Forretress (M) @ Occa Berry
Ability: Sturdy
EVs: 252 HP/144 Def/112 SpD
Careful nature (+SDef, -SAtk)
- Toxic Spikes
- Stealth Rock
- Rapid Spin
- Explosion
All right, my new lead. Spin the first turn, then start laying down rocks and tox spikes. This is rendered helpless against Skarmory and spin blockers I admit, but since those don't prevail as leads (just 1.66% for lead Skarmory) 49 times out of 50 Forretress will accomplish what it wants to, and with a first turn spin there's no point switching in Rotom-a. The EV spread and nature ensure Forretress always comes out alive after an Azelf max EV Fire Blast.
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Ninjask (M) @ Leftovers
Ability: Speed Boost
EVs: 176 HP/252 Atk/80 Spd
Jolly nature (+Spd, -SAtk)
- Baton Pass
- Swords Dance
- Substitute
- X-Scissor
Undeniably the best Baton Passer in the game. Predict a switch-in to Bronzong and there's the job done right there. Substitute on the switch, SD and swap out to 'Nite. X-Scissor of course prevents Taunt abusage and does significant damage to a lot of things off STAB 80 BP and 279 attack. His role on the team is to pass big boosts to Dragonite which kills basically everything.
---
Dragonite (M) @ Yache Berry
Ability: Inner Focus
EVs: 48 Def/208 Spd/252 SAtk
Rash nature (+SAtk, -SDef)
- Brick Break
- ExtremeSpeed
- Draco Meteor
- Fire Blast
This is unstoppable for about five turns if it's set up right, and I've had it take out two-thirds of a team before it's stopped. With a +2 Speed boost from jask, it outruns everything except Jumpluff in the sun, Ninjask which can't kill it anyway, and Kingdra and Floatzel in the rain. It kills both. 208 Speed EVs make sure that it outruns scarfed +Nature base 130s and 48 Defense in conjuction with Yache Berry ensures it takes less than 50% from Ice Shard Weavile and Mamoswine, the only things that can really stop this.
Brick Break breaks walls, and ExtremeSpeed 2HKOs Kingdra switching in. That's about the end of it.
---
Tyranitar (M) @ Chople Berry
Ability: Sand Stream
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Fire Punch
- Dragon Dance
- Pursuit
- Stone Edge
Picture this in one of those glass boxes which reads "BREAK IN CASE OF CRESSELIA" because that's its big purpose. It's also the other end of the spectrum from Dragonite because it's a physical sweeper. It gets nearly perfect type coverage, killing a whole lot if it gets a pass from jask. Late game it kills Bronzong, et cetera everything that Porygon-z can't.
---
Magnezone @ Leftovers
Ability: Magnet Pull
EVs: 40 Atk/216 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Substitute
- Thunderbolt
- Magnet Rise
- Hidden Power [Grass]
Standard steel trapper. The attack combination is resisted only by Dragons and Grass-types, Magnet Rise is for the surprise value which gives me an extra turn to barely 2HKO or 3HKO most T-Tar sets with HP Grass, though the job is generally left better to Porygon-z. Substitute allows sweeping, but this mainly is to the point of its awesome synergy with Forretress and that's why I picked it out for this team. Enough said.
---
Porygonz @ Choice Scarf
Ability: Adaptability
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Tri Attack
- Thunderbolt
- Hidden Power [Fighting]
- Ice Beam
---
Since this has insane Speed in the first place it can receive as well in a pinch (I used to run a Medicham that ran like this,) but it primarily functions as a revenge killer. Tri Attack kills everything not named Gengar, Dusknoir, Bronzong or Blissey (and a few others) and Thunderbolt/Tyranitar take care of those.
It's also mop-up at the end of the game - it and Tyranitar murder every single thing in their way.
Overall, this team survives and thrives on speed. Dragonite is the primary sweeper, which puts a dent in just about anything that tries to stop it.
I am too lazy to post a threat list at this point, but I want to work out the kinks - this team is surprisingly effective considering I'm quite a noob.
Changelog:
That wraps it up I think.
(There august, happy?)
-Shadow_Link
Ability: Sturdy
EVs: 252 HP/144 Def/112 SpD
Careful nature (+SDef, -SAtk)
- Toxic Spikes
- Stealth Rock
- Rapid Spin
- Explosion
All right, my new lead. Spin the first turn, then start laying down rocks and tox spikes. This is rendered helpless against Skarmory and spin blockers I admit, but since those don't prevail as leads (just 1.66% for lead Skarmory) 49 times out of 50 Forretress will accomplish what it wants to, and with a first turn spin there's no point switching in Rotom-a. The EV spread and nature ensure Forretress always comes out alive after an Azelf max EV Fire Blast.
---
Ninjask (M) @ Leftovers
Ability: Speed Boost
EVs: 176 HP/252 Atk/80 Spd
Jolly nature (+Spd, -SAtk)
- Baton Pass
- Swords Dance
- Substitute
- X-Scissor
Undeniably the best Baton Passer in the game. Predict a switch-in to Bronzong and there's the job done right there. Substitute on the switch, SD and swap out to 'Nite. X-Scissor of course prevents Taunt abusage and does significant damage to a lot of things off STAB 80 BP and 279 attack. His role on the team is to pass big boosts to Dragonite which kills basically everything.
---
Dragonite (M) @ Yache Berry
Ability: Inner Focus
EVs: 48 Def/208 Spd/252 SAtk
Rash nature (+SAtk, -SDef)
- Brick Break
- ExtremeSpeed
- Draco Meteor
- Fire Blast
This is unstoppable for about five turns if it's set up right, and I've had it take out two-thirds of a team before it's stopped. With a +2 Speed boost from jask, it outruns everything except Jumpluff in the sun, Ninjask which can't kill it anyway, and Kingdra and Floatzel in the rain. It kills both. 208 Speed EVs make sure that it outruns scarfed +Nature base 130s and 48 Defense in conjuction with Yache Berry ensures it takes less than 50% from Ice Shard Weavile and Mamoswine, the only things that can really stop this.
Brick Break breaks walls, and ExtremeSpeed 2HKOs Kingdra switching in. That's about the end of it.
---
Tyranitar (M) @ Chople Berry
Ability: Sand Stream
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Fire Punch
- Dragon Dance
- Pursuit
- Stone Edge
Picture this in one of those glass boxes which reads "BREAK IN CASE OF CRESSELIA" because that's its big purpose. It's also the other end of the spectrum from Dragonite because it's a physical sweeper. It gets nearly perfect type coverage, killing a whole lot if it gets a pass from jask. Late game it kills Bronzong, et cetera everything that Porygon-z can't.
---
Magnezone @ Leftovers
Ability: Magnet Pull
EVs: 40 Atk/216 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Substitute
- Thunderbolt
- Magnet Rise
- Hidden Power [Grass]
Standard steel trapper. The attack combination is resisted only by Dragons and Grass-types, Magnet Rise is for the surprise value which gives me an extra turn to barely 2HKO or 3HKO most T-Tar sets with HP Grass, though the job is generally left better to Porygon-z. Substitute allows sweeping, but this mainly is to the point of its awesome synergy with Forretress and that's why I picked it out for this team. Enough said.
---
Porygonz @ Choice Scarf
Ability: Adaptability
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Tri Attack
- Thunderbolt
- Hidden Power [Fighting]
- Ice Beam
---
Since this has insane Speed in the first place it can receive as well in a pinch (I used to run a Medicham that ran like this,) but it primarily functions as a revenge killer. Tri Attack kills everything not named Gengar, Dusknoir, Bronzong or Blissey (and a few others) and Thunderbolt/Tyranitar take care of those.
It's also mop-up at the end of the game - it and Tyranitar murder every single thing in their way.
Overall, this team survives and thrives on speed. Dragonite is the primary sweeper, which puts a dent in just about anything that tries to stop it.
I am too lazy to post a threat list at this point, but I want to work out the kinks - this team is surprisingly effective considering I'm quite a noob.
Changelog:
Dragonite - Superpower to Brick Break.
Porygon-z - Life Orb changed to Choice Scarf.
Porygon-z - Life Orb changed to Choice Scarf.
That wraps it up I think.
(There august, happy?)
-Shadow_Link