Every story has a beginning, wether long or short. And this team is mine. My wifi team in PBR. It worked well there so I added it here to show it to people through battle. 9.9 times out of 10 i lost. so here it is:
THE BEGINNINGS:
Swampert (M) @ Rindo Berry
Ability: Torrent
EVs: 200 Spd/252 SAtk/58 SDef
Modest nature (+SAtk, -Atk)
- Earth Power
- Ice Beam
- Surf
- Protect
My Special Lead Swampert. Protect to scout leads, Ice Beam for the grass types which will obviously come in to him, earth power to deal with electric types this switches in to, and Surf for a strong STAB move. I added the 58 evs into SDef and a rindo berry in the hopes of surviving grass moves. This works well with...
Togekiss (F) @ Metronome
Ability: Serene Grace
EVs: 6 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Air Slash
- Ancientpower
- Aura Sphere
- Metronome
Togekiss, the Special Sweep Hax abuser. Air Slash For Hax with metronome (item) to power it up, Ancient Power for the really likely stat boosts, Aura Sphere for its never miss effect and metronome just because i wanted a luck based move for it.
Infernape (M) @ Life Orb
Ability: Blaze
EVs: 24 Atk/232 Spd/252 SAtk
Hasty nature (+Spd, -Def)
- Close Combat
- Flamethrower
- Grass Knot
- Hidden Power [Ice]
The Mixnape from Smogon. Flamethrower for STAB, Close Combat for Coverage, Grass knot for bulky waters who come along, and HP ice for salamence who think this is a nasty plotter.
Alakazam (F) @ Wise Glasses
Ability: Inner Focus
EVs: 6 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Focus Blast
- Psychic
- Recover
- Shadow Ball
Special Sweeper Alakazam. Psychic for STAB, Shadow Ball to deal with ghosts and other phychic types, Focus Blast to deal with T-Tar and other dark types, and recover for much needed healing.
Electivire (M) @ Life Orb
Ability: Motor Drive
EVs:
Adamant nature (+Atk, -SAtk)
- Cross Chop
- Earthquake
- Thunderpunch
- Ice Punch
The PBR electivire. Thunderpunch To deal with water types, Ice Punch For ground types and dragons like salamence, Cross Chop To deal with blissey which i switch into, and earthquake to stop opposing electric types from coming in thinking its safe.
Flygon (F) @ Expert Belt
Ability: Levitate
EVs: 252 Atk/252 Spd/6 SDef
Jolly nature (+Spd, -SAtk)
- Outrage
- Earthquake
- Fly
- Crunch
My Physical Sweep. Outrage for strength and stab (over dragon claw) EarthQuake for electric types, Fly as i couldn't find a decent strength physical flying move, and crunch for Psychic/ ghost types
Thank you for reading this, and please rate so i don't lose another thread through bumping.
THE BEGINNINGS:






Swampert (M) @ Rindo Berry
Ability: Torrent
EVs: 200 Spd/252 SAtk/58 SDef
Modest nature (+SAtk, -Atk)
- Earth Power
- Ice Beam
- Surf
- Protect
My Special Lead Swampert. Protect to scout leads, Ice Beam for the grass types which will obviously come in to him, earth power to deal with electric types this switches in to, and Surf for a strong STAB move. I added the 58 evs into SDef and a rindo berry in the hopes of surviving grass moves. This works well with...
Togekiss (F) @ Metronome
Ability: Serene Grace
EVs: 6 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Air Slash
- Ancientpower
- Aura Sphere
- Metronome
Togekiss, the Special Sweep Hax abuser. Air Slash For Hax with metronome (item) to power it up, Ancient Power for the really likely stat boosts, Aura Sphere for its never miss effect and metronome just because i wanted a luck based move for it.
Infernape (M) @ Life Orb
Ability: Blaze
EVs: 24 Atk/232 Spd/252 SAtk
Hasty nature (+Spd, -Def)
- Close Combat
- Flamethrower
- Grass Knot
- Hidden Power [Ice]
The Mixnape from Smogon. Flamethrower for STAB, Close Combat for Coverage, Grass knot for bulky waters who come along, and HP ice for salamence who think this is a nasty plotter.
Alakazam (F) @ Wise Glasses
Ability: Inner Focus
EVs: 6 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Focus Blast
- Psychic
- Recover
- Shadow Ball
Special Sweeper Alakazam. Psychic for STAB, Shadow Ball to deal with ghosts and other phychic types, Focus Blast to deal with T-Tar and other dark types, and recover for much needed healing.
Electivire (M) @ Life Orb
Ability: Motor Drive
EVs:
Adamant nature (+Atk, -SAtk)
- Cross Chop
- Earthquake
- Thunderpunch
- Ice Punch
The PBR electivire. Thunderpunch To deal with water types, Ice Punch For ground types and dragons like salamence, Cross Chop To deal with blissey which i switch into, and earthquake to stop opposing electric types from coming in thinking its safe.
Flygon (F) @ Expert Belt
Ability: Levitate
EVs: 252 Atk/252 Spd/6 SDef
Jolly nature (+Spd, -SAtk)
- Outrage
- Earthquake
- Fly
- Crunch
My Physical Sweep. Outrage for strength and stab (over dragon claw) EarthQuake for electric types, Fly as i couldn't find a decent strength physical flying move, and crunch for Psychic/ ghost types
Thank you for reading this, and please rate so i don't lose another thread through bumping.