Team At A Glance:
Smeargle (M) @ Choice Scarf
Ability: Own Tempo
EVs: 252 HP/6 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Spore
- Toxic Spikes
- U-turn
- Trick
---
First turn i trick my scarf onto the opponent. Tspikes on the switch, than spore to give me time to lay down more spkies. if i get into trouble, i just u-turn out. Its nothing special, but its givin me success. only problems are other scarfed leads
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP/6 Spd/252 SAtk
Lonely nature (+Atk, -Def)
- Baton Pass
- Calm Mind
- U-turn
- Toxic
---
I like to U-turn from smeargle to this, than calm mind like theres no tomorrow. If i have the HP, ill poison the enemy before batton passing. Once again, U-turn provides an easy escape.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 4 HP/252 Spd/252 SAtk
Naughty nature (+Atk, -SDef)
- Thunderbolt
- Psychic
- Calm Mind
- Substitute
---
Jirachi is my main sweeper. After Celebi Calm minds a few times, i pass to this guy, get a sub up and than hit my foe hard with one of my two attacks. I think having calm mind on this set may be a bit wastefull, but i like having back up incase celebi gets knocked out prior to the pass
Dragonite (M) @ Leftovers
Ability: Inner Focus
EVs: 252 HP/252 Atk/6 Def
Bold nature (+Def, -Atk)
- Extremespeed
- Dragon Dance
- Roar
- Dragon Claw
---
Dragonite is really just filler. If i can get Tspikes down with smeargle, its nice to scramble the team with roar, also good for scouting. Dragon dance is just Basic, and extream speed is there because Priority is always needed. Dragon claw is there for STAB and after a DD or two can take down even the bulkiest foes. At first Waterfall was in that slot, and than Tbolt, but Dragon Claw has provided the best results
Togekiss (M) @ Leftovers
Ability: Serene Grace
EVs: 252 HP/2 Spd/4 SAtk/252 SDef
Calm nature (+SDef, -Atk)
- Air Slash
- Aura Sphere
- Roost
- Thunder Wave
---
Oh ParaFlinch. how many times it has saved me. Roost for healing, and Aura Sphere is for Ttar and the like. Only issue is when i get statused
Infernape (M) @ Life Orb
Ability: Blaze
EVs: 2 HP/64 Atk/192 Spd/252 SAtk
Jolly nature (+Spd, -SAtk)
- Close Combat
- Flamethrower
- Grass Knot
- Nasty Plot
---
Yay life orb infernape! Switch in on something afraid of him, when he switchs i use nasty plot. 90% of the time the switch in is a heatran expecting a flamethrower, or gengar, to absorb close combat. But scince i nasty plot, i can easily crush heatran with CC, or Gengar with Flamethrower, provided i survive his attack







Smeargle (M) @ Choice Scarf
Ability: Own Tempo
EVs: 252 HP/6 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Spore
- Toxic Spikes
- U-turn
- Trick
---
First turn i trick my scarf onto the opponent. Tspikes on the switch, than spore to give me time to lay down more spkies. if i get into trouble, i just u-turn out. Its nothing special, but its givin me success. only problems are other scarfed leads

Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP/6 Spd/252 SAtk
Lonely nature (+Atk, -Def)
- Baton Pass
- Calm Mind
- U-turn
- Toxic
---
I like to U-turn from smeargle to this, than calm mind like theres no tomorrow. If i have the HP, ill poison the enemy before batton passing. Once again, U-turn provides an easy escape.

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 4 HP/252 Spd/252 SAtk
Naughty nature (+Atk, -SDef)
- Thunderbolt
- Psychic
- Calm Mind
- Substitute
---
Jirachi is my main sweeper. After Celebi Calm minds a few times, i pass to this guy, get a sub up and than hit my foe hard with one of my two attacks. I think having calm mind on this set may be a bit wastefull, but i like having back up incase celebi gets knocked out prior to the pass

Dragonite (M) @ Leftovers
Ability: Inner Focus
EVs: 252 HP/252 Atk/6 Def
Bold nature (+Def, -Atk)
- Extremespeed
- Dragon Dance
- Roar
- Dragon Claw
---
Dragonite is really just filler. If i can get Tspikes down with smeargle, its nice to scramble the team with roar, also good for scouting. Dragon dance is just Basic, and extream speed is there because Priority is always needed. Dragon claw is there for STAB and after a DD or two can take down even the bulkiest foes. At first Waterfall was in that slot, and than Tbolt, but Dragon Claw has provided the best results

Togekiss (M) @ Leftovers
Ability: Serene Grace
EVs: 252 HP/2 Spd/4 SAtk/252 SDef
Calm nature (+SDef, -Atk)
- Air Slash
- Aura Sphere
- Roost
- Thunder Wave
---
Oh ParaFlinch. how many times it has saved me. Roost for healing, and Aura Sphere is for Ttar and the like. Only issue is when i get statused

Infernape (M) @ Life Orb
Ability: Blaze
EVs: 2 HP/64 Atk/192 Spd/252 SAtk
Jolly nature (+Spd, -SAtk)
- Close Combat
- Flamethrower
- Grass Knot
- Nasty Plot
---
Yay life orb infernape! Switch in on something afraid of him, when he switchs i use nasty plot. 90% of the time the switch in is a heatran expecting a flamethrower, or gengar, to absorb close combat. But scince i nasty plot, i can easily crush heatran with CC, or Gengar with Flamethrower, provided i survive his attack