(idk how to put pictures)
My Team
Mr. Mime @ Life Orb or assault vest (idk which is better)
Ability: Filter
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Dazzling Gleam
- Energy Ball
- Psyshock
- Shadow Ball
life orb for better late game sweeping or assault vest to take more special hits. Filter to take a super effective hit. Max speed and special attack for maximum effective late game sweeping. Timid to outspeed most pokes. Dazzling gleam stab and deals with dark types -spiritomb or shiftry-. Energy ball for water types -seismitoad-.
Psyshock for stab and poison coverage. Shadow ball for ghost and psychic types. Mr.Mime used to be Lairon(Lairon was my lead).
(not currently using)Lairon @ Eviolite-Poke was good for setting up rock and being a defensive wall at times. lots of fighting types in this metagame recking lairon.
Ability: Sturdy
EVs: 252 Atk / 236 HP / 20 Spd
Adamant Nature
- Earthquake -covers alot of types good for damage
- Stealth Rock-every knows what these are
- toxic-cripples walls
- Roar-gets rid of pokes that set up or getting pokes to switch into stealth rocks
Electrode @ Focus Sash
Ability: Aftermath
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Grass]
- Signal Beam
Focus Sash can be changed because usually gets hit by stealth rocks. Focus sash because its frail can sometimes stop, Pokes that have set up. Evs are obvious. Volt Switch for switch initiative or to get out of bad situations. Thunderbolt for stab and water types. Hidden Power for ground types and rock types and seismitoad. Signal Beam is psychic, dark and grass coverage.
This poke is mainly use to outspeed and revenge kill pokes. Aftermath helps get damage for revenge kills or unexpected kill on weak pokes.
Lunatone @ Choice Scarf
Ability: Levitate
Shiny: Yes
EVs: 252 SAtk / 252 Spd / 4 HP
Modest Nature
- Earth Power
- Ice Beam
- Shadow Ball
- Psychic
Idk y but lunatone is my favorite on the team besides Fletchinder. Choice Scarf for unexpected revenge kill/late game sweep. Earth Power for electric and steel types. Ice beam for grass and flying coverage. Shadow ball for ghost and psychic types. Psychic for stab and fighting type or poison types. I usually start off with this poke just because of the coverage and speed. (i need a lead)
Fletchinder (F)
Ability: Gale Wings
Shiny: Yes
EVs: 216 HP / 252 Atk / 40 Spd
Adamant Nature
IVs: 30 Atk / 30 Def
- Acrobatics
- Swords Dance
- Will-O-Wisp
- U-turn
No Item for max acrobatics damage. 216 in HP to take hits. Max attack evs for max damage. 40 Spd evs to outspeed lots of pokes to attack with other non-priority moves. Acrobatics for priority and good stab damage. Swords Dance for setting up on fire types or on forced switches. Will-O-Wisp for crippling physical attackers. U-turn for switch initiative. Good for revenge kills/Dealing damage all around. Good for the priority.
Swanna @ Leftovers
Ability: Big Pecks
EVs: 252 HP / 252 SAtk / 4 Spd
Modest Nature
- Air Slash
- Scald
- Defog
- Tailwind (replaceable)
Leftovers to recover since its gonna be switching into stealth rocks. Max HP evs to take hits. Max SAtk to deal good damage. 4 Spd just because. Modest max damage. Air Slash stab and coverage for grass and fighting. Scald go for birds, STAB and good for rock, ground and fire types. Defog to get rid of stealth rocks/toxic spikes/any hazard. Tailwind to make throh be able to outspeed pokes it normally cant or outspeed scarfed Magmortar with scarfed lunatone. Good at getting rid of rocks or taking care of fire and rock types. This is my most defensive poke on my team. Can take most special hits and deal good damage back.
Throh (M) @ Leftovers
Ability: Guts
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Storm Throw
- Bulk Up
- Knock Off
- Circle Throw
Leftovers for survivability. Guts allows it to switch into will-o-wisp. Most people forget throh gets guts and trys to burn it anyway. Max HP to take hits. Max Atk to deal damage. Adamant for damage. Storm throw to hit through intimidate and pokes with raised defense. Bulk up to set up on pokes that are forced to switch out. Knock off for ghost coverage,eviolite and getting ride of items. Circle Throw for pokes that might try to set up. Good at taking physical hits.
Feel free to comment about any pokes. The more suggestions the better. Thankyou for reading and commenting.
My Team
Mr. Mime @ Life Orb or assault vest (idk which is better)
Ability: Filter
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Dazzling Gleam
- Energy Ball
- Psyshock
- Shadow Ball
life orb for better late game sweeping or assault vest to take more special hits. Filter to take a super effective hit. Max speed and special attack for maximum effective late game sweeping. Timid to outspeed most pokes. Dazzling gleam stab and deals with dark types -spiritomb or shiftry-. Energy ball for water types -seismitoad-.
Psyshock for stab and poison coverage. Shadow ball for ghost and psychic types. Mr.Mime used to be Lairon(Lairon was my lead).
(not currently using)Lairon @ Eviolite-Poke was good for setting up rock and being a defensive wall at times. lots of fighting types in this metagame recking lairon.
Ability: Sturdy
EVs: 252 Atk / 236 HP / 20 Spd
Adamant Nature
- Earthquake -covers alot of types good for damage
- Stealth Rock-every knows what these are
- toxic-cripples walls
- Roar-gets rid of pokes that set up or getting pokes to switch into stealth rocks
Electrode @ Focus Sash
Ability: Aftermath
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Grass]
- Signal Beam
Focus Sash can be changed because usually gets hit by stealth rocks. Focus sash because its frail can sometimes stop, Pokes that have set up. Evs are obvious. Volt Switch for switch initiative or to get out of bad situations. Thunderbolt for stab and water types. Hidden Power for ground types and rock types and seismitoad. Signal Beam is psychic, dark and grass coverage.
This poke is mainly use to outspeed and revenge kill pokes. Aftermath helps get damage for revenge kills or unexpected kill on weak pokes.
Lunatone @ Choice Scarf
Ability: Levitate
Shiny: Yes
EVs: 252 SAtk / 252 Spd / 4 HP
Modest Nature
- Earth Power
- Ice Beam
- Shadow Ball
- Psychic
Idk y but lunatone is my favorite on the team besides Fletchinder. Choice Scarf for unexpected revenge kill/late game sweep. Earth Power for electric and steel types. Ice beam for grass and flying coverage. Shadow ball for ghost and psychic types. Psychic for stab and fighting type or poison types. I usually start off with this poke just because of the coverage and speed. (i need a lead)
Fletchinder (F)
Ability: Gale Wings
Shiny: Yes
EVs: 216 HP / 252 Atk / 40 Spd
Adamant Nature
IVs: 30 Atk / 30 Def
- Acrobatics
- Swords Dance
- Will-O-Wisp
- U-turn
No Item for max acrobatics damage. 216 in HP to take hits. Max attack evs for max damage. 40 Spd evs to outspeed lots of pokes to attack with other non-priority moves. Acrobatics for priority and good stab damage. Swords Dance for setting up on fire types or on forced switches. Will-O-Wisp for crippling physical attackers. U-turn for switch initiative. Good for revenge kills/Dealing damage all around. Good for the priority.
Swanna @ Leftovers
Ability: Big Pecks
EVs: 252 HP / 252 SAtk / 4 Spd
Modest Nature
- Air Slash
- Scald
- Defog
- Tailwind (replaceable)
Leftovers to recover since its gonna be switching into stealth rocks. Max HP evs to take hits. Max SAtk to deal good damage. 4 Spd just because. Modest max damage. Air Slash stab and coverage for grass and fighting. Scald go for birds, STAB and good for rock, ground and fire types. Defog to get rid of stealth rocks/toxic spikes/any hazard. Tailwind to make throh be able to outspeed pokes it normally cant or outspeed scarfed Magmortar with scarfed lunatone. Good at getting rid of rocks or taking care of fire and rock types. This is my most defensive poke on my team. Can take most special hits and deal good damage back.
Throh (M) @ Leftovers
Ability: Guts
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Storm Throw
- Bulk Up
- Knock Off
- Circle Throw
Leftovers for survivability. Guts allows it to switch into will-o-wisp. Most people forget throh gets guts and trys to burn it anyway. Max HP to take hits. Max Atk to deal damage. Adamant for damage. Storm throw to hit through intimidate and pokes with raised defense. Bulk up to set up on pokes that are forced to switch out. Knock off for ghost coverage,eviolite and getting ride of items. Circle Throw for pokes that might try to set up. Good at taking physical hits.
Feel free to comment about any pokes. The more suggestions the better. Thankyou for reading and commenting.



