ORAS NU Klinklang Balanced NU Team


  1. Klingklang Balanced Team

    klinklang_by_yilx-d3elu6w.jpg


    Introduction
    Hello Everyone ~ I'm new member in this forum, but i have played showdown for about 3 month . and this is my first RMT based on Klinklang - an awesome shift gear sweeper in NU-. before i start the RMT, sorry for my bad english, becaus english is non my main languange lol

    The Team

    klinklang.png
    cacturne.png
    lanturn.png
    mesprit.png
    hariyama.png
    weezing.png

    In-Depth

    klinklang.gif

    Klinklang @ Leftovers
    Ability: Clear Body
    Nature: Adamant
    EVs: 160 HP / 252 Atk / 96 Spe
    Moves:
    - Shift Gear
    - Gear Grind
    - Return
    - Substitute

    The star of the team and pokemon that i focus to build around. He is my late game sweeper that can outspeed almost every pokemon in the meta. the set is self explanatory, gear grind is STAB that hit twices, breaking past substitute, focus sash and sawk's sturdy, return for pokemon that resist gear grind like lanturn,pyroar and steelix. substitute is to avoid any status move like toxic and WoW. clear body is because plus minus is not a good abbility lol

    cacturne.gif

    Cacturne @ Life Orb
    Ability: Water Absorb
    Nature: Mild
    EVs: 4 Atk / 252 SpA / 252 Spe
    Moves:
    - Dark Pulse
    - Giga Drain
    - Sucker Punch
    - Spikes

    cacturne is perfect teammate for klinklang, because he can threaten pokemon that check klinklang such as quagsire, lanturn and samurrot. he is my main spiker in this team. the set is self explanatory, dark pulse and giga drain is my main STAB move, sucker punch for weakened and faster foe.

    mesprit.gif

    Mesprit @ Colbur Berry
    Ability: Levitate
    Nature: Timid
    EVs: 252 SpA / 4 SpD / 252 Spe
    Moves:
    - Stealth Rock
    - Psychic
    - Healing Wish
    - U - Turn

    My team is very weak to fighting type, so i decided to add a psychic type pokemon. Mesprit is because he can set up stealth rock, be a Volturn core with my lanturn and support another pokemon with healing wish. U-turn for Malamar and another psychic type mon and the first three move is self explanatory

    lanturn.gif

    Lanturn @ Leftovers
    Ability: Volt Absorb
    Nature: Calm
    EVs: 40 HP / 220 Def / 208 SpD / 40 Spe
    Moves:
    - Scald
    - Volt Switch
    - Heal Bell
    - Protect

    Lanturn act as my Supportive Pivot, my answer to Fire type and be a volturn core with mesprit. scald is for burn chance, slow volt switch is to send its teammate without taking any hit. Heal Bell allows Lanturn to cleanse its teammates and itself from status. Protect for stall leftovers recovery and stall burn damage from scald

    hariyama.gif

    Hariyama @ Assault Vest
    Ability: Thick Fat
    Nature: Adamant
    EVs: 252 Atk / 4 Def / 252 SpD
    Moves:
    - Close Combat
    - Knock Off
    - Bullet Punch
    - Fake Out

    Hariyama is my second answer to fire type, and also my answer to steelix. he act as my special wall. Close combat is an incredible STAB move, Knock Off for ghost type pokemon. bullet punch for fairy type. fake out is a priority that allows hariyama to deal chip damage for free

    weezing.gif

    Weezing @ Black Sludge
    Ability: Levitate
    Nature: Bold
    EVs: 248 HP / 252 Def / 8 SpD
    Moves:
    - Will-O-Wisp
    - Sludge Bomb
    - Pain Split
    - Flamethrower

    Weezing is an awesome physical wall in this meta, he can check Sceptile and Steelix that threaten my team. Will-O-Wisp because burn is awesome, Sludge bomb is most used STAB Move, Pain Split for recovery, and Flamethrower for check steel pokemon like Steelix

    Threats
    sceptile.gif
    sceptile can sweep all of my team member after weezing and hariyama is killed
    steelix.gif
    this bulky mon is hard to handle if my hariyama is killed

    Importable

    Klinklang @ Leftovers
    Ability: Clear Body
    EVs: 160 HP / 252 Atk / 96 Spe
    Adamant Nature
    - Shift Gear
    - Gear Grind
    - Return
    - Substitute

    Cacturne @ Life Orb
    Ability: Water Absorb
    EVs: 4 Atk / 252 SpA / 252 Spe
    Mild Nature
    - Dark Pulse
    - Giga Drain
    - Sucker Punch
    - Spikes

    Mesprit @ Colbur Berry
    Ability: Levitate
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    - Stealth Rock
    - Psychic
    - U-turn
    - Healing Wish

    Hariyama @ Assault Vest
    Ability: Thick Fat
    EVs: 252 Atk / 4 Def / 252 SpD
    Adamant Nature
    - Close Combat
    - Knock Off
    - Bullet Punch
    - Fake Out

    Lanturn @ Leftovers
    Ability: Volt Absorb
    EVs: 40 HP / 220 Def / 208 SpD / 40 Spe
    Calm Nature
    - Scald
    - Volt Switch
    - Heal Bell
    - Toxic

    Weezing @ Black Sludge
    Ability: Levitate
    EVs: 248 HP / 252 Def / 8 SpD
    Bold Nature
    - Will-O-Wisp
    - Sludge Bomb
    - Pain Split
    - Flamethrower
 
Hey! It's a pretty cool team you have. I don't see a lot of things who can destroy it, but:

You looks pretty weak to Malamar as he can set up against Weezing, Lanturn and Klinklang (unless you are already boosted of course) so, i think you should've run Taunt>Flamethrower on Weezing and EVs: 252 HP / 144 Def / 112 Spe over the current spread this spread allows you to outspeed Malamar (even if he run 4 EVs speed), like this, you can taunt Malamar and he can't rest.

It's not a huge rate, but i hope it help!
 
Klinklang / Mixed Cacturne / Offensive Mesprit / AV Hariyama / Lanturn / Weezing

Hi, I would probably go with what Holiano suggested and run Taunt though I would probably drop Pain Split since you still want a way to hit steel types like Steelix. Anyway, as far as what I have to recommend, here are a few ideas I have:

277.png
>
332.png
Even though you lack hazard control, Mesprit's Healing wish should be enough to keep Swellow healthy if need be, and changing Cacturne for Specs Swellow with a set of Boomburst/Heatwave/Hidden Power Grass/U-turn gives the team some much needed speed and gives you a way to handle both steelix and sceptile (Sceptile is taking at least 80% from boomburst while Steelix is 2hko'd by Heat Wave). Klinklang and Swellow also work nicely due to the fact that they both share many of the same checks and counters so many battles you'll find that teams will have something to handle one of them, but not both together.

shucaberry.png
>
leftovers.png
Another thing that might be worth trying out is Shuca Berry on Klinklang as it gives you a nice lure to things like Tauros and Archeops that can be slightly annoying if Weezing gets worn down.
Swellow @ Choice Specs
Ability: Scrappy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- U-turn
- Heat Wave
- Hidden Power [Grass]

Klinklang @ Shuca Berry
Ability: Clear Body
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Shift Gear
- Gear Grind
- Return
- Substitute
That's all I really have to add, nice team and hope I help out n_n
 
Gonna stop rating teams that dont use sceptile soon.

Ok Pokegod thoughts -
Nukes: I see plenty of opportunities for hard hitting threats to freely do major wallbreakin.
Specs altaria can pretty much come in on weezing, mesprit and lanturn with no problem and drop a draco.
Tauros cannot really switchin on anything, but once hes in, something is getting bodied.

Speed. Your team is way to slow for comfort. Heaven forbid you come across a non choice sawk.
Everything is outrun by base 80. This includes shiftrys, sawks, zangoose, and any of the other wallbreakers that will have a fun time if given the chance. Give lanturn yellow magic (twave) over protect.

Cacturne is expendable, as I see no need other than providing priority. Personally i think mantine is a solid candidate, because it gives you another sceptile check (as u mentioned is a threat) as well as giving you a steelix switchin. Defog gives you hazard removal, should a time come when you need it.

Hariyama would also be replacable imo. He is too slow and has weak non stab priorities, not to mention adding another psychic weakness putting more pressure on mesprit. I would recommend kangaskhan because he outspeeds the 90 and below tier, and has priority to mitigate you extremely slow team. (pokegod suggestion) Kangaskhan has a nice move with wish to heal your stupidly bulky team should you want it.

Last suggestion is weezing changed to clear smog. Yes its weaker, but you have a hard time with crodino just as an overall team.

Kangaskhan @ Silk Scarf
Ability: Scrappy
Evs: 40 HP / 252 Atk / 216 Spe -OR- 252 Atk / 4 Spd / 252 Spe
Adamant / Jolly Nature
- Return / Double-Edge
- Earthquake
- Wish / Fake Out
- Sucker Punch

Mantine @ Leftovers
Ability: Water Absorb
Evs: 248 Hp / 228 Def / 16 SpD / 16 Spe
Calm Nature
wait a minute... theres a standard spread on smogon why dafuq am i writing this out..
 
Hey! It's a pretty cool team you have. I don't see a lot of things who can destroy it, but:

You looks pretty weak to Malamar as he can set up against Weezing, Lanturn and Klinklang (unless you are already boosted of course) so, i think you should've run Taunt>Flamethrower on Weezing and EVs: 252 HP / 144 Def / 112 Spe over the current spread this spread allows you to outspeed Malamar (even if he run 4 EVs speed), like this, you can taunt Malamar and he can't rest.

It's not a huge rate, but i hope it help!

flamethrower is important for steel type like steelix, because my only answer to steel type is Hariyama
but i think i will try swaped pain split for taunt


 
Klinklang / Mixed Cacturne / Offensive Mesprit / AV Hariyama / Lanturn / Weezing

Hi, I would probably go with what Holiano suggested and run Taunt though I would probably drop Pain Split since you still want a way to hit steel types like Steelix. Anyway, as far as what I have to recommend, here are a few ideas I have:

277.png
>
332.png
Even though you lack hazard control, Mesprit's Healing wish should be enough to keep Swellow healthy if need be, and changing Cacturne for Specs Swellow with a set of Boomburst/Heatwave/Hidden Power Grass/U-turn gives the team some much needed speed and gives you a way to handle both steelix and sceptile (Sceptile is taking at least 80% from boomburst while Steelix is 2hko'd by Heat Wave). Klinklang and Swellow also work nicely due to the fact that they both share many of the same checks and counters so many battles you'll find that teams will have something to handle one of them, but not both together.

shucaberry.png
>
leftovers.png
Another thing that might be worth trying out is Shuca Berry on Klinklang as it gives you a nice lure to things like Tauros and Archeops that can be slightly annoying if Weezing gets worn down.
Swellow @ Choice Specs
Ability: Scrappy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- U-turn
- Heat Wave
- Hidden Power [Grass]

Klinklang @ Shuca Berry
Ability: Clear Body
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Shift Gear
- Gear Grind
- Return
- Substitute
That's all I really have to add, nice team and hope I help out n_n

i might try this out ~ i will tell the result soon ~
 
Hi Perfomage , it's cool to see Cacturne in meta with everyone using Sceptile as there special grass type. This team has some nice synergy as well and some really hard hitters to break most teams. That said I have some suggestions to help you with the team.

• Mantine > Lanturn - Lanturn is not as good as it was before since Sceptile is everywhere, also your team has no way of removing hazards which can be really painful to your team (especially for Hariyama since that does not like alot of hazards on the field). With Mantine you have a way to remove hazard from the field in Defog, having another check to Sceptile and Steelix.

• Defensive Mesprit > Offensive Mesprit - With Weezing being your only switch in to fighting types it's pretty predictable for things like Sawk to hit it with something super effective and 2 hit KO it. To be less weak to fighting types (especially Sawk) I would change Offensive Mesprit to Defensive Mesprit, This way you have another pretty safe switch in to fighting types.


Overall I like the team, hope you like the suggestions I've made.


252 Atk Choice Band Mold Breaker Sawk Earthquake vs. 248 HP / 252+ Def Weezing: 204-240 (61.2 - 72%) -- guaranteed 2HKO after Black Sludge recovery
252 Atk Choice Band Mold Breaker Sawk Zen Headbutt vs. 248 HP / 252+ Def Weezing: 162-192 (48.6 - 57.6%) -- guaranteed 2HKO after Stealth Rock and Black Sludge recovery

Mantine @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 228 Def / 16 SpD / 16 Spe
Calm Nature
- Defog
- Scald
- Air Slash
- Toxic

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
- Stealth Rock
- Psychic
- U-turn
- Thunder Wave / Healing Wish
 
hello fren,

Cool balance team you have here, ive always liked the playstyle and your selection of mons are extremely interesting. Im gonna go ahead and agree with your Steelix Weakness, it walls half your team and your gonna have to take lots of damage on some mons in order to take it on effectively (or spam hazards and pray for no control which is unlikely). I don't think Sceptile is too huge an issue. Weezing walls all varients, including SD varients which is good. If Weezing is weakened by a Special Varient, you always have Hariyama to check it too, not to mention its very difficult for the opponent to get in with in the first place, considering you have 3 Natural Grass resists and 2 high defense tanks. Lanturn also has Volt Switch to pivot out of Sceptile should it attempt to switch in, so i dont think you will have too much of an issue with that. Currently you lack a few checks to certain mons however. The most notable being Malamar and SD Lum Samurott.
Weezing doesn't have the capability of walling both, although can be run with Taunt like Holiano suggested. Normal Types such as Tauros seem problematic considering you dont have a proper normal resist, Klinklang gets destroyed by coverage options on this mon commonly run. The main reason i didnt want to run Taunt > Flamethrower is because of Steelix partly, and partly because without flamethrower you won't have a way of dealing damage to steel types like Klinklang. With Weezing being redundant to settup fodder by Klinklang, it pressures Lanturn a lot, and to be quite frank it doesn't take +1 Returns too well. Swellow > Cacturne is a cool idea as a lure for steelix and speed control all in one bundle but with Hazards being a problem and Cacturne being the only thing there to pressure Hazard Setters and set his own hazards, he becomes extremely hazards weak without it. In this teams case, he doesn't need too much speed control either, since that effect is achieved by mutlitple priority users. Shuca on Klinklang is cool, but its inconsistent at best and the lure aspect is quite weak since Gear Grind doesn't kill anyway. Mantine is also a cool suggestion, but it makes your team incredibly suspectible to Volt Switchers yourself. I could see a volt switcher + constant hazards pressure really hampering this teams capability should Mantine be chosen. Defensive Mesprit is an option as always but i fear Xatu is a problem with that. Its still a problem with the current sets, so i guess Defensive Mesprit is a solid choice, also gives another Psuedo Tauros / Kanga check which is good. Kanga > Yama is also interesting, but it only means you have another priority user, more powerful admittedly, but it doesnt solve anything, since Cacturne + Yama should be able to revenge kill majority of the tier anyway.

Onto my rate, and i feel like Hariyama is the most expendable member, since you already have 2 ice resists in Klinklang and Lanturn, and a fire resist in Lanturn already. Stacking on resists for these types is kinda pointless. So i think if we handle the problems with Steelix, Tauros and Samu one at a time its probably the best idea. My first idea is to run Choice Scarf Rotom > Hariyama. This mon gives you a much more viable check to Tauros, Steelix and Samurott then others could hope to achieve. The reason i chose choice scarf is because im planning on removing one of your main priority users, speed control is going to be neccesary since Sucker Punch isn't going to be the most efficient (and/or reliable) way to kill other mons. Klinklang sets up on Skuntank should you decide to battle one of those. It just means your constantly forced to volt switching out in order to avoid the pursuit trapping nature. The rest of your team can handle the extra pressure brought on by an extra Dark Resist since they dont get in on very much. My next change is to kinda lessen the threat of Samurott and Hazards Stacking Cores and that is to run Mixed Defog Shiftry > Cacturne. Obviously by removing Cacturne, we are going to be replacing a key dark immunity and hazards setter. Thus, we need some hazards control of our own. The reason why Shiftry in my opinion is crucial over Cacturne is because its priority is just as powerful, however it naturally Outspeeds SD Varients of Samurott. So in order for that mon to do any kind of relevant Damage, it has to lower Shiftry into a range where +2 AJ Kills at least. If Samurott is weak enough, Shiftry can just check it with Sucker Punch. So despite the water immunity Cacturne pertains, Shiftry is the much better Check for Samurott. Finally, i think i will conform with Jarii and say that yeah, Defensive Mesprit is the way to go for this team. It gives you a method to check Kanga so it doesn't become too scary and helps with other annoying Physical Attackers too, like Malamar. Unfortunately, U-Turn doesn't do enough to Malamar to where it is a viable option, and with the team weak enough to the point where it can lead and 6-0 it, we have to run Signal Beam > U-Turn. Also, i would probably run Thunder Wave > Healing Wish on Mesprit. Its nothing crucial, but it helps check Kangaskhan, although Healing Wish will help keep Weezing alive which is the better Kanga check, so its kinda a toss up you should possibly consider.

Rotom @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Jolly Nature
- Shadow Ball
- Volt Switch
- Thunderbolt / Will-O-Wisp
- Trick

Shiftry @ Black Glasses / Life Orb
Ability: Chlorophyll
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Leaf Storm
- Sucker Punch
- Knock Off
- Defog

look at jariis suggestion for Defensive Mesprit set

cool team and best of luck for the future :]
~HJAD
 
Hi Perfomage , it's cool to see Cacturne in meta with everyone using Sceptile as there special grass type. This team has some nice synergy as well and some really hard hitters to break most teams. That said I have some suggestions to help you with the team.

• Mantine > Lanturn - Lanturn is not as good as it was before since Sceptile is everywhere, also your team has no way of removing hazards which can be really painful to your team (especially for Hariyama since that does not like alot of hazards on the field). With Mantine you have a way to remove hazard from the field in Defog, having another check to Sceptile and Steelix.

• Defensive Mesprit > Offensive Mesprit - With Weezing being your only switch in to fighting types it's pretty predictable for things like Sawk to hit it with something super effective and 2 hit KO it. To be less weak to fighting types (especially Sawk) I would change Offensive Mesprit to Defensive Mesprit, This way you have another pretty safe switch in to fighting types.


Overall I like the team, hope you like the suggestions I've made.


252 Atk Choice Band Mold Breaker Sawk Earthquake vs. 248 HP / 252+ Def Weezing: 204-240 (61.2 - 72%) -- guaranteed 2HKO after Black Sludge recovery
252 Atk Choice Band Mold Breaker Sawk Zen Headbutt vs. 248 HP / 252+ Def Weezing: 162-192 (48.6 - 57.6%) -- guaranteed 2HKO after Stealth Rock and Black Sludge recovery

Mantine @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 228 Def / 16 SpD / 16 Spe
Calm Nature
- Defog
- Scald
- Air Slash
- Toxic

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
- Stealth Rock
- Psychic
- U-turn
- Thunder Wave / Healing Wish

this team is made before sceptile was in NU, that's why cacturne in here ~
i think mantine is not good in this meta where volt switcher is everywhere ~ and i also didnt like mantine lol
yeah, i think defensive mesprit is good ~ i will try it ~

Thank you for the suggestion >.<
 
hello fren,

Cool balance team you have here, ive always liked the playstyle and your selection of mons are extremely interesting. Im gonna go ahead and agree with your Steelix Weakness, it walls half your team and your gonna have to take lots of damage on some mons in order to take it on effectively (or spam hazards and pray for no control which is unlikely). I don't think Sceptile is too huge an issue. Weezing walls all varients, including SD varients which is good. If Weezing is weakened by a Special Varient, you always have Hariyama to check it too, not to mention its very difficult for the opponent to get in with in the first place, considering you have 3 Natural Grass resists and 2 high defense tanks. Lanturn also has Volt Switch to pivot out of Sceptile should it attempt to switch in, so i dont think you will have too much of an issue with that. Currently you lack a few checks to certain mons however. The most notable being Malamar and SD Lum Samurott.
Weezing doesn't have the capability of walling both, although can be run with Taunt like Holiano suggested. Normal Types such as Tauros seem problematic considering you dont have a proper normal resist, Klinklang gets destroyed by coverage options on this mon commonly run. The main reason i didnt want to run Taunt > Flamethrower is because of Steelix partly, and partly because without flamethrower you won't have a way of dealing damage to steel types like Klinklang. With Weezing being redundant to settup fodder by Klinklang, it pressures Lanturn a lot, and to be quite frank it doesn't take +1 Returns too well. Swellow > Cacturne is a cool idea as a lure for steelix and speed control all in one bundle but with Hazards being a problem and Cacturne being the only thing there to pressure Hazard Setters and set his own hazards, he becomes extremely hazards weak without it. In this teams case, he doesn't need too much speed control either, since that effect is achieved by mutlitple priority users. Shuca on Klinklang is cool, but its inconsistent at best and the lure aspect is quite weak since Gear Grind doesn't kill anyway. Mantine is also a cool suggestion, but it makes your team incredibly suspectible to Volt Switchers yourself. I could see a volt switcher + constant hazards pressure really hampering this teams capability should Mantine be chosen. Defensive Mesprit is an option as always but i fear Xatu is a problem with that. Its still a problem with the current sets, so i guess Defensive Mesprit is a solid choice, also gives another Psuedo Tauros / Kanga check which is good. Kanga > Yama is also interesting, but it only means you have another priority user, more powerful admittedly, but it doesnt solve anything, since Cacturne + Yama should be able to revenge kill majority of the tier anyway.

Onto my rate, and i feel like Hariyama is the most expendable member, since you already have 2 ice resists in Klinklang and Lanturn, and a fire resist in Lanturn already. Stacking on resists for these types is kinda pointless. So i think if we handle the problems with Steelix, Tauros and Samu one at a time its probably the best idea. My first idea is to run Choice Scarf Rotom > Hariyama. This mon gives you a much more viable check to Tauros, Steelix and Samurott then others could hope to achieve. The reason i chose choice scarf is because im planning on removing one of your main priority users, speed control is going to be neccesary since Sucker Punch isn't going to be the most efficient (and/or reliable) way to kill other mons. Klinklang sets up on Skuntank should you decide to battle one of those. It just means your constantly forced to volt switching out in order to avoid the pursuit trapping nature. The rest of your team can handle the extra pressure brought on by an extra Dark Resist since they dont get in on very much. My next change is to kinda lessen the threat of Samurott and Hazards Stacking Cores and that is to run Mixed Defog Shiftry > Cacturne. Obviously by removing Cacturne, we are going to be replacing a key dark immunity and hazards setter. Thus, we need some hazards control of our own. The reason why Shiftry in my opinion is crucial over Cacturne is because its priority is just as powerful, however it naturally Outspeeds SD Varients of Samurott. So in order for that mon to do any kind of relevant Damage, it has to lower Shiftry into a range where +2 AJ Kills at least. If Samurott is weak enough, Shiftry can just check it with Sucker Punch. So despite the water immunity Cacturne pertains, Shiftry is the much better Check for Samurott. Finally, i think i will conform with Jarii and say that yeah, Defensive Mesprit is the way to go for this team. It gives you a method to check Kanga so it doesn't become too scary and helps with other annoying Physical Attackers too, like Malamar. Unfortunately, U-Turn doesn't do enough to Malamar to where it is a viable option, and with the team weak enough to the point where it can lead and 6-0 it, we have to run Signal Beam > U-Turn. Also, i would probably run Thunder Wave > Healing Wish on Mesprit. Its nothing crucial, but it helps check Kangaskhan, although Healing Wish will help keep Weezing alive which is the better Kanga check, so its kinda a toss up you should possibly consider.

Rotom @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Jolly Nature
- Shadow Ball
- Volt Switch
- Thunderbolt / Will-O-Wisp
- Trick

Shiftry @ Black Glasses / Life Orb
Ability: Chlorophyll
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Leaf Storm
- Sucker Punch
- Knock Off
- Defog

look at jariis suggestion for Defensive Mesprit set

cool team and best of luck for the future :]
~HJAD

Amazing Rate man ~ >.<
my team looks better now ~
 
Back
Top