Charizard-Mega-Y @ Charizardite Y
Ability: Drought
Nature: Timid
EVs: 252 SAtk/ 4 Sdef / 252 Spd
- Heat Wave
- Air slash
- SolarBeam
- Protect
Charizard has the highest damage output of this team. STAB sun boosted heat wave comes up as a great attack that makes up for the double damage-dispersion. solar has good coverage and because of the sunny day boost it can charge in one turn, this way char can take on water,ground and rock types that may present danger. i know most people use dragon pulse but i decided to add air slash for the sake of STAB and the flinch chance. meanwhile protect can buy turns so that his partner can remove the hinderance of the turn. his flying type also pairs well as a switch in to mamoswine's earthquake (or the enemy's for the matter) and his sunny day ability can bring the best of venusaur.
Venusaur @ Miracle Seed
Ability: Chlorophyll
Nature: Modest
EVs: 4 HP / 252 SAtk / 252 Spd
- Energy Ball
- Sludge Bomb
- Sleep Powder
- Protect
venusaur is pretty standard on the other hand, going with energy ball for the main stab attack instead of giga drain however as energy ball's extra damage can be usefull when in need of quickly taking out a troublesome enemy. sludge bomb is his second stab move in case grass is resisted and its the main team's anti-fairy attack. sleep powder comes as a good move but the 75% acuarcy may be risky. protect in case the enemy is packing some threat this turn. Modest ability seems right as the chlorophyll speed bonus can make up for it. venusaur is still quite capable but nos as fearsome without the sun boost, thats why he does not use solar beam.
Jolteon @ Magnet
Ability: Volt absorb
Nature: timid
EVs: 4 HP / 252 SAtk / 252 Spd
- shadow ball
- thunderbolt
- volt switch
- protect
Jolteon's job it to kill greninjas and talonflames and so far he's done a good job at that, jolteon here can survive brave bird and follow up with a ohko (magnet's bonus is enough to get this done). it has also managed to kill some aerodactyls and tornadus. shadow ball seems to be his next best special move and has some check for psychics and ghosts. volt switch can be used for higher momentum during the battle. has hidden power dragon...i think. volt absorb can act as a good swich in for greninja and charizard.
Greninja
Ability: Protean
Nature: Jolly
EVs: 252 Atk / 4 Def / 252 Spd
- Acrobatics
- Waterfall
- U turn
- Mat block
Greninja supports with mat block and u turn can be used to reset that. he can also scout for electric types and change places with jolteon or mamoswine. acrobatics is his strongest move and check to fighting types. jolly nature increases the succes of mat block.
Mamoswine @ Focus Sash
Ability: Oblivious
Nature: Naughty
EVs: 252 HP / 252 Atk / 4 Spd
- ice shard
- earthquake
- icicle crash
- protect
Mamoswine can do some heavy damage with ice shard and earthquake and the focus sash and hp mostly make up for his speed. in case of trick room oponents icicle crash can do the trick. unfortunatly his ability does not see much use. mamoswine can check dragon types like garchomp,salamance mega sceptile and other flying troubles like the 3 onis(tornadus, thundurus, landorus)
Lucario @ Lucarite
Ability: inner focus
Nature: Adamant
EVs: 4 HP / 252 Atk / 252 Spd
- bullet punch
- close combat
- crunch
- blaze kick
been thinking of switching him for mienshao but he does have good coverage and thanks to inner focus he can take on mega kanga before going mega. blaze kick benefits from sunny day. bullet punch can be a good coup de grace as well as taking out fairy types.
Ability: Drought
Nature: Timid
EVs: 252 SAtk/ 4 Sdef / 252 Spd
- Heat Wave
- Air slash
- SolarBeam
- Protect
Charizard has the highest damage output of this team. STAB sun boosted heat wave comes up as a great attack that makes up for the double damage-dispersion. solar has good coverage and because of the sunny day boost it can charge in one turn, this way char can take on water,ground and rock types that may present danger. i know most people use dragon pulse but i decided to add air slash for the sake of STAB and the flinch chance. meanwhile protect can buy turns so that his partner can remove the hinderance of the turn. his flying type also pairs well as a switch in to mamoswine's earthquake (or the enemy's for the matter) and his sunny day ability can bring the best of venusaur.
Venusaur @ Miracle Seed
Ability: Chlorophyll
Nature: Modest
EVs: 4 HP / 252 SAtk / 252 Spd
- Energy Ball
- Sludge Bomb
- Sleep Powder
- Protect
venusaur is pretty standard on the other hand, going with energy ball for the main stab attack instead of giga drain however as energy ball's extra damage can be usefull when in need of quickly taking out a troublesome enemy. sludge bomb is his second stab move in case grass is resisted and its the main team's anti-fairy attack. sleep powder comes as a good move but the 75% acuarcy may be risky. protect in case the enemy is packing some threat this turn. Modest ability seems right as the chlorophyll speed bonus can make up for it. venusaur is still quite capable but nos as fearsome without the sun boost, thats why he does not use solar beam.
Jolteon @ Magnet
Ability: Volt absorb
Nature: timid
EVs: 4 HP / 252 SAtk / 252 Spd
- shadow ball
- thunderbolt
- volt switch
- protect
Jolteon's job it to kill greninjas and talonflames and so far he's done a good job at that, jolteon here can survive brave bird and follow up with a ohko (magnet's bonus is enough to get this done). it has also managed to kill some aerodactyls and tornadus. shadow ball seems to be his next best special move and has some check for psychics and ghosts. volt switch can be used for higher momentum during the battle. has hidden power dragon...i think. volt absorb can act as a good swich in for greninja and charizard.
Greninja
Ability: Protean
Nature: Jolly
EVs: 252 Atk / 4 Def / 252 Spd
- Acrobatics
- Waterfall
- U turn
- Mat block
Greninja supports with mat block and u turn can be used to reset that. he can also scout for electric types and change places with jolteon or mamoswine. acrobatics is his strongest move and check to fighting types. jolly nature increases the succes of mat block.
Mamoswine @ Focus Sash
Ability: Oblivious
Nature: Naughty
EVs: 252 HP / 252 Atk / 4 Spd
- ice shard
- earthquake
- icicle crash
- protect
Mamoswine can do some heavy damage with ice shard and earthquake and the focus sash and hp mostly make up for his speed. in case of trick room oponents icicle crash can do the trick. unfortunatly his ability does not see much use. mamoswine can check dragon types like garchomp,salamance mega sceptile and other flying troubles like the 3 onis(tornadus, thundurus, landorus)
Lucario @ Lucarite
Ability: inner focus
Nature: Adamant
EVs: 4 HP / 252 Atk / 252 Spd
- bullet punch
- close combat
- crunch
- blaze kick
been thinking of switching him for mienshao but he does have good coverage and thanks to inner focus he can take on mega kanga before going mega. blaze kick benefits from sunny day. bullet punch can be a good coup de grace as well as taking out fairy types.
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