Malamar
Moves:
Superpower
Night Slash
Psycho Cut
Hypnosis/Substitute/Topsy Turvy (Wild Card move)
Ability: Contrary
Item: Leftovers
Nature: Adamant
EVs 252 Atk/252 HP/4 SpD
Smeargle
Moves:
Baton Pass
King's Shield (Wild Card move)
Spore
Acupressure (Kind of a Wild Card move)
Ability: Moody
Item: Focus Sash
Nature: Timid
Evs 252 Spe/252 HP/4 SpD
Sableye
Moves:
Taunt
Will-O-Wisp
Night Shade
Confuse Ray
Ability: Prankster
Item: Leftovers
Nature: Calm
EVs: 252 SpD/252 HP/ 4 Def
Avalugg
Moves:
Recover
Rapid Spin
Curse
Gyro Ball
Ability: Own Tempo/?
Item: Lum Berry
Nature: Relaxed
EVs: 252 Def/252 HP/4 Atk
Mega-Kangaskhan
Moves:
Fake Out
Sucker Punch
Power-Up Punch
Shadow Claw/?
Ability: Parental Bond
Item: Kangaskhanite
Nature: Jolly
EVs: 252 Spe/252 Atk/4 SpD
Scolipede
Moves:
Swords Dance
Baton Pass
Rock Slide
Protect
Ability: Speed Boost
Item: Focus Sash
Nature: Jolly
EVs: 252 Spe/252 HP/4 Atk
1. Lead with Sableye to Taunt anything trying to set up. After the opponent's first attempt at setting up fails, follow up with Will-O-Wisp (if opponent isn't a fire type), then Confuse Ray. Night Shade can be used whenever its convenient. If opponent isn't trying to set up just use Will-O-Wisp, then Confuse Ray.
a. If Sableye faints and opponent's SpD > Def (and not a ghost type), continue to step 2.
b. If Sableye faints and opponent's Def > SpD, skip to step 3 or 4.
2. When switching to Mega-Kangaskhan start out with Fake Out obviously. If the opponent is a hazer or booster, use Power-Up Punch 1 or 2 times to boost Atk stat 2 to 4 times. Then keep using Sucker-Punch until opponent uses an attacking move, which shouldn't take too long and should faint the opponent with the help of it's Parental Bond ability. Then start sweeping with Sucker-Punch.
a. If Mega-Kangaskhan is unable to sweep and somehow faints and there are AREN'T hazards on the field, go to step 4.
b. If Mega-Kangaskhan is unable to sweep and somehow faints, there ARE hazards on the field, AND the opponent DOESN'T have a particularly high SpAtk, continue to step 3.
c. If Mega-Kangaskhan is unable to sweep and somehow faints and there ARE hazards on the field AND the the opponent DOES have a particularly high SpAtk, skip to step 4.
3. Upon switching in, immediately use Rapid Spin to clear hazards, then use Curse 2 to 3 times to boost Atk, Def, and lower Spe to increase the power of Gyro Ball. Opponent may try to haze Avalugg with a status condition (as well as waste a turn) thinking that'll hinder it's attack power or longevity, which is what the Lum Berry is for. This allows Avalugg to safely and effectively use Gyro Ball.
If opponent switches to a ghost type before using Rapid Spin, continue to step 4.
4. When switching to Scolipede, the starting move depends solely on what the opponent is.
a. If opponent's Atk > SpAtk (and isn't Scizor or a Mach Punch-er) use Swords Dance, then Protect, then Baton Pass Spe x2 and Atk x2 to Smeargle.
b. If opponent's Spe > Scolipede's Spe use Protect (to surpass opponent's speed while protected), Swords Dance (will most likely go first), Protect, then Baton Pass (will definitely go first if opponent doesn't have/use a priority attacking move) Spe x3 Atk x2 to Smeargle. Continue to step 5.
5. Smeargle will most likely be hit upon switching in. With the Baton Pass-ed speed, use Spore (if opponent is not a grass type and doesn't have the ability Insomnia). If damage received was less than half, go to 5a. If damage received was more than half, then go to 5b.
a. Use Acupressure until Def sharply rises at least once, until opponent wakes up, or opponent switches, then Baton Pass Spe x3 (or more) Atk x2 (or more) and some other stat(s) x2 (or more) to Malamar. If opponent is likely to have a priority attacking move, use Acupressure just once for at least one random sharply boosted stat and to lessen possibility of Smeargle being fainted before it Baton Pass-es Spe x3 (or more) Atk x2 (or more) and one random stat x2 to Malamar.
b. Baton Pass to Malamar to avoid fainting OR if opponent is likely to use a physical attack, use King's Shield. Not only will it catch the other player off guard (it actually does a lot of the time since King's Shield is normally used by Aegislash) but it'll harshly lower the opponent's Atk so Smeargle can safely Baton Pass to Malamar (if not against Scizor or a Mach Punch-er). Opponent will probably switch or try to boost it's Atk stat back up which will give Malamar a free switch in. If not, Malamar should still be safe. Continue to step 6.
6. The moves Malamar should use are based on it's stats as well as the opponent.
a. If Malamar's Atk is one of it's highest stats, use any of Malamar's attacking moves and just start sweeping.
b. If Malamar's Atk isn't one of it's highest stats use Superpower to do massive damage as well as increase Atk stat. If opponent's Def > SpD, also use Superpower (if opponent isn't a ghost type) to gradually do more and more damage while Malamar is raising it's Def. A high Def is usually accompanied by a high Atk so opponent will either switch to avoid fainting from Malamar's rising Atk or try to wear Malamar down as much as it can before it eventually faints.
c. If opponent's SpAtk > Atk, faint opponent as quickly as possible, as Malamar's Def > SpD and may get OHKO'd by a super effective SpAtk or 2HKO'd by a normally effective SpAtk. However, if Smeargle was able to Baton Pass SpD x2 (or more) from using Acupressure, Malamar should be good to sweep the high special attackers.
d. Hypnosis can be used if Malamar needs to set up more. Substitute can be helpful if a lot of stats are boosted. Topsy Turvy is a unique hazing move and isn't seen very often.
And that's GAME...usually.
So tell me what you think! Thanks!
Moves:
Superpower
Night Slash
Psycho Cut
Hypnosis/Substitute/Topsy Turvy (Wild Card move)
Ability: Contrary
Item: Leftovers
Nature: Adamant
EVs 252 Atk/252 HP/4 SpD
Smeargle
Moves:
Baton Pass
King's Shield (Wild Card move)
Spore
Acupressure (Kind of a Wild Card move)
Ability: Moody
Item: Focus Sash
Nature: Timid
Evs 252 Spe/252 HP/4 SpD
Sableye
Moves:
Taunt
Will-O-Wisp
Night Shade
Confuse Ray
Ability: Prankster
Item: Leftovers
Nature: Calm
EVs: 252 SpD/252 HP/ 4 Def
Avalugg
Moves:
Recover
Rapid Spin
Curse
Gyro Ball
Ability: Own Tempo/?
Item: Lum Berry
Nature: Relaxed
EVs: 252 Def/252 HP/4 Atk
Mega-Kangaskhan
Moves:
Fake Out
Sucker Punch
Power-Up Punch
Shadow Claw/?
Ability: Parental Bond
Item: Kangaskhanite
Nature: Jolly
EVs: 252 Spe/252 Atk/4 SpD
Scolipede
Moves:
Swords Dance
Baton Pass
Rock Slide
Protect
Ability: Speed Boost
Item: Focus Sash
Nature: Jolly
EVs: 252 Spe/252 HP/4 Atk
1. Lead with Sableye to Taunt anything trying to set up. After the opponent's first attempt at setting up fails, follow up with Will-O-Wisp (if opponent isn't a fire type), then Confuse Ray. Night Shade can be used whenever its convenient. If opponent isn't trying to set up just use Will-O-Wisp, then Confuse Ray.
a. If Sableye faints and opponent's SpD > Def (and not a ghost type), continue to step 2.
b. If Sableye faints and opponent's Def > SpD, skip to step 3 or 4.
2. When switching to Mega-Kangaskhan start out with Fake Out obviously. If the opponent is a hazer or booster, use Power-Up Punch 1 or 2 times to boost Atk stat 2 to 4 times. Then keep using Sucker-Punch until opponent uses an attacking move, which shouldn't take too long and should faint the opponent with the help of it's Parental Bond ability. Then start sweeping with Sucker-Punch.
a. If Mega-Kangaskhan is unable to sweep and somehow faints and there are AREN'T hazards on the field, go to step 4.
b. If Mega-Kangaskhan is unable to sweep and somehow faints, there ARE hazards on the field, AND the opponent DOESN'T have a particularly high SpAtk, continue to step 3.
c. If Mega-Kangaskhan is unable to sweep and somehow faints and there ARE hazards on the field AND the the opponent DOES have a particularly high SpAtk, skip to step 4.
3. Upon switching in, immediately use Rapid Spin to clear hazards, then use Curse 2 to 3 times to boost Atk, Def, and lower Spe to increase the power of Gyro Ball. Opponent may try to haze Avalugg with a status condition (as well as waste a turn) thinking that'll hinder it's attack power or longevity, which is what the Lum Berry is for. This allows Avalugg to safely and effectively use Gyro Ball.
If opponent switches to a ghost type before using Rapid Spin, continue to step 4.
4. When switching to Scolipede, the starting move depends solely on what the opponent is.
a. If opponent's Atk > SpAtk (and isn't Scizor or a Mach Punch-er) use Swords Dance, then Protect, then Baton Pass Spe x2 and Atk x2 to Smeargle.
b. If opponent's Spe > Scolipede's Spe use Protect (to surpass opponent's speed while protected), Swords Dance (will most likely go first), Protect, then Baton Pass (will definitely go first if opponent doesn't have/use a priority attacking move) Spe x3 Atk x2 to Smeargle. Continue to step 5.
5. Smeargle will most likely be hit upon switching in. With the Baton Pass-ed speed, use Spore (if opponent is not a grass type and doesn't have the ability Insomnia). If damage received was less than half, go to 5a. If damage received was more than half, then go to 5b.
a. Use Acupressure until Def sharply rises at least once, until opponent wakes up, or opponent switches, then Baton Pass Spe x3 (or more) Atk x2 (or more) and some other stat(s) x2 (or more) to Malamar. If opponent is likely to have a priority attacking move, use Acupressure just once for at least one random sharply boosted stat and to lessen possibility of Smeargle being fainted before it Baton Pass-es Spe x3 (or more) Atk x2 (or more) and one random stat x2 to Malamar.
b. Baton Pass to Malamar to avoid fainting OR if opponent is likely to use a physical attack, use King's Shield. Not only will it catch the other player off guard (it actually does a lot of the time since King's Shield is normally used by Aegislash) but it'll harshly lower the opponent's Atk so Smeargle can safely Baton Pass to Malamar (if not against Scizor or a Mach Punch-er). Opponent will probably switch or try to boost it's Atk stat back up which will give Malamar a free switch in. If not, Malamar should still be safe. Continue to step 6.
6. The moves Malamar should use are based on it's stats as well as the opponent.
a. If Malamar's Atk is one of it's highest stats, use any of Malamar's attacking moves and just start sweeping.
b. If Malamar's Atk isn't one of it's highest stats use Superpower to do massive damage as well as increase Atk stat. If opponent's Def > SpD, also use Superpower (if opponent isn't a ghost type) to gradually do more and more damage while Malamar is raising it's Def. A high Def is usually accompanied by a high Atk so opponent will either switch to avoid fainting from Malamar's rising Atk or try to wear Malamar down as much as it can before it eventually faints.
c. If opponent's SpAtk > Atk, faint opponent as quickly as possible, as Malamar's Def > SpD and may get OHKO'd by a super effective SpAtk or 2HKO'd by a normally effective SpAtk. However, if Smeargle was able to Baton Pass SpD x2 (or more) from using Acupressure, Malamar should be good to sweep the high special attackers.
d. Hypnosis can be used if Malamar needs to set up more. Substitute can be helpful if a lot of stats are boosted. Topsy Turvy is a unique hazing move and isn't seen very often.
And that's GAME...usually.
So tell me what you think! Thanks!