Hey guys, this is a team that I've been using for nearly a month now, and I've finally worked up the confidence to put it here. It's meant for use in the Gen IV metagame, but who knows, maybe it'll be useful in Gen V.
@ Leftovers
EVs: 248 HP / 8 Atk / 184 Def / 68 Spd
Adamant
Speed Boost
- Baton Pass
- Protect
- Substitute
- X-Scissor
Ah, Defensive Ninjask, the perfect lead. Scout, Baton Passer, and T. Spike support can turn him into an effective late-game staller. I'll usually alternate between Sub and Protect until I'm satisfied with my boost, then Baton Pass it to whoever is best for the situation. X-Scisor is there so he doesn't get stalled out by Taunt, and it makes him an effective deterrent towards most Psychic- and some Dark-type Pokemon.
@ Leftovers
EVs: 240 HP / 216 Def / 52 SpDef
Relaxed
Torrent
- Earthquake
- Ice Punch
- Roar
- Stealth Rock
In most cases, Swampert is the go-to guy for Baton Passing Speed Boosts. Earthquake is an excellent STAB, and although I gave Ice Beam a chance early on, I ultimately found Punch to be a better option. Roar prevents Subs from setting up, with the added bonus of being a superb companion for Stealth Rock.
@ Shuca Berry
EVs: 56 HP / 200 Atk / 252 SpDef
Careful
Rock Head
- Aerial Ace
- Avalanche
- Earthquake
- Head Smash
With excellent scores in both offense and defense, Aggron is an excellent secondary candidate for Speed Boosts. Max SpDef and some HP allows him to survive some pretty nasty hits, at which point he delivers a fatal retaliation with Head Smash. And even without Speed, Avalanche gives opponents plenty of reason to watch out. Shuca Berry allows him to survive EQ/EP, the most common threats to his health.
@ Muscle Band
EVs: 12 HP / 252 Atk / 244 Spd
Jolly
Technician
- Bullet Punch
- Pursuit
- Superpower
- U-turn
Before you say anything: Yes, I know CB would give a greater boost, but I tried that, and I kept getting worn down to just Scizor, then locked into an ineffective move. I didn't want to use LO for similar reasons, and this was the only thing left that didn't boost just one type.
As we all know, Bullet Punch is one of the best priority moves out there, and it only gets better thanks to STAB Technician. U-turn is for when I want to switch out from something slower than Scizor. Superpower is a good way of getting around Steel-types, but the stat drop usually results in it being followed by U-turn. Finally, Pursuit is for when I'm expecting my opponent to switch out their Psychic-type. It gets a Celebi every now and then, but it doesn't see much see much use besides.
@ Leftovers
EVs: 252 HP / 112 Atk / 144 Def
Lonely
Sturdy
- Explosion
- Gyro Ball
- Rapid Spin
- Toxic Spikes
This guy usually forms the base of my team's spine during extended battles. After laying down two layers of TS, all I have to do is have the rest of my team live long enough for the poison to do its job. I also have Rapid Spin to eliminate hazards on my side of the field. Gyro Ball is so he has an effective move to make use of his low speed, and Explosion is for when his job is done.
@ Leftovers
EVs: 120 HP / 220 Def / 168 SpDef
Impish
Synchronize
- Assurance
- Confuse Ray
- Screech
- Toxic
This guy is probably my favorite out of the whole bunch. Confuse Ray + Assurance forms a deadly combination, with Assurance's BP ending up at 150 if it goes well. Screech is either for when Umbreon is faster, or when Assurance would be NVE. Lastly, while Foretress's T. Spikes work fine, Umbreon still carries it for Flyers, Levitators, or if T. Spikes simply haven't been set up yet.