So here is my team
Weaknesses that I know of: stealth rock hurts, no fairy type coverage, gimmicky
Strengths that I know of: speed boosted ampharos and conkeldurr hurt, gimmicky
Klefki @ Red Card
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Thunder Wave
- Reflect
- Light Screen
- Foul Play
This is the tank/setup of my team and sometimes I just use this guy as that extra pokemon with which i can use to freely switch another pokemon in. The thunder wave is really good for setting up my paraflinch togekiss and allowing my slow pokemon to outspeed other pokemon. Basic reflect/light screen. Foul play can wreck some attack offensive pokemon like Mega Metagross. Red card is for buff stackers and talonflame so they get bounced out like NOPE.
Dragonite @ Weakness Policy
Ability: Multiscale
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Dragon Claw
- Dragon Dance
- Fire Punch
- Earthquake
Either I start this guy or I baton pass into him with ninjask into a super effective move. Multiscale and Weakness policy works very well giving him x2 attack and xn speed. Hopefully this sweeps their team. Dragon Dance is for if i start this guy. Dragon Claw stab, Fire punch for ferrothorn and levitating steel types, earthquake for rock/ground/steel or fairy if i have to.
Togekiss @ Leftovers (rage inducer)
Ability: Serene Grace
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Thunder Wave
- Air Slash
- Roost
- Defog
Classic paraflincher. Roost for recovery and escaping ice/rock/electric supereffective damage. Defog because my team is super weak against stealth rocks and I can't afford to put it on dragonite or ninjask (can i even?)
Ninjask @ Leftovers
Ability: Speed Boost
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
- Substitute
- Protect
- Toxic
- Baton Pass
The cornerstone of my team. I usually never switch this guy in, only start him or after another pokemon dies. ALWAYS START SUBSTITUTE. I have countlessly missed a good substitute chance by starting protect =.='. Anyway, if this guy can get a good substitute out without it dying, then I have 2 choices: a)follow up with protect baton pass or b) protect, toxic, protect, sbustitute, cycle... This will get me a really fast ampharos, dragonite, or conkelldurr, or kill a mon. This guy is really annoying but can deal with some very potent pokemon.
Ampharos @ Ampharosite (tanky and with speed boost, a monster)
Ability: Static
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Thunderbolt
- Dragon Pulse
- Heal Bell
- Magnet Rise
I've always loved ampharos and when he got a mega-evo, I had to play it. Turns out the only setback is that its really slow. Which is why I use ninjask to enable this guy and if I get it right, he's a monster. With that dragon typing it resists sooo much along with the amazing health and decent defences. Mold Breaker is incredible against shedninja and lightning rod users. Otherwise it kinda sucks lmao. Thunderbolt and dragon pulse for reliable stab damage. Heal Bell for status relievers which i dont have. Magnet Rise is assuming I already have the speed boost. I included it to replace an offensive move (which I dont really need) because tanky earthquake users are really good against ampharos @speedboost.
Conkeldurr @ Flame Orb
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Bulk Up
- Drain Punch
- Ice Punch
- Mach Punch
Flame Orb & Guts instead of leftovers & Sheer Force cuz burns suck ass. Bulk up for as long as i'm behind the shedninja substitute or if I'm against another fighting type. I'd rather take some damage and heal it up with drain punch later. Drain Punch is main damage and sustain. Ice punch for dragon/ground/flying and ghosts. Fucking ghosts can hit fighting, so BS. Mach punch for MORTAL COMBAT FINISHER. Or if Conkelldur is low and up against a speedy dude. Better leave a small dent than none at all eh?
How do I improve without changing the pokemon (if possible)(dragonite and klefki I am willing to replace)
Weaknesses that I know of: stealth rock hurts, no fairy type coverage, gimmicky
Strengths that I know of: speed boosted ampharos and conkeldurr hurt, gimmicky
Klefki @ Red Card
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Thunder Wave
- Reflect
- Light Screen
- Foul Play
This is the tank/setup of my team and sometimes I just use this guy as that extra pokemon with which i can use to freely switch another pokemon in. The thunder wave is really good for setting up my paraflinch togekiss and allowing my slow pokemon to outspeed other pokemon. Basic reflect/light screen. Foul play can wreck some attack offensive pokemon like Mega Metagross. Red card is for buff stackers and talonflame so they get bounced out like NOPE.
Dragonite @ Weakness Policy
Ability: Multiscale
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Dragon Claw
- Dragon Dance
- Fire Punch
- Earthquake
Either I start this guy or I baton pass into him with ninjask into a super effective move. Multiscale and Weakness policy works very well giving him x2 attack and xn speed. Hopefully this sweeps their team. Dragon Dance is for if i start this guy. Dragon Claw stab, Fire punch for ferrothorn and levitating steel types, earthquake for rock/ground/steel or fairy if i have to.
Togekiss @ Leftovers (rage inducer)
Ability: Serene Grace
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Thunder Wave
- Air Slash
- Roost
- Defog
Classic paraflincher. Roost for recovery and escaping ice/rock/electric supereffective damage. Defog because my team is super weak against stealth rocks and I can't afford to put it on dragonite or ninjask (can i even?)
Ninjask @ Leftovers
Ability: Speed Boost
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
- Substitute
- Protect
- Toxic
- Baton Pass
The cornerstone of my team. I usually never switch this guy in, only start him or after another pokemon dies. ALWAYS START SUBSTITUTE. I have countlessly missed a good substitute chance by starting protect =.='. Anyway, if this guy can get a good substitute out without it dying, then I have 2 choices: a)follow up with protect baton pass or b) protect, toxic, protect, sbustitute, cycle... This will get me a really fast ampharos, dragonite, or conkelldurr, or kill a mon. This guy is really annoying but can deal with some very potent pokemon.
Ampharos @ Ampharosite (tanky and with speed boost, a monster)
Ability: Static
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Thunderbolt
- Dragon Pulse
- Heal Bell
- Magnet Rise
I've always loved ampharos and when he got a mega-evo, I had to play it. Turns out the only setback is that its really slow. Which is why I use ninjask to enable this guy and if I get it right, he's a monster. With that dragon typing it resists sooo much along with the amazing health and decent defences. Mold Breaker is incredible against shedninja and lightning rod users. Otherwise it kinda sucks lmao. Thunderbolt and dragon pulse for reliable stab damage. Heal Bell for status relievers which i dont have. Magnet Rise is assuming I already have the speed boost. I included it to replace an offensive move (which I dont really need) because tanky earthquake users are really good against ampharos @speedboost.
Conkeldurr @ Flame Orb
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Bulk Up
- Drain Punch
- Ice Punch
- Mach Punch
Flame Orb & Guts instead of leftovers & Sheer Force cuz burns suck ass. Bulk up for as long as i'm behind the shedninja substitute or if I'm against another fighting type. I'd rather take some damage and heal it up with drain punch later. Drain Punch is main damage and sustain. Ice punch for dragon/ground/flying and ghosts. Fucking ghosts can hit fighting, so BS. Mach punch for MORTAL COMBAT FINISHER. Or if Conkelldur is low and up against a speedy dude. Better leave a small dent than none at all eh?
How do I improve without changing the pokemon (if possible)(dragonite and klefki I am willing to replace)