Regirock is normally the lead for this team. Providing early heavy fire power ( unless Pokes with priority are on the opponents team). I ran a different set than the standard S-Rocks bulky set. As i generally found the surprise factor in this WeaknessPolicy/Sturdy/RockPolish set works well in my favour. Not worried about burns, this Regirock will normally go 1for1 with massive stat gains on turn 1, but can push higher if the opponent cant respond appropiately
Regirock @ Weakness Policy
Ability: Sturdy
EVs: 252 Atk / 252 Spe
Adamant Nature
- Rock Polish
- Stone Edge
- Drain Punch
- Earthquake
Liepard i found fits a niche in the team with its Prankster support. Normally paired with H-Rotom, sun provides a massive help on the turn that Liepard is about to go down (to maximise sun turns for Rotom and even provides Regirock with a better resistance to water attacks if it hasnt fainted). The standard Swag-Play combo is an obvious choice, proving to be a reliable way to take down many physical threats at a risk. And T-Wave provides a nice counter to Pokemon such as Greninja or Infernape, who dont mind burn or toxic respectively too much as theyre already frail enough to be OHKOd by a lot of the metagame. Focus Sash provides Liepard with an extra turn if faced against a strong opponent
Liepard @ Focus Sash
Ability: Prankster
EVs: 252 Atk / 252 Spe
Jolly Nature
- Sunny Day
- Foul Play
- Thunder Wave
- Swagger
Reuniclus is mainly a bulky attacker, as long as Taunt users are out of the match, this set can often run amok. I chose the duel CalmMind-IronDefense combo to patch up my defenses where needed. Recover is an ibvious choice to provide longevity. Future Sight provided massive amounts of firepower as long as all Dark type Pokemon are off of the field. Magic Gaurd keeps it safe from Toxic and Burn. Kolbur Berry or No Item, i havent done any calcs to see the damage from Knock Off, but Kolbur certainly helps against the likes of SuckerPunch or Snarl
Reuniclus @ Kolbur Berry
Ability: Magic Guard
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Calm Mind
- Iron Defense
- Recover
- Future Sight
Ive opted to play a slightly different role for Mismagius, providing the Taunt support for the team with also carrying the Heal Bell incase Pokemon like Skarmory get Burned. Memento i found has been useful tied with its decent Speed stat and Sp.Defensive bulk. ShadowBall is the main option to chip in any damage while waiting for a time to either Heal Bell or Memento out of the battle. Mental Herb prevent being Taunted by Crobat and Thunderus
Mismagius @ Mental Herb
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Taunt
- Memento
- Heal Bell
- Shadow Ball
The Speed EVs on the set allow it to outrun the standard bulky sets which normally carry 24Speed EVs. Keen Eye is mainl there to tackle Pokes such as Minimise Clefable and Drifblim, and to an extent Double Team Dusclops. Leftovers allows longer sustain with Protect and Roost gives the immediate boost needed. Brave Bird and Iron Head and the solid STAB moves to get in a lot of chip damage
Skarmory @ Leftovers
Ability: Keen Eye
EVs: 248 HP / 232 Def / 28 Spe
Impish Nature
- Roost
- Brave Bird
- Iron Head
- Protect
Lastly, Rotom-H is here as i not only needed Electric support (Rotom-W was my first pick), but i found id be more likely to get walled out by Ferrothorns and Scizors especially if Regirock is down. Volt-Switch allows a safe switch in for another team member, with max HP for the added bulk. Max SpA allows Overheat to hit a lot of the Meta hard, especially undet the sun. Foul Play allows Rotom to get a surprise KO on things such as Swords Dance Garchomp who feel its safe to set up infront of Rotom-H as they resist or are immune to its STAB attacks. Protect allows for scouting and Sitrus Berry provides sustain
Rotom-Heat @ Sitrus Berry
Ability: Levitate
EVs: 248 HP / 252 SpA / 8 SpD
Calm Nature
- Volt Switch
- Overheat
- Foul Play
- Protect
This team is far from perfect, but with my main threat coming from Dark type Pokes (no resistances since Steel has been nerfed, and Regirock carries the Drain Punch). 3 immunities to ground, making Earthquake easy enough to avoid. And i feel around 7 types i have 0 weaknesses against (the other 10 more often or not help eachother counter their weaknesses)
Please help if you have any good ideas that i can implent into my team, id rather not switch Pokes out but will do if it seems like a good idea. Also, any viable nicknames are also accepted :)
Regirock @ Weakness Policy
Ability: Sturdy
EVs: 252 Atk / 252 Spe
Adamant Nature
- Rock Polish
- Stone Edge
- Drain Punch
- Earthquake
Liepard i found fits a niche in the team with its Prankster support. Normally paired with H-Rotom, sun provides a massive help on the turn that Liepard is about to go down (to maximise sun turns for Rotom and even provides Regirock with a better resistance to water attacks if it hasnt fainted). The standard Swag-Play combo is an obvious choice, proving to be a reliable way to take down many physical threats at a risk. And T-Wave provides a nice counter to Pokemon such as Greninja or Infernape, who dont mind burn or toxic respectively too much as theyre already frail enough to be OHKOd by a lot of the metagame. Focus Sash provides Liepard with an extra turn if faced against a strong opponent
Liepard @ Focus Sash
Ability: Prankster
EVs: 252 Atk / 252 Spe
Jolly Nature
- Sunny Day
- Foul Play
- Thunder Wave
- Swagger
Reuniclus is mainly a bulky attacker, as long as Taunt users are out of the match, this set can often run amok. I chose the duel CalmMind-IronDefense combo to patch up my defenses where needed. Recover is an ibvious choice to provide longevity. Future Sight provided massive amounts of firepower as long as all Dark type Pokemon are off of the field. Magic Gaurd keeps it safe from Toxic and Burn. Kolbur Berry or No Item, i havent done any calcs to see the damage from Knock Off, but Kolbur certainly helps against the likes of SuckerPunch or Snarl
Reuniclus @ Kolbur Berry
Ability: Magic Guard
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Calm Mind
- Iron Defense
- Recover
- Future Sight
Ive opted to play a slightly different role for Mismagius, providing the Taunt support for the team with also carrying the Heal Bell incase Pokemon like Skarmory get Burned. Memento i found has been useful tied with its decent Speed stat and Sp.Defensive bulk. ShadowBall is the main option to chip in any damage while waiting for a time to either Heal Bell or Memento out of the battle. Mental Herb prevent being Taunted by Crobat and Thunderus
Mismagius @ Mental Herb
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Taunt
- Memento
- Heal Bell
- Shadow Ball
The Speed EVs on the set allow it to outrun the standard bulky sets which normally carry 24Speed EVs. Keen Eye is mainl there to tackle Pokes such as Minimise Clefable and Drifblim, and to an extent Double Team Dusclops. Leftovers allows longer sustain with Protect and Roost gives the immediate boost needed. Brave Bird and Iron Head and the solid STAB moves to get in a lot of chip damage
Skarmory @ Leftovers
Ability: Keen Eye
EVs: 248 HP / 232 Def / 28 Spe
Impish Nature
- Roost
- Brave Bird
- Iron Head
- Protect
Lastly, Rotom-H is here as i not only needed Electric support (Rotom-W was my first pick), but i found id be more likely to get walled out by Ferrothorns and Scizors especially if Regirock is down. Volt-Switch allows a safe switch in for another team member, with max HP for the added bulk. Max SpA allows Overheat to hit a lot of the Meta hard, especially undet the sun. Foul Play allows Rotom to get a surprise KO on things such as Swords Dance Garchomp who feel its safe to set up infront of Rotom-H as they resist or are immune to its STAB attacks. Protect allows for scouting and Sitrus Berry provides sustain
Rotom-Heat @ Sitrus Berry
Ability: Levitate
EVs: 248 HP / 252 SpA / 8 SpD
Calm Nature
- Volt Switch
- Overheat
- Foul Play
- Protect
This team is far from perfect, but with my main threat coming from Dark type Pokes (no resistances since Steel has been nerfed, and Regirock carries the Drain Punch). 3 immunities to ground, making Earthquake easy enough to avoid. And i feel around 7 types i have 0 weaknesses against (the other 10 more often or not help eachother counter their weaknesses)
Please help if you have any good ideas that i can implent into my team, id rather not switch Pokes out but will do if it seems like a good idea. Also, any viable nicknames are also accepted :)