Dragapult @ Expert Belt
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 30 Atk / 0 Spe
- Draco Meteor
- Fire Blast
- U-turn
- Shadow Ball
Dragapult Draco Meteor for stab Fire Blast for steel types that threaten alcremie shadow ball for stab/ Aegislash/Dragapult threats thunderbolt for toxapex threats and expert belt to help with super effectiveness damage to the threats U-turn or thunderbolt to either switch into excadrill for toxa or thunderbolt SpA expert belt to hopefully try and 2hko. Infiltrator to bypass substitute and other wall/stalls
Excadrill @ Focus Sash
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rapid Spin
- Stealth Rock
- Iron Head
Excadrill is my first Earthquake for stab electric with mold breaker to stop electric (my biggest weakness i think second to fairy types) set up with stealth rock at the start and at least focus sash to ensure it can get it off in a bad initial match up. Rapid Spin to clean up hazards with and a +1 to SpE Iron Head to help my two dragon pokemon deal with Fairy type and the additional stab jolly to try and keep up in speed and the +1 from rapid spin should help
Pelipper @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 8 Atk / 252 Def
Bold Nature
- U-turn
- Scald
- Knock Off
- Roost
For pelipper its used to set up Barra and be a physical wall/staller with roost to heal/sustain scald to hopefully burn/tick damage versus walls plus stab knock off for obvious reasons (toxapex's black sludge left overs on walls etc) and u-turn for barra or a better match up in general damp rock for barra damp rock/drizzle to keep rain dance always up for barra and extra dmg
Barraskewda @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Ice Fang
- Waterfall
- Psychic Fangs
- Night Slash
Barra is my Swift Swim/Drizzle combo Physical Attacker that i can D-max if need be but night slash for crit psychic fang to stop priority moves in d-max icefang for coverage and waterfall for stab life orb for more dmg since more than likely wont be outsped and more potential ohko
Alcremie-Gmax (F) @ Kee Berry
Ability: Aroma Veil
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Decorate
- Recover
- Draining Kiss
- Acid Armor
Alcremie is my SpD/SpA setter upper acid armor to inc her low def recover for sustain decorate to set up and draining kiss to sustain and the idea to just set up and sweep through sustain and then crush. kee berry to hopefully survive the initial def attack and recover to start setting up to sweep if Hydreigon cannot
Hydreigon @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Nasty Plot
- Substitute
- Flash Cannon
Hydre my SpA set up with nasty to set up sub to block and leftovers to keep subbing dark pulse for stab flash cannon for coverage
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 30 Atk / 0 Spe
- Draco Meteor
- Fire Blast
- U-turn
- Shadow Ball
Dragapult Draco Meteor for stab Fire Blast for steel types that threaten alcremie shadow ball for stab/ Aegislash/Dragapult threats thunderbolt for toxapex threats and expert belt to help with super effectiveness damage to the threats U-turn or thunderbolt to either switch into excadrill for toxa or thunderbolt SpA expert belt to hopefully try and 2hko. Infiltrator to bypass substitute and other wall/stalls
Excadrill @ Focus Sash
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rapid Spin
- Stealth Rock
- Iron Head
Excadrill is my first Earthquake for stab electric with mold breaker to stop electric (my biggest weakness i think second to fairy types) set up with stealth rock at the start and at least focus sash to ensure it can get it off in a bad initial match up. Rapid Spin to clean up hazards with and a +1 to SpE Iron Head to help my two dragon pokemon deal with Fairy type and the additional stab jolly to try and keep up in speed and the +1 from rapid spin should help
Pelipper @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 8 Atk / 252 Def
Bold Nature
- U-turn
- Scald
- Knock Off
- Roost
For pelipper its used to set up Barra and be a physical wall/staller with roost to heal/sustain scald to hopefully burn/tick damage versus walls plus stab knock off for obvious reasons (toxapex's black sludge left overs on walls etc) and u-turn for barra or a better match up in general damp rock for barra damp rock/drizzle to keep rain dance always up for barra and extra dmg
Barraskewda @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Ice Fang
- Waterfall
- Psychic Fangs
- Night Slash
Barra is my Swift Swim/Drizzle combo Physical Attacker that i can D-max if need be but night slash for crit psychic fang to stop priority moves in d-max icefang for coverage and waterfall for stab life orb for more dmg since more than likely wont be outsped and more potential ohko
Alcremie-Gmax (F) @ Kee Berry
Ability: Aroma Veil
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Decorate
- Recover
- Draining Kiss
- Acid Armor
Alcremie is my SpD/SpA setter upper acid armor to inc her low def recover for sustain decorate to set up and draining kiss to sustain and the idea to just set up and sweep through sustain and then crush. kee berry to hopefully survive the initial def attack and recover to start setting up to sweep if Hydreigon cannot
Hydreigon @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Nasty Plot
- Substitute
- Flash Cannon
Hydre my SpA set up with nasty to set up sub to block and leftovers to keep subbing dark pulse for stab flash cannon for coverage
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