Haven't really played since end of last year, so quick random offensive team to start playing again... Pretty standard stuff, just hit hard and fast, no time for set ups.
Metagross @ Shuca Berry
Ability: Clear Body
EVs: 252 HP/236 Atk/12 Def/8 Spd
Adamant nature (+Atk, -SAtk)
- Stealth Rock
- Bullet Punch
- Explosion
- Earthquake
---
Lead is pretty standard, sets up rocks for me, and has decent bulky/good resistances for later, and the priority is useful
Salamence @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk/252 Spd/4 SAtk
Naive nature (+Spd, -SDef)
- Earthquake
- Fire Blast
- Outrage
- Dragon Claw
---
Resists ground/fire from gross/jirachi to get in and hurt stuff. Mence for revenge killing mostly, and sweeping later. Max max speed just in case, and helps vs DDers, and helps tie other max base 100 pokes w/ +nature. Dragon claw to use initially so that I'm not locked into outrage.
Starmie @ Life Orb
Ability: Natural Cure
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Surf
- Ice Beam
- Recover
- Thunderbolt
---
Pretty basic set, switches in, and counters w/e. Using surf instead of hydro pump just for accuracy issues...
Gengar @ Black Sludge
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Substitute
- Shadow Ball
- Trick
- Focus Blast
---
Mmm, I wanted to use gengar, and ended up w/ this. Had hp fire instead of trick initially, but I wanted to have a chance at speed tie vs other gengars/latias, so using this now. Tricks black sludge onto opps walls. This guy has been very helpful for me vs stall pokes. Otherwise, just sets up sub and really weakens opposing pokes. Might do bolt over trick though.
Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 80 HP/244 Atk/184 Spd
Adamant nature (+Atk, -SAtk)
- Mach Punch
- Spore
- Facade
- Substitute
---
Gets off a sleep which is nice w/ the lack of STers right now. Didn't really like subseeding because it's kinda slow, using this random set now. Priority mach punch helps a lot, and facade is just there for being strong/accurate...thinking of going to stone edge though for zap/sala/gyara
Jirachi @ Expert Belt
Ability: Serene Grace
EVs: 4 HP/252 Atk/252 Spd
Naive nature (+Spd, -SDef)
- Ice Punch
- U-turn
- Iron Head
- Fire Punch
---
Jirachi from the page, except trying u turn over tbolt to scout for now, thinking about going back though because waters are annoying. Otherwise is for insurance against pokes
Ok, so right now I want to put tbolt on either jirachi or gengar...and leaning toward jirachi.
Pretty generic offense, and has trouble w/ the same stuff, so idk how r/f are going to go....
Speed ties are lame...
Latias has been a problem, and I don't really know how to counter it, since it is new to me.
Opposing starmie and gengar have also been sort of a problem
Stall is problem, since I have no set uppers, gengar sort of helps w/ trick and can absorb toxic spikes, but I think I'm pretty weak vs stall.

Metagross @ Shuca Berry
Ability: Clear Body
EVs: 252 HP/236 Atk/12 Def/8 Spd
Adamant nature (+Atk, -SAtk)
- Stealth Rock
- Bullet Punch
- Explosion
- Earthquake
---
Lead is pretty standard, sets up rocks for me, and has decent bulky/good resistances for later, and the priority is useful

Salamence @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk/252 Spd/4 SAtk
Naive nature (+Spd, -SDef)
- Earthquake
- Fire Blast
- Outrage
- Dragon Claw
---
Resists ground/fire from gross/jirachi to get in and hurt stuff. Mence for revenge killing mostly, and sweeping later. Max max speed just in case, and helps vs DDers, and helps tie other max base 100 pokes w/ +nature. Dragon claw to use initially so that I'm not locked into outrage.

Starmie @ Life Orb
Ability: Natural Cure
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Surf
- Ice Beam
- Recover
- Thunderbolt
---
Pretty basic set, switches in, and counters w/e. Using surf instead of hydro pump just for accuracy issues...

Gengar @ Black Sludge
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Substitute
- Shadow Ball
- Trick
- Focus Blast
---
Mmm, I wanted to use gengar, and ended up w/ this. Had hp fire instead of trick initially, but I wanted to have a chance at speed tie vs other gengars/latias, so using this now. Tricks black sludge onto opps walls. This guy has been very helpful for me vs stall pokes. Otherwise, just sets up sub and really weakens opposing pokes. Might do bolt over trick though.

Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 80 HP/244 Atk/184 Spd
Adamant nature (+Atk, -SAtk)
- Mach Punch
- Spore
- Facade
- Substitute
---
Gets off a sleep which is nice w/ the lack of STers right now. Didn't really like subseeding because it's kinda slow, using this random set now. Priority mach punch helps a lot, and facade is just there for being strong/accurate...thinking of going to stone edge though for zap/sala/gyara

Jirachi @ Expert Belt
Ability: Serene Grace
EVs: 4 HP/252 Atk/252 Spd
Naive nature (+Spd, -SDef)
- Ice Punch
- U-turn
- Iron Head
- Fire Punch
---
Jirachi from the page, except trying u turn over tbolt to scout for now, thinking about going back though because waters are annoying. Otherwise is for insurance against pokes
Ok, so right now I want to put tbolt on either jirachi or gengar...and leaning toward jirachi.
Pretty generic offense, and has trouble w/ the same stuff, so idk how r/f are going to go....
Speed ties are lame...
Latias has been a problem, and I don't really know how to counter it, since it is new to me.
Opposing starmie and gengar have also been sort of a problem
Stall is problem, since I have no set uppers, gengar sort of helps w/ trick and can absorb toxic spikes, but I think I'm pretty weak vs stall.