
Galvantula @ Focus Sash
Ability: Compoundeyes
EVs: 252 Spd/ 252 SAtk/ 4 HP
Max IVs : HP, SAtk, Def, SDef & Spd
Timid Nature
- Sticky Web
- Thunder Wave/ Energy Ball
- Thunder
- Bug Buzz
The mean hazard setter of the team. Galvantulas main purpose is, was and will be to set up Sticky Web to ruin any speed advantage the opponent may have (except for the case he throws in something that can float above the web). But it doesn't stop there. With its STAB-Bug Buzz & -Thunder (boosted by Compoundeyes) it can actually destroy many leads, having already accomplished many great feats this way. I once used Volt Switch on it but it proved to be of little to no use, as the danger of getting it downed instead to switch it out normally and the inferior damage to Thunder (if Galvantula can outspeed an enemy and will down it with a good chance I will use Thunder to make sure) wasn't worth it. Instead I alternate between Energy Ball to cover more types or Thunder Wave to leave the enemy crippled.

Curcumarill (Azumarill) @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP/ 252 Atk/ 4 SDef
Max IVs: HP, Atk, Spd, Def & SDef
Adamant Nature
- Superpower
- Belly Drum
- Aqua Jet
- Play Rough
We need to warn Tokyo...a giant bloated Pikachu from the ocean attacks! Oh...it is only a shiny Azumarill that tears down the city... Yes, my Curcumarill (the pun is perfect) is ready to do such a thing. Thanks to its Ability "Huge Power" it stands on equal grounds with the cream of the crop when it comes to Atk and to make things even better it proves to be quite sturdy thanks to its solid stats in HP, Def and SDef.
All this gets well complimented by its movepool, as Aqua Jet (as a STAB-Priority) and Play Rough (STAB) are already in their common state pretty strong, but when Belly Drum gets activated (thanks to the Sitrus Berry only for 25% of its Max HP) there are only a few opponents who can survive a single hit and with Superpower as its 4th move there is no enemy who can take a hit from it and stand up again (at least I haven't seen one so far).
All this gets well complimented by its movepool, as Aqua Jet (as a STAB-Priority) and Play Rough (STAB) are already in their common state pretty strong, but when Belly Drum gets activated (thanks to the Sitrus Berry only for 25% of its Max HP) there are only a few opponents who can survive a single hit and with Superpower as its 4th move there is no enemy who can take a hit from it and stand up again (at least I haven't seen one so far).

Garchomp @ Life Orb
Ability: Rough Skin
EVs: 252 Atk/ 252 Spd/ 4 HP
Max IVs: Atk, HP, Def, SDef & Speed
Jolly Nature
- Earthquake
- Substitute
- Dragon Claw
- Fire Blast
Fast, powerful and it is a shark on dry ground. Yes, Garchomp brings all this to the fight. With its STAB-Earthquake and -Dragon Claw it can be the swift solution to many problems of the team. Fire Blast is the solution for Ferrothorn and Scizor (I don't follow the illusion that it might down Skarmory as it never was able to so far), which can become a thorn in the side of the team. Finally Substitute is for those cases, when the enemy is very likely to switch out, so that Garchomp only gives up on 25% of its Max HP, so that it might survive something worse and strike back.

Scizor @ Choice Band
Ability: Technician
EVs: 252 Atk/ 252 Spd/ 4 HP
Max IVs: Atk, HP, Def, SDef & Speed
Adamant Nature
- Bullet Punch
- U-Turn
- Pursuit
- Aerial Ace/ Bug Bite
The red flash of this team. Scizor is the guy that comes out, when there are only leftovers or squishy food left on the plate (as a figure of speech). Thanks to its fantastic Atk combined with Technician, a Choice Band and Bullet Punch as its STAB-Priority-Move, it can deal devastating damage. U-Turn is Scizors emergency retreat, which may not make use of its ability but still can pack a punch as a STAB-move. Pursuit is the other side as a punishment for retreating and if they stay they will still be hit by a 60 Power move thanks to Technician, which makes both staying or retreating the wrong decision (except for Baton Pass retreats). As last move I consider now Aerial Ace or Bug Bite as both are Power 90 moves thanks to Technician. Bug Bite could ruin strategies like SitrusBelly-Azumarill, while Aerial Ace could negate any kind of evasion advantage.

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 HP/ 128 Def/ 128 SDef
Max IVs: HP/ Def/ SDef
Calm Nature
- Toxic
- Lava Plume
- Protect
- Will-O-Wisp
Heatrans sole purpose is to devour the opponents PP with its bulk and Protect, while whittling down its HP with Toxic and Will-O-Wisp (ironically the only resistant Pokemon to both is Heatran). Lava Plume is set as its 4th move as it fully uses its very good SAtk and offers the Burn status with a good chance.

Zippa (Banette) @ Banettite
Ability: Frisk/ Prankster
EVs: 252 Atk/ 252 Spd/ 4 HP
Max IVs: Atk, HP, Def, SDef & Speed
Adamant Nature
- Destiny Bond
- Shadow Sneak
- Taunt
- Substitute/ Sucker Punch
It is time to open the zippers and release the beast. The poor discarded (yet loved by me) puppet got a fantastic Atk-boost with its Mega-form yet offers so little attacks to fully use it and not the speed or bulk to survive a good attack. Its new Ability "Prankster" nearly makes up for it as a Priority Destiny Bond makes it a constant source of fear. Shadow Sneak is maybe the only STAB-move that uses Mega-Banettes qualities aside from Prankster thanks to gaining the same Priority. Taunt makes fun of most stalls as it robs them of any source of annoyance (while Banette annoys them). I haven't decided on its 4th move yet. Substitute would surely add to its ability to consume even more of the opponents time, but it isn't really Banettes role to survive very long. Because of this I consider Sucker Punch a good bet, as Banette could ensure an attack with Taunt and strike very hard with its excellent Atk.
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