My team struggles with gligar and virizion, and entry hazards, especially toxic spikes. I would like to fit a rapid spinner on my team but am not sure how.
Lead: Hitmonlee @ Normal Gem
Ability: Unburden
Nature: Adamant
Evs:252 Att, 240 Spe, 16 HP
-Fake Out
-High Jump Kick
-Stone Edge
-Earthquake
This is my anti-lead, which I find serves my team well. The idea is to fake out, stripping the opponent of their focus sash/sturdy, and to use the normal gem, activating unburden. It is ev'd to outspeed a neutral max ev qwilfish in the rain. If faced with a psychic type such as uxie or mesprit, I switch to Honchkrow, to preserve Hitmonlee as a revenge killer/late game sweeper.
Physical Sweeper: Honchkrow @ Life Orb
Ability: Moxie
Nature: Adamant
Evs: 252 Att, 252 Speed, 4 HP
-Substitute
-Roost
-Brave Bird
-Sucker Punch
Capable of tearing apart any team who doesn't tackle it quickly thanks to its dream world ability moxie. Standard set- come in on anything that doesn't want to face it (such as a psychic type threatening Hitmonlee), sub up as they switch out or fail to break it, then wreck their team with increasing momentum with it's powerful stab attacks. Uses roost to shake off sub and SR damage.
Walling douche: Quagsire @ Leftovers
Ability: Unaware
Nature: Impish
Evs: 252 HP, 140 Def (?), 116 SpD (?)
-Toxic
-Stockpile
-Recover
-Waterfall
Stops set up sweepers in their tracks. Often derps try to further boost their stats when I use him, whilst I stockpile or toxic it, killing it or forcing it to switch out. It also is immune to electric type attacks, the bane of honchkrow, and has only one weakness. Really am clueless about the nature and ev spread here, I would welcome improvement.
Cow/ Cleric: Miltank @ Leftovers
Ability: Thick Fat
Nature: Impish (?)
Evs: 252 HP, 160 Def (?), 96 SpD (?)
-Heal Bell
-Milk Drink
-Body Slam
-Stealth Rock
My Cleric, although without wish; also provides Stealth Rock support. Resists Ice thanks to thick fat, the other bane of Honchkrow. Heal Bell rids my team of status, which would otherwise be problematic as none of my pokemon really soak it up. It also synergises well with Cofa's Rest/ Body Slam is my attack, coming with a nifty 30% paralysis chance, which can, believe me, make all the difference.
Physical wall/Spinblocker: Cofagrigus @ Leftovers
Ability: Mummy
Nature: Calm
Evs: 252 HP, 28 Def, 228 SpD
-Will-O-Wisp
-Rest
-Hex/Shadow Ball (?)
-Haze
Takes hits like a boss, and synergises well with Miltank with its immunity to Fighting, whilst Miltank is immune to Ghost. Will-O-Wisp is there to cripple any of the physical pokes who risk staying in. Rest is it's only form of recovery, and it can usually wake up before being taken out. Haze prevents anything from setting up on him, and Shadow Ball or Hex is his necessary attack.
Magmortar @ Life Orb
Ability: Vital Spirit
Nature: Timid
Evs: 252 SpA, 232 Spe, 24 HP
-Fire Blast
-HP Grass
-Thunderbolt
-Focus Blast
Magmortar boasts a trololo base Special Attack of 125, and a movepool that gives it wide super effective coverage, which means no safe switch-ins. Fire Blast for stab, Thunderbolt for waters, HP Grass for Quagsires etc, Focus Blast for bulky rock types. Evs let it outrun any Base 80s.
Lead: Hitmonlee @ Normal Gem
Ability: Unburden
Nature: Adamant
Evs:252 Att, 240 Spe, 16 HP
-Fake Out
-High Jump Kick
-Stone Edge
-Earthquake
This is my anti-lead, which I find serves my team well. The idea is to fake out, stripping the opponent of their focus sash/sturdy, and to use the normal gem, activating unburden. It is ev'd to outspeed a neutral max ev qwilfish in the rain. If faced with a psychic type such as uxie or mesprit, I switch to Honchkrow, to preserve Hitmonlee as a revenge killer/late game sweeper.
Physical Sweeper: Honchkrow @ Life Orb
Ability: Moxie
Nature: Adamant
Evs: 252 Att, 252 Speed, 4 HP
-Substitute
-Roost
-Brave Bird
-Sucker Punch
Capable of tearing apart any team who doesn't tackle it quickly thanks to its dream world ability moxie. Standard set- come in on anything that doesn't want to face it (such as a psychic type threatening Hitmonlee), sub up as they switch out or fail to break it, then wreck their team with increasing momentum with it's powerful stab attacks. Uses roost to shake off sub and SR damage.
Walling douche: Quagsire @ Leftovers
Ability: Unaware
Nature: Impish
Evs: 252 HP, 140 Def (?), 116 SpD (?)
-Toxic
-Stockpile
-Recover
-Waterfall
Stops set up sweepers in their tracks. Often derps try to further boost their stats when I use him, whilst I stockpile or toxic it, killing it or forcing it to switch out. It also is immune to electric type attacks, the bane of honchkrow, and has only one weakness. Really am clueless about the nature and ev spread here, I would welcome improvement.
Cow/ Cleric: Miltank @ Leftovers
Ability: Thick Fat
Nature: Impish (?)
Evs: 252 HP, 160 Def (?), 96 SpD (?)
-Heal Bell
-Milk Drink
-Body Slam
-Stealth Rock
My Cleric, although without wish; also provides Stealth Rock support. Resists Ice thanks to thick fat, the other bane of Honchkrow. Heal Bell rids my team of status, which would otherwise be problematic as none of my pokemon really soak it up. It also synergises well with Cofa's Rest/ Body Slam is my attack, coming with a nifty 30% paralysis chance, which can, believe me, make all the difference.
Physical wall/Spinblocker: Cofagrigus @ Leftovers
Ability: Mummy
Nature: Calm
Evs: 252 HP, 28 Def, 228 SpD
-Will-O-Wisp
-Rest
-Hex/Shadow Ball (?)
-Haze
Takes hits like a boss, and synergises well with Miltank with its immunity to Fighting, whilst Miltank is immune to Ghost. Will-O-Wisp is there to cripple any of the physical pokes who risk staying in. Rest is it's only form of recovery, and it can usually wake up before being taken out. Haze prevents anything from setting up on him, and Shadow Ball or Hex is his necessary attack.
Magmortar @ Life Orb
Ability: Vital Spirit
Nature: Timid
Evs: 252 SpA, 232 Spe, 24 HP
-Fire Blast
-HP Grass
-Thunderbolt
-Focus Blast
Magmortar boasts a trololo base Special Attack of 125, and a movepool that gives it wide super effective coverage, which means no safe switch-ins. Fire Blast for stab, Thunderbolt for waters, HP Grass for Quagsires etc, Focus Blast for bulky rock types. Evs let it outrun any Base 80s.