Aegislash @ Shell Bell
Ability: Stance Change
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- King's Shield
- Toxic/Substitute/Automize
- Iron Head
- Shadow Claw
My take on Aegislash. King's Shield is a given. Iron Head and Shadow Claw offset the Special focus most of the team has. As for Toxic/Substitute/Automize, each has its perks. Toxic for status, Substitute combined with the Shell Bell can prove interesting, and Automize when its in Defense to make a potential sweep.
Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Fire Blast
- Air Slash
- Solar Beam
- Roost
Special Sweeper Charizard Y. Nothing really special here.
Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 252 SAtk / 72 HP / 4 Def / 180 Spd
Timid Nature
- Giga Drain
- Growth
- Hidden Power [Fire]
- Sludge Bomb
This is to go in tandem with Charizard. A revenge killer most likely. Should hold against some stallers and walls, using Growth and/or Sludge Bomb. Hidden Power [Fire] would get a boost from Charizard-Y's Drought, and its for a bit of coverage on Steel and Ice.
Klefki @ Toxic Orb
Ability: Prankster
EVs: 252 Spd / 252 HP / 4 SDef
Timid Nature
- Spikes
- Switcheroo
- Substitute
- Thunder Wave
This is just designed to be a jerk. Spikes is obvious. Switcheroo to maybe derail someones pokemon and poison them at the same time. Thunder Wave for status effect, and Substitute for stalling.
Deoxys-Defense @ Leftovers
Ability: Pressure
EVs: 16 Def / 248 HP / 228 Spd / 16 SDef
Jolly Nature
- Stealth Rock
- Spikes
- Recover
- Knock Off
Just a big meaty wall. Sets up hazards, stays alive, and uses Knock Off to mess up a game plan.
Starmie @ BrightPowder
Ability: Natural Cure
Happiness: 0
EVs: 252 Spd / 252 HP / 4 SAtk
Timid Nature
- Rapid Spin
- Confuse Ray
- Scald
- Psychic
Spinner, with a side of annoyance. BrightPowder to reduce accuracy, which can get irksome. Confuse Ray for status, Scald for status + damage, and Psychic for damage.
Thoughts on overall impression?
Ability: Stance Change
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- King's Shield
- Toxic/Substitute/Automize
- Iron Head
- Shadow Claw
My take on Aegislash. King's Shield is a given. Iron Head and Shadow Claw offset the Special focus most of the team has. As for Toxic/Substitute/Automize, each has its perks. Toxic for status, Substitute combined with the Shell Bell can prove interesting, and Automize when its in Defense to make a potential sweep.
Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Fire Blast
- Air Slash
- Solar Beam
- Roost
Special Sweeper Charizard Y. Nothing really special here.
Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 252 SAtk / 72 HP / 4 Def / 180 Spd
Timid Nature
- Giga Drain
- Growth
- Hidden Power [Fire]
- Sludge Bomb
This is to go in tandem with Charizard. A revenge killer most likely. Should hold against some stallers and walls, using Growth and/or Sludge Bomb. Hidden Power [Fire] would get a boost from Charizard-Y's Drought, and its for a bit of coverage on Steel and Ice.
Klefki @ Toxic Orb
Ability: Prankster
EVs: 252 Spd / 252 HP / 4 SDef
Timid Nature
- Spikes
- Switcheroo
- Substitute
- Thunder Wave
This is just designed to be a jerk. Spikes is obvious. Switcheroo to maybe derail someones pokemon and poison them at the same time. Thunder Wave for status effect, and Substitute for stalling.
Deoxys-Defense @ Leftovers
Ability: Pressure
EVs: 16 Def / 248 HP / 228 Spd / 16 SDef
Jolly Nature
- Stealth Rock
- Spikes
- Recover
- Knock Off
Just a big meaty wall. Sets up hazards, stays alive, and uses Knock Off to mess up a game plan.
Starmie @ BrightPowder
Ability: Natural Cure
Happiness: 0
EVs: 252 Spd / 252 HP / 4 SAtk
Timid Nature
- Rapid Spin
- Confuse Ray
- Scald
- Psychic
Spinner, with a side of annoyance. BrightPowder to reduce accuracy, which can get irksome. Confuse Ray for status, Scald for status + damage, and Psychic for damage.
Thoughts on overall impression?





