Probopass @ Chesto Berry/ Left overs
Nature: Relaxed
Ability: Magnet Pull
252 Def/ 252 SpD or 252 Def/ 128 SpD/ 128 HP
Block
HP Fire
Magnet Rise/ Lock-On/ Thunder wave
Rest/ Zap Cannon/ Earth Power
For Use as a Steel Trapper or Trick Room Trapper.
Block is For Trick Room Trapping. If there is a potential threat to another member of your team you Switch it in and Lock in the threat, Slowly KO'ing or Hitting it decently and Paralyzing it.
Magnet Pull and HP fire are for Steel Types. Rest and Chesto berry are for Healing if you're low on HP or you can Just carry Leftovers.
With Passes bulk, you may really only need Magnet Rise if the rest of your team has a severe Ground weakness. Thunder wave makes for better Utility otherwise for other threats
Nature: Relaxed
Ability: Magnet Pull
252 Def/ 252 SpD or 252 Def/ 128 SpD/ 128 HP
Block
HP Fire
Magnet Rise/ Lock-On/ Thunder wave
Rest/ Zap Cannon/ Earth Power
For Use as a Steel Trapper or Trick Room Trapper.
Block is For Trick Room Trapping. If there is a potential threat to another member of your team you Switch it in and Lock in the threat, Slowly KO'ing or Hitting it decently and Paralyzing it.
Magnet Pull and HP fire are for Steel Types. Rest and Chesto berry are for Healing if you're low on HP or you can Just carry Leftovers.
With Passes bulk, you may really only need Magnet Rise if the rest of your team has a severe Ground weakness. Thunder wave makes for better Utility otherwise for other threats