Aerodactyl (M) @ Focus Sash
Ability: Pressure
EVs: 6 HP/252 Atk/252 Spd
Impish nature (+Def, -SAtk)
- Taunt
- Stealth Rock
- Rock Slide
- Earthquake
---
Typical suicide lead Aerodactyl. I set up SR, or use Rock Slide if it's a Ninjask lead or something really weak to rock. If someone could tell me how to use this more efficiently, I'm all ears, I'm really bad at figuring out when I shouldn't use SR on the first turn.
Boink (Forretress) (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP/162 Atk/96 Def
Relaxed nature (+Def, -Spd)
- Toxic Spikes
- Explosion
- Rapid Spin
- Gyro Ball
---
This guy sets up Toxic Spikes and spins stuff away. I don't really use Toxic Spikes all that much, but when I do use it, I have an easier time with seeders and stallers of that nature. Gyro Ball for STAB, and Explosion when all else fails.
Pork (Blissey) (F) @ Leftovers
Ability: Natural Cure
EVs: 2 HP/252 Def/80 SAtk/176 SDef
Calm nature (+SDef, -Atk)
- Toxic
- Softboiled
- Protect
- Flamethrower
---
Believe it or not, this is my central damage dealer in most battles. Flamethrower instead of Seismic Toss to hit Gengar for neutral damage. Toxic does a lot of work for me. If it's not KOing, it's forcing switches. Protect to stall a turn, and softboiled for recovery.
Monkey (Infernape) (M) @ Life Orb
Ability: Blaze
EVs: 26 Atk/252 SAtk/232 Speed I made a typo when I made the team. xD
Naive nature (+Spd, -SDef)
- Close Combat
- Flamethrower
- Hidden Power [Ice]
- Grass Knot
---
This thing is really versatile, and I use it for that reason. People rarely ever expect Grass Knot or HP Ice, so it dispatches Hippowdon and Salamence switch-ins in a snap. Also, is it possible to make this thing outspeed the common Heatran? I've been having trouble with those lately.
A Fridge, lol. (Rotom-f) @ Leftovers
Ability: Levitate
EVs: 252 HP/252 Def/6 SAtk
Bold nature (+Def, -Atk)
- Thunderbolt
- Sleep Talk
- Rest
- Hidden Power [Ice]
---
This is my spinblocker and status absorber. HP Ice gets a lot of surprise KOs, Thunderbolt for STAB. Not much else to say here.
Ham (Skarmory) (M) @ Leftovers
Ability: Keen Eye
EVs: 252 HP/96 Atk/156 Def/6 SDef
Impish nature (+Def, -SAtk)
- Drill Peck
- Roost
- Spikes
- Whirlwind
---
The other half of the combination of assholery. Drill Peck over Brave Bird because I hate recoil, Roost to recover, Spikes for when I have time, and Whirlwind to switch Pokemon out and force some entry hazard damage. It also helps with restalk CMers.
Ability: Pressure
EVs: 6 HP/252 Atk/252 Spd
Impish nature (+Def, -SAtk)
- Taunt
- Stealth Rock
- Rock Slide
- Earthquake
---
Typical suicide lead Aerodactyl. I set up SR, or use Rock Slide if it's a Ninjask lead or something really weak to rock. If someone could tell me how to use this more efficiently, I'm all ears, I'm really bad at figuring out when I shouldn't use SR on the first turn.
Boink (Forretress) (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP/162 Atk/96 Def
Relaxed nature (+Def, -Spd)
- Toxic Spikes
- Explosion
- Rapid Spin
- Gyro Ball
---
This guy sets up Toxic Spikes and spins stuff away. I don't really use Toxic Spikes all that much, but when I do use it, I have an easier time with seeders and stallers of that nature. Gyro Ball for STAB, and Explosion when all else fails.
Pork (Blissey) (F) @ Leftovers
Ability: Natural Cure
EVs: 2 HP/252 Def/80 SAtk/176 SDef
Calm nature (+SDef, -Atk)
- Toxic
- Softboiled
- Protect
- Flamethrower
---
Believe it or not, this is my central damage dealer in most battles. Flamethrower instead of Seismic Toss to hit Gengar for neutral damage. Toxic does a lot of work for me. If it's not KOing, it's forcing switches. Protect to stall a turn, and softboiled for recovery.
Monkey (Infernape) (M) @ Life Orb
Ability: Blaze
EVs: 26 Atk/252 SAtk/232 Speed I made a typo when I made the team. xD
Naive nature (+Spd, -SDef)
- Close Combat
- Flamethrower
- Hidden Power [Ice]
- Grass Knot
---
This thing is really versatile, and I use it for that reason. People rarely ever expect Grass Knot or HP Ice, so it dispatches Hippowdon and Salamence switch-ins in a snap. Also, is it possible to make this thing outspeed the common Heatran? I've been having trouble with those lately.
A Fridge, lol. (Rotom-f) @ Leftovers
Ability: Levitate
EVs: 252 HP/252 Def/6 SAtk
Bold nature (+Def, -Atk)
- Thunderbolt
- Sleep Talk
- Rest
- Hidden Power [Ice]
---
This is my spinblocker and status absorber. HP Ice gets a lot of surprise KOs, Thunderbolt for STAB. Not much else to say here.
Ham (Skarmory) (M) @ Leftovers
Ability: Keen Eye
EVs: 252 HP/96 Atk/156 Def/6 SDef
Impish nature (+Def, -SAtk)
- Drill Peck
- Roost
- Spikes
- Whirlwind
---
The other half of the combination of assholery. Drill Peck over Brave Bird because I hate recoil, Roost to recover, Spikes for when I have time, and Whirlwind to switch Pokemon out and force some entry hazard damage. It also helps with restalk CMers.