Hey guys, think you can rate my Gen IV team?
Munchlax (M) @ Eviolite Trait: Thick Fat
EVs: 76 HP / 236 Atk / 116 Def / 76 SDef
Adamant Nature (+Atk, -SAtk)
- Return
- Fire Punch
- Earthquake
- Whirlwind
This is the standard Munchlax set; with one adendum: Whilwind. I think it's a nice little surprise in store for opponents that try to setup.
Weaknesses/Coverage:
Drifloon, Budew
Budew (M) @ Eviolite
Trait: Natural Cure
EVs: 196 HP / 36 SAtk / 196 SDef / 76 Spd
Adamant Calm (-Atk, +SDef)
- Stun Spore
- Spikes
- Giga Drain
- Rest
Budew's main role is a special wall, however, it can also use Stun Spore to buy some turns and then use those turns to set up some spikes. Giga Drain is the main STAB here as well as a form of recovery; and finally, rest is this set's best form of recovery considering I can switch out after using it to wake up thanks to natural cure.
Weaknesses/Coverage:
None
Munchlax, Chimchar, Shellos
None
Chimchar (M) @ Eviolite
Trait: Blaze
EVs: 84 HP / 164 Def / 244 SDef
Bold Nature (+Def, -Atk)
- Stealth Rock
- U-turn
- Protect
- Fire Blast
Chimchar is my Stealth Rocker and Scout. Protect allows me to scout the opponent and U-turn lets me keep an offensive momentum while tanking a hit to let another pokemon safely switch in. Finally, Fire Blast is for STAB.
Weaknesses/Coverage:
Riolu
Drifloon
Shellos, Budew
Drifloon (M) @ Flying Gem
Trait: Unburden
EVs: 196 HP / 36 Atk / 4 Def / 196 SAtk / 4 SDef / 40 Spd
Modest Nature (+SAtk, -Atk)
- Acrobatics
- Shadow Ball
- Thunderbolt
- Destiny Bond
Drifloon is very fun to use. It loves switching in on Fighting/Normal attacks and attacking with Acrobatics. Shadow Ball is for STAB and Thunderbolt, just because. Finally Destiny Bond for Stunky and Croakgunk or really anything that seriously threatens my team.
Weaknesses/Coverage:
Budew
Munchlax
Chimchar
Riolu
Riolu
Riolu (M) @ Life Orb
Trait: Inner Focus
EVs: 196 Atk / 116 Def / 196 Spd
Adamant Nature (+Atk, -SAtk)
- Hi Jump Kick
- Earthquake
- Ice Punch
- Bullet Punch
Rioulu is my Anti-lead for Fake Out users. With Inner Focus I can Hi Jump Kick through Fake Out and if I don't knock out the opposing pokemon, I can use Bullet Punch to finish it off (I calculated it and this combo has a 87.5% chance of KOing Mienfoo). Really, the other 2 moves are for coverage; although, I don't need much of it with Hi Jump Kick.
Weaknesses/Coverage:
None
None
Shellos-East (M) @ Choice Scarf
Trait: Storm Drain
EVs: 224 SAtk / 20 SDef / 244 Spd
Timid Nature (+Spd, -Atk)
- Surf
- Earth Power
- Ice Beam
- Hidden Power [Grass]
Shellos is a fun little special attacker. Switch in on a Water move and then start unleashing hell. Surf for STAB, and all my other moves are for coverage.
Weaknesses/Coverage:
Budew
Chimchar, Budew, Drifloon
I usually have 1 pokemon to take care of sweepers, 1 cleric, and a couple sweepers (although no cleric for this team).
Also, here are my other LC teams if you feel like viewing/rating them:
Pineco (M) @ Eviolite
Trait: Sturdy
EVs: 116 HP / 116 Def / 236 SDef
Sassy Nature (+SDef, -Spd)
- Stealth Rock
- Rapid Spin
- Payback
- Spikes
Pineco is my dedicated lead. It sets up with Stealth Rock and Spikes and blows away entry hazards with Rapin Spin. The final slot, I chose to put in Payback as a nice surprise for spin-blockers.
Weaknesses/Coveage:
Chinchou, Houndour, Wooper, Totodile
Chinchou
Wooper
Chinchou (F) @ Eviolite
Trait: Volt Absorb
EVs: 76 HP / 132 Def / 232 SAtk / 60 Spd
Modest Nature (+SAtk, -Atk)
- Agility
- Thunderbolt
- Hidden Power [Grass]
- Ice Beam
Chinchou is my Semi-Bulky Sweeper. It gets faster than most choiced pokemon after 1 Agility and can easily switch into an electric attack. Thunderbolt is my STAB move and Ice Beam/Hidden Power [Grass] are to take out other Chinchous and grass types.
Weaknesses/Coveage:
Pineco, Houdnour
Pineco, Misdreavus
Totodile (M) @ Eviolite
Trait: Torrent
EVs: 236 Atk / 4 Def / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Dragon Dance
- Waterfall
- Superpower
- Crunch
Totodile is my setup sweeper (choosing Dragon Dance over the Swords Dance/Aqua Jet combo). After 1 Dragon Dance, I can start 2-hit KOing dam near everything. Waterfall is my STAB here and Superpower and Crunch are for coverage. I decided to go Superpower because the pokemon I replaced with Totodile was my fighting type and I don't want to be caught defenseless against a random Porygon.
Weaknesses/Coveage:
Chinchou, Wooper
Houndour, Pineco
Houndour (F) @ Life Orb
Trait: Flash Fire
EVs: 36 Atk / 36 Def / 196 SAtk / 236 Spd
Modest Nature (+SAtk, -Atk)
- Substitute
- Fire Blast
- Dark Pulse
- Flame Charge
This is my glass cannon, Houndour. I decided to go with Substitue and Flame Charge to decide whether I need speed or a free attack based on what pokemon my opponent will probably send out after I switch in (example: misdreavus switches in, I need more speed; munchlax switches in, I'll need an extra turn). Finally, I have 2 very nice STABs in Fire Blast and Dark Pulse.
Weaknesses/Coveage:
Chinchou, Totodile
Pineco, Misdreavus
Wooper
Misdreavus
Misdreavus (F) @ Eviolite
Trait: Levitate
EVs: 36 HP / 228 Def / 80 SDef / 156 Spd
Bold Nature (+Def, -Atk)
- Nasty Plot
- Heal Bell
- Shadow Ball
- Hidden Power [Ground]
Misdreavus is one hell of a pokemon. She is a boosting, bulky, cleric; that's right! A bulky sweeper with both defenses shooting up to 24 with eviolite, along with a boosting sweeper with Nasty Plot and a cleric in Heal Bell. Shadow Ball is the STAB move which is usually enough, but I decided Hidden Power [Ground] was necessary for threats like Stunky.
Weaknesses/Coveage:
Houndour
Houndour
Wooper (F) @ Eviolite
Trait: Unaware
EVs: 76 HP / 236 Def / 156 SDef
Sassy Nature (+SDef, -Spd)
- Recover
- Earthquake
- Blizzard
- Stockpile
Wooper is a fantastic wall after 1 Stockpile; and thanks to unaware, takes care of ALOT of boosting sweepers. Recover makes sure Wooper sticks around to wall threats and Earthquake is here for a nice STAB (in case of Taunt users). I decided to go with Blizzard instead of Waterfall because the most likely taunter I'll see is Murkrow and any Dragon Dancing/type sweepers will get a huge surprise. Also, this set's Atk and S.Atk aren't that different so any lost power isn't too much of a problem.
Weaknesses/Coveage:
Pineco, Houndour
Onix (F) @ Eviolite
Trait: Sturdy
EVs: 76 HP / 236 Atk / 196 Spd
Jolly Nature (+Spd, -SAtk)
- Taunt
- Stealth Rock
- Earthquake
- Stone Edge
As this team's dedicated lead and Stealth Rock setup, it boasts enough defense that I can dump some EVs into its Attack. This set outruns most (if not all) setup users so it can easily Taunt them before setup. And just so I wouldn't be complete setup bait, I gave Onix the standard Edge/Quake combo.
Weaknesses/Coverage:
Ponyta, Paras
Tentacool, Paras
Ponyta, Tentacool
Paras, Abra
Ponyta, Tentacool
Paras
Ponyta (M) @ Life Orb
Trait: Flash Fire
EVs: 116 HP / 236 Atk / 116 Spd
Jolly Nature (+Spd, -SAtk)
- Flare Blitz
- Wild Charge
- Morning Sun
- Flame Charge
Ponyta is quite the little attacker here. Flare Blitz as a STAB, Wild Charge for unsuspecting water-types, Flame Charge for a boost in speed and Morning Sun to recover away all that recoil damage.
Weaknesses/Coverage:
Tentacool, Paras
Paras
Onix, Machop
Tentacool (F) @ Eviolite
Trait: Liquid Ooze
EVs: 196 HP / 236 Def / 36 SAtk
Bold Nature (+Def, -Atk)
- Rapid Spin
- Knock Off
- Scald
- Giga Drain
Tentacool is my Spinner. I also decided to go with Knock Off to get rid of pesky Eviolites and Giga Drain to restore some HP (and thanks to Liquid Ooze, not the other way around). Finally, Scald for STAB and a chance for burn.
Weaknesses/Coverage:
Onix, Paras
Paras
Abra
Paras (F) @ Eviolite
Trait: Dry Skin
EVs: 236 HP / 156 Def / 76 SDef
Careful Nature (+SDef, -SAtk)
- Aromatherapy
- Spore
- Stun Spore
- Bug Bite
Enter Paras! My cleric and dual sporer. You see, most people will switch out a sleeping pokemon unless they know I can't do jack to them, so they won't expect a second round of sporing with Stun Spore. Finally, Bug Bite for STAB, getting rid of berries and so it's not total taunt bait.
Weaknesses/Coverage:
Onix, Ponyta, Tentacool
Onix, Machop
Onix
Ponyta, Tentacool
Onix, Tentacool
Ponyta, Tentacool, Machop
Abra (M) @ Focus Sash
Trait: Magic Guard
EVs: 240 SAtk / 200 Spd
Timid Nature (+Spd, -Atk)
- Protect
- Psychic
- Shadow Ball
- Hidden Power [Fighting]
Abra is quite the threat, Protect to scout out moves, an awesome STAB in Psychic and great coverage with Shadow Ball and Hidden Power [Fighting]. Additionally, it's Focus Sash and Wonder Guard make a great revenge killer or stall blocker.
Weaknesses/Coverage:
Machop
None
Ponyta, Machop, Tentacool
Machop (M) @ Toxic Orb
Trait: Guts
EVs: 196 HP / 196 Atk / 36 Def / 76 SDef
Adamant Nature (+Atk, -SAtk)
- Close Combat
- Payback
- Ice Punch
- Bullet Punch
The final member of my team. This Machop runs Guts instead of No Guard specifically to trick people into using a low accuracy attack (provided they haven't found out about the Toxic Orb). Otherwise, Close Combat for STAB since I'll most likely move second anyways, Payback for Psychic types who switch in, Ice Punch for coverage and Bullet Punch for some variety/priority.
Weaknesses/Coverage:
Abra
Onix
Munchlax (M) @ Eviolite Trait: Thick Fat
EVs: 76 HP / 236 Atk / 116 Def / 76 SDef
Adamant Nature (+Atk, -SAtk)
- Return
- Fire Punch
- Earthquake
- Whirlwind
This is the standard Munchlax set; with one adendum: Whilwind. I think it's a nice little surprise in store for opponents that try to setup.
Weaknesses/Coverage:
Budew (M) @ Eviolite
Trait: Natural Cure
EVs: 196 HP / 36 SAtk / 196 SDef / 76 Spd
Adamant Calm (-Atk, +SDef)
- Stun Spore
- Spikes
- Giga Drain
- Rest
Budew's main role is a special wall, however, it can also use Stun Spore to buy some turns and then use those turns to set up some spikes. Giga Drain is the main STAB here as well as a form of recovery; and finally, rest is this set's best form of recovery considering I can switch out after using it to wake up thanks to natural cure.
Weaknesses/Coverage:
Chimchar (M) @ Eviolite
Trait: Blaze
EVs: 84 HP / 164 Def / 244 SDef
Bold Nature (+Def, -Atk)
- Stealth Rock
- U-turn
- Protect
- Fire Blast
Chimchar is my Stealth Rocker and Scout. Protect allows me to scout the opponent and U-turn lets me keep an offensive momentum while tanking a hit to let another pokemon safely switch in. Finally, Fire Blast is for STAB.
Weaknesses/Coverage:
Drifloon (M) @ Flying Gem
Trait: Unburden
EVs: 196 HP / 36 Atk / 4 Def / 196 SAtk / 4 SDef / 40 Spd
Modest Nature (+SAtk, -Atk)
- Acrobatics
- Shadow Ball
- Thunderbolt
- Destiny Bond
Drifloon is very fun to use. It loves switching in on Fighting/Normal attacks and attacking with Acrobatics. Shadow Ball is for STAB and Thunderbolt, just because. Finally Destiny Bond for Stunky and Croakgunk or really anything that seriously threatens my team.
Weaknesses/Coverage:
Riolu (M) @ Life Orb
Trait: Inner Focus
EVs: 196 Atk / 116 Def / 196 Spd
Adamant Nature (+Atk, -SAtk)
- Hi Jump Kick
- Earthquake
- Ice Punch
- Bullet Punch
Rioulu is my Anti-lead for Fake Out users. With Inner Focus I can Hi Jump Kick through Fake Out and if I don't knock out the opposing pokemon, I can use Bullet Punch to finish it off (I calculated it and this combo has a 87.5% chance of KOing Mienfoo). Really, the other 2 moves are for coverage; although, I don't need much of it with Hi Jump Kick.
Weaknesses/Coverage:
Shellos-East (M) @ Choice Scarf
Trait: Storm Drain
EVs: 224 SAtk / 20 SDef / 244 Spd
Timid Nature (+Spd, -Atk)
- Surf
- Earth Power
- Ice Beam
- Hidden Power [Grass]
Shellos is a fun little special attacker. Switch in on a Water move and then start unleashing hell. Surf for STAB, and all my other moves are for coverage.
Weaknesses/Coverage:
I usually have 1 pokemon to take care of sweepers, 1 cleric, and a couple sweepers (although no cleric for this team).
Also, here are my other LC teams if you feel like viewing/rating them:
This team is HYPER competitive and isn't made for a prolonged battle. This team was made to let my Trick Roomers die while taking a pokemon with them and give the remaining turns to my sweepers.
Baltoy @ Eviolite Trait: Levitate
EVs: 36 HP / 36 Atk / 236 Def / 196 SDef
Relaxed Nature (+Def, -Spd)
- Trick Room
- Rapid Spin
- Stealth Rock
- Earthquake
Baltoy sets up Trick Room. It also sets up Stealth Rocks and Rapid Spins them away while it's at it. Finally, Earthquake so it's not useless if taunted. I find this EV spread allows my Baltoy to maximize its defenses while giving it at a little attack power.
Weaknesses/Coverage:
Clamperl, Bagon
Clamperl
Bagon
None
None
None
Trapinch (F) @ Life Orb
Trait: Arena Trap
EVs: 196 Atk / 156 Def / 156 SDef
Brave Nature (+Atk, -Spd)
- Earthquake
- Rock Slide
- Crunch
- Quick Attack
Trapinch is my power hitter. With a pseudo EdgeQuake combo and Crunch for coverage, there isn't much I can't hit hard. Quick attack is for a little priority for revenge killing.
Weaknesses/Coverage:
Clampearl, Bagon
Bagon
Clampearl
Clamperl (M) @ DeepSeaTooth
Trait: Rattled
EVs: 76 HP / 168 SAtk / 156 SDef / 100 Spd
Modest Nature (+SAtk, -Atk)
- Ice Beam
- Shell Smash
- Hidden Power [Grass]
- Surf
Behold! The dreaded Clampearl! Slow enough to benefit from Trick Room, yet can Shell Smash on the last turn of Trick Room to get ready to sweep. Surf for STAB and the other 2 moves were recommended to me. IT'S PURPOSE IS NOT JUST TO SHELL SMASH.
Weaknesses/Coverage:
Bagon
Trapinch, Baltoy, Bagon
Shuppet (M) @ Focus Sash
Trait: Frisk
EVs: 244 HP / 236 Atk / 12 SDef
Brave Nature (+Atk, -Spd)
- Trick Room
- Destiny Bond
- Taunt
- Sucker Punch
Shuppet is on my team to set up Trick Room and then faint. Destiny Bond is to assure at least a KO while Taunt makes them use the finishing move. I find that, in the right situations, Sucker Punch is a great 4th option. With Shuppet's high attack stat and the fragility of some sweepers, it can be an unexpected and powerful move.
Weakness/Coverage:
None
None
Bagon (M) @ Life Orb
Trait: Sheer Force
EVs: 76 HP / 236 Atk / 196 SDef
Brave Nature (+Atk, -SAtk)
- Hone Claws
- Dragon Rush
- Crunch
- Fire Fang
Oh my god... Bagon is one beast of a Trick Room Sweeper. After 1 Hone Claws, Bagon will hit just about every time with Dragon Rush and even without the attack boost, its total power (after sheer force and life orb) will be 253! Fire Fang is to hit any Steel types that resist Dragon Rush and Crunch is for some coverage.
Weaknesses/Coverage:
Clamperl
None
Ralts (M) @ Focus Sash
Trait: Trace
EVs: 132 HP / 236 Atk / 76 Def
Brave Nature (+Atk, -Spd)
- Trick Room
- Destiny Bond
- Protect
- Shadow Sneak
Here's my "suicide bomber." Ralts' only job is to setup Trick Room, then take someone down with it with Destiny Bond. Protect is there to prevent Fake Out and I chose to use Shadow Sneak over Memento 'cause I found myself in a situation once where I could KO an Abra (it was weakened and its sash was broken).
Weaknesses/Coverage:
None
None
None
Baltoy @ Eviolite Trait: Levitate
EVs: 36 HP / 36 Atk / 236 Def / 196 SDef
Relaxed Nature (+Def, -Spd)
- Trick Room
- Rapid Spin
- Stealth Rock
- Earthquake
Baltoy sets up Trick Room. It also sets up Stealth Rocks and Rapid Spins them away while it's at it. Finally, Earthquake so it's not useless if taunted. I find this EV spread allows my Baltoy to maximize its defenses while giving it at a little attack power.
Weaknesses/Coverage:
Trapinch (F) @ Life Orb
Trait: Arena Trap
EVs: 196 Atk / 156 Def / 156 SDef
Brave Nature (+Atk, -Spd)
- Earthquake
- Rock Slide
- Crunch
- Quick Attack
Trapinch is my power hitter. With a pseudo EdgeQuake combo and Crunch for coverage, there isn't much I can't hit hard. Quick attack is for a little priority for revenge killing.
Weaknesses/Coverage:
Clamperl (M) @ DeepSeaTooth
Trait: Rattled
EVs: 76 HP / 168 SAtk / 156 SDef / 100 Spd
Modest Nature (+SAtk, -Atk)
- Ice Beam
- Shell Smash
- Hidden Power [Grass]
- Surf
Behold! The dreaded Clampearl! Slow enough to benefit from Trick Room, yet can Shell Smash on the last turn of Trick Room to get ready to sweep. Surf for STAB and the other 2 moves were recommended to me. IT'S PURPOSE IS NOT JUST TO SHELL SMASH.
Weaknesses/Coverage:
Shuppet (M) @ Focus Sash
Trait: Frisk
EVs: 244 HP / 236 Atk / 12 SDef
Brave Nature (+Atk, -Spd)
- Trick Room
- Destiny Bond
- Taunt
- Sucker Punch
Shuppet is on my team to set up Trick Room and then faint. Destiny Bond is to assure at least a KO while Taunt makes them use the finishing move. I find that, in the right situations, Sucker Punch is a great 4th option. With Shuppet's high attack stat and the fragility of some sweepers, it can be an unexpected and powerful move.
Weakness/Coverage:
Bagon (M) @ Life Orb
Trait: Sheer Force
EVs: 76 HP / 236 Atk / 196 SDef
Brave Nature (+Atk, -SAtk)
- Hone Claws
- Dragon Rush
- Crunch
- Fire Fang
Oh my god... Bagon is one beast of a Trick Room Sweeper. After 1 Hone Claws, Bagon will hit just about every time with Dragon Rush and even without the attack boost, its total power (after sheer force and life orb) will be 253! Fire Fang is to hit any Steel types that resist Dragon Rush and Crunch is for some coverage.
Weaknesses/Coverage:
Ralts (M) @ Focus Sash
Trait: Trace
EVs: 132 HP / 236 Atk / 76 Def
Brave Nature (+Atk, -Spd)
- Trick Room
- Destiny Bond
- Protect
- Shadow Sneak
Here's my "suicide bomber." Ralts' only job is to setup Trick Room, then take someone down with it with Destiny Bond. Protect is there to prevent Fake Out and I chose to use Shadow Sneak over Memento 'cause I found myself in a situation once where I could KO an Abra (it was weakened and its sash was broken).
Weaknesses/Coverage:
Pineco (M) @ Eviolite
Trait: Sturdy
EVs: 116 HP / 116 Def / 236 SDef
Sassy Nature (+SDef, -Spd)
- Stealth Rock
- Rapid Spin
- Payback
- Spikes
Pineco is my dedicated lead. It sets up with Stealth Rock and Spikes and blows away entry hazards with Rapin Spin. The final slot, I chose to put in Payback as a nice surprise for spin-blockers.
Weaknesses/Coveage:
Chinchou (F) @ Eviolite
Trait: Volt Absorb
EVs: 76 HP / 132 Def / 232 SAtk / 60 Spd
Modest Nature (+SAtk, -Atk)
- Agility
- Thunderbolt
- Hidden Power [Grass]
- Ice Beam
Chinchou is my Semi-Bulky Sweeper. It gets faster than most choiced pokemon after 1 Agility and can easily switch into an electric attack. Thunderbolt is my STAB move and Ice Beam/Hidden Power [Grass] are to take out other Chinchous and grass types.
Weaknesses/Coveage:
Totodile (M) @ Eviolite
Trait: Torrent
EVs: 236 Atk / 4 Def / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Dragon Dance
- Waterfall
- Superpower
- Crunch
Totodile is my setup sweeper (choosing Dragon Dance over the Swords Dance/Aqua Jet combo). After 1 Dragon Dance, I can start 2-hit KOing dam near everything. Waterfall is my STAB here and Superpower and Crunch are for coverage. I decided to go Superpower because the pokemon I replaced with Totodile was my fighting type and I don't want to be caught defenseless against a random Porygon.
Weaknesses/Coveage:
Houndour (F) @ Life Orb
Trait: Flash Fire
EVs: 36 Atk / 36 Def / 196 SAtk / 236 Spd
Modest Nature (+SAtk, -Atk)
- Substitute
- Fire Blast
- Dark Pulse
- Flame Charge
This is my glass cannon, Houndour. I decided to go with Substitue and Flame Charge to decide whether I need speed or a free attack based on what pokemon my opponent will probably send out after I switch in (example: misdreavus switches in, I need more speed; munchlax switches in, I'll need an extra turn). Finally, I have 2 very nice STABs in Fire Blast and Dark Pulse.
Weaknesses/Coveage:
Misdreavus (F) @ Eviolite
Trait: Levitate
EVs: 36 HP / 228 Def / 80 SDef / 156 Spd
Bold Nature (+Def, -Atk)
- Nasty Plot
- Heal Bell
- Shadow Ball
- Hidden Power [Ground]
Misdreavus is one hell of a pokemon. She is a boosting, bulky, cleric; that's right! A bulky sweeper with both defenses shooting up to 24 with eviolite, along with a boosting sweeper with Nasty Plot and a cleric in Heal Bell. Shadow Ball is the STAB move which is usually enough, but I decided Hidden Power [Ground] was necessary for threats like Stunky.
Weaknesses/Coveage:
Wooper (F) @ Eviolite
Trait: Unaware
EVs: 76 HP / 236 Def / 156 SDef
Sassy Nature (+SDef, -Spd)
- Recover
- Earthquake
- Blizzard
- Stockpile
Wooper is a fantastic wall after 1 Stockpile; and thanks to unaware, takes care of ALOT of boosting sweepers. Recover makes sure Wooper sticks around to wall threats and Earthquake is here for a nice STAB (in case of Taunt users). I decided to go with Blizzard instead of Waterfall because the most likely taunter I'll see is Murkrow and any Dragon Dancing/type sweepers will get a huge surprise. Also, this set's Atk and S.Atk aren't that different so any lost power isn't too much of a problem.
Weaknesses/Coveage:
Onix (F) @ Eviolite
Trait: Sturdy
EVs: 76 HP / 236 Atk / 196 Spd
Jolly Nature (+Spd, -SAtk)
- Taunt
- Stealth Rock
- Earthquake
- Stone Edge
As this team's dedicated lead and Stealth Rock setup, it boasts enough defense that I can dump some EVs into its Attack. This set outruns most (if not all) setup users so it can easily Taunt them before setup. And just so I wouldn't be complete setup bait, I gave Onix the standard Edge/Quake combo.
Weaknesses/Coverage:
Ponyta (M) @ Life Orb
Trait: Flash Fire
EVs: 116 HP / 236 Atk / 116 Spd
Jolly Nature (+Spd, -SAtk)
- Flare Blitz
- Wild Charge
- Morning Sun
- Flame Charge
Ponyta is quite the little attacker here. Flare Blitz as a STAB, Wild Charge for unsuspecting water-types, Flame Charge for a boost in speed and Morning Sun to recover away all that recoil damage.
Weaknesses/Coverage:
Tentacool (F) @ Eviolite
Trait: Liquid Ooze
EVs: 196 HP / 236 Def / 36 SAtk
Bold Nature (+Def, -Atk)
- Rapid Spin
- Knock Off
- Scald
- Giga Drain
Tentacool is my Spinner. I also decided to go with Knock Off to get rid of pesky Eviolites and Giga Drain to restore some HP (and thanks to Liquid Ooze, not the other way around). Finally, Scald for STAB and a chance for burn.
Weaknesses/Coverage:
Paras (F) @ Eviolite
Trait: Dry Skin
EVs: 236 HP / 156 Def / 76 SDef
Careful Nature (+SDef, -SAtk)
- Aromatherapy
- Spore
- Stun Spore
- Bug Bite
Enter Paras! My cleric and dual sporer. You see, most people will switch out a sleeping pokemon unless they know I can't do jack to them, so they won't expect a second round of sporing with Stun Spore. Finally, Bug Bite for STAB, getting rid of berries and so it's not total taunt bait.
Weaknesses/Coverage:
Abra (M) @ Focus Sash
Trait: Magic Guard
EVs: 240 SAtk / 200 Spd
Timid Nature (+Spd, -Atk)
- Protect
- Psychic
- Shadow Ball
- Hidden Power [Fighting]
Abra is quite the threat, Protect to scout out moves, an awesome STAB in Psychic and great coverage with Shadow Ball and Hidden Power [Fighting]. Additionally, it's Focus Sash and Wonder Guard make a great revenge killer or stall blocker.
Weaknesses/Coverage:
Machop (M) @ Toxic Orb
Trait: Guts
EVs: 196 HP / 196 Atk / 36 Def / 76 SDef
Adamant Nature (+Atk, -SAtk)
- Close Combat
- Payback
- Ice Punch
- Bullet Punch
The final member of my team. This Machop runs Guts instead of No Guard specifically to trick people into using a low accuracy attack (provided they haven't found out about the Toxic Orb). Otherwise, Close Combat for STAB since I'll most likely move second anyways, Payback for Psychic types who switch in, Ice Punch for coverage and Bullet Punch for some variety/priority.
Weaknesses/Coverage: