Hitmonchan @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Mach Punch
- Drain Punch
- Ice Punch
Probably the weakest of the 3 Hit-mons, that doesn't stop it form being pretty good. Being the reason I made this team, Iron Fist, STAB Drain Punch seemed fun to me. I chose Mach Punhc cuz Priority is always nice, Ice Punch for the high flyers, and rapid spin for hazard stacking teams .
Skuntank @ Black Sludge
Ability: Aftermath
EVs: 24 HP / 232 Atk / 108 SpD / 144 Spe
Adamant Nature
- Sucker Punch
- Pursuit
- Poison Jab
- Taunt
Part 2 of the reason I made this team. This thing reaching 353 Hp and 308 Att is nothing to laugh at, along with it pairing really well with Hitmonchan. This takes on those Mega/Non-Mega Audino with Taunt, any ghost with Sucker Punch and Pursuit, and is all around a helping hand for the team.
Rhydon @ Eviolite
Ability: Rock Head
EVs: 252 HP / 16 Atk / 240 Def
Adamant Nature
- Megahorn
- Rock Blast
- Earthquake
- Stealth Rock
Rocks are nice. Bulky rocks are nice. Rhydon in general is nice. I needed wanted a Physical wall, and look what we have, a Rhydon. Reaching some pretty intense Defense with and without Eviolite, also having reliable Attack and Hp. Megahorn is for incoming Grass types, although the more common Grass type, Vileplume, is takes neutral. Rock Blast>Stone edge in case of things like Crustle, and Earthquake cuz... Earthquake.
Audino @ Audinite
Ability: Regenerator
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Wish
- Protect
- Dazzling Gleam
- Heal Bell
Why this isn't RU, idrk. Insane Sp Def, insane Hp, Wish, Protect, just why is it here. I wanted a Special wall and Wish passer, so Audino came to mind. Wish is for hp recovery for the entire team, Protect works with Wish for Audino's Hp gain, Dazzling Gleam for it's 1 STAB attack, and Heal Bell to get rid of Toxics, Burns, and any status.
Beheeyem @ Life Orb
Ability: Synchronize
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
- Trick Room
- Psychic
- Thunderbolt
- Shadow Ball
I needed a special truck that just kills things, and possibly sweeps those unprepared, so yeah, Beheeyem. I saw this set over Random Battle, and it just amazed me. Seeing as this team isn't exactly fast, Trick room isn't a bad option, and it allows Beheeyem to usually hit first when it's up. Psychic for STAB OP-ness, Shadow Ball for opposing Psychic types, and Thunderbolt is changeable coverage.
Musharna @ Colbur Berry / Leftovers
Ability: Synchronize
EVs: 240 HP / 252 Def / 16 SpD
Bold Nature
- Calm Mind
- Psyshock
- Signal Beam
- Moonlight
Suggested bu HJAD, this thing is what I realize now to be a better Beheeyem. Bulkier, Better Calm Mind user, reliable recovery, all around better for this team.
Vileplume @ Life Orb
Ability: Effect Spore
EVs: 112 HP / 252 SpA / 144 Spe
Modest Nature
- Giga Drain
- Hidden Power [Fire]
- Sludge Bomb
- Moonlight
Vileplume is here mainly for Quagsire. As Quagsire is so common, and almost nothing on this team hits it hard, I thought Vileplume fit well. Giga for Hp Gain and STAB, HP Fire for Steel types, and Sludge bomb to hit everything else like a truck. Moonlight is for better recovery that Giga doesn't quite give.
Rotom @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Shadow Ball
- Will-O-Wisp
- Trick / Thunderbolt
Also suggested by HJAD, this thing is for the two bggest threats, Sawk and KlingKlang. Outspeed them both and burn them is basically what this does, while also putting in some decently powerful attacks.
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Mach Punch
- Drain Punch
- Ice Punch
Probably the weakest of the 3 Hit-mons, that doesn't stop it form being pretty good. Being the reason I made this team, Iron Fist, STAB Drain Punch seemed fun to me. I chose Mach Punhc cuz Priority is always nice, Ice Punch for the high flyers, and rapid spin for hazard stacking teams .
Skuntank @ Black Sludge
Ability: Aftermath
EVs: 24 HP / 232 Atk / 108 SpD / 144 Spe
Adamant Nature
- Sucker Punch
- Pursuit
- Poison Jab
- Taunt
Part 2 of the reason I made this team. This thing reaching 353 Hp and 308 Att is nothing to laugh at, along with it pairing really well with Hitmonchan. This takes on those Mega/Non-Mega Audino with Taunt, any ghost with Sucker Punch and Pursuit, and is all around a helping hand for the team.
Rhydon @ Eviolite
Ability: Rock Head
EVs: 252 HP / 16 Atk / 240 Def
Adamant Nature
- Megahorn
- Rock Blast
- Earthquake
- Stealth Rock
Rocks are nice. Bulky rocks are nice. Rhydon in general is nice. I needed wanted a Physical wall, and look what we have, a Rhydon. Reaching some pretty intense Defense with and without Eviolite, also having reliable Attack and Hp. Megahorn is for incoming Grass types, although the more common Grass type, Vileplume, is takes neutral. Rock Blast>Stone edge in case of things like Crustle, and Earthquake cuz... Earthquake.
Audino @ Audinite
Ability: Regenerator
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Wish
- Protect
- Dazzling Gleam
- Heal Bell
Why this isn't RU, idrk. Insane Sp Def, insane Hp, Wish, Protect, just why is it here. I wanted a Special wall and Wish passer, so Audino came to mind. Wish is for hp recovery for the entire team, Protect works with Wish for Audino's Hp gain, Dazzling Gleam for it's 1 STAB attack, and Heal Bell to get rid of Toxics, Burns, and any status.
Ability: Synchronize
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
- Trick Room
- Psychic
- Thunderbolt
- Shadow Ball
I needed a special truck that just kills things, and possibly sweeps those unprepared, so yeah, Beheeyem. I saw this set over Random Battle, and it just amazed me. Seeing as this team isn't exactly fast, Trick room isn't a bad option, and it allows Beheeyem to usually hit first when it's up. Psychic for STAB OP-ness, Shadow Ball for opposing Psychic types, and Thunderbolt is changeable coverage.
Musharna @ Colbur Berry / Leftovers
Ability: Synchronize
EVs: 240 HP / 252 Def / 16 SpD
Bold Nature
- Calm Mind
- Psyshock
- Signal Beam
- Moonlight
Suggested bu HJAD, this thing is what I realize now to be a better Beheeyem. Bulkier, Better Calm Mind user, reliable recovery, all around better for this team.
Ability: Effect Spore
EVs: 112 HP / 252 SpA / 144 Spe
Modest Nature
- Giga Drain
- Hidden Power [Fire]
- Sludge Bomb
- Moonlight
Vileplume is here mainly for Quagsire. As Quagsire is so common, and almost nothing on this team hits it hard, I thought Vileplume fit well. Giga for Hp Gain and STAB, HP Fire for Steel types, and Sludge bomb to hit everything else like a truck. Moonlight is for better recovery that Giga doesn't quite give.
Rotom @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Shadow Ball
- Will-O-Wisp
- Trick / Thunderbolt
Also suggested by HJAD, this thing is for the two bggest threats, Sawk and KlingKlang. Outspeed them both and burn them is basically what this does, while also putting in some decently powerful attacks.
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