Wife Beater (Infernape) (M) @ Focus Sash
Trait: Blaze
EVs: 4 HP / 56 Atk / 196 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Nasty Plot
- Flamethrower
- Close Combat
- Grass Knot
My lead. Nasty Plot + Blaze + Flamethrower is a favorite of mine, it hurts pretty bad to anything it hits neutral. Grass knot is for the annoying Swampert leads that I think are only being used on me ( All of them.. ) while Close Combat is for two big reasons. A. I don't like running Focus Blast with the 70 acc. It trolls me. B. HP Fighting and Vaccum Wave both screw me with their low power, so I prefer Close Combat for that power. And the hidden number 3 that I forgot to mention, is for Blissey and Chansey.
The Ripper (Haxorus) (M) @ Liechi Berry
Trait: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Substitute
- Dragon Dance
- Dragon Claw
- Earthquake
The Ripper! ( Named after a really weird GURPS villian... Anyway! ) I decided to try out the rare Sub hax, and so far it works pretty darn well. Pulling off a sub on the switch, and then D-dancing behind it. I can also keep subbing up for a low hp sweep with +2 attack instead of +1. Dragon Claw and Earthquake for my attacking moves. STAB and coverage.
iSpike (Ferrothorn) (M) @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 88 Def / 168 SDef
Impish Nature (+Def, -SAtk)
- Spikes
- Leech Seed
- Thunder Wave
- Power Whip
Spikes is to set SOME hazards out there. I mean, I don't like to give sashed a clean switch. I used S-rocks for a while, but I like being able to layer spikes. Leech Seed + Leftovers is really nice. Thunder Wave is to cripple sweepers. While Power Whip is for taunt and the fact that this guy doesn't have that bad of an attack stat.
So Purple =3 (Jellicent) (F) @ Leftovers
Trait: Water Absorb
EVs: 248 HP / 216 Def / 44 Spd
Calm Nature (+SDef, -Atk)
- Surf
- Will-O-Wisp
- Recover
- Taunt
Will-O-Wisp is for the guaranteed burn ( if it hits ). While Surf is for STAB. ( I didn't run Scald + Ghost move due to me having horrible luck with Scald's burn rate ) Recover is pretty obvious. While Taunt is for something trying to boost over my defenses and be able to start putting real marks in me.
Landorus (M) @ Choice Band
Trait: Sand Force
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- U-turn
- Stone Edge
- Earthquake
- Brick Break
U-Turn is for scouting. Stone Edge and Earthquake give nice coverage and Earthquake is STAB. Brick break seems out of place due to low power, but I can't decide what to replace it with?
Alakazam (M) @ Life Orb
Trait: Magic Guard
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Psyshock
- Shadow Ball
- Focus Blast
- Calm Mind
Psyshock = STAB
Shadow Ball = Coverage
Focus Blast = Coverage
Calm Mind = Boosting.

Trait: Blaze
EVs: 4 HP / 56 Atk / 196 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Nasty Plot
- Flamethrower
- Close Combat
- Grass Knot
My lead. Nasty Plot + Blaze + Flamethrower is a favorite of mine, it hurts pretty bad to anything it hits neutral. Grass knot is for the annoying Swampert leads that I think are only being used on me ( All of them.. ) while Close Combat is for two big reasons. A. I don't like running Focus Blast with the 70 acc. It trolls me. B. HP Fighting and Vaccum Wave both screw me with their low power, so I prefer Close Combat for that power. And the hidden number 3 that I forgot to mention, is for Blissey and Chansey.
The Ripper (Haxorus) (M) @ Liechi Berry

Trait: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Substitute
- Dragon Dance
- Dragon Claw
- Earthquake
The Ripper! ( Named after a really weird GURPS villian... Anyway! ) I decided to try out the rare Sub hax, and so far it works pretty darn well. Pulling off a sub on the switch, and then D-dancing behind it. I can also keep subbing up for a low hp sweep with +2 attack instead of +1. Dragon Claw and Earthquake for my attacking moves. STAB and coverage.
iSpike (Ferrothorn) (M) @ Leftovers

Trait: Iron Barbs
EVs: 252 HP / 88 Def / 168 SDef
Impish Nature (+Def, -SAtk)
- Spikes
- Leech Seed
- Thunder Wave
- Power Whip
Spikes is to set SOME hazards out there. I mean, I don't like to give sashed a clean switch. I used S-rocks for a while, but I like being able to layer spikes. Leech Seed + Leftovers is really nice. Thunder Wave is to cripple sweepers. While Power Whip is for taunt and the fact that this guy doesn't have that bad of an attack stat.
So Purple =3 (Jellicent) (F) @ Leftovers

Trait: Water Absorb
EVs: 248 HP / 216 Def / 44 Spd
Calm Nature (+SDef, -Atk)
- Surf
- Will-O-Wisp
- Recover
- Taunt
Will-O-Wisp is for the guaranteed burn ( if it hits ). While Surf is for STAB. ( I didn't run Scald + Ghost move due to me having horrible luck with Scald's burn rate ) Recover is pretty obvious. While Taunt is for something trying to boost over my defenses and be able to start putting real marks in me.
Landorus (M) @ Choice Band

Trait: Sand Force
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- U-turn
- Stone Edge
- Earthquake
- Brick Break
U-Turn is for scouting. Stone Edge and Earthquake give nice coverage and Earthquake is STAB. Brick break seems out of place due to low power, but I can't decide what to replace it with?
Alakazam (M) @ Life Orb

Trait: Magic Guard
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Psyshock
- Shadow Ball
- Focus Blast
- Calm Mind
Psyshock = STAB
Shadow Ball = Coverage
Focus Blast = Coverage
Calm Mind = Boosting.