You've probably never heard of me. Actually, this is my very first post, but you don't care about that! I've been battling for a long time, and I like to think I'm decent at it. So, don't hold back if you see any stupidity. I'm used to it. Either way, check it out.
Edit 1: Made some suggested changes. Mostly to the Azelf Lead. Changes will be marked as bold.
Azelf @ Focus Sash
Ability: Levitate
EVs: 236 HP/20 SAtk/252 Spd
Timid Nature (+Speed, -Atk)
- Fire Blast
- Stealth Rock
- Light Screen
- Taunt
---
Originally this was an Exploding Azelf, but now it functions off of the common counters to exploding Azelf that aren't Ghosts. In particular Skarmory. It switches in, expecting Explosion, only to be hit by a super-effective Fire Blast. Stealth Rock is awesome. Light Screen works as team support, rather than Reflect. I think Light Screen may be more helpful for this team in the long run though. And Taunt prevents Swampert and other leads from setting up. Aerodactyl being the only exception. 252 Speed and Timid Nature hits 361 speed, outrunning a good amount of pokemon, even choice scarfed. 236 HP adds a bit of durability, and 20 goes for Special Attack for that extra bite for Fire Blast. That is if it hits. ^^;
---
Metagross @ Choice Scarf
Ability: Clear Body
EVs: 40 HP/252 Atk/216 Spd
Jolly nature (+Spd, -SAtk)
- Explosion
- Earthquake
- Meteor Mash
- Trick
---
A not so standard Metagross. Explosion is Explosion. Earthquake has very nice coverage. Meteor Mash is STAB and pretty much dents anything it touches not named Skarmory. Trick is the big one though. With 216 Speed EVs and Jolly nature, Metagross hits 379 Speed, enough to outrun most Infernape. This also increases the likelyhood of getting the Trick off.
252 Attack still means he'll hit hard, even without Adamant nature. 40 HP is just for bulk.
---
Donphan @ Choice Band
Ability: Sturdy
EVs: 40 HP/252 Atk/216 Spd
Adamant nature (+Atk, -SAtk)
- Ice Shard
- Earthquake
- Assurance
- Stone Edge
---
A standard Choice Banded Donphan. Seeing as this team uses Entry Hazards to help for a sweep, people seem to think this Donphan Rapid Spins, so they bring in a ghost, like Rotom. That's where Assurance comes into play, hitting a ghost switching in on Stealth Rock for much damage. Ice Shard is very nice priority. Earthquake has STAB and dents almost everything. Stone Edge has nice coverage alongside Earthquake. 252 Attack gets the most out of that Choice Band, and 216 speed is enough to outspeed just enough pokemon. 40 HP is for bulk. In theory I could run Jolly instead of Adamant, but I noticed the los in power right away.
---
Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP/76 Def/180 SDef
Impish nature (+Def, -SAtk)
- Rapid Spin
- Spikes
- Toxic Spikes
- Explosion
---
Typical Rapid Spin Forretress. Rapid Spin dispells entry hazards. Spikes and Toxic Spikes are just helpful in every case. Explosion Hurts everything NOT NAMED SKARMORY. I'm noticing a reccuring theme here... Anyway, 252 HP bulks it out. 76 Defence and 180 Special Defence let it take some abuse. Note that the values were swapped. Personnally, I like the extra bit of Special bulk. Impish is the primary ability, but Careful might be more helpful seeing as there's now the extra Special Defence investment.
---
Gyarados @ Leftovers
Ability: Intimidate
EVs: 40 HP/216 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Waterfall
- Stone Edge
- Dragon Dance
- Taunt
---
And THIS is my main source of damage. Taunt keeps opposing Gyrados from setting up. Dragon Dance is the best stat up move Gyrados has. Stone Edge hits Dragonite while still having nice coverage. Originally I thought that Ice Fang was preffered, hitting Flygon for super-effective. But Waterfall gets the job done too. Waterfall is STAB and awesome. 40 HP adds a bit of bulk, and 252 Speed let's it hit its max Speed of 287 with Jolly Nature. 216 Attack let's it hurt things. Things not named Skarmory. Christ this is a problem... Jolly is neccessary for the max speed stat. This let's you counter most opposing Gyrados also. At least DDance varieties.
---
Rotom-h @ Leftovers
Ability: Levitate
EVs: 180 HP/252 Spd/72 SAtk
Modest nature (+SAtk, -Atk)
- Shadow Ball
- Overheat
- Thunderbolt
- Will-o-Wisp
---
COUNTER THAT SKARMORY. Rotom-h kills Skarmory and blocks Rapid Spin. Shadow Ball is STAB and awesome. Same thing with Thunderbolt, which also gets rid of bulky waters which wall Gyrados. Overheat takes out Skarmory alongside Thunderbolt. It also hits opposing Metagross. Will-o-Wisp is mostly filler, but has it's merit against Swampert and other Physical attackers. 180 HP bulks it out and 252 makes it fast. 72 Special Attack finishes off the spread for a bulky special attacker. Modest Nature is ideal.
---
Threats
---
Skarmory still can manage to be a nuissence, but not nearly as much as before. Swampert tends to suck, but Gyrados manages to take it down. Otherwise the only other way the team is open is against sweepers that get off a stat up. If I can't stop a Gyrados from dancing (They can dance if they want to, they can leave your friends behind) it tends to sweep. Forretress can't to shite to it, and Rotom-h can only sorta stop it. Sorta.
Edit 1: Made some suggested changes. Mostly to the Azelf Lead. Changes will be marked as bold.
Azelf @ Focus Sash
Ability: Levitate
EVs: 236 HP/20 SAtk/252 Spd
Timid Nature (+Speed, -Atk)
- Fire Blast
- Stealth Rock
- Light Screen
- Taunt
---
Originally this was an Exploding Azelf, but now it functions off of the common counters to exploding Azelf that aren't Ghosts. In particular Skarmory. It switches in, expecting Explosion, only to be hit by a super-effective Fire Blast. Stealth Rock is awesome. Light Screen works as team support, rather than Reflect. I think Light Screen may be more helpful for this team in the long run though. And Taunt prevents Swampert and other leads from setting up. Aerodactyl being the only exception. 252 Speed and Timid Nature hits 361 speed, outrunning a good amount of pokemon, even choice scarfed. 236 HP adds a bit of durability, and 20 goes for Special Attack for that extra bite for Fire Blast. That is if it hits. ^^;
---
Metagross @ Choice Scarf
Ability: Clear Body
EVs: 40 HP/252 Atk/216 Spd
Jolly nature (+Spd, -SAtk)
- Explosion
- Earthquake
- Meteor Mash
- Trick
---
A not so standard Metagross. Explosion is Explosion. Earthquake has very nice coverage. Meteor Mash is STAB and pretty much dents anything it touches not named Skarmory. Trick is the big one though. With 216 Speed EVs and Jolly nature, Metagross hits 379 Speed, enough to outrun most Infernape. This also increases the likelyhood of getting the Trick off.
252 Attack still means he'll hit hard, even without Adamant nature. 40 HP is just for bulk.
---
Donphan @ Choice Band
Ability: Sturdy
EVs: 40 HP/252 Atk/216 Spd
Adamant nature (+Atk, -SAtk)
- Ice Shard
- Earthquake
- Assurance
- Stone Edge
---
A standard Choice Banded Donphan. Seeing as this team uses Entry Hazards to help for a sweep, people seem to think this Donphan Rapid Spins, so they bring in a ghost, like Rotom. That's where Assurance comes into play, hitting a ghost switching in on Stealth Rock for much damage. Ice Shard is very nice priority. Earthquake has STAB and dents almost everything. Stone Edge has nice coverage alongside Earthquake. 252 Attack gets the most out of that Choice Band, and 216 speed is enough to outspeed just enough pokemon. 40 HP is for bulk. In theory I could run Jolly instead of Adamant, but I noticed the los in power right away.
---
Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP/76 Def/180 SDef
Impish nature (+Def, -SAtk)
- Rapid Spin
- Spikes
- Toxic Spikes
- Explosion
---
Typical Rapid Spin Forretress. Rapid Spin dispells entry hazards. Spikes and Toxic Spikes are just helpful in every case. Explosion Hurts everything NOT NAMED SKARMORY. I'm noticing a reccuring theme here... Anyway, 252 HP bulks it out. 76 Defence and 180 Special Defence let it take some abuse. Note that the values were swapped. Personnally, I like the extra bit of Special bulk. Impish is the primary ability, but Careful might be more helpful seeing as there's now the extra Special Defence investment.
---
Gyarados @ Leftovers
Ability: Intimidate
EVs: 40 HP/216 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Waterfall
- Stone Edge
- Dragon Dance
- Taunt
---
And THIS is my main source of damage. Taunt keeps opposing Gyrados from setting up. Dragon Dance is the best stat up move Gyrados has. Stone Edge hits Dragonite while still having nice coverage. Originally I thought that Ice Fang was preffered, hitting Flygon for super-effective. But Waterfall gets the job done too. Waterfall is STAB and awesome. 40 HP adds a bit of bulk, and 252 Speed let's it hit its max Speed of 287 with Jolly Nature. 216 Attack let's it hurt things. Things not named Skarmory. Christ this is a problem... Jolly is neccessary for the max speed stat. This let's you counter most opposing Gyrados also. At least DDance varieties.
---
Rotom-h @ Leftovers
Ability: Levitate
EVs: 180 HP/252 Spd/72 SAtk
Modest nature (+SAtk, -Atk)
- Shadow Ball
- Overheat
- Thunderbolt
- Will-o-Wisp
---
COUNTER THAT SKARMORY. Rotom-h kills Skarmory and blocks Rapid Spin. Shadow Ball is STAB and awesome. Same thing with Thunderbolt, which also gets rid of bulky waters which wall Gyrados. Overheat takes out Skarmory alongside Thunderbolt. It also hits opposing Metagross. Will-o-Wisp is mostly filler, but has it's merit against Swampert and other Physical attackers. 180 HP bulks it out and 252 makes it fast. 72 Special Attack finishes off the spread for a bulky special attacker. Modest Nature is ideal.
---
Threats
---
Skarmory still can manage to be a nuissence, but not nearly as much as before. Swampert tends to suck, but Gyrados manages to take it down. Otherwise the only other way the team is open is against sweepers that get off a stat up. If I can't stop a Gyrados from dancing (They can dance if they want to, they can leave your friends behind) it tends to sweep. Forretress can't to shite to it, and Rotom-h can only sorta stop it. Sorta.