Mienshao @ Focus Sash (Lead)
Nature: Jolly
Ability: Regeneration
EV’s: 252 Spd/ 252 Atk/ 4 HP
-Fake Out (to deal some early damage and get rid of sash/sturdy)
-U-Turn (can deal some damage, get out, and regeration gets some health back)
-Drain Punch (STAB, good accuracy, works with regeneration to stay alive)
-Taunt (No rapid spinner, need to stop entry hazards somehow)
*Mienshao's goal is basically to try to knock out the opponent's lead before Meinshao gets knocked out. Can come in as a late game revenge killer due to it's very good speed and fake out. Even though it's very fragile, Mienshao can last quite long with regeneration and drain punch.*
Jellicent @ Leftovers (Mixed Wall)
Ability: Cursed Body
Nature: Calm
EV’s: 252 HP/ 252 Sp. Def/ 4 Def
-Will-o-wisp (destroys opponents physical attackers despite shaky accuracy)
-Water Spout (just a powerful STAB move, decent Sp. Atk)
-Recover (reliable recovery in all weather, helps Water Spout)
-Energy Ball (coverage, especially other bulky waters)
*Jellicent's main purpose is to wall the other team, force switch outs, and hopefully take down some physical attackers with burn. Water Spout is an insanely powerful STAB move that can OHKO an opponent, despite Jellicent's mediocre Special Attack. Also a good switch in to water or ground types trying to hit Chandelure.*
Zebstrika @ Life Orb (Mixed Attacker)
Ability: Motor Drive (hello Thunder Wave)
Nature: Adamant
EV’s: 252 Atk/ 252 Spd/ 4 HP
-Wild Charge (Best Physical STAB available, even with recoil)
-Overheat (only special move, so drop doesn't really matter, good surprise move)
-Pursuit (can destroy ghosts on the switch)
-Volt Switch (deal damage and get OUT if in bad match up)
*I chose Adamant over Jolly because I want to deal the most damage possible with Zebstrika. Also, I can get a speed boost with Motor Drive anyway. With the recoil from Wild Charge and Life Orb, Zebstrika will not last very long, but with a 100 Attack and Life Orb, the opponents won't either. This set is purely attacking.*
Ferrothorn @ Rocky Helmet (Wall)
Ability: Iron Barbs
Nature: Relaxed
EV’s: 252 HP/ 252 Sp. Def/ 4 Def
-Stealth Rock (to set up my own entry hazards)
-Toxic (with it's great defense, Ferrothorn can toxic stall with the best of them)
-Ingrain (to regain health)
-Gyro Ball (STAB, and works well with slow speed)
*Ferrothorn's main purpose is to be a wall and slowly chip away at the opponents health with Rocky Helmet, Iron Barbs, and Toxic. Also, I get to set up my own entry hazards. This thing is a defensive beast and is tough to take down*
Chandelure @ Choice Scarf (Special Attacker/Revenge Killer)
Ability: Flash Fire
Nature: Modest
EV’s: 252 Sp. Atk/ 252 Spd/ 4 HP
-Flamethrower (STAB, works with Flash Fire)
-Shadow Ball (STAB, good coverage with Flamethrower)
-Psychic (filler...any suggestions?)
-Energy Ball (destroys water types that can bother Chandelure, coverage)
*Chandelure's purpose is to come in, and anihilate anything in it's path, get a OHKO with a surprise Scarf and get out. Also, flash fire over flame body to protect Ferrothorn, scares away fire moves.)
Haxorus @ Expert Belt (Attack/Late game sweeper)
Ability: Mold Breaker
Nature: Adamant
EV’s: 252 Atk/ 252 Spd/ 4 Sp. Def
-Dragon Dance (take it's grotesque Atk and makes it higher, and +1 speed is nice)
-Dragon Claw (main STAB, taken over outrage, don't like being locked in)
-Brick Break (hit ice types)
-Earthquake (it's earthquake, need I say more?)
*Well, the 147 Base Attack is just incredible, the moveset works out nicely and the lack of a times 4 weakness makes Haxorus a beast to take down. After one Dragon Dance this thing can sweep an entire team, and that is what it does.*
My team follows the basic rule of Gen 5, kill before you get killed. My team does not have much on the defensive end of the spectrum, but my offense has some good coverage in my opinion. Let me know what you honestly think/suggest any changes. Thanks.
Nature: Jolly
Ability: Regeneration
EV’s: 252 Spd/ 252 Atk/ 4 HP
-Fake Out (to deal some early damage and get rid of sash/sturdy)
-U-Turn (can deal some damage, get out, and regeration gets some health back)
-Drain Punch (STAB, good accuracy, works with regeneration to stay alive)
-Taunt (No rapid spinner, need to stop entry hazards somehow)
*Mienshao's goal is basically to try to knock out the opponent's lead before Meinshao gets knocked out. Can come in as a late game revenge killer due to it's very good speed and fake out. Even though it's very fragile, Mienshao can last quite long with regeneration and drain punch.*
Jellicent @ Leftovers (Mixed Wall)
Ability: Cursed Body
Nature: Calm
EV’s: 252 HP/ 252 Sp. Def/ 4 Def
-Will-o-wisp (destroys opponents physical attackers despite shaky accuracy)
-Water Spout (just a powerful STAB move, decent Sp. Atk)
-Recover (reliable recovery in all weather, helps Water Spout)
-Energy Ball (coverage, especially other bulky waters)
*Jellicent's main purpose is to wall the other team, force switch outs, and hopefully take down some physical attackers with burn. Water Spout is an insanely powerful STAB move that can OHKO an opponent, despite Jellicent's mediocre Special Attack. Also a good switch in to water or ground types trying to hit Chandelure.*
Zebstrika @ Life Orb (Mixed Attacker)
Ability: Motor Drive (hello Thunder Wave)
Nature: Adamant
EV’s: 252 Atk/ 252 Spd/ 4 HP
-Wild Charge (Best Physical STAB available, even with recoil)
-Overheat (only special move, so drop doesn't really matter, good surprise move)
-Pursuit (can destroy ghosts on the switch)
-Volt Switch (deal damage and get OUT if in bad match up)
*I chose Adamant over Jolly because I want to deal the most damage possible with Zebstrika. Also, I can get a speed boost with Motor Drive anyway. With the recoil from Wild Charge and Life Orb, Zebstrika will not last very long, but with a 100 Attack and Life Orb, the opponents won't either. This set is purely attacking.*
Ferrothorn @ Rocky Helmet (Wall)
Ability: Iron Barbs
Nature: Relaxed
EV’s: 252 HP/ 252 Sp. Def/ 4 Def
-Stealth Rock (to set up my own entry hazards)
-Toxic (with it's great defense, Ferrothorn can toxic stall with the best of them)
-Ingrain (to regain health)
-Gyro Ball (STAB, and works well with slow speed)
*Ferrothorn's main purpose is to be a wall and slowly chip away at the opponents health with Rocky Helmet, Iron Barbs, and Toxic. Also, I get to set up my own entry hazards. This thing is a defensive beast and is tough to take down*
Chandelure @ Choice Scarf (Special Attacker/Revenge Killer)
Ability: Flash Fire
Nature: Modest
EV’s: 252 Sp. Atk/ 252 Spd/ 4 HP
-Flamethrower (STAB, works with Flash Fire)
-Shadow Ball (STAB, good coverage with Flamethrower)
-Psychic (filler...any suggestions?)
-Energy Ball (destroys water types that can bother Chandelure, coverage)
*Chandelure's purpose is to come in, and anihilate anything in it's path, get a OHKO with a surprise Scarf and get out. Also, flash fire over flame body to protect Ferrothorn, scares away fire moves.)
Haxorus @ Expert Belt (Attack/Late game sweeper)
Ability: Mold Breaker
Nature: Adamant
EV’s: 252 Atk/ 252 Spd/ 4 Sp. Def
-Dragon Dance (take it's grotesque Atk and makes it higher, and +1 speed is nice)
-Dragon Claw (main STAB, taken over outrage, don't like being locked in)
-Brick Break (hit ice types)
-Earthquake (it's earthquake, need I say more?)
*Well, the 147 Base Attack is just incredible, the moveset works out nicely and the lack of a times 4 weakness makes Haxorus a beast to take down. After one Dragon Dance this thing can sweep an entire team, and that is what it does.*
My team follows the basic rule of Gen 5, kill before you get killed. My team does not have much on the defensive end of the spectrum, but my offense has some good coverage in my opinion. Let me know what you honestly think/suggest any changes. Thanks.