At a Glance:
----------------------------------------------------------------------------------------------------
In Depth:
Armaldo@Leftovers
Ability: Battle Armor
Evs:Impish, 248 HP / 8 Atk / 252 Def
- Stealth Rock
- Rapid Spin
- Rock Blast/Stone Edge
- Protect
Moveset/EV's Description: Kind of a copy from Kabutops from the Spin/SR moveset until I figured his typing was detrimental to my team overall. Protect is for Ambipom and Persian's Fake Outs and to scout anyone who uses Hypnosis off the bat. Rock Blast is to break Substitutes from Sub/Toxic Moltres and get off hopefully another couple super effective hits. If all I can do is Protect and get rocks off then so be it, if I force a switch then hopefully I can anticipate and Spin any entry hazards before going down. SR is more helpful than Armaldos overall presence anyways.
Additional Info: Stone Edge is also listed as an alternative to Rock Blast because if I there is a taunter in the lead spot I can go for knocking out some of their HP instead of wasting a turn.
Grumpig@Leftovers
Ability: Thick Fat
EV's:252 HP / 160 Def / 96 SpD
- Calm Mind
- Psychic
- Rest
- Sleep Talk
Moveset/EV's Description: With the EV spread I can switch into just about any special threat and take advantage of Grumpig's great 110 SpD. Once Grumpig's presence has been established I can immediately throw up a Calm Mind or depending on my HP go right into Rest Talking. I assume once the see the rest they'll throw I'm something to wall me or set up for a sweep, or if foolish enough to try and take another chunk from Grumpig's HP. This moveset pretty much speaks for itself.
Additional Info: If something with more muscle is desired I can go for Calm Mind Sweeper- Grumpig with 252 HP / 20 SpD / 236 Spe. Substitute and Signal Beam added instead of the Rest/Sleep Talk.
Exeggutor@Light Clay
Ability: Chlorophyll
EV's:Jolly, 252 HP / 4 Atk / 252 Spe
- Reflect
- Light Screen
- Explosion
- Sleep Powder
Moveset/EV's Description: With 6 resistances Exeggutor has no problem switching in and setting up Dual Screens to greatly support the rest of the team. And after setting up, Explosion can safely allow another poke to switch in and take advantage of the defensive boost for the next 8 turns thanks to Light Clay.
Lickilicky@Leftovers
Ability: Own Tempo
EV's: Careful, 252 HP / 252 Def / 4 SpD
- Wish
- Protect
- Return
- Power Whip
Moveset/EV's Description: Lickilicky is a Wish passer bulky enough to take a hit and a good movepool to pick something out of against common switch ins. The Wish/Protect combo speaks for itself allowing for self healing and healing anything else I switch in, STAB Return for picking off anything frail while doing decent damage with no EV investment into attack. Power Whip is to ensure I'm not completely walled off by ghosts and let hit any bulky water or ground types.
Additional Info: Alternatively to Power Whip, Toxic can be used as an effective stall against any of the afore mentioned.
Hariyama@Toxic/Flame Orb
Ability: Guts
EV's: 252 Atk / 164 SpD / 92 Spe
- Close Combat
- Bullet Punch
- Ice Punch
- Fake Out
Moveset/EV's Description: Fake Out allows me to get the jump on almost ever pokemon and ensures that my Orb is activated safely for an Atk boost. If coming in for a Revenge kill then after a Fake Out, Bullet Punch is almost a guaranteed KO on weakened pokemon, Ice Punch can hit flyers switching in for pretty much an OHKO depending, and rounds off coverage for grass and ground.
Additional Info: Payback can be used instead of Ice Punch if the coverage is needed against Ghosts and Psychic.
Crawdaunt@Power Orb
Ability: Hyper Cutter
EV's: 4 HP / 252 Atk / 252 Spe
- Dragon Dance
- Crunch
- Crabhammer
- Aerial Ace/X-Scissor
Moveset/EV's Description: After taking one turn to set up his DD Crawdaunt can then proceed his boosted 558 Atk to run down anything that doesn't resist it or defensively strong, STAB Crunch and Crabhammer are the staple attacks while Aerial Ace allows Crawdaunt to hit 4/5 of his counters for Super Effective Damage.
Additional Info: X-Scissor can instead be used to put dents in Leafeon and Tangrowth. And another attack to use again Psychics and Grass which could already be covered by Aerial Ace and Crawdaunt losing his ability to hit Bug and Fighting for Super Effective Damage, but I wouldn't leave him out there to take a Fighting attack anyways.
Anything glaring obvious that i missed to be able to counter and/or very detrimental to my team would be very welcome! As would moveset changes for more common type coverage.






----------------------------------------------------------------------------------------------------
In Depth:

Armaldo@Leftovers
Ability: Battle Armor
Evs:Impish, 248 HP / 8 Atk / 252 Def
- Stealth Rock
- Rapid Spin
- Rock Blast/Stone Edge
- Protect
Moveset/EV's Description: Kind of a copy from Kabutops from the Spin/SR moveset until I figured his typing was detrimental to my team overall. Protect is for Ambipom and Persian's Fake Outs and to scout anyone who uses Hypnosis off the bat. Rock Blast is to break Substitutes from Sub/Toxic Moltres and get off hopefully another couple super effective hits. If all I can do is Protect and get rocks off then so be it, if I force a switch then hopefully I can anticipate and Spin any entry hazards before going down. SR is more helpful than Armaldos overall presence anyways.
Additional Info: Stone Edge is also listed as an alternative to Rock Blast because if I there is a taunter in the lead spot I can go for knocking out some of their HP instead of wasting a turn.

Grumpig@Leftovers
Ability: Thick Fat
EV's:252 HP / 160 Def / 96 SpD
- Calm Mind
- Psychic
- Rest
- Sleep Talk
Moveset/EV's Description: With the EV spread I can switch into just about any special threat and take advantage of Grumpig's great 110 SpD. Once Grumpig's presence has been established I can immediately throw up a Calm Mind or depending on my HP go right into Rest Talking. I assume once the see the rest they'll throw I'm something to wall me or set up for a sweep, or if foolish enough to try and take another chunk from Grumpig's HP. This moveset pretty much speaks for itself.
Additional Info: If something with more muscle is desired I can go for Calm Mind Sweeper- Grumpig with 252 HP / 20 SpD / 236 Spe. Substitute and Signal Beam added instead of the Rest/Sleep Talk.

Exeggutor@Light Clay
Ability: Chlorophyll
EV's:Jolly, 252 HP / 4 Atk / 252 Spe
- Reflect
- Light Screen
- Explosion
- Sleep Powder
Moveset/EV's Description: With 6 resistances Exeggutor has no problem switching in and setting up Dual Screens to greatly support the rest of the team. And after setting up, Explosion can safely allow another poke to switch in and take advantage of the defensive boost for the next 8 turns thanks to Light Clay.

Lickilicky@Leftovers
Ability: Own Tempo
EV's: Careful, 252 HP / 252 Def / 4 SpD
- Wish
- Protect
- Return
- Power Whip
Moveset/EV's Description: Lickilicky is a Wish passer bulky enough to take a hit and a good movepool to pick something out of against common switch ins. The Wish/Protect combo speaks for itself allowing for self healing and healing anything else I switch in, STAB Return for picking off anything frail while doing decent damage with no EV investment into attack. Power Whip is to ensure I'm not completely walled off by ghosts and let hit any bulky water or ground types.
Additional Info: Alternatively to Power Whip, Toxic can be used as an effective stall against any of the afore mentioned.

Hariyama@Toxic/Flame Orb
Ability: Guts
EV's: 252 Atk / 164 SpD / 92 Spe
- Close Combat
- Bullet Punch
- Ice Punch
- Fake Out
Moveset/EV's Description: Fake Out allows me to get the jump on almost ever pokemon and ensures that my Orb is activated safely for an Atk boost. If coming in for a Revenge kill then after a Fake Out, Bullet Punch is almost a guaranteed KO on weakened pokemon, Ice Punch can hit flyers switching in for pretty much an OHKO depending, and rounds off coverage for grass and ground.
Additional Info: Payback can be used instead of Ice Punch if the coverage is needed against Ghosts and Psychic.

Crawdaunt@Power Orb
Ability: Hyper Cutter
EV's: 4 HP / 252 Atk / 252 Spe
- Dragon Dance
- Crunch
- Crabhammer
- Aerial Ace/X-Scissor
Moveset/EV's Description: After taking one turn to set up his DD Crawdaunt can then proceed his boosted 558 Atk to run down anything that doesn't resist it or defensively strong, STAB Crunch and Crabhammer are the staple attacks while Aerial Ace allows Crawdaunt to hit 4/5 of his counters for Super Effective Damage.
Additional Info: X-Scissor can instead be used to put dents in Leafeon and Tangrowth. And another attack to use again Psychics and Grass which could already be covered by Aerial Ace and Crawdaunt losing his ability to hit Bug and Fighting for Super Effective Damage, but I wouldn't leave him out there to take a Fighting attack anyways.
Anything glaring obvious that i missed to be able to counter and/or very detrimental to my team would be very welcome! As would moveset changes for more common type coverage.
