So, I was toying with the idea of a bunch of trappers in a single team just for the lulz. It is pretty weak to ground and relies on prediction, but it ensures some fun.
Toxapex @ Shed Shell
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Toxic
- Toxic Spikes
- Infestation
- Recover
Defensive pex to set up some tspikes. Very useful vs balanced teams. Solo kills bulky threats like tangrowth and chansey. Shed shell so you don't get raped by duggy. I use both toxic and spikes so i can hit flying mons on the switch.
Dugtrio @ Choice Scarf
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Toxic
- Stone Edge
- Memento
The trapper by definition. Scarfed to deal with megas or pretty much anything with a +1 (see volcarona, zard x). Pretty much self explanatory as a mon.
Magnezone @ Assault Vest
Ability: Magnet Pull
EVs: 140 HP / 192 SpA / 176 Spe
Modest Nature
- Volt Switch
- Hidden Power [Fire]
- Thunderbolt
- Flash Cannon
More trapping! Our answer to ferro and celesteela mostly. We run HP fire over ground because we have other answers for tran (see dugtrio). Specs might be better, but I like being able to switch into specs gren to force him out.
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Toxic
- Stealth Rock
- Earth Power
We NEED air baloon to not lose to earthquake turn 1. Toxic + Magma allow us to solo non-heal bell chansey. Earth power mostly for enemy tran. We run timid to outrun enemy tran and slower fini.
Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 40 Def / 220 Spe
Impish Nature
- U-turn
- Defog
- Roost
- Bullet Punch
The only non-trapper. Just needed something to go into duggy/mag and eat quakes. 220 Spe so we outrun non-scarf zone.
Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Crunch
- Stone Edge
- Ice Punch
This is a little fun mon for this team. First, sand is great for chipping mons for the lategame with a double scarf setup. Second, pursuit trap deals pretty well with non-scarf gengar and latis. And lastly, our own scarf helps us deal with enemy unsuspecting lando!
Any suggestions of stuff I could do to the team without losing its personality?
Toxapex @ Shed Shell
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Toxic
- Toxic Spikes
- Infestation
- Recover
Defensive pex to set up some tspikes. Very useful vs balanced teams. Solo kills bulky threats like tangrowth and chansey. Shed shell so you don't get raped by duggy. I use both toxic and spikes so i can hit flying mons on the switch.
Dugtrio @ Choice Scarf
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Toxic
- Stone Edge
- Memento
The trapper by definition. Scarfed to deal with megas or pretty much anything with a +1 (see volcarona, zard x). Pretty much self explanatory as a mon.
Magnezone @ Assault Vest
Ability: Magnet Pull
EVs: 140 HP / 192 SpA / 176 Spe
Modest Nature
- Volt Switch
- Hidden Power [Fire]
- Thunderbolt
- Flash Cannon
More trapping! Our answer to ferro and celesteela mostly. We run HP fire over ground because we have other answers for tran (see dugtrio). Specs might be better, but I like being able to switch into specs gren to force him out.
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Toxic
- Stealth Rock
- Earth Power
We NEED air baloon to not lose to earthquake turn 1. Toxic + Magma allow us to solo non-heal bell chansey. Earth power mostly for enemy tran. We run timid to outrun enemy tran and slower fini.
Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 40 Def / 220 Spe
Impish Nature
- U-turn
- Defog
- Roost
- Bullet Punch
The only non-trapper. Just needed something to go into duggy/mag and eat quakes. 220 Spe so we outrun non-scarf zone.
Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Crunch
- Stone Edge
- Ice Punch
This is a little fun mon for this team. First, sand is great for chipping mons for the lategame with a double scarf setup. Second, pursuit trap deals pretty well with non-scarf gengar and latis. And lastly, our own scarf helps us deal with enemy unsuspecting lando!
Any suggestions of stuff I could do to the team without losing its personality?