Azelf @ Focus Sash
Naive nature
- Stealth rock
- Fire blast
- Taunt
- Explosion
Standard azelf lead. Sets up stealth rock and keeps slower pkmn from setting up SR.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 164 HP / 168 Atk / 176 Spe
Jolly nature
- Substitute
- Thunder Wave
- Iron Head
- Fire Punch
The core of the team in conjunction with machamp. Keeps others from atacking with thunder wave and and the 60% chance of iron head's flinch. Helps machamp overcome a slow base speed with thunder wave.
Machamp @ Leftovers
Ability: No Guard
EVs: 252 HP / 252 Atk / 4 Def
Adamant nature
- Rest
- Sleep Talk
- Dynamic Punch
- Ice Punch
the other half of the core. Dynamic punch’s 100% chance of confusion is just awesome causing many switches and also helping jirachi switch in and put up a substitute or in late game helps Vaporeon switch in and set up wish.
Rotom-C @ Choice specs
Ability: levitate
EVs: 252 HP / Def 168 / 88 spA
Bold nature
- Leaf storm
- Thunder bolt/discharge
- Trick
- Thunder wave
my biggest weakness with this core is the bulkier ground types that block thunder wave and wall physical attacks(Hippowdon, Swampert)and Rotom takes care of most, if not all, of them. Leaf storm OHKOs Swampert and Hippowdon. The choice between thunderbolt and discharge is a tough one, discharge would help provide more paralyzes, wile thunderbolt has 15 more base power. Trick is there to mess up common stat boosters or walls and the sort. Thunder wave to help spread paralyzes.
Forretress @ shed shell
Ability: sturdy
EVs: 252 HP / 144 SpD / 112 Atk
Sassy nature
- Rapid spin
- Spikes
- Explosion
- Payback
Fortress can rapid spin away entry hazards and can set up spikes to make the switches from dynamic punch really hurt. Payback to take out rapid spin blocking ghost types. Explosion to pack a punch to what ever is out when fortress has done its job.
Vaporeon @ Leftovers
Ability: water absorb
EVs:188 HP / 252 Def / 68 Spe
Bold nature
- Heal bell
- Wish
- Protect
- Surf / Yawn
it helps with the survivability of the core with wish and heal bell. Protect is needed to accompany wish for self healing. The last move slot will be one of 2. Surf provides a nice stab move to help in the taking out of ground types, it provides nice type coverage and it keeps it from being vulnerable to taunt. yawn can be used in conjunction with protect to ease the switch in of another pkmn and if my opponent doesn’t switch and stays asleep long enough I might be able to set them up the bomb (set up Spikes, Substitute, Trick, Thunder wave etc.)
so I think my team could use a second opinion on the lead and the choice of certain moves. I would really appreciate any help you can give. thanks c:
Ability:levitate
EVs: 252 SpA / 252 Spe / 4 HPNaive nature
- Stealth rock
- Fire blast
- Taunt
- Explosion
Standard azelf lead. Sets up stealth rock and keeps slower pkmn from setting up SR.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 164 HP / 168 Atk / 176 Spe
Jolly nature
- Substitute
- Thunder Wave
- Iron Head
- Fire Punch
The core of the team in conjunction with machamp. Keeps others from atacking with thunder wave and and the 60% chance of iron head's flinch. Helps machamp overcome a slow base speed with thunder wave.
Machamp @ Leftovers
Ability: No Guard
EVs: 252 HP / 252 Atk / 4 Def
Adamant nature
- Rest
- Sleep Talk
- Dynamic Punch
- Ice Punch
the other half of the core. Dynamic punch’s 100% chance of confusion is just awesome causing many switches and also helping jirachi switch in and put up a substitute or in late game helps Vaporeon switch in and set up wish.
Rotom-C @ Choice specs
Ability: levitate
EVs: 252 HP / Def 168 / 88 spA
Bold nature
- Leaf storm
- Thunder bolt/discharge
- Trick
- Thunder wave
my biggest weakness with this core is the bulkier ground types that block thunder wave and wall physical attacks(Hippowdon, Swampert)and Rotom takes care of most, if not all, of them. Leaf storm OHKOs Swampert and Hippowdon. The choice between thunderbolt and discharge is a tough one, discharge would help provide more paralyzes, wile thunderbolt has 15 more base power. Trick is there to mess up common stat boosters or walls and the sort. Thunder wave to help spread paralyzes.
Forretress @ shed shell
Ability: sturdy
EVs: 252 HP / 144 SpD / 112 Atk
Sassy nature
- Rapid spin
- Spikes
- Explosion
- Payback
Fortress can rapid spin away entry hazards and can set up spikes to make the switches from dynamic punch really hurt. Payback to take out rapid spin blocking ghost types. Explosion to pack a punch to what ever is out when fortress has done its job.
Vaporeon @ Leftovers
Ability: water absorb
EVs:188 HP / 252 Def / 68 Spe
Bold nature
- Heal bell
- Wish
- Protect
- Surf / Yawn
it helps with the survivability of the core with wish and heal bell. Protect is needed to accompany wish for self healing. The last move slot will be one of 2. Surf provides a nice stab move to help in the taking out of ground types, it provides nice type coverage and it keeps it from being vulnerable to taunt. yawn can be used in conjunction with protect to ease the switch in of another pkmn and if my opponent doesn’t switch and stays asleep long enough I might be able to set them up the bomb (set up Spikes, Substitute, Trick, Thunder wave etc.)
so I think my team could use a second opinion on the lead and the choice of certain moves. I would really appreciate any help you can give. thanks c: