Moar advanced gen@@@ (Skarmory) (M) @ Leftovers
Ability: Keen Eye
EVs: 252 HP/96 Atk/156 Def/6 SDef
Impish nature (+Def, -SAtk)
- Drill Peck
- Roost
- Spikes
- Whirlwind
I lead off with this, usually getting a few layers of spikes down, then whirlwinding for a while.
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Wtf? (Forretress) (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP/162 Atk/96 Def
Relaxed nature (+Def, -Spd)
- Toxic Spikes
- Earthquake
- Explosion
- Rapid Spin
This sets up toxic spikes, and spins away any entry hazards on my side of the field.
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Advance gen@@@ (Blissey) (F) @ Leftovers
Ability: Natural Cure
EVs: 2 HP/252 Def/80 SAtk/176 SDef
Calm nature (+SDef, -Atk)
- Toxic
- Softboiled
- Protect
- Seismic Toss
Mostly for stalling, and toxic if I was unable to get toxic spikes out.
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Needs moar defense (Infernape) (M) @ Life Orb
Ability: Blaze
EVs: 24 Atk/2 Def/252 SAtk/232 SDef
Naive nature (+Spd, -SDef)
- Close Combat
- Flamethrower
- Hidden Power [Ice]
- Thunderpunch
A versatile attacker, nothing more, nothing less. HP Ice for Salamence and the like.
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Rotom-w @ Leftovers
Ability: Levitate
EVs: 64 HP/212 Spd/232 SAtk
Timid nature (+Spd, -Atk)
- Charge Beam
- Substitute
- Shadow Ball
- Hidden Power [Fighting]
Since my team relies on entry hazards, I need a spin blocker. Charge Beam for Starmie, and I usually get the special attack boost, which helps sweep up Gengars that switch in, HP fighting to leave a dent in Tyranitar.
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o_O (Rhyperior) (M) @ Leftovers
Ability: Solid Rock
EVs: 252 HP/6 Atk/252 Def
Impish nature (+Def, -SAtk)
- Earthquake
- Avalanche
- Megahorn
- Stealth Rock
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Sets up my stealth rock, and absorbs electric type attacks directed at Skarmory.
So, uh, what do you think? xD
Ability: Keen Eye
EVs: 252 HP/96 Atk/156 Def/6 SDef
Impish nature (+Def, -SAtk)
- Drill Peck
- Roost
- Spikes
- Whirlwind
I lead off with this, usually getting a few layers of spikes down, then whirlwinding for a while.
---
Wtf? (Forretress) (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP/162 Atk/96 Def
Relaxed nature (+Def, -Spd)
- Toxic Spikes
- Earthquake
- Explosion
- Rapid Spin
This sets up toxic spikes, and spins away any entry hazards on my side of the field.
---
Advance gen@@@ (Blissey) (F) @ Leftovers
Ability: Natural Cure
EVs: 2 HP/252 Def/80 SAtk/176 SDef
Calm nature (+SDef, -Atk)
- Toxic
- Softboiled
- Protect
- Seismic Toss
Mostly for stalling, and toxic if I was unable to get toxic spikes out.
---
Needs moar defense (Infernape) (M) @ Life Orb
Ability: Blaze
EVs: 24 Atk/2 Def/252 SAtk/232 SDef
Naive nature (+Spd, -SDef)
- Close Combat
- Flamethrower
- Hidden Power [Ice]
- Thunderpunch
A versatile attacker, nothing more, nothing less. HP Ice for Salamence and the like.
---
Rotom-w @ Leftovers
Ability: Levitate
EVs: 64 HP/212 Spd/232 SAtk
Timid nature (+Spd, -Atk)
- Charge Beam
- Substitute
- Shadow Ball
- Hidden Power [Fighting]
Since my team relies on entry hazards, I need a spin blocker. Charge Beam for Starmie, and I usually get the special attack boost, which helps sweep up Gengars that switch in, HP fighting to leave a dent in Tyranitar.
---
o_O (Rhyperior) (M) @ Leftovers
Ability: Solid Rock
EVs: 252 HP/6 Atk/252 Def
Impish nature (+Def, -SAtk)
- Earthquake
- Avalanche
- Megahorn
- Stealth Rock
---
Sets up my stealth rock, and absorbs electric type attacks directed at Skarmory.
So, uh, what do you think? xD