Mega Absol Absolite
Ability: Magic Bounce
Nature: Naive
EVs: 156 Atk / 100 SpA / 252 Spe
- Protect
- Fire Blast
- Sucker Punch
- Play Rough
Absol acts as a sort of anti-lead to fish out threats that think I'll start with Ferrothorn. Protect on mega-evolving to see what the opponent does, and safely reflect entry hazards with Magic Bounce. From there, the opponent usually switches in a Fairy type which leaves me free to sub in Ferrothorn and set up hazards. Later in the game, Absol becomes the choice Baton Pass accepter from Gliscor, hopefully receiving a swords dance boost and substitute.
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
Nature: Relaxed
EVs: 252 HP / 128 Def / 128 SpD
- Iron Head
- Power Whip
- Thunder Wave
- Stealth Rock
Standard Ferrothorn set, but not my lead. If my opponent uses hazards on Absol then there is no need to set up Stealth Rock, but it is there anyway. Then Thunder Wave and paraflinch with Iron Head. Power Whip is great STAB. Ferrothorn is, as usual, a great defensive pivot for me.
Gliscor @ Toxic Orb
Ability: Poison Heal
Nature: Impish
EVs: 252 HP / 4 SpD / 252 Spe
- Baton Pass
- Swords Dance
- Substitute
- Earthquake
Useful for support or on his own, Gliscor hits everything hard with Swords Dance Earthquake, while Substitute damage is healed by Poison Heal. Baton Pass is great to switch on Flying types that Gliscor can't handle, or powering up Absol for scouting/sweeping.
Greninja @ Assault Vest
Ability: Protean
Nature: Mild
EVs: 128 Atk / 128 SpA / 252 Spe
- Hydro Pump
- Ice Beam
- Shadow Sneak
- U-Turn
Mixed Sweeper set has proven really effective. Shadow Sneak is for priority and to change to Ghost type to trick Fighting types. U-Turn gets him out of trouble. Hydro Pump and Ice Beam are the obvious powerful attacks. Assault Vest makes it much easier to switch in, so I opted for it over a Life Orb.
Rotom-H @ Life Orb
Ability: Levitate
Nature: Modest
EVs: 252 HP / 252 SpA / 4 SpD
- Overheat
- Volt Switch
- Will-O-Wisp
- Thunderbolt
Useful in a number of niches depending on how the battle is going. Resisting 1/4 Steel has been great, as well as Flying, Fire, Electric and Grass resistances. There have been a number of opponents try and Earthquake him, forgetting he has Levitate. Others seem to think he is still Ghost type which often buys me another turn. Will-O-Wisp for crippling, Thunderbolt and Overheat hit hard as STAB. Volt Switch keeps the opponent guessing, as well as healing off Overheat's Special Attack drop.
Whimsicott @ Leftovers
Ability: Prankster
Nature: Calm
EVs: 252 HP / 128 Def / 128 SpD
- Toxic
- Moonblast
- Encore
- Leech Seed
Brilliant annoyer. Stats aren't great but he's changed the game for me inummerable times. Switching in on a Dragon move and locking them into Encore is so effective. And on a predictable switch after Encore, Leech Seed and Toxic wear down many opponents. And health continues to recover with Leftovers and Leech Seed. Moonblast is to surprise switches and prevent Taunt users.
Ability: Magic Bounce
Nature: Naive
EVs: 156 Atk / 100 SpA / 252 Spe
- Protect
- Fire Blast
- Sucker Punch
- Play Rough
Absol acts as a sort of anti-lead to fish out threats that think I'll start with Ferrothorn. Protect on mega-evolving to see what the opponent does, and safely reflect entry hazards with Magic Bounce. From there, the opponent usually switches in a Fairy type which leaves me free to sub in Ferrothorn and set up hazards. Later in the game, Absol becomes the choice Baton Pass accepter from Gliscor, hopefully receiving a swords dance boost and substitute.
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
Nature: Relaxed
EVs: 252 HP / 128 Def / 128 SpD
- Iron Head
- Power Whip
- Thunder Wave
- Stealth Rock
Standard Ferrothorn set, but not my lead. If my opponent uses hazards on Absol then there is no need to set up Stealth Rock, but it is there anyway. Then Thunder Wave and paraflinch with Iron Head. Power Whip is great STAB. Ferrothorn is, as usual, a great defensive pivot for me.
Gliscor @ Toxic Orb
Ability: Poison Heal
Nature: Impish
EVs: 252 HP / 4 SpD / 252 Spe
- Baton Pass
- Swords Dance
- Substitute
- Earthquake
Useful for support or on his own, Gliscor hits everything hard with Swords Dance Earthquake, while Substitute damage is healed by Poison Heal. Baton Pass is great to switch on Flying types that Gliscor can't handle, or powering up Absol for scouting/sweeping.
Greninja @ Assault Vest
Ability: Protean
Nature: Mild
EVs: 128 Atk / 128 SpA / 252 Spe
- Hydro Pump
- Ice Beam
- Shadow Sneak
- U-Turn
Mixed Sweeper set has proven really effective. Shadow Sneak is for priority and to change to Ghost type to trick Fighting types. U-Turn gets him out of trouble. Hydro Pump and Ice Beam are the obvious powerful attacks. Assault Vest makes it much easier to switch in, so I opted for it over a Life Orb.
Rotom-H @ Life Orb
Ability: Levitate
Nature: Modest
EVs: 252 HP / 252 SpA / 4 SpD
- Overheat
- Volt Switch
- Will-O-Wisp
- Thunderbolt
Useful in a number of niches depending on how the battle is going. Resisting 1/4 Steel has been great, as well as Flying, Fire, Electric and Grass resistances. There have been a number of opponents try and Earthquake him, forgetting he has Levitate. Others seem to think he is still Ghost type which often buys me another turn. Will-O-Wisp for crippling, Thunderbolt and Overheat hit hard as STAB. Volt Switch keeps the opponent guessing, as well as healing off Overheat's Special Attack drop.
Whimsicott @ Leftovers
Ability: Prankster
Nature: Calm
EVs: 252 HP / 128 Def / 128 SpD
- Toxic
- Moonblast
- Encore
- Leech Seed
Brilliant annoyer. Stats aren't great but he's changed the game for me inummerable times. Switching in on a Dragon move and locking them into Encore is so effective. And on a predictable switch after Encore, Leech Seed and Toxic wear down many opponents. And health continues to recover with Leftovers and Leech Seed. Moonblast is to surprise switches and prevent Taunt users.