks >_>)
Switch in to a special attack, your opponent expects a Seismic Toss, Sub up, and Toxic. Flamethrower can be switched with T-bolt ect.
Good for Umbreon, and really all non-steel types that you can switch into.
Only major gameplay problem: Makes for an epic stall war :p

DaSandMan (Jirachi) @ Leftovers
Ability: Serene Grace
EVs: 76 HP/180 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Calm Mind
- Psychic
- Hidden Power [Fire]
- Grass Knot
Main counter for Foretress,Scizor, and Magnazone. Again, not much to say here, except CM up if you can/feel I have too, and Sweep ( to a greater extent if I can BP from Ninjask).
Only problem with Magnazone is Magnet Pull, so
any Ideas whether or not I should use a Shed Shell instead?

ImNotUber (Scizor) (M) @ Life Orb
Ability: Technician
EVs: 6 HP/252 Atk/252 Def
Adamant nature (+Atk, -SAtk)
- Bullet Punch
- Roost
- Swords Dance
- X- Scissor
---
Just to make people say "lolwut?", instead of a Choice Band. SD, then Roost off any damage.
Life Orb for slightly less power, but it gets compensated for by SD, and that fact im not locked into a single move
Edits in Red