Gardevoir (F) (Lvl.100) @ Wise Glasses
Ability: Synchronize
EVs: 4 HP/252 SAtk/252 Spd
IVs: 20/20/20/31/20/31
Modest Nature (+SAtk, -Atk)
- Shadow Ball/Energy Ball/Thunderbolt
- Moonblast
- Psyshock
- Hyper Voice
Diantha's trade Ralts from X, used as part of my OR in-game team. Mainly here for Tailwind exploitation and Hyper Voice spam. As you can see, the first move changes damn near daily.
AnotherHulk (Heracross) (F) (Lvl.50) @ Muscle Band/Flame Orb
Ability: Guts
EVs: 4 HP/252 Atk/252 Spd
IVs: xx/31/31/31/xx/31
Jolly Nature (+Spd, -SAtk)
- Feint
- Bullet Seed
- Close Combat
- Pin Missile
My tribute to
Faroth and his Skill Link spam Megacross. I was too lazy to breed Rock Blast onto it, so I stuck Feint on there to deal with the things Feint deals with, particularly when multiple Protect/Detect users are on the field.
WhatTheFuss (Kangaskhan) (F) (Lvl.50) @ Muscle Band
Ability: Scrappy
EVs: 4 HP/252 Atk/252 Spd
IVs: 31/31/xx/31/31/31
Adamant Nature (+Atk, -SAtk)
- Fake Out
- Power-Up Punch
- Crunch
- Double-Edge
Named and created with the express purpose of finding out why people love this thing so much--I've never caught the fever, so to speak. I had meant to use Return for STAB, but the father is a Snorlax and passed on DE without me really noticing, so I've stuck with that for now. Crunch over Sucker Punch due to Blizzmarck already carrying it and as a way to deal with Dark-weak threats not interested in attacking much. I literally flipped a coin when deciding between Adamant & Jolly.
Now? I understand all the fuss.
The next two team members replace Teelo on the lead center position when on the team, causing SamiClone to switch with Blizzmark and occupy his old spot on the right:
Testnectric (Manectric) (F) (Lvl.50) @ Wise Glasses
Ability: Lightning Rod
EVs: 4 HP/252 SAtk/252 Spd
IVs: 31/31/31/xx/31/31
Timid Nature (+Spd, -Atk)
- Protect
- Flamethrower
- Volt Switch
- Thunderbolt
Same idea as with
The Dutch Plumberjack and The Snow Dog. I got impatient when breeding for Lightning Rod, hence the imperfect SAtk Ivs. It does not appear to be too far off though (150 to the 157 of the mother), and in any case this lady is here, as the name implies, to test the efficiency of TDP's frontline strategy. Having an extra Fire handy to let Talonflame go crazy with Brave Bird is cool too.
InspireZheng (Aron) (Lvl. 1) (M) @ Berry Juice
Ability: Sturdy
EVs: N/A
IVs: xx/0/31/0/31/31
Impish Nature (+Def, -SAtk)
- Sleep Talk/Magnet Rise/Rain Dance/Sunny Day
- Toxic
- Protect
- Endeavor
As the name implies, inspired by
R Inanimate and his FEAR Aron. Same old story, although having the zeroed offensive IVs will come in hand at some point I imagine. The filler move slot is a revolving door of tests as of right now.
Kotoge (Salamence) (M) (Lvl. 51) @ Wise Glasses
Ability: Intimidate
EVs: 4 HP/252 SAtk/252 Spd
IVs: xx/31/31/31/31/31
Naive Nature (+Spd, -SDef)
- Protect
- Flamethrower
- Dragon Pulse
- Hyper Voice
Speical Salamence, dedicated mostly to the same functions as my Megavoir. Also allows as an extra Flying attack to have handy with "Ben" is near KO range and/or needs to do something other than BB. With two Hyper Voices in place, I'm considering using this as part of a tribute to one of the very early posters to this thread, who tried the whole Triple STAB Round strategy, before Round's mechanics were fully understood. Named after "Skywalker" Atsushi Kotoge.
BM823 (Gengar) (M) (Lvl. 53) @ Wise Glasses/Lum Berry
Ability: Levitate
EVs: 4 HP/252 SAtk/252 Spd
IVs: 31/0/xx/31/31/31
Timid Nature (+Spd, -Atk)
- Dazzling Gleam/Thunderbolt
- Sludge Bomb
- Shadow Ball
- Destiny Bond
My Imperfect Gengar4, adapted from Kanto Classic and adapted for Mega Usage. The most filler-y of the team, no real purpose other than to have Ghost, Poison, and Fairy coverage on hand. In this version of the team, it is meant to function more like the actual Gengar4, hence the sometimes-Lum.
Hirota (Sylveon) (Lvl.52) (F)
Choice Specs
Ability: Pixilate
EVs: 100 HP/252 SAtk/158 Spd
IVs: xx/31/31/31/31/31
Modest Nature (+SAtk, -Atk)
- Hyper Voice
- Swift
- Misty Terrain
- Yawn
As most who have used it on here have done, Choice Specs Pixilate Hyper Voice Rampage, with a bunch of filler (Swift and Misty Terrain can be replaced, am keeping Yawn handy for breeding purposes). I kinda feared for its durability and some threats being able to outspeed it even under Tailwind, hence the HP investment. Named after comedy wrestler Sakura Hirota.
SaliziRazor (Leafeon) (M) (Lvl.53) @ Razor Claw/Scope Lens
Ability: Chlorophyll
IVs: 4/31/2/31/31/31
EVs: 4 HP/252 Atk/252 Spd
Jolly Nature (+Spd, -SAtk)
- Protect
- Knock Off
- X-Scissor
- Leaf Blade
He adds a little physical bulk to the team, covers the Grass side of things if Greninja needs to pay attention to other threats or gets switched and needs to use Mat Block more than once, and serves as a switch-in Earthquake absorber if Garchomp absolutely needs to throw one out and risks hurting another teammate in the process. This was originally meant to be an Imperfect Leafeon4, but working off of the standard NU set seemed to make more sense, plus having another Protect user on standby is always useful. Named after one of Talim's moves in Soul Calibur II.
Hellcast (Typhlosion) (M) (Lvl.58) @ Choice Specs/Choice Scarf
Ability: Blaze
IVs: xx/31/xx/31/31/31
EVs: 4 HP/252 SAtk/252 Spd
Modest Nature (+SAtk, -Atk)
- Swift
- Solar Beam
- Lava Plume
- Eruption
The moveset is a bit wonky due to this being bred as a part of a sun team, but here he's strictly here for Eruption spam, so it's all good. The item is left a bit open due to its original item being the Scarf, but with Tailwind up that becomes less necessary, and a little extra power can be added (on top of none of The Starters being Choice-locked). Named after a Unique Bow in Diablo II.
SieKensou (Aerodactyl) (M) (Lvl.51) @ Muscle Band
Ability: Pressure
IVs: 31/31/31/xx/31/31
EVs: 4 HP/252 Atk/252 Spd
Jolly Nature (+Spd, -SAtk)
- Taunt
- Tailwind
- Sky Drop
- Rock Slide
I finally made some backup Tailwind! This set is meant to be more support than anything else, though I have actually found so far that Sky Drop spam has been the way to go here. It has still pulled off its primary role at least once that I can recall. Named after the King of Fighters character.
BM831 (Donphan) (M) (Lvl.50) @ Quick Claw
Ability: Sturdy
EVs: 252 HP/6 Atk/252 SDef
IVs: 31/31/31/31/31/31
Adamant Nature (+Atk, -SAtk)
- Stone Edge
- Seed Bomb
- Earthquake
- Fissure
My third-ever 6IV mon, my second-ever 6IV mon to be raised & used, my first-ever 6IV Maisonmon. It's Donphan4, not much explanation needed.
BM865 (Jolteon) (M) (Lvl.50) @ Razor Fang
Ability: Volt Absorb
EVs: 6 HP/252 SAtk/252 Spd
IVs: 31/31/31/31/31/31
Timid Nature (+Spd, -Atk)
- Fake Tears
- Signal Beam
- Thunderbolt
- Hyper Beam
My second-ever 6IV Maisonmon makes its way onto the stage, after being inspired by one YouTube vid of this British guy whose Starf Battle in Super Singles led off with this opponent. It's Jolteon4, not much explanation needed, though I will say that having a Volt Absorber as a switch-in option is always good.
BM867 (Espeon) (F) (Lvl.50) @ Expert Belt
Ability: Synchronize
EVs: 6 HP/252 SAtk/252 Spd
IVs: 31/xx/31/31/31/31
Timid Nature (+Spd, -Atk)
- Shadow Ball
- Signal Beam
- Dazzling Gleam
- Psychic
A byproduct of my Jolteon4 breeding. Again, it's Espeon4, not much explanation needed, although I do miss not having Magic Bounce equipped (due mostly to confusion hax).
Lucario (M) (Lvl.70) @ Wise Glasses
Ability: Steadfast
EVs: 6 Atk/252 SAtk/252 Spd
Hasty Nature (+Spd, -Def)
- Extreme Speed
- Dragon Pulse
- Flash Cannon
- Aura Sphere
Korrina's gift Lucario from my Y record, he was brought in specifically for the Dana battle, as a reliable Regi killer. Past that, having extra priority and Aura Sphere available never hurts, and I'm constantly trying to shoehorn Lucario into Triples teams in general. I will note here that, even without its Mega Stone, Aura Sphere still hurts like crazy, and having two Aura Sphere users on the team can be useful sometimes when Teelo has to keep spamming Water Spout instead of picking some Fighting-weak bastard off.
Edwin (Klefki) (F) (Lvl.50) @ Light Clay
Ability: Prankster
EVs: 170 HP/170 Def/170 SDef
IVs: 31/xx/31/31/31/31
Bashful Nature
- Reflect
- Light Screen
- Safeguard
- Thunder Wave
Part of my efforts to breed more competent Kalosmons, and plus I wanted to have one ready if I ever give a serious run towards the Rotations trophy. Here mainly for Safeguard setting and additional speed control, as the battles tend to be over before all screens are set up. Also, a shockingly bulky switch-in in case of emergencies, although Flamethrower is the bane of its existence. Named after a coworker of mine, who gets his own special set of keys.
BM984 (Heatran) (F) (Lvl.100) @ Expert Belt
Ability: Flash Fire
EVs: 252 SAtk/6 SDef/252 Spd
IVs: xx/xx/31/xx/31/31
Timid Nature (+Spd, -Atk)
- Earth Power
- Dragon Pulse
- Flash Cannon
- Magma Storm
Imperfect Heatran4, adapted here for usage in a Tailwind setting, which negates the need for Chocie Scarf and allows some flexibility in move usage. Depsite the lack of STAB on Earth Power, it gives me a powerful Ground attack and extra STAB Steel coverage when Blizzmarck is forced to cover the Dark side of things. As always, Magma Storm is a pain in the ass to use, though it is good for whittling down stallmons.
TestLuna (Cresselia) (F) (Lvl.100) @ Mental Herb
Ability: Levitate
EVs: 252 HP/252 Def/6 SAtk
IVs: xx/31/31/xx/31/xx
Quiet Nature (+SAtk, -Spd)
- Toxic/Psychic
- Trick Room
- Moonlight
- Moonblast
My earliest TR setter and in-game Cresselia, brought in here as a TR counter, bulky switch-in, and way to out-stall opposing stallmons. Toxic is the main move here, though this was originally made to be a CM set, hence the occasional Psychic usage.
TestGigas (Regigigas) (Lvl.100) @ Leftovers
Ability: Slow Start
EVs: 252 HP/252 Atk/6 SDef
IVs: 31/xx/xx/31/31/xx
Naughty Nature (+Atk, -SDef)
- Thunder Wave
- Knock Off
- Return
- Wide Guard
My in-game Regigigas, adapted for Festive Feud usage. Much like it did there, here it is providing a sponge for attackers to waste attacks on while the Starters do their thing, as well as Wide Guard spam.
The next set replaces Talonflame on the left lead position when on the team:
Whimsicott (M) (Lvl.60) @ Lum Berry
Ability: Prankster
EVs: 6 Def/252 SAtk/252 Spd
IVs: 31/xx/31/31/31/31
Timid Nature (+Spd, -Atk)
- Tailwind
- Taunt
- Helping Hand
- Dazzling Gleam
A byproduct of breeding for Imperfect Lilligant4, the IVs on this one were too good to pass up, so I adapted this for support and backup Tailwind. I tried to copy the ideas
Jumpman16 implemented when utilizing his Triples Whimsicott Cotton Candy, but went ahead and equipped the Lum Berry he was ambivalent on, just to see the difference in usage. This fella attracts an unsual amount of status hax, so it seems to be the right move item-wise.
"BM922" (Latias) (F) (Lvl.50) @ Lax Incense
Ability: Levitate
EVs: 252 HP/252 Def/6 SAtk
IVs: xx/31/31/xx/31/xx
Bold Nature (+Def, -Atk)
- Calm Mind
- Recover
- Dragon Pulse
- Mist Ball
My brother's in-game Latias that he wasn't doing anything with and just so happened to be Bold, so I took possession of it and turned it into Imperfect Latias1. Far from optimal IV-wise, but is bulky enough where it matters.
Scizor (Lvl. 67) (M) @ Muscle Band
Ability: Technician
EVs: 252 Atk/6 SDef/252 Spd
IVs: 19/8/24/23/13/30
Admant Nature (+Atk, -SAtk)
- Swords Dance
- Roost
- Bug Bite
- Bullet Punch
This was the 2013 event Scizor that I SR'ed strictly for the Adamant nature, figuring its base stats would offset the lack of IV optimization. Here it is mainly an extra TR check and revenge killer, as Technician allows it to net some key KOs despite the awful Atk IVs. It is also an excellent stallmon killer, as most of the post-Dana ones simply have no good way to deal with its typing and are forced to watch it set up helplessly (particularly Cradily4). Most importantly, though, he was on the 347-win team and would only be an appropriate dignitary on the team for that reason.
Zoroark (Lvl. 50) (M) @ Dread Plate
Ability: Illusion
EVs: Atk/SAtk/252 Spd (don't quite remember)
Naughty Nature (+Atk, -SDef)
- Sucker Punch
- Knock Off
- Flamethrower
- Sludge Bomb
My event Sludge Bomb Zoroark, not really meant for any particular usage but just meant to be a mixed attacker. As the team doesn't really suit him to playing his trademark mind games, he is used mostly as a check to the things that threaten Starmie, as well as an alternate Dark attacker for when Blizzmarck goes down.
CursedLand02 (Meganium) (Lvl. 51) (M) @ Light Clay
Ability: Overgrow
EVs: 252 HP/252 Atk/4 SDef
IVs: 31/31/xx/31/31/31
Admant Nature (+Atk, -SAtk)
- Earthquake
- Seed Bomb
- Reflect
- Light Screen
Imperfect Meganium3, doing what Meganium3 does. The name is due to this normally being my Grass Pledge user when testing out the various Pledge moves/combos.
BM274 (Miltank) (Lvl. 50) (F)
Lum Berry
Ability: Scrappy
EVs: 252 HP/6 Atk/252 Spd
IVs: 31/31/31/xx/31/31
Jolly Nature (+Spd, -SAtk)
- Body Slam
- Helping Hand
- Milk Drink
- Heal Bell
Imperfect Miltank1, created after one of my streaks featured this set opposing me in like, eight of the First 20. One of my favorite Maisonmons, this set is clearly designed for non-Singles usage and shines in Triples. Here, it is almost exclusively used to HH boost Teelo's attacks. As Body Slam is pretty much my favorite move, I also wanted to have a user on the team to say I have it.
BM781 (Darmanitan) (Lvl. 51) (F) @ Choice Scarf
Ability: Sheer Force
EVs: 6 HP/252 Atk/252 Spd
IVs: 31/31/31/31/xx/31
Jolly Nature (+Spd, -SAtk)
- U-Turn
- Superpower
- Stone Edge
- Flare Blitz
Imperfect Darmanitan4, adapted from Festive Feud and brought on board as an emergency revenge killer for when Tailwind doesn't go up. The only VoltTurn user on the roster, it is useful for picking off weakened opponents and allowing the other Starters a safer entry.
BM788 (Weezing) (Lvl. 50) (F) @ Chesto Berry
Ability: Levitate
EVs: 252 HP/6 Def/252 SDef
IVs: 31/xx/31/31/31/31
Careful Nature (+SDef, -SAtk)
- Will-O-Wisp
- Toxic
- Stockpile
- Rest
My arch-nemesis Imperfect Weezing4, brought in pretty much as filler (because it deserves it, nothing more, nothing less), although having someone who's only weak to a type I have covered quite well means it will often get a chance to set up unhindered.
BM822 (Muk) (Lvl. 50) (F) @ Quick Claw
Ability: Sticky Hold
EVs: 252 HP/252 Atk/6 Def
IVs: 31/31/31/31/xx/31
Adamant Nature (+Atk, -SAtk)
- Brick Break
- Gunk Shot
- Shadow Sneak
- Explosion
The ever-annoying Imperfect Muk4, brought in mainly to work the hax in my favor a little more and to provide some extra priority to the team. As Explosion is my second-favorite move, I also wanted to include a user to say I did it. As screens are more common early on in the Maison, this shines particularly well in The First 40.
TestKairi (Aegislash) (Lvl. 50) (M) @ Weakness Policy
Ability: Stance Change
EVs: 252 HP/252 SAtk/6 SDef
IVs: 31/31/xx/31/31/xx
Quiet Nature (+SAtk, -Spd)
- King's Shield
- Wide Guard
- Flash Cannon
- Shadow Ball
Standard Doubles WP Aegislah, created primarily for TR team usage as Wide Guard support, but I find it can work quite well here, as weak attacks causing WP activation are common and give TestKairi plenty of chances to switch in and proceed to wreck things.
OwlShield (Aegislash) (Lvl. 52) (M) @ Air Balloon
Ability: Stance Change
EVs: 252 HP / 252 Atk / 4 SDef
IVs: 31/31/31/31/31/31
Brave Nature (+Atk, -Spd)
- King's Shield
- Sacred Sword
- Iron Head
- Shadow Sneak
My take on
R Inanimate and his Hakurouken, though I have changed Swords Dance to King's Shield in order to weaken the physical attackers who threaten most of the Starters.