Introduction:
Hello, this is a team I made a while back and have been using it for a while, with 150+ battles under my belt though I would like some help not getting dominated so often at the end of games. But thanks for the feedback if I do get any.
The Team:
fuzzy jenkins (Ferrothorn) (M) @ Choice Band
Trait: Iron Barbs
EVs: 252 Atk / 252 HP / 4 SDef
Brave Nature
IVs: 0 Spd
- Power Whip
- Gyro Ball
- Bulldoze
- Explosion
I really like Choice Banded Ferrothorn, plenty of people who I've played against have expected me to toss up some rocks or something. I believe he does have a very nice attack stat to work with as well as sexy stab moves to abuse, namely Gyro Ball and Power Whip. I use Bull doze sometimes to catch users who switch into Heatran or Magnezone, though I'll be pretty exposed if they choose to stay since I'm locked into bull doze. With his weakness to fighting and fire type moves I chose to use Camerupt and Cofagrigus to cover those. Since Conkeldurr can't really do much do Jellicent, I decided that Ferrothorn would have Jellies for breakfast. However, I get sad when scald or WoW burns me.
robust cheeseman (Conkeldurr) (M) @ Flame Orb
Trait: Guts
EVs: 252 Atk / 252 HP / 4 SDef
Brave Nature
IVs:0 Spd
- Bulk Up
- Drain Punch
- Mach Punch
- Ice Punch
I think Conkeldurr is a pretty cool guy, eh faints lots of pokemon and doesn't afraid of anything. But for real though, Conkeldurr is a really awesome guy I haven't been disappointed with him since he nets me some really good KO's. I used Flame orb since I usually stay in for the 4 turns I'm given. If I have a feeling that the opponent will switch pokemon I'll probably use bulk up, but since I don't have that much time with trick room being at the most 4 turns it depends on what point of the battle I'm in. Drain punch is cool since it hits extra hard and allows me to have some recovery. Ice punch is also quite helpful for dragons and Gengars who get in my way. Lastly, mach punch is used if I want to stay in after trick room is done or something. But yeah, Ferrothorn and Conkeldurr are my main means of physical force.
pinky doo (Slowbro) (F) @ Leftovers
Trait: Regenerator
EVs: 4 Def / 252 HP / 252 SAtk
Relaxed
IVs: 0 Spd
- Fire Blast
- Scald
- Trick Room
- Slack OffSo I do need a setter at some point, and I picked out Slowbro first cause he's a total bro. He's got some sexy defenses, but I didn't really invest in any since I thought he was bulky enough to take hits and switch out to regain health. Scald and Fire Blast were my main choices for moves, scald is a nice sexy stab for Slowbro, and Fire Blast roasts some portabello brelooms, fried scizors, and burns ferrothorns to the ground. He's my main setter though since my Reinculus isn't the bulkiest thingy around and Cofag has no recovery what so ever. I'm kind of thinking about replacing slack off with psychic or something since I already get recovery through regenerator. Usually I get scizors who switch in on Slowbro here and fire blast knocks em dead. Also, I'm pretty sure my EV's could be placed better in some fashion and I'd like some input for that fur sure, but I put in 252 spa evs for the guaranteed KO on sub seed breloom probably. He's my main course for setting trick room when it runs out during the middle of the battle.
vishnu tissues (Cofagrigus) (M) @ Leftovers
Trait: Mummy
EVs: 252 SAtk / 248 HP / 8 Def
Quiet Nature
- Nasty Plot
- Trick Room
- Shadow Ball
- Hidden Power [Fighting]Alrighty, so I wanted at least 3 trick room setter so I picked out Cofagrigus, I thought about using Jellicent at first, but I did want a pokemon who would pack be packing some heat. The nasty plot set can do really well on its own and has coverage for everything with hp fighting. I usually start off with him when the battle begins and do my initial setting up of trick room and such. He's been a pretty good pokemon for me so far racking up some damage as well as getting trick room started up. I do believe he's the first to faint though, which isn't too good of a thing to have, but he doesn't have that many recovery options for me to use I don't think. But yeah I usually put him in the role of a lead and the initial setter.
amoeba shiva (Reuniclus) (F) @ Life Orb
Trait: Magic Guard
EVs: 192 HP / 252 SAtk / 64 Def
Quiet Nature
IVs: 0 Spd
- Recover
- Shadow Ball
- Psychic
- Trick RoomNow this fella is pretty swell, I like to bring him out near the end when everything is all clear of stuff that Reuniclus can't really hurt. He hits pretty hard and cleans up nicely, I don't usually let him take hits, although he has recover because I feel like slowbro does a better job of it. I use psychic as a hard hitting stab which eats up things that won't resist or are immune to it. Shadow ball is for coverage and stuffs. I'm thinking about using Focus blast or something over recover since I'm not prone to using recover all that much since I use him at the end.
camela anderson (Camerupt) (F) @ Life Orb
Trait: Solid Rock
EVs: 252 HP / 252 SAtk / 4 Def
Quiet Nature
- Earth Power
- Fire Blast
- Hidden Power [Rock]
- Stealth Rock
So last but not least is camela anderson, she's got huge lumps if you catch my drift. She's also been quite swell on the team when she gets a chance to whoop ass. Although she doesn't have stellar defenses she only takes neutral damage from stealth rocks which I do enjoy to the max. Also, having a ground and fire stab is kinda sexy, she's removed lots of jirachi's with the time spent on my team, Heatrans without a balloon get pooped on, and she hits hard on neutral attacks too which is extra nice. I don't usually get time to set up rocks with the time given, so I fire off attacks most of the time. If she does get threatened by water attacks Slowbro is there to save the day and helps alleviate that water weakness. I was contemplating switching to Chandelure, but I would have a massive weakness to dark and ghost types.
Conclusion:
Well, that's pretty much it, a few problems I do have when I play other users is the limited time I have to attack and then re set trick room once more. I'm trying to allow my setters to work as attackers so they aren't truly fodder. But they all share a dark weakness that kind of makes me a little nervous If my main physical attackers are dead and gone. Nearing the end of my matches, if I'm down to one or no setters left, I usually lose out to a scarfed user which also makes me sad. I am open to make changes to my team in terms of pokemon choices.
http://pastebin.com/cRY759KJ here is the text for the team if you want to use it.
Hello, this is a team I made a while back and have been using it for a while, with 150+ battles under my belt though I would like some help not getting dominated so often at the end of games. But thanks for the feedback if I do get any.
The Team:

fuzzy jenkins (Ferrothorn) (M) @ Choice Band
Trait: Iron Barbs
EVs: 252 Atk / 252 HP / 4 SDef
Brave Nature
IVs: 0 Spd
- Power Whip
- Gyro Ball
- Bulldoze
- Explosion
I really like Choice Banded Ferrothorn, plenty of people who I've played against have expected me to toss up some rocks or something. I believe he does have a very nice attack stat to work with as well as sexy stab moves to abuse, namely Gyro Ball and Power Whip. I use Bull doze sometimes to catch users who switch into Heatran or Magnezone, though I'll be pretty exposed if they choose to stay since I'm locked into bull doze. With his weakness to fighting and fire type moves I chose to use Camerupt and Cofagrigus to cover those. Since Conkeldurr can't really do much do Jellicent, I decided that Ferrothorn would have Jellies for breakfast. However, I get sad when scald or WoW burns me.

robust cheeseman (Conkeldurr) (M) @ Flame Orb
Trait: Guts
EVs: 252 Atk / 252 HP / 4 SDef
Brave Nature
IVs:0 Spd
- Bulk Up
- Drain Punch
- Mach Punch
- Ice Punch
I think Conkeldurr is a pretty cool guy, eh faints lots of pokemon and doesn't afraid of anything. But for real though, Conkeldurr is a really awesome guy I haven't been disappointed with him since he nets me some really good KO's. I used Flame orb since I usually stay in for the 4 turns I'm given. If I have a feeling that the opponent will switch pokemon I'll probably use bulk up, but since I don't have that much time with trick room being at the most 4 turns it depends on what point of the battle I'm in. Drain punch is cool since it hits extra hard and allows me to have some recovery. Ice punch is also quite helpful for dragons and Gengars who get in my way. Lastly, mach punch is used if I want to stay in after trick room is done or something. But yeah, Ferrothorn and Conkeldurr are my main means of physical force.

pinky doo (Slowbro) (F) @ Leftovers
Trait: Regenerator
EVs: 4 Def / 252 HP / 252 SAtk
Relaxed
IVs: 0 Spd
- Fire Blast
- Scald
- Trick Room
- Slack Off

vishnu tissues (Cofagrigus) (M) @ Leftovers
Trait: Mummy
EVs: 252 SAtk / 248 HP / 8 Def
Quiet Nature
- Nasty Plot
- Trick Room
- Shadow Ball
- Hidden Power [Fighting]

amoeba shiva (Reuniclus) (F) @ Life Orb
Trait: Magic Guard
EVs: 192 HP / 252 SAtk / 64 Def
Quiet Nature
IVs: 0 Spd
- Recover
- Shadow Ball
- Psychic
- Trick Room

camela anderson (Camerupt) (F) @ Life Orb
Trait: Solid Rock
EVs: 252 HP / 252 SAtk / 4 Def
Quiet Nature
- Earth Power
- Fire Blast
- Hidden Power [Rock]
- Stealth Rock
Conclusion:
Well, that's pretty much it, a few problems I do have when I play other users is the limited time I have to attack and then re set trick room once more. I'm trying to allow my setters to work as attackers so they aren't truly fodder. But they all share a dark weakness that kind of makes me a little nervous If my main physical attackers are dead and gone. Nearing the end of my matches, if I'm down to one or no setters left, I usually lose out to a scarfed user which also makes me sad. I am open to make changes to my team in terms of pokemon choices.
http://pastebin.com/cRY759KJ here is the text for the team if you want to use it.