Hi. I've played with this team for a few weeks now with some success. I win most of my matches and usually only lose due to missed predictions and occasional bad luck. RMT please!
~My Team at a Glance:
~Analysis
The Lead
Aerodactyl @ Focus sash
Naive / Pressure
4 HP/ 252 Attack/ 252 Speed
-Earthquake
-Stone-edge
-Taunt
-Stealth Rock
Aerodactyl is for setting up stealth rock or stopping the opponent from setting up. If the other guy attacks when I taunt, I will either set up SR after or switch to one of my other pokemon to take them. After SR is out, I save him to dodge ground moves as well as dishing out extra damage before becoming death fodder.
The Special Wall
Blissey @ Leftovers
Bold / Natural Cure
148 HP/ 252 Defense/ 110
-Softboiled
-Ice beam
-Seismic Toss
-Thunder Wave
Blissey completely tanks special attacks. She can wear down an opponent with Stoss and ice beam. TWave support is extremely important to stop my enemy from sweeping. When I'm faced with something that can OHKO bliss, I switch to dusknoir, who can take the attack and wisp them. Then I can pretty much switch into anything else that can fight it, or stay in if dusknoir can take them himself. She packs ice beam to hit those common Salamences and other 4x weak to ice pokemon as well as ghosts who avoid Seismic toss.
The Tank
Dusknoir @ Leftovers
Impish / Pressure
252 HP/ 54 Def/ 204 Special Def
-Will-o-Wisp
-Shadow Sneak
-Ice Punch
-Pain Split
My use of dusknoir is mainly to help out blissey as well spread status. He can completely handicap a physical sweeper. When fighting something that can't 2HKO him, I like to keep pain-splitting until they are in kill range for shadow sneak- which can catch my opponent off-guard. I sometimes have trouble with Lucario if my wisp misses. If I survive the crunch and wisp misses, then Lucario can start sweeping my team.
Dusknoir packs ice punch for the same reason as why bliss carries ice beam. With dusknoir, however, many people don't expect it and lose a valuable pokemon because of this move. Revenge killing is also a possibility with STAB sneak.
The Spinner
Starmie @ Leftovers
Timid / Natural Cure
136 HP/ 156 Def/ 216 Speed
-Surf
-Rapid Spin
-Recover
-Thunderbolt
Starmie provides spin support. With decent defenses and recover, it can spin, recover, and switch out. Starmie, along with blissey, can take status and hit back. As rapid spin is a pretty predictable move on starmie, my opponent usually counters with rotom. If they block my spin, I switch to take the shadow ball with blissey. Then I eventually bring in Starmie again on a non-ghost and spin/predict the rotom switch and use surf instead.
The MixApe
Infernape @ Expert Belt
Naive/ Blaze
64 Atk / 252 SpA / 192 Spe
-Flamethrower
-Nasty Plot
-Close Combat
-Grass knot
I tried life orb but hate the recoil damage. With expert belt, I do less damage but can survive a bit longer. I usually don't bring him in until later in the game to learn what my opponent's team can do and avoid status. I bring him in to scare something away and then Nasty Plot. He can then finish off what's left with his boosted moves.
The Other Attacker
Metagross @ Leftovers
Adamant/ Clear Body
252 HP / 248 Atk / 8 Spe
-Bullet Punch
-Explosion
-Meteor-Mash
-Earthquake
I have Metagross because of its high attack and defenses. It's a pretty versatile pokemon that can revenge-kill with bullet punch, explode on things that my team can't handle (like SD lucario), EQ and Mash everything else. I originally used CB but disliked being stuck on one move. I then used life orb but the recoil damage made metagross a lot more fragile. Leftovers is to help him take hits better. I moved 12 def EVs to attack to make him hit a little bit harder.
Well that's the team. Suggestions and feedback are helpful!
~My Team at a Glance:
~Analysis
The Lead
Aerodactyl @ Focus sash
Naive / Pressure
4 HP/ 252 Attack/ 252 Speed
-Earthquake
-Stone-edge
-Taunt
-Stealth Rock
Aerodactyl is for setting up stealth rock or stopping the opponent from setting up. If the other guy attacks when I taunt, I will either set up SR after or switch to one of my other pokemon to take them. After SR is out, I save him to dodge ground moves as well as dishing out extra damage before becoming death fodder.
The Special Wall
Blissey @ Leftovers
Bold / Natural Cure
148 HP/ 252 Defense/ 110
-Softboiled
-Ice beam
-Seismic Toss
-Thunder Wave
Blissey completely tanks special attacks. She can wear down an opponent with Stoss and ice beam. TWave support is extremely important to stop my enemy from sweeping. When I'm faced with something that can OHKO bliss, I switch to dusknoir, who can take the attack and wisp them. Then I can pretty much switch into anything else that can fight it, or stay in if dusknoir can take them himself. She packs ice beam to hit those common Salamences and other 4x weak to ice pokemon as well as ghosts who avoid Seismic toss.
The Tank
Dusknoir @ Leftovers
Impish / Pressure
252 HP/ 54 Def/ 204 Special Def
-Will-o-Wisp
-Shadow Sneak
-Ice Punch
-Pain Split
My use of dusknoir is mainly to help out blissey as well spread status. He can completely handicap a physical sweeper. When fighting something that can't 2HKO him, I like to keep pain-splitting until they are in kill range for shadow sneak- which can catch my opponent off-guard. I sometimes have trouble with Lucario if my wisp misses. If I survive the crunch and wisp misses, then Lucario can start sweeping my team.
Dusknoir packs ice punch for the same reason as why bliss carries ice beam. With dusknoir, however, many people don't expect it and lose a valuable pokemon because of this move. Revenge killing is also a possibility with STAB sneak.
The Spinner
Starmie @ Leftovers
Timid / Natural Cure
136 HP/ 156 Def/ 216 Speed
-Surf
-Rapid Spin
-Recover
-Thunderbolt
Starmie provides spin support. With decent defenses and recover, it can spin, recover, and switch out. Starmie, along with blissey, can take status and hit back. As rapid spin is a pretty predictable move on starmie, my opponent usually counters with rotom. If they block my spin, I switch to take the shadow ball with blissey. Then I eventually bring in Starmie again on a non-ghost and spin/predict the rotom switch and use surf instead.
The MixApe
Infernape @ Expert Belt
Naive/ Blaze
64 Atk / 252 SpA / 192 Spe
-Flamethrower
-Nasty Plot
-Close Combat
-Grass knot
I tried life orb but hate the recoil damage. With expert belt, I do less damage but can survive a bit longer. I usually don't bring him in until later in the game to learn what my opponent's team can do and avoid status. I bring him in to scare something away and then Nasty Plot. He can then finish off what's left with his boosted moves.
The Other Attacker
Metagross @ Leftovers
Adamant/ Clear Body
252 HP / 248 Atk / 8 Spe
-Bullet Punch
-Explosion
-Meteor-Mash
-Earthquake
I have Metagross because of its high attack and defenses. It's a pretty versatile pokemon that can revenge-kill with bullet punch, explode on things that my team can't handle (like SD lucario), EQ and Mash everything else. I originally used CB but disliked being stuck on one move. I then used life orb but the recoil damage made metagross a lot more fragile. Leftovers is to help him take hits better. I moved 12 def EVs to attack to make him hit a little bit harder.
Well that's the team. Suggestions and feedback are helpful!









