Introduction
Hey there y'all! I'm here with my first RMT (and first forum post!). So with the possibility of Mega-Lucario being banned, I find myself in a pretty tight position, as it is the one Mega I am really familiar with. And with tight competition in Ubers, I doubt I'd be seeing the Super Saiyan canine ever again. So I decided to make a new team, with a new Mega.
This team's heavily based on predicting and psyching your opponent's every move, mainly by switching, which is where the team name came from. My sporadic playstyle isn't adapted purely through its competitive value, but also partially (if not mostly) influenced by my desire for a heart-pounding, exiting match where no-one has the certain win. Hence the lack of a spinblocker; it's more exiting for me to predict a spinner's switch-in and pummel said spinner before it can do its job. Of course, I fail at times, but for me, the thrill is worth it. Defog makes spinblockers irrelevant, anyways.
Teambuilding
At first, I had six empty slots. I decided that instead of making a team that would support the Mega, I'd come up with one that would use the Mega to balance the scales. Kind of the other way around. I whipped up a simple hyper-offensive team setup from somewhere inside my brain.
[ Mega Evolution ] | [ Spinner ] [ Physical Attacker #1 ] [ Physical Attacker #2 ] [Special Attacker #1 ] [Special Attacker #2] [ Hazard Setup ]
I then realized this team would be completely walled by any well-planned stall. Figuring that I'd have little to no use for a spinner anyways, since I don't use Sashes, personally, I ditched it in favor of a wall/stallbreaker.
[ Mega Evolution ] | [ Stallbreaker ] [ Physical Attacker #1 ] [ Physical Attacker #2 ] [Special Attacker #1 ] [Special Attacker #2] [ Hazard Setup ]
At this point, since I plan to run an offensive team, I have two choices for a Mega.
Mega-Pinsir boasts monstrous attacking power and decent Speed, while Mega-Scizor has considerably more bulk than Pinsir, while still being able to hit hard (all while managing to look cooler, in my opinion at least).
[ Stallbreaker ] [ Physical Attacker #2 ] [Special Attacker #1 ] [Special Attacker #2] [ Hazard Setup ]
In the end, I decided to go with Pinsir, since Mega-Pinsir's bulk isn't horrible anyways. The massive power would be really welcome, too. It's also my first Physical attacker.
[ Stallbreaker ]
[Special Attacker #1 ] [Special Attacker #2] [ Hazard Setup ]
I looked for another decent Physical attacker, preferably one that can shrug off neutral damage (and some supereffective ones) and punish the attacker severely. After deliberation, I decided to experiment a little with Pikablu-- I mean, Azumarill.
[ Stallbreaker ]
[Special Attacker #2] [ Hazard Setup ]
Generally, I just needed a fast, powerful Special Attacker. Something to revenge-kill, or kill off things weakened by hazard. Or at least put a huge dent on pretty much anything for the next Pokemon to finish off. So I went with Alakazam, the Psychic type that pretty much dominated Gen 1 with his monstrous Sp. Attack, Speed, and coverage. Well, in-game anyways.
[Special Attacker #2] [ Hazard Setup ]
Whimsicott has earned my respect as being a highly effective counter for setups, stalls, and walls. All she needs to do is switch into an incoming non-damaging move and Encore it, and it's pretty much desolate. She's also the fastest Prankster user, making sure that almost nothing can outspeed her status moves. She's also my claim to fame, as she established me as one of the most annoying gym leaders to fight in a league.
[Special Attacker #2]
Forretress is my choice hazard setup machine, as is predicted; with Mega-Kangaskhan gone, he can and will set up at least one layer of Stealth Rocks before either retreating or dying, providing a free switch for one of my frailer attackers. He has access to all of the entry hazards, too, bar Sticky Web. I also accounted this metal bug's ability to spin away hazards, making him viable in a Hazard war.
I realized I don't have anything bulky bar Azumarill, and I don't want the rumored Pokegod to switch in to any boosted SE attacks. And what better to tank pretty much anything you can throw, other than Clefable? The best part about Clefable is that she has two viable sets, and the enemy usually won't know which one you're running 'till it's too late. Except if they're really that good at guessing. Or are just plain lucky. I run an Unaware set, designed to take the brunt of pretty much any attack, even supereffective ones.
The Team
Omnomnom (Pinsir) (M) @ Pinsirite
Ability: Moxie
EVs: 252 Spd / 252 Atk / 4 Def
Jolly Nature
- Swords Dance
- Quick Attack
- Return
- Earthquake
This is a pretty standard set for Mega-Pinsir. Return becomes extremely powerful under Aerilate and STAB, grabbing OHKOs even when unboosted. Quick Attack gives me much needed Priority, and can hit surprisingly hard, too. Swords Dance increases Pinsir's attack to ungodly heights, grabbing OHKOs from even some of the bulkier Pokemon, after a few layers of hazard. Earthquake is there for coverage, just in case a Steel type comes in, thinking it can wall Pinsir. I run a Max Speed, Max Attack Jolly spread, in order to outspeed other Mega-Pinsir, no-Speed Scarf Rotom, Timid Genesect, Modest Greninja, and a heck lot more that I may have missed. I also decided against investing the remaining 4 EVs on HP to keep Pinsir's HP an odd number, and thus letting him take 1% less damage from Stealth Rocks. It may not seem like much, but an extra opportunity to switch in may be crucial to the battle.
I also can, with some careful planning, get a free switch into a severely weakened enemy, and stab the Quick Attack button for a Moxie boost, before evolving to its mega form and wrecking havoc with its +1 boost. Although it's not as powerful as a Swords Dance boost, it's usually enough to muscle through Pokemon he previously couldn't OHKO, like Bulky Exploud and a few variants of Starmie (after hazards).
∆TEMPEST∆ (Whimsicott) (F) @ Leftovers
Ability: Prankster
EVs: 20 Spd / 252 Def / 236 SDef
Calm Nature
IVs: 0 HP
- Substitute
- Leech Seed
- Encore
- Taunt
Although this Whimsicott was the reason I was (slightly) known, I decided to run an unorthodox set, having both Taunt and Encore in one moveset. And I have to say, it works like a charm. Lock a Heatran into Stealth Rock, or Taunt the opposing Skarmory, and you get one free turn to do whatever you want. If the enemy persists, great! Three free turns isn't something I'd turn my head from. One turn to switch in, another to set up, and the last to hit the enemy, hard.
Substitute and Leech Seed make for the classic SubSeed set, which is empowered with Prankster. 252 Def and 236 Sp. Def investments aren't that much, but is enough to tank neutral/resisted hits, which compliments Encore and SubSeed. 20 Speed EVs beat 96 Speed Liepards to the Taunt. 0 HP IVs ensure maximum percentage increase from Leech Seed absorbs, which would ensure at least one extra Substitute.
Purgabunny (Azumarill) (F) @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Superpower
I've seen Azumarill used a lot, but personally, this team was the first I made that included the blue bunny. I was pretty skeptical at first. I saw the stats, and nothing, NOTHING looked good to me. Even though people said that Belly Drum + Huge Power was scary, I just didn't see sense in running her. That is, until I did slap her into this team. She was supposed to be a filler, something that's just there for now until I find a great physical attacker set, but it turns out that a lot of things that I previously struggled against were covered by it.
Belly Drum raises Azumarill's Attack stat to a whopping 1744, while the Sitrus Berry and Max HP investments almost ensure Azumarill can fire off a Belly Drum, followed by a STAB Aqua Jet, usually OHKOing frailer attackers, or putting a hole on the bulkier ones. Play Rough is another STAB move, dealing with Dragons and things that Aqua Jet can't kill in one hit, assuming Azumarill has enough HP to pull it off. Superpower is usually a move with lots of consequences, what with Attack and Defense going down by one stage, but with Belly Drum this is easily shrugged off. Even after a Superpower drop, Azumarill can attempt an Aqua Jet to dent whatever remains in her way, ignoring the Defense drop for at least one turn.
Spoony Bard (Alakazam) (M) @ Focus Sash
Ability: Magic Guard
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
IVs: 0 Atk / 30 Def
- Psyshock
- Shadow Ball
- Hidden Power [Ice]
- Energy Ball
Remember when I said I don't use Focus Sash? I lied. Well, not really, more like this is an exception. The reason I don't like sashes is that any form of residual damage and hazards break it. That isn't true when you have Magic Guard, though! With this, Alakazam is also extremely useful for absorbing statuses, bar Sleep and Paralysis. Alakazam is also relatively frail, very frail even, that he appreciates the extra turn Focus Sash gives him, allowing him to severely dent an enemy with one hit, and finish it off on the other, and then continue weakening things off for Pinsir or Azumarill to finish off later on.
I prefer Psyshock over Psychic, because I don't want Alakazam to be walled by Special walls. It also surprises incoming Blissey with a nasty surprise in the form of a huge dent on her HP. Shadow Ball is there for coverage, and also to clear unsuspecting Starmie hoping to score a Rapid Spin, or an Espeon or Sigilyph expecting to tank a Psyshock and boost before sweeping. Hidden Power Ice is there for Gliscor and Garchomp, which Alakazam can barely touch with his other moves. Energy Ball's there for coverage against bulkier Water types, namely Swampert, Manaphy, and Jellicent.
Ms. Derp (Clefable) (F) @ Leftovers
Ability: Unaware
EVs: 252 Def / 252 SDef / 4 HP
Bold Nature
IVs: 0 Atk
- Cosmic Power
- Moonlight
- Charge Beam
- Stored Power
I always think Clefable is underrated. Her ability to wall mostly anything, with a combination of Moonlight and Cosmic Power, is hardly something to scoff at. Sadly, Unaware isn't compatible with Softboiled, so I have to stick with Moonlight's recovery, albeit having less PP and reliability in weather.
A combination of Cosmic Power, Charge Beam, and Stored Power is scary; if Clefable is left to set up (which happens a lot of times, surprisingly) she can fire off a 360 BP Stored Power from a Sp. Attack stat of 904. It's also nearly untouchable by any damaging attack (discounting critical hits).
As it is plainly seen, this Clefable's EV spread is designed to tank attacks, while powering up her defenses via Cosmic Power. If left for some time, she'd be a wall that 's almost impassable; and one that can actually deal huge damage.
Ars Arcanum (Forretress) (M) @ Red Card
Ability: Sturdy
EVs: 248 HP / 252 SDef / 8 Def
Relaxed Nature
IVs: 0 Spd
- Rapid Spin
- Stealth Rock
- Spikes
- Volt Switch
Forretress isn't necessarily my lead, although most of the time he ends up being one. I play Forretress depending on the enemy's team. If the enemy seems to run a lead in which I can OHKO by simply using another lead, I'd leave this bug for later, and switch him in some other time. If the enemy has a Magic Bouncer, I'd pull back on setting up, but I'd probably psych the enemy and Volt Switch to Alakazam to grab the Espeon or Xatu kill.
Stealth Rocks and Spikes, I try to get as much possible on the field without endangering Forretress' life if he may be needed later on. Rapid Spin is there to keep my Pinsir safe as much as possible. Volt Switch can be used to get a frailer team member, say, Whimsicott, to switch in safely. Red Card is there to phaze things that think it could set up on Forretress for free while I set up spikes, resulting in the loss of their boosts. Sturdy ensures that Red Card will always activate, barring the possibility of Knock Off.
I try to round off as much defenses as possible. The EV spread was designed to have the most Sp. Defense Forretress can have, and still have considerable Physical bulk. I invested absolutely 0 Speed IVs in order to be slower than most other Pokemon in the tier, thus enhancing its ability to Volt Switch in a teammate safely.
Conclusion
I'd think this team's pretty unique in that it's a Generation 6 team, yet it uses no Gen 6 Pokemon, and instead makes use of its new mechanics. It's also a team based on prediction, and as such this team's not a sure-win team, but can do exceptionally well if played around correctly.
That's all for the team! Any help on rating would be greatly appreciated!I don't think I'm supposed to say this, but feel free to steal~
Importable
Hey there y'all! I'm here with my first RMT (and first forum post!). So with the possibility of Mega-Lucario being banned, I find myself in a pretty tight position, as it is the one Mega I am really familiar with. And with tight competition in Ubers, I doubt I'd be seeing the Super Saiyan canine ever again. So I decided to make a new team, with a new Mega.
This team's heavily based on predicting and psyching your opponent's every move, mainly by switching, which is where the team name came from. My sporadic playstyle isn't adapted purely through its competitive value, but also partially (if not mostly) influenced by my desire for a heart-pounding, exiting match where no-one has the certain win. Hence the lack of a spinblocker; it's more exiting for me to predict a spinner's switch-in and pummel said spinner before it can do its job. Of course, I fail at times, but for me, the thrill is worth it. Defog makes spinblockers irrelevant, anyways.
Teambuilding
At first, I had six empty slots. I decided that instead of making a team that would support the Mega, I'd come up with one that would use the Mega to balance the scales. Kind of the other way around. I whipped up a simple hyper-offensive team setup from somewhere inside my brain.
[ Mega Evolution ] | [ Spinner ] [ Physical Attacker #1 ] [ Physical Attacker #2 ] [Special Attacker #1 ] [Special Attacker #2] [ Hazard Setup ]
I then realized this team would be completely walled by any well-planned stall. Figuring that I'd have little to no use for a spinner anyways, since I don't use Sashes, personally, I ditched it in favor of a wall/stallbreaker.
[ Mega Evolution ] | [ Stallbreaker ] [ Physical Attacker #1 ] [ Physical Attacker #2 ] [Special Attacker #1 ] [Special Attacker #2] [ Hazard Setup ]
At this point, since I plan to run an offensive team, I have two choices for a Mega.


Mega-Pinsir boasts monstrous attacking power and decent Speed, while Mega-Scizor has considerably more bulk than Pinsir, while still being able to hit hard (all while managing to look cooler, in my opinion at least).

In the end, I decided to go with Pinsir, since Mega-Pinsir's bulk isn't horrible anyways. The massive power would be really welcome, too. It's also my first Physical attacker.


I looked for another decent Physical attacker, preferably one that can shrug off neutral damage (and some supereffective ones) and punish the attacker severely. After deliberation, I decided to experiment a little with Pikablu-- I mean, Azumarill.



Generally, I just needed a fast, powerful Special Attacker. Something to revenge-kill, or kill off things weakened by hazard. Or at least put a huge dent on pretty much anything for the next Pokemon to finish off. So I went with Alakazam, the Psychic type that pretty much dominated Gen 1 with his monstrous Sp. Attack, Speed, and coverage. Well, in-game anyways.




Whimsicott has earned my respect as being a highly effective counter for setups, stalls, and walls. All she needs to do is switch into an incoming non-damaging move and Encore it, and it's pretty much desolate. She's also the fastest Prankster user, making sure that almost nothing can outspeed her status moves. She's also my claim to fame, as she established me as one of the most annoying gym leaders to fight in a league.





Forretress is my choice hazard setup machine, as is predicted; with Mega-Kangaskhan gone, he can and will set up at least one layer of Stealth Rocks before either retreating or dying, providing a free switch for one of my frailer attackers. He has access to all of the entry hazards, too, bar Sticky Web. I also accounted this metal bug's ability to spin away hazards, making him viable in a Hazard war.






I realized I don't have anything bulky bar Azumarill, and I don't want the rumored Pokegod to switch in to any boosted SE attacks. And what better to tank pretty much anything you can throw, other than Clefable? The best part about Clefable is that she has two viable sets, and the enemy usually won't know which one you're running 'till it's too late. Except if they're really that good at guessing. Or are just plain lucky. I run an Unaware set, designed to take the brunt of pretty much any attack, even supereffective ones.
The Team

Omnomnom (Pinsir) (M) @ Pinsirite
Ability: Moxie
EVs: 252 Spd / 252 Atk / 4 Def
Jolly Nature
- Swords Dance
- Quick Attack
- Return
- Earthquake
This is a pretty standard set for Mega-Pinsir. Return becomes extremely powerful under Aerilate and STAB, grabbing OHKOs even when unboosted. Quick Attack gives me much needed Priority, and can hit surprisingly hard, too. Swords Dance increases Pinsir's attack to ungodly heights, grabbing OHKOs from even some of the bulkier Pokemon, after a few layers of hazard. Earthquake is there for coverage, just in case a Steel type comes in, thinking it can wall Pinsir. I run a Max Speed, Max Attack Jolly spread, in order to outspeed other Mega-Pinsir, no-Speed Scarf Rotom, Timid Genesect, Modest Greninja, and a heck lot more that I may have missed. I also decided against investing the remaining 4 EVs on HP to keep Pinsir's HP an odd number, and thus letting him take 1% less damage from Stealth Rocks. It may not seem like much, but an extra opportunity to switch in may be crucial to the battle.
I also can, with some careful planning, get a free switch into a severely weakened enemy, and stab the Quick Attack button for a Moxie boost, before evolving to its mega form and wrecking havoc with its +1 boost. Although it's not as powerful as a Swords Dance boost, it's usually enough to muscle through Pokemon he previously couldn't OHKO, like Bulky Exploud and a few variants of Starmie (after hazards).

∆TEMPEST∆ (Whimsicott) (F) @ Leftovers
Ability: Prankster
EVs: 20 Spd / 252 Def / 236 SDef
Calm Nature
IVs: 0 HP
- Substitute
- Leech Seed
- Encore
- Taunt
Although this Whimsicott was the reason I was (slightly) known, I decided to run an unorthodox set, having both Taunt and Encore in one moveset. And I have to say, it works like a charm. Lock a Heatran into Stealth Rock, or Taunt the opposing Skarmory, and you get one free turn to do whatever you want. If the enemy persists, great! Three free turns isn't something I'd turn my head from. One turn to switch in, another to set up, and the last to hit the enemy, hard.
Substitute and Leech Seed make for the classic SubSeed set, which is empowered with Prankster. 252 Def and 236 Sp. Def investments aren't that much, but is enough to tank neutral/resisted hits, which compliments Encore and SubSeed. 20 Speed EVs beat 96 Speed Liepards to the Taunt. 0 HP IVs ensure maximum percentage increase from Leech Seed absorbs, which would ensure at least one extra Substitute.

Purgabunny (Azumarill) (F) @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Superpower
I've seen Azumarill used a lot, but personally, this team was the first I made that included the blue bunny. I was pretty skeptical at first. I saw the stats, and nothing, NOTHING looked good to me. Even though people said that Belly Drum + Huge Power was scary, I just didn't see sense in running her. That is, until I did slap her into this team. She was supposed to be a filler, something that's just there for now until I find a great physical attacker set, but it turns out that a lot of things that I previously struggled against were covered by it.
Belly Drum raises Azumarill's Attack stat to a whopping 1744, while the Sitrus Berry and Max HP investments almost ensure Azumarill can fire off a Belly Drum, followed by a STAB Aqua Jet, usually OHKOing frailer attackers, or putting a hole on the bulkier ones. Play Rough is another STAB move, dealing with Dragons and things that Aqua Jet can't kill in one hit, assuming Azumarill has enough HP to pull it off. Superpower is usually a move with lots of consequences, what with Attack and Defense going down by one stage, but with Belly Drum this is easily shrugged off. Even after a Superpower drop, Azumarill can attempt an Aqua Jet to dent whatever remains in her way, ignoring the Defense drop for at least one turn.

Spoony Bard (Alakazam) (M) @ Focus Sash
Ability: Magic Guard
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
IVs: 0 Atk / 30 Def
- Psyshock
- Shadow Ball
- Hidden Power [Ice]
- Energy Ball
Remember when I said I don't use Focus Sash? I lied. Well, not really, more like this is an exception. The reason I don't like sashes is that any form of residual damage and hazards break it. That isn't true when you have Magic Guard, though! With this, Alakazam is also extremely useful for absorbing statuses, bar Sleep and Paralysis. Alakazam is also relatively frail, very frail even, that he appreciates the extra turn Focus Sash gives him, allowing him to severely dent an enemy with one hit, and finish it off on the other, and then continue weakening things off for Pinsir or Azumarill to finish off later on.
I prefer Psyshock over Psychic, because I don't want Alakazam to be walled by Special walls. It also surprises incoming Blissey with a nasty surprise in the form of a huge dent on her HP. Shadow Ball is there for coverage, and also to clear unsuspecting Starmie hoping to score a Rapid Spin, or an Espeon or Sigilyph expecting to tank a Psyshock and boost before sweeping. Hidden Power Ice is there for Gliscor and Garchomp, which Alakazam can barely touch with his other moves. Energy Ball's there for coverage against bulkier Water types, namely Swampert, Manaphy, and Jellicent.

Ms. Derp (Clefable) (F) @ Leftovers
Ability: Unaware
EVs: 252 Def / 252 SDef / 4 HP
Bold Nature
IVs: 0 Atk
- Cosmic Power
- Moonlight
- Charge Beam
- Stored Power
I always think Clefable is underrated. Her ability to wall mostly anything, with a combination of Moonlight and Cosmic Power, is hardly something to scoff at. Sadly, Unaware isn't compatible with Softboiled, so I have to stick with Moonlight's recovery, albeit having less PP and reliability in weather.
A combination of Cosmic Power, Charge Beam, and Stored Power is scary; if Clefable is left to set up (which happens a lot of times, surprisingly) she can fire off a 360 BP Stored Power from a Sp. Attack stat of 904. It's also nearly untouchable by any damaging attack (discounting critical hits).
As it is plainly seen, this Clefable's EV spread is designed to tank attacks, while powering up her defenses via Cosmic Power. If left for some time, she'd be a wall that 's almost impassable; and one that can actually deal huge damage.

Ars Arcanum (Forretress) (M) @ Red Card
Ability: Sturdy
EVs: 248 HP / 252 SDef / 8 Def
Relaxed Nature
IVs: 0 Spd
- Rapid Spin
- Stealth Rock
- Spikes
- Volt Switch
Forretress isn't necessarily my lead, although most of the time he ends up being one. I play Forretress depending on the enemy's team. If the enemy seems to run a lead in which I can OHKO by simply using another lead, I'd leave this bug for later, and switch him in some other time. If the enemy has a Magic Bouncer, I'd pull back on setting up, but I'd probably psych the enemy and Volt Switch to Alakazam to grab the Espeon or Xatu kill.
Stealth Rocks and Spikes, I try to get as much possible on the field without endangering Forretress' life if he may be needed later on. Rapid Spin is there to keep my Pinsir safe as much as possible. Volt Switch can be used to get a frailer team member, say, Whimsicott, to switch in safely. Red Card is there to phaze things that think it could set up on Forretress for free while I set up spikes, resulting in the loss of their boosts. Sturdy ensures that Red Card will always activate, barring the possibility of Knock Off.
I try to round off as much defenses as possible. The EV spread was designed to have the most Sp. Defense Forretress can have, and still have considerable Physical bulk. I invested absolutely 0 Speed IVs in order to be slower than most other Pokemon in the tier, thus enhancing its ability to Volt Switch in a teammate safely.
Conclusion
I'd think this team's pretty unique in that it's a Generation 6 team, yet it uses no Gen 6 Pokemon, and instead makes use of its new mechanics. It's also a team based on prediction, and as such this team's not a sure-win team, but can do exceptionally well if played around correctly.
That's all for the team! Any help on rating would be greatly appreciated!
Importable
Omnomnom (Pinsir) (M) @ Pinsirite
Ability: Moxie
EVs: 252 Spd / 252 Atk / 4 Def
Jolly Nature
- Swords Dance
- Quick Attack
- Return
- Earthquake
∆TEMPEST∆ (Whimsicott) (F) @ Leftovers
Ability: Prankster
EVs: 20 Spd / 252 Def / 236 SDef
Calm Nature
IVs: 0 HP
- Substitute
- Leech Seed
- Encore
- Taunt
Purgabunny (Azumarill) (F) @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Superpower
Ars Arcanum (Forretress) (M) @ Red Card
Ability: Sturdy
EVs: 248 HP / 252 SDef / 8 Def
Relaxed Nature
IVs: 0 Spd
- Rapid Spin
- Stealth Rock
- Spikes
- Volt Switch
Ms. Derp (Clefable) (F) @ Leftovers
Ability: Unaware
EVs: 252 Def / 252 SDef / 4 HP
Bold Nature
IVs: 0 Atk
- Cosmic Power
- Moonlight
- Charge Beam
- Stored Power
Spoony Bard (Alakazam) (M) @ Focus Sash
Ability: Magic Guard
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
IVs: 0 Atk / 30 Def
- Psyshock
- Shadow Ball
- Hidden Power [Ice]
- Energy Ball
Ability: Moxie
EVs: 252 Spd / 252 Atk / 4 Def
Jolly Nature
- Swords Dance
- Quick Attack
- Return
- Earthquake
∆TEMPEST∆ (Whimsicott) (F) @ Leftovers
Ability: Prankster
EVs: 20 Spd / 252 Def / 236 SDef
Calm Nature
IVs: 0 HP
- Substitute
- Leech Seed
- Encore
- Taunt
Purgabunny (Azumarill) (F) @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Superpower
Ars Arcanum (Forretress) (M) @ Red Card
Ability: Sturdy
EVs: 248 HP / 252 SDef / 8 Def
Relaxed Nature
IVs: 0 Spd
- Rapid Spin
- Stealth Rock
- Spikes
- Volt Switch
Ms. Derp (Clefable) (F) @ Leftovers
Ability: Unaware
EVs: 252 Def / 252 SDef / 4 HP
Bold Nature
IVs: 0 Atk
- Cosmic Power
- Moonlight
- Charge Beam
- Stored Power
Spoony Bard (Alakazam) (M) @ Focus Sash
Ability: Magic Guard
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
IVs: 0 Atk / 30 Def
- Psyshock
- Shadow Ball
- Hidden Power [Ice]
- Energy Ball
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