intro
this is a team i made attempting to slow down potential threats to me while at the same time set up my slower yet powerful sweepers to run through opposing teams.
team at a glance:
In Depth:
Lead
Starmie @ leftovers
Nature: timid
EVs : 136hp/140def/232spe
Moves:
Surf
Rapid Spin
Recover
Thunder Wave
Common rapid spinner starmie with to rapid spin away the rocks opponents may lay out. If they're a faster lead i rapid spin on the first turn making sure they can't get the rocks out while with slower leads i surf then rapid spin. I gave extra evs to speed so that i could outrun max speed infernapes later on because otherwise they'd run wild through my party. Thunder wave is to start to set up my two slower sweepers later on. Also serves as my status absorber as well as infernape revenge killer.
The passer/pseudo hazer
Zapdos @ leftovers
Nature:Bold
EVs: 252hp/200SpD/56def
Moves:
Discharge
Roar
Baton Pass
Agility
this guy forms the core of my team and many times i have found myself stuck without him. (help would be appreciated in mending this) with discharge to help to paralyze opponents and roar to stop stat upping and forcing switching this guy has time enough to set up an agility and baton pass it out. Baton pass is only used at a time when im sure that sweeping will be do-able as to not give away zapdos's discharge being its only attack allowing for free ground switch ins.
Special Sweeper
Togekiss @ leftovers
Nature: Calm
EVs: 252hp/252SpD
Moves
Nasty Plot
Air Slash
Aura Sphere
Wish
This set mixed with the paralysis running through half my party allows the para-flinch to happen. It is able to switch into pretty much any non-boosted special attack and then wish/nasty plot on the switch. Wish is there because i needed a second check against stealth rocks to keep my zapdos alive as well as i find that it works well because special sweepers have never had enough time to kill me inbetween the wishes and the para-flinch makes the two turns very often pass by without notice. Aura sphere is to deal with those pesky ice and rock types.
Physical Sweeper
Rhyperior @ life orb
Nature:Adamant
EVs: 252hp/252Atk
Moves:
Swords Dance
Megahorn
Stone Edge
Earthquake
This guy is a beast. With The agility baton passed to him or the paralyzed opponents or even both his really bad speed is a thing of the past. He can take a hit coming in from a physical hit and then get that swords dance. After that, finding someone who can take a hit from him and not regret it is pretty hard to do.
Secondary Wall
Porygon2 @ leftovers
Nature:Bold
EVs:252 HP / 216 Def / 40 SpA
Moves:
Thunderbolt
Ice Beam
Recover
Thunder Wave
aah the little duck who didn't evolve. How many times this thing has saved me from salamances, garadoses, jolteons, and heatrans who decided they wanted to come in and try to hurt me. Porygon2 comes in on these guys and KOs those foolish enough to stay in. With thunderwave he can also paralyze other pokemon as well and his defence is nothing to laugh about either. He can take a hit decently and recover off damage.
Late Game Sweeper/Cleaner
Scizor @ life orb
Nature:Adamant
Evs: 100hp/60def/40SpD/252Atk
Moves:
Swords Dance
Pursuit
Bullet Punch
Roost
I made this scizor to come in late game if my sweepers were to fall and to finish off what they had started. He comes in gets that swords dance and then proceeds to take the whatever is left with technician boosted bullet punches or pursuiting those who try to get away. Pursuit is mainly in there to hit the ghosts who try to come in and ruin scizors parade.
Team Strategy: Paralyze as much of my opponents team as possible while waiting for that moment for my zapdos to agility and pass to a either rhyperior if my opponent has a physical pokemon in play or my togekiss if its a special one allowing the two to set up and sweep.
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well thats my team. Thank you for rating!
this is a team i made attempting to slow down potential threats to me while at the same time set up my slower yet powerful sweepers to run through opposing teams.
team at a glance:






In Depth:
Lead

Starmie @ leftovers
Nature: timid
EVs : 136hp/140def/232spe
Moves:
Surf
Rapid Spin
Recover
Thunder Wave
Common rapid spinner starmie with to rapid spin away the rocks opponents may lay out. If they're a faster lead i rapid spin on the first turn making sure they can't get the rocks out while with slower leads i surf then rapid spin. I gave extra evs to speed so that i could outrun max speed infernapes later on because otherwise they'd run wild through my party. Thunder wave is to start to set up my two slower sweepers later on. Also serves as my status absorber as well as infernape revenge killer.
The passer/pseudo hazer

Zapdos @ leftovers
Nature:Bold
EVs: 252hp/200SpD/56def
Moves:
Discharge
Roar
Baton Pass
Agility
this guy forms the core of my team and many times i have found myself stuck without him. (help would be appreciated in mending this) with discharge to help to paralyze opponents and roar to stop stat upping and forcing switching this guy has time enough to set up an agility and baton pass it out. Baton pass is only used at a time when im sure that sweeping will be do-able as to not give away zapdos's discharge being its only attack allowing for free ground switch ins.
Special Sweeper

Togekiss @ leftovers
Nature: Calm
EVs: 252hp/252SpD
Moves
Nasty Plot
Air Slash
Aura Sphere
Wish
This set mixed with the paralysis running through half my party allows the para-flinch to happen. It is able to switch into pretty much any non-boosted special attack and then wish/nasty plot on the switch. Wish is there because i needed a second check against stealth rocks to keep my zapdos alive as well as i find that it works well because special sweepers have never had enough time to kill me inbetween the wishes and the para-flinch makes the two turns very often pass by without notice. Aura sphere is to deal with those pesky ice and rock types.
Physical Sweeper

Rhyperior @ life orb
Nature:Adamant
EVs: 252hp/252Atk
Moves:
Swords Dance
Megahorn
Stone Edge
Earthquake
This guy is a beast. With The agility baton passed to him or the paralyzed opponents or even both his really bad speed is a thing of the past. He can take a hit coming in from a physical hit and then get that swords dance. After that, finding someone who can take a hit from him and not regret it is pretty hard to do.
Secondary Wall

Porygon2 @ leftovers
Nature:Bold
EVs:252 HP / 216 Def / 40 SpA
Moves:
Thunderbolt
Ice Beam
Recover
Thunder Wave
aah the little duck who didn't evolve. How many times this thing has saved me from salamances, garadoses, jolteons, and heatrans who decided they wanted to come in and try to hurt me. Porygon2 comes in on these guys and KOs those foolish enough to stay in. With thunderwave he can also paralyze other pokemon as well and his defence is nothing to laugh about either. He can take a hit decently and recover off damage.
Late Game Sweeper/Cleaner

Scizor @ life orb
Nature:Adamant
Evs: 100hp/60def/40SpD/252Atk
Moves:
Swords Dance
Pursuit
Bullet Punch
Roost
I made this scizor to come in late game if my sweepers were to fall and to finish off what they had started. He comes in gets that swords dance and then proceeds to take the whatever is left with technician boosted bullet punches or pursuiting those who try to get away. Pursuit is mainly in there to hit the ghosts who try to come in and ruin scizors parade.
Team Strategy: Paralyze as much of my opponents team as possible while waiting for that moment for my zapdos to agility and pass to a either rhyperior if my opponent has a physical pokemon in play or my togekiss if its a special one allowing the two to set up and sweep.
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well thats my team. Thank you for rating!