Salamence (M) @ Choice Scarf
Ability: Moxie
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Dragon Claw
- Earthquake
- Thunder Fang
- Rock Slide
My physical sweeper. The first two are fairly standard. I added Thunder Fang to get better water coverage, and Rock Slide for better Fire coverage. Does a good job of hitting what Charizard Y cannot.
Crobat (M) @ Focus Sash
Ability: Infiltrator
EVs: 252 HP / 4 Atk / 252 Spd
Jolly Nature
- Defog
- Hypnosis
- U-turn
- Roost
My dedicated defogger. Hypnosis takes advantage of the evasion drop from Defog, and U-turn brings momentum back to my team.
Charizard (M) @ Charizardite Y
Ability: Blaze
EVs: 252 Spd / 252 SAtk
Timid Nature
- Fire Blast
- SolarBeam
- Focus Blast
- Flame Charge
My Nuke/Special sweeper. Fire Blast/SolarBeam/Focus Blast deal with most sets. Flame Charge doubles as a boosting move and as a more accurate STAB alternative for when Zard Y hits something with a Sash or Sturdy
Espeon (M) @ Light Clay
Ability: Magic Bounce
EVs: 252 HP / 208 Def / 48 SDef
Calm Nature
IVs: 0 Atk
- Light Screen
- Reflect
- Morning Sun
- Psyshock
Espeon's main role is to keep status affecting moves away and set up screens. I opted for a slower, more defensive EV spread here because I am using Morning Sun to recover health, which sometimes gets a boost from Drought.
Aegislash (M) @ Leftovers
Ability: Stance Change
EVs: 252 HP / 4 Def / 252 SAtk
Serious Nature
- Hidden Power [Fighting]
- Shadow Ball
- Flash Cannon
- King's Shield
I can't really think of a particular role Aegislash fills for me as much as it acts as a multi-purpose Sp. Tank. HP Fight is for those few things that Flash Cannon and Shadow Ball don't deal with. I went for the more Sp. Atk oriented version because I have Salamence, Crobat, and Ferrothorn who are all more physically based. It's also less expected
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 SDef
Careful Nature
- Stealth Rock
- Leech Seed
- Protect
- Power Whip
Ferrothorn is really meant to wall the things that give Charizard Y trouble, in addition to sucking health away slowly but surely. I've gone with Power Whip for the purpose of Grass coverage, but I'm not really sure if Gyro Ball is abetter option. I tried Thunder Wave, but I wasn't a fan of the unpredictability of the paralysis. The speed drop was nice, but my team didn't really need it.
What gives me a lot of trouble is Talonflame, Goodra, and Mega Kangaskhan. I have around a 1500 in Showdown with this team
Ability: Moxie
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Dragon Claw
- Earthquake
- Thunder Fang
- Rock Slide
My physical sweeper. The first two are fairly standard. I added Thunder Fang to get better water coverage, and Rock Slide for better Fire coverage. Does a good job of hitting what Charizard Y cannot.
Crobat (M) @ Focus Sash
Ability: Infiltrator
EVs: 252 HP / 4 Atk / 252 Spd
Jolly Nature
- Defog
- Hypnosis
- U-turn
- Roost
My dedicated defogger. Hypnosis takes advantage of the evasion drop from Defog, and U-turn brings momentum back to my team.
Charizard (M) @ Charizardite Y
Ability: Blaze
EVs: 252 Spd / 252 SAtk
Timid Nature
- Fire Blast
- SolarBeam
- Focus Blast
- Flame Charge
My Nuke/Special sweeper. Fire Blast/SolarBeam/Focus Blast deal with most sets. Flame Charge doubles as a boosting move and as a more accurate STAB alternative for when Zard Y hits something with a Sash or Sturdy
Espeon (M) @ Light Clay
Ability: Magic Bounce
EVs: 252 HP / 208 Def / 48 SDef
Calm Nature
IVs: 0 Atk
- Light Screen
- Reflect
- Morning Sun
- Psyshock
Espeon's main role is to keep status affecting moves away and set up screens. I opted for a slower, more defensive EV spread here because I am using Morning Sun to recover health, which sometimes gets a boost from Drought.
Aegislash (M) @ Leftovers
Ability: Stance Change
EVs: 252 HP / 4 Def / 252 SAtk
Serious Nature
- Hidden Power [Fighting]
- Shadow Ball
- Flash Cannon
- King's Shield
I can't really think of a particular role Aegislash fills for me as much as it acts as a multi-purpose Sp. Tank. HP Fight is for those few things that Flash Cannon and Shadow Ball don't deal with. I went for the more Sp. Atk oriented version because I have Salamence, Crobat, and Ferrothorn who are all more physically based. It's also less expected
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 SDef
Careful Nature
- Stealth Rock
- Leech Seed
- Protect
- Power Whip
Ferrothorn is really meant to wall the things that give Charizard Y trouble, in addition to sucking health away slowly but surely. I've gone with Power Whip for the purpose of Grass coverage, but I'm not really sure if Gyro Ball is abetter option. I tried Thunder Wave, but I wasn't a fan of the unpredictability of the paralysis. The speed drop was nice, but my team didn't really need it.
What gives me a lot of trouble is Talonflame, Goodra, and Mega Kangaskhan. I have around a 1500 in Showdown with this team
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