Paralysis based Team
I saw Obi do it once and though it would be cool to do a CaP version... since I've fallen out of the standard loop >.>
Zapdos @ Lum Berry
Ability: Pressure
EVs: 252 HP/220 Def/36 Spd
Bold nature (+Def, -Atk)
- Thunderbolt
- Roost
- Hidden Power [Ice]
- Thunder Wave
Everyone on CaP knows I love this lead to death <3<3<3<3<3<3<3
Starts spreading the Para love right from the get go. Lum berry protects from Sleep leads and allows me to Status them before they can status me. Survives Unstabbed super Effective attacks from almost all Scarf users and completly cripples them with ThunderWave, then Roosts off the damage while removing the weak. Hidden Power Ice if the the Dragons and Grounds that resist Twave and Thunderbolt puts a dent into anything that doesn't resist it.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 240 HP/76 Def/160 SpD/32 Spe
Impish nature (+Def, -SAtk)
- Wish
- U-turn
- Zen Headbutt
- Body Slam
May seem like an all round support Jirachi, but it's main purpose it to Paralyse anything immune to Electric attacks with Body Slam. ZenHeadbut works well in conjunction with paralysis giving me a nice chance of preventing the opponent from attacking at all. Wish and U-turn give team support and generally increase the teams longevity.
Wake-up Call (Lucario) (M) @ Life Orb
Ability: Inner Focus
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Close Combat
- Extremespeed
- Shadow Claw
- Swords Dance
For some reason I don't see a lot of these on CaP, but there's four good reasons to fear Lucario right here! The main set is pretty self-explanatory, and becomes fearsome with a SD under it's belt, expecially when the opponent's paralysed. If everything doesn't go according to plan then Extreme Speed cleans up the rest.
Shadow Claw hits Revvy harder then Crunch and does everything else I need it to.
If you can't beat them... (Togekiss) (M) @ Leftovers
Ability: Serene Grace
EVs: 252 HP/104 Spd/152 SAtk
Modest nature (+SAtk, -Atk)
- Air Slash
- Aura Sphere
- Nasty Plot
- Roost
Togekiss becomes about a biggilion times more threatening when it doesn't have to carry it's own Para support. Rapes everything after a Nasty Plot, expecially CaP Pokemon!
Starmie @ Leftovers
Ability: Natural Cure
EVs: 160 HP/216 Spd/132 SAtk
Timid nature (+Spd, -Atk)
- Ice Beam
- Rapid Spin
- Recover
- Surf
Spinner to protect Zapdos and Togekiss from Stealth Rocks and Miltank from Toxic Spikes(inb4healbell). Also cleans up Dragons if need be.
Miltank (F) @ Leftovers
Ability: Thick Fat
EVs: 252 HP/226 Def/32 Spd
Impish nature (+Def, -SAtk)
- Body Slam
- Stealth Rock
- Milk Drink
- Heal Bell
Miltank just seems to sit perfectly into the teams final slot, providing a much needed Ice and Fire resist, Cleric Support to stop my own stratergy being used against me and Stealth Rocks for general annoyance and Flying type discouragement. Body Slam stops Taunt aswell as giving a semi-decent chance at come more Paralysis.














