An Overview of the Team
In Depth
Tyranitar @ Lum Berry
Ability: Sand Stream
EVs: 252 HP/ 224 SpD/ 32 Atk
Nature: Adamant (+Atk, - SpA)
- Stealth Rock
- Stone Edge
- Earthquake
- Payback
This is your standard lead T-tar. It sets up the permanent sandstorm for the team, Stealth Rock for assisting the sweepers, and a variety of moves to do some serious damage. Sandstorm ruins Sash leads and Lead T-tar can take down TONS of common leads.
Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP/252 SpD/4 Def
Nature: Careful (+SpD, -SpA)
- Spikes
- Toxic Spikes
- Explosion
- Rapid Spin
Next up, Forretress. Spikes and Toxic Spikes to provide even more entry hazards, Rapid Spin to clear any that the enemy lead put down. Explosion allows a quick exit. Since *most* teams lose their leads pretty fast, and rely on their leads for laying down entry hazards, Spin support rarely is necessary later in the match, which is why I went with Explosion. The ability to take out or at least heavily damage an enemy Pokemon is VERY helpful. The Special Defense EVs and boosting nature make this guy able to take quite a bit of abuse from both ends of the spectrum, and usually it can take enough to spin away hazards, set up its own, and explode out before getting KO’d by the enemy.
Gliscor @ Leftovers
Ability: Sand Veil
EVs: 252 HP/40 Atk/216 Speed
Nature: Jolly (+Speed, -SpA)
- Swords Dance
- Earthquake
- Aerial Ace
- Roost
Ahh, the Dancing Tank Gliscor set. It can come in on a physical attacker, set up SD, Roost off damage, and hit VERY hard with Earthquake. This guy is VERY helpful since it can take out Lucario with ease. Aerial Ace is for taking care of Pokemon such as Breloom who is a pretty major threat to this team. I went with a Swords Dance set because this guy is meant to stay in and wreck as long as possible, unlike my other physical attacker…
Magnezone @ Leftovers/Shell Bell if Item Clause is in effect
Ability: Magnet Pull
EVs: 252 SpA/216 Speed/40 Attack
Nature: Modest (+SpA, -Atk)
- Substitute
- Thunderbolt
- HP Grass
- Explosion
Magnezone – Resident Steel Killer of OU and my best bet against Skarmory. HP Grass is for coverage, although it does make the Steel killing job somewhat harder. Explosion gives Magnezone a nice finish if it gets into too tough a spot. Magnezone has fantastic synergy with the team, because of its immunity to Sandstorm and its ability to take the Ice and Water type moves that could seriously mess up a number of the Pokemon on my team, and can kill the Pokemon firing off those attacks a lot of the time.
Lucario @ Choice Specs
Ability: Inner Focus
EVs: 252 SpA/252 Speed/4 HP
Nature: Modest (+SpA, -Atk)
- Aura Sphere
- Shadow Ball
- Psychic - CHANGED to Vacuum Wave
- Hidden Power Ice
Now, I know what you’re thinking. Psychic? What? That’s not normal on a Specs Lucario, and it already has perfect neutral coverage with the 2 moves listed above it… Now, hold up. You see, Lucario has a Fighting weakness. It’s other moves don’t really cover Fighting types TOO well. You see, while Aura Sphere and Shadow Ball have perfect neutral coverage, a lot of times, neutral just doesn’t cut it, speaking from experience. HP Ice takes care of Dragons with ease if Lucario hits first, helped by Lucario’s helpful Steel typing. Now, some of you might wonder why I’m using a Specs Lucario anyways. Well, one, it’s Special Attack stat is its highest offensive stat, and its special movepool is pretty diverse. Lucario always seemed like it would be best running a special set, even before I got into 4th gen battling. Experiences using it have confirmed that, although Swords Dancers have performed wonderfully too.
Flygon @ Choice Scarf
Ability: Levitate
EVs: 252 Attack/252 Speed/4 HP
Nature: Adamant (+Atk, - SpA)
- Dragon Claw
- Earthquake
- Stone Edge
- U-Turn
Mmmm, Flygon. What a beast. He’s one of my favorites from RSE, and for good reason. Dragon Claw is chosen over Outrage because of the freedom to switch out, which is necessary with a set like this, and doesn’t have the downside of confusion. Outrage is also bad because it’s practically inviting an Agility Empoleon, Swords Dance Lucario, Agiligross, or even the extremely rare Rock Polish Aggron to come in, set up, and go to town on my team. STAB Earthquake is a given. Stone Edge is to take Gyarados on. U-Turn allows some decent scouting and rounds out its moveset. Choice Scarf and the Adamant nature give it the ability to revenge kill to great effect. Flygon is also my backup Steel killer since it can take down most Steels with ease, bar Skarmory and Bronzong, which is why it works so well with Magnezone.
So what do y'all think? This is mostly for WiFi, but that doesn't affect most of this team. It's performed pretty well on Shoddy. I'm open to suggestions. Also, I'm sorry, but I can't put the image of Marriland's Team Weakness/Resistance Chart because I can't link the chart off the site, and for some reason, I can't upload my screenshot of it to any online image hosting service. It only takes a minute or so to make it though, so if you care, it's not too hard to see it.






In Depth

Tyranitar @ Lum Berry
Ability: Sand Stream
EVs: 252 HP/ 224 SpD/ 32 Atk
Nature: Adamant (+Atk, - SpA)
- Stealth Rock
- Stone Edge
- Earthquake
- Payback
This is your standard lead T-tar. It sets up the permanent sandstorm for the team, Stealth Rock for assisting the sweepers, and a variety of moves to do some serious damage. Sandstorm ruins Sash leads and Lead T-tar can take down TONS of common leads.

Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP/252 SpD/4 Def
Nature: Careful (+SpD, -SpA)
- Spikes
- Toxic Spikes
- Explosion
- Rapid Spin
Next up, Forretress. Spikes and Toxic Spikes to provide even more entry hazards, Rapid Spin to clear any that the enemy lead put down. Explosion allows a quick exit. Since *most* teams lose their leads pretty fast, and rely on their leads for laying down entry hazards, Spin support rarely is necessary later in the match, which is why I went with Explosion. The ability to take out or at least heavily damage an enemy Pokemon is VERY helpful. The Special Defense EVs and boosting nature make this guy able to take quite a bit of abuse from both ends of the spectrum, and usually it can take enough to spin away hazards, set up its own, and explode out before getting KO’d by the enemy.

Gliscor @ Leftovers
Ability: Sand Veil
EVs: 252 HP/40 Atk/216 Speed
Nature: Jolly (+Speed, -SpA)
- Swords Dance
- Earthquake
- Aerial Ace
- Roost
Ahh, the Dancing Tank Gliscor set. It can come in on a physical attacker, set up SD, Roost off damage, and hit VERY hard with Earthquake. This guy is VERY helpful since it can take out Lucario with ease. Aerial Ace is for taking care of Pokemon such as Breloom who is a pretty major threat to this team. I went with a Swords Dance set because this guy is meant to stay in and wreck as long as possible, unlike my other physical attacker…

Magnezone @ Leftovers/Shell Bell if Item Clause is in effect
Ability: Magnet Pull
EVs: 252 SpA/216 Speed/40 Attack
Nature: Modest (+SpA, -Atk)
- Substitute
- Thunderbolt
- HP Grass
- Explosion
Magnezone – Resident Steel Killer of OU and my best bet against Skarmory. HP Grass is for coverage, although it does make the Steel killing job somewhat harder. Explosion gives Magnezone a nice finish if it gets into too tough a spot. Magnezone has fantastic synergy with the team, because of its immunity to Sandstorm and its ability to take the Ice and Water type moves that could seriously mess up a number of the Pokemon on my team, and can kill the Pokemon firing off those attacks a lot of the time.

Lucario @ Choice Specs
Ability: Inner Focus
EVs: 252 SpA/252 Speed/4 HP
Nature: Modest (+SpA, -Atk)
- Aura Sphere
- Shadow Ball
- Psychic - CHANGED to Vacuum Wave
- Hidden Power Ice
Now, I know what you’re thinking. Psychic? What? That’s not normal on a Specs Lucario, and it already has perfect neutral coverage with the 2 moves listed above it… Now, hold up. You see, Lucario has a Fighting weakness. It’s other moves don’t really cover Fighting types TOO well. You see, while Aura Sphere and Shadow Ball have perfect neutral coverage, a lot of times, neutral just doesn’t cut it, speaking from experience. HP Ice takes care of Dragons with ease if Lucario hits first, helped by Lucario’s helpful Steel typing. Now, some of you might wonder why I’m using a Specs Lucario anyways. Well, one, it’s Special Attack stat is its highest offensive stat, and its special movepool is pretty diverse. Lucario always seemed like it would be best running a special set, even before I got into 4th gen battling. Experiences using it have confirmed that, although Swords Dancers have performed wonderfully too.

Flygon @ Choice Scarf
Ability: Levitate
EVs: 252 Attack/252 Speed/4 HP
Nature: Adamant (+Atk, - SpA)
- Dragon Claw
- Earthquake
- Stone Edge
- U-Turn
Mmmm, Flygon. What a beast. He’s one of my favorites from RSE, and for good reason. Dragon Claw is chosen over Outrage because of the freedom to switch out, which is necessary with a set like this, and doesn’t have the downside of confusion. Outrage is also bad because it’s practically inviting an Agility Empoleon, Swords Dance Lucario, Agiligross, or even the extremely rare Rock Polish Aggron to come in, set up, and go to town on my team. STAB Earthquake is a given. Stone Edge is to take Gyarados on. U-Turn allows some decent scouting and rounds out its moveset. Choice Scarf and the Adamant nature give it the ability to revenge kill to great effect. Flygon is also my backup Steel killer since it can take down most Steels with ease, bar Skarmory and Bronzong, which is why it works so well with Magnezone.
So what do y'all think? This is mostly for WiFi, but that doesn't affect most of this team. It's performed pretty well on Shoddy. I'm open to suggestions. Also, I'm sorry, but I can't put the image of Marriland's Team Weakness/Resistance Chart because I can't link the chart off the site, and for some reason, I can't upload my screenshot of it to any online image hosting service. It only takes a minute or so to make it though, so if you care, it's not too hard to see it.