I took the Infernape lead idea, and reworked it to make him more useful as the game continued, rather than LOing him.
Infernape (M) @ Choice Scarf
Ability: Blaze
EVs: 24 Atk/252 Spd/232 SAtk
Rash nature (+SAtk, -SDef)
- Close Combat
- Earthquake
- Overheat
- Grass Knot
---
Scarfed Infernape was something I was working on earlier. I was irritated at getting outsped by Azelf, other Infernape, Jirachi, etc. It sacrifices quite a bit of killing power, but it rapes what it needs to. Sadly enough, if he's taken down early game by a mis-prediction, I usually end up losing. O.o
I'm debating on HP-Ice or Electric. Thoughts?
Latias (F) @ Choice Specs
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Thunderbolt
- Draco Meteor
- Surf
- Dragon Pulse
---
I designed this Latias to counter, and kill anything that Infernape can't. It's pretty much my end-all to other Dragons, however apparently a Swift Swim Kingdra will fuck it's eyes out.
Forretress (M) @ Leftovers
Ability: Sturdy
EVs: 244 HP/12 Def/252 SDef
Relaxed nature (+Def, -Spd)
- Stealth Rock
- Spikes/Earthquake/Explosion
- Toxic Spikes
- Gyro Ball
---
It's a Gimmick. It's Bad. Etc. There's been only one game where I have not been able to get at least Stealth Rock, and 2 layers of Toxic Spikes out. There was another game where I opted for Stealth Rock, and 2 layers of Spikes because I noticed his team was saturated with Toxic immunity.
Also there was one game where Gyroball I think koed like 4 pokemon. XD
I showed this to a friend, and he suggests to drop Spikes for Explosion or Earthquake. I personally prefer to keep the set as is, but it does make sense.
Magnezone @ Leftovers
Ability: Magnet Pull
EVs: 92 HP/76 Def/88 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Hidden Power [Fire]
- Thunderbolt
- Flash Cannon
- Explosion
---
I really hate how limited Magnezone's moveset is. =\!
It's a counter to Water/Steel. Mostly it's my Scizor counter.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP/252 Def/4 Spd
Bold nature (+Def, -Atk)
- Leech Seed
- Recover
- Grass Knot
- Heal Bell/Toxic
---
Cleric, and staller. Helps immensely late-game. Many of my wins have come from out-stalling the opponent late game with Toxic/Leech Seed/Residual damage.
The original build didn't run Toxic, but it ran Heal Bell. I'm still debating on which move to run.
Heatran (M) @ Choice Scarf
Ability: Flash Fire
EVs: 4 HP/252 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Earth Power
- Fire Blast
- Explosion
- Hidden Power [Ice]
---
The team has a major fire weakness, so this came into play. He originally ran Dragon Pulse, but it was prety terrible, lol. HP Ice is pretty rape.
This team has serious problems with Fighting, and Ground.
Infernape (M) @ Choice Scarf
Ability: Blaze
EVs: 24 Atk/252 Spd/232 SAtk
Rash nature (+SAtk, -SDef)
- Close Combat
- Earthquake
- Overheat
- Grass Knot
---
Scarfed Infernape was something I was working on earlier. I was irritated at getting outsped by Azelf, other Infernape, Jirachi, etc. It sacrifices quite a bit of killing power, but it rapes what it needs to. Sadly enough, if he's taken down early game by a mis-prediction, I usually end up losing. O.o
I'm debating on HP-Ice or Electric. Thoughts?
Latias (F) @ Choice Specs
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Thunderbolt
- Draco Meteor
- Surf
- Dragon Pulse
---
I designed this Latias to counter, and kill anything that Infernape can't. It's pretty much my end-all to other Dragons, however apparently a Swift Swim Kingdra will fuck it's eyes out.
Forretress (M) @ Leftovers
Ability: Sturdy
EVs: 244 HP/12 Def/252 SDef
Relaxed nature (+Def, -Spd)
- Stealth Rock
- Spikes/Earthquake/Explosion
- Toxic Spikes
- Gyro Ball
---
It's a Gimmick. It's Bad. Etc. There's been only one game where I have not been able to get at least Stealth Rock, and 2 layers of Toxic Spikes out. There was another game where I opted for Stealth Rock, and 2 layers of Spikes because I noticed his team was saturated with Toxic immunity.
Also there was one game where Gyroball I think koed like 4 pokemon. XD
I showed this to a friend, and he suggests to drop Spikes for Explosion or Earthquake. I personally prefer to keep the set as is, but it does make sense.
Magnezone @ Leftovers
Ability: Magnet Pull
EVs: 92 HP/76 Def/88 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Hidden Power [Fire]
- Thunderbolt
- Flash Cannon
- Explosion
---
I really hate how limited Magnezone's moveset is. =\!
It's a counter to Water/Steel. Mostly it's my Scizor counter.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP/252 Def/4 Spd
Bold nature (+Def, -Atk)
- Leech Seed
- Recover
- Grass Knot
- Heal Bell/Toxic
---
Cleric, and staller. Helps immensely late-game. Many of my wins have come from out-stalling the opponent late game with Toxic/Leech Seed/Residual damage.
The original build didn't run Toxic, but it ran Heal Bell. I'm still debating on which move to run.
Heatran (M) @ Choice Scarf
Ability: Flash Fire
EVs: 4 HP/252 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Earth Power
- Fire Blast
- Explosion
- Hidden Power [Ice]
---
The team has a major fire weakness, so this came into play. He originally ran Dragon Pulse, but it was prety terrible, lol. HP Ice is pretty rape.
This team has serious problems with Fighting, and Ground.