Team Type: Offensive/Defensive Mix/Hand-in-hand support
Objective: Force as many switches as possible, to rack up residual damage.
Mr. Jones (Smeargle) (M) @ Choice Scarf
Ability: Own Tempo
EVs: 252 HP/6 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Trick
- Spikes
- Destiny Bond
- Spore
Baton Passing Smeargle? I barely know her. Belly Drums, Nasty Plots, Sword Dances, Dragon Dances, Curses, Ingrains, no thank you. This set screws with SO MANY leads it's insane. Trick to Scarf them into a non damaging move, works well with SR users. Then on the switch, Spore, so I can start setting down Spikes. Since it isn't sashed, and it's frail as a chewed noodle, Destiny Bond will allow it to have taken something with it. Played right, he should have: crippled the opponent's lead, set up three layers of spikes, possibly slept something, and taken one thing out. What I like most, is this Smeargle is a huge surprise, but it's still very usable.
Paralyzer (Jolteon) (M) @ Petaya Berry
Ability: Volt Absorb
EVs: 252 Spd/252 SAtk/6 SDef
Timid nature (+Spd, -Atk)
- Substitute
- Thunderbolt
- Hidden Power [Ice]
- Fake Tears
EmoJolt, but with a twist. Thanks to Leech Seed/Parafusion support, it may be able to set up a sub without a whole lot of issue, and in the case of Leech Seed, it will stall it, nail a Petaya boost, and hopefully start a sweep. Fake Tears to force the switch, sub up on the switch, and hit with Psuedo-boltbeam.
Lawnmurder (Rotom-c) @ Leftovers
Ability: Levitate
EVs: 252 HP/146 SAtk/112 SDef
Calm nature (+SDef, -Atk)
- Will-o-wisp
- Thunder Wave
- Swagger
- Leaf Storm
Toasters, fans, and washing machines are cool and all, but only pimps (
) have clearance to use Lawnmowers. It plays similiarly to Spiritomb, mostly because it's a whopping two points weaker defensively, though it does have two weaknesses, but that's not a terrible problem. Anywho, Parafusion is an abusive, switch-forcing strategy, and Will O' Wisp to nerf physical hits. Leaf Storm is to hit some of the popular Rapid Spinners it will be blocking, such as Donphan and Starmie, while Forry gets Wisp'd, which means Quakin' and Gyro Ballin' is almost worthless.
Clocks (Bronzong) @ Leftovers
Ability: Levitate
EVs: 252 HP/86 Atk/80 Def/92 SDef
Sassy nature (+SDef, -Spd)
- Stealth Rock
- Explosion
- Earthquake
- Gyro Ball
Standard lead Zong, but it's not a lead, because that would contradict Smeargle's life purpose. Gyro Ball and EQ for coverage, Stealth Rock to accompany Spikes, and Explosion when I can't viably take another hit. I eschewed Hypnosis for Explosion on the lead set becacuse they're already going to be a lot of status spread around the team, and Explosion should better help killificate things.
Braniac (Porygonz) @ Choice Scarf
Ability: Download
EVs: 6 HP/252 Spd/252 SAtk
Modest nature (+Sp. Atk, -Atk)
- Tri Attack
- Thunderbolt
- Ice Beam
- Dark Pulse
Standard Scarf-Z, but I run download to snag Sp. Atk boosts, because having Adaptability boost only one attack is kind of pointless, especially if something resists it. He's a great cleaner late-game, and he's somewhat easy to get in on the ghost immunity, since Rotom attracts them like flies.
Green Eyes (Meganium) (F) @ Leftovers
Ability: Overgrow
EVs: 216 HP/144 SAtk/150 SDef
Calm nature (+SDef, -Atk)
- Aromatherapy
- Leech Seed
- Energy Ball
- Hidden Power [Fire]
The ONLY reason I chose Megan here over Celebi, and I mean ONLY reason, is because back when GSC came out, she was my starter. That's it.
anyway, Aromatherapy cleans the team of status, particularly burns on Zong and paralysis on Porygon-Z. Great team player, and Seed support is just lovely for Zong and Rotom, plus Sub for Jolteon.
Objective: Force as many switches as possible, to rack up residual damage.

Mr. Jones (Smeargle) (M) @ Choice Scarf
Ability: Own Tempo
EVs: 252 HP/6 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Trick
- Spikes
- Destiny Bond
- Spore
Baton Passing Smeargle? I barely know her. Belly Drums, Nasty Plots, Sword Dances, Dragon Dances, Curses, Ingrains, no thank you. This set screws with SO MANY leads it's insane. Trick to Scarf them into a non damaging move, works well with SR users. Then on the switch, Spore, so I can start setting down Spikes. Since it isn't sashed, and it's frail as a chewed noodle, Destiny Bond will allow it to have taken something with it. Played right, he should have: crippled the opponent's lead, set up three layers of spikes, possibly slept something, and taken one thing out. What I like most, is this Smeargle is a huge surprise, but it's still very usable.

Paralyzer (Jolteon) (M) @ Petaya Berry
Ability: Volt Absorb
EVs: 252 Spd/252 SAtk/6 SDef
Timid nature (+Spd, -Atk)
- Substitute
- Thunderbolt
- Hidden Power [Ice]
- Fake Tears
EmoJolt, but with a twist. Thanks to Leech Seed/Parafusion support, it may be able to set up a sub without a whole lot of issue, and in the case of Leech Seed, it will stall it, nail a Petaya boost, and hopefully start a sweep. Fake Tears to force the switch, sub up on the switch, and hit with Psuedo-boltbeam.

Lawnmurder (Rotom-c) @ Leftovers
Ability: Levitate
EVs: 252 HP/146 SAtk/112 SDef
Calm nature (+SDef, -Atk)
- Will-o-wisp
- Thunder Wave
- Swagger
- Leaf Storm
Toasters, fans, and washing machines are cool and all, but only pimps (


Clocks (Bronzong) @ Leftovers
Ability: Levitate
EVs: 252 HP/86 Atk/80 Def/92 SDef
Sassy nature (+SDef, -Spd)
- Stealth Rock
- Explosion
- Earthquake
- Gyro Ball
Standard lead Zong, but it's not a lead, because that would contradict Smeargle's life purpose. Gyro Ball and EQ for coverage, Stealth Rock to accompany Spikes, and Explosion when I can't viably take another hit. I eschewed Hypnosis for Explosion on the lead set becacuse they're already going to be a lot of status spread around the team, and Explosion should better help killificate things.

Braniac (Porygonz) @ Choice Scarf
Ability: Download
EVs: 6 HP/252 Spd/252 SAtk
Modest nature (+Sp. Atk, -Atk)
- Tri Attack
- Thunderbolt
- Ice Beam
- Dark Pulse
Standard Scarf-Z, but I run download to snag Sp. Atk boosts, because having Adaptability boost only one attack is kind of pointless, especially if something resists it. He's a great cleaner late-game, and he's somewhat easy to get in on the ghost immunity, since Rotom attracts them like flies.

Green Eyes (Meganium) (F) @ Leftovers
Ability: Overgrow
EVs: 216 HP/144 SAtk/150 SDef
Calm nature (+SDef, -Atk)
- Aromatherapy
- Leech Seed
- Energy Ball
- Hidden Power [Fire]
The ONLY reason I chose Megan here over Celebi, and I mean ONLY reason, is because back when GSC came out, she was my starter. That's it.
anyway, Aromatherapy cleans the team of status, particularly burns on Zong and paralysis on Porygon-Z. Great team player, and Seed support is just lovely for Zong and Rotom, plus Sub for Jolteon.