This is my most competitive team thats really fun to play. Yeah i got all the standard sandstorm teams and all that, but this team is so much more fun to use, and if played right, is just as good as those teams.
Jynx (F) @ Leftovers ** Beantown
Trait: Oblivious
EVs: 68 HP / 192 Spd / 248 SAtk
Timid Nature (+Spd, -Atk)
- Calm Mind
- Ice Beam
- Lovely Kiss
- Substitute
This thing has the potential to sweep tons of teams, and works great with metagross. I dont just waste my kiss either, i save it for when i need it.
Salamence (M) @ Leftovers ** Celtics
Trait: Intimidate
EVs: 160 Atk / 156 Spd / 192 SAtk
Naughty Nature (+Atk, -SDef)
- Brick Break
- Fire Blast
- Hidden Power [Grass]
- Rock Slide
hurts everything
Metagross @ Choice Band ** Patriots
Trait: Clear Body
EVs: 156 HP / 252 Atk / 100 Spd
Adamant Nature (+Atk, -SAtk)
- Earthquake
- Explosion
- Meteor Mash
- Rock Slide
you know the drill
Entei @ Leftovers ** Revolution
Trait: Pressure
EVs: 132 HP / 44 Def / 140 Spd / 136 SAtk / 56 SDef
Modest Nature (+SAtk, -Atk)
- Flamethrower
- Hidden Power [Ice]
- Substitute
- Toxic
101 subs, 270 spd, and a good move combination. This thing is suprised me at how useful it is. Often sub those extra turns verse pert cause they always read celebi, and entei's dont mind ice beams hitting them when they dont break the sub.
Celebi @ Leftovers ** Red Sox
Trait: Natural Cure
EVs: 240 HP / 116 Def / 136 Spd / 16 SDef
Bold Nature (+Def, -Atk)
- Baton Pass
- Calm Mind
- Psychic
- Recover
Sets stuff up for entei/mence/jynx/milo/itself. I use this extremely carefully and smart, dont want timid cause i like the +def nature so i can BP out of aeros/mences if i have like +2 or more and go to milo/mence/entei and win quick.
Milotic (M) @ Leftovers ** Bruins
Trait: Marvel Scale
EVs: 252 HP / 208 Def / 12 Spd / 36 SAtk
Bold Nature (+Def, -Atk)
- Ice Beam
- Rest
- Sleep Talk
- Surf
The only real defensive pokemon i have on the team. I'm considering making it a suicune instead, but im not really sure on that, marvel scale is nice, so is the extra satk. Yet so is pressure and the extra def w/o the scale.
This team is incredibly difficult to use, and a bunch of people have tried to use it and failed. I know it has weaks, but this team is supposed to beat them down before they ever get a chance to set up, while still maintaining decent type coverage defensively.
Yes i know the weaks, i'll even list em out for you so you wont bug me about it. (and so you can use it against me on NB =/)
1. Duggy - duggy eq is a problem, but at least it sets up cele/mence
2. Spikes - Getting around this requires some serious prediction, i BP with cele first turn alot to get entei in to force out skarm/forry.
3. ttar - ddtar especially gives me some problems, i generally switch milo into it first. Boah gets annoyed with cele's CMs, viltar wont actually beat milo, but can get it resting on bad turns.
yeah thats about it. Its kinda a fun team gone competitive.
Jynx (F) @ Leftovers ** Beantown
Trait: Oblivious
EVs: 68 HP / 192 Spd / 248 SAtk
Timid Nature (+Spd, -Atk)
- Calm Mind
- Ice Beam
- Lovely Kiss
- Substitute
This thing has the potential to sweep tons of teams, and works great with metagross. I dont just waste my kiss either, i save it for when i need it.
Salamence (M) @ Leftovers ** Celtics
Trait: Intimidate
EVs: 160 Atk / 156 Spd / 192 SAtk
Naughty Nature (+Atk, -SDef)
- Brick Break
- Fire Blast
- Hidden Power [Grass]
- Rock Slide
hurts everything
Metagross @ Choice Band ** Patriots
Trait: Clear Body
EVs: 156 HP / 252 Atk / 100 Spd
Adamant Nature (+Atk, -SAtk)
- Earthquake
- Explosion
- Meteor Mash
- Rock Slide
you know the drill
Entei @ Leftovers ** Revolution
Trait: Pressure
EVs: 132 HP / 44 Def / 140 Spd / 136 SAtk / 56 SDef
Modest Nature (+SAtk, -Atk)
- Flamethrower
- Hidden Power [Ice]
- Substitute
- Toxic
101 subs, 270 spd, and a good move combination. This thing is suprised me at how useful it is. Often sub those extra turns verse pert cause they always read celebi, and entei's dont mind ice beams hitting them when they dont break the sub.
Celebi @ Leftovers ** Red Sox
Trait: Natural Cure
EVs: 240 HP / 116 Def / 136 Spd / 16 SDef
Bold Nature (+Def, -Atk)
- Baton Pass
- Calm Mind
- Psychic
- Recover
Sets stuff up for entei/mence/jynx/milo/itself. I use this extremely carefully and smart, dont want timid cause i like the +def nature so i can BP out of aeros/mences if i have like +2 or more and go to milo/mence/entei and win quick.
Milotic (M) @ Leftovers ** Bruins
Trait: Marvel Scale
EVs: 252 HP / 208 Def / 12 Spd / 36 SAtk
Bold Nature (+Def, -Atk)
- Ice Beam
- Rest
- Sleep Talk
- Surf
The only real defensive pokemon i have on the team. I'm considering making it a suicune instead, but im not really sure on that, marvel scale is nice, so is the extra satk. Yet so is pressure and the extra def w/o the scale.
This team is incredibly difficult to use, and a bunch of people have tried to use it and failed. I know it has weaks, but this team is supposed to beat them down before they ever get a chance to set up, while still maintaining decent type coverage defensively.
Yes i know the weaks, i'll even list em out for you so you wont bug me about it. (and so you can use it against me on NB =/)
1. Duggy - duggy eq is a problem, but at least it sets up cele/mence
2. Spikes - Getting around this requires some serious prediction, i BP with cele first turn alot to get entei in to force out skarm/forry.
3. ttar - ddtar especially gives me some problems, i generally switch milo into it first. Boah gets annoyed with cele's CMs, viltar wont actually beat milo, but can get it resting on bad turns.
yeah thats about it. Its kinda a fun team gone competitive.