Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP/152 Atk/92 SDef
Relaxed nature (+Def, -Spd)
- Gyro Ball
- Stealth Rock
- Hypnosis
- Earthquake
---
Sets up rocks, sleeps something. Provides defense.
Machamp (M) @ Leftovers
Ability: No Guard
EVs: 212 HP/212 Atk/80 Def/6 Spd
Adamant nature (+Atk, -SAtk)
- Dynamicpunch
- Stone Edge
- Rest
- Sleep Talk
---
Absorbs sleep, provides some defense while providing good offense.
Gliscor (M) @ Leftovers
Ability: Hyper Cutter
EVs: 252 HP/6 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Baton Pass
- Roost
- Swords Dance
- Earthquake
---
Passes to any of the 4 physical attackers on my team appropriately, Hera for speed, Ttar for ridiculous power, Machamp for stability.
Heracross (M) @ Choice Scarf
Ability: Guts
EVs: 104 HP/252 Atk/152 Spd
Adamant nature (+Atk, -SAtk)
- Megahorn
- Close Combat
- Stone Edge
- Pursuit
---
Standard.
Tyranitar (M) @ Choice Band
Ability: Sand Stream
EVs: 60 HP/252 Atk/192 Spd
Adamant nature (+Atk, -SAtk)
- Crunch
- Stone Edge
- Earthquake
- Ice Beam
---
Standard
Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 148 HP/252 Def/4 Spd/106 SAtk
Bold nature (+Def, -Atk)
- Toxic
- Wish
- Protect
- Flamethrower
---
Hits Skarmory and Forretress, toxic to work with stealth rock and sandstorm. Restores HP for the team.
The only frequent weakness that this team encounters is being worn down by spikes seeing as Blissey is really my only answer to Skarmory and crew. I'm having trouble really switching anything out because I can't seem to find anything that improves the stability of the team.
Ability: Levitate
EVs: 252 HP/152 Atk/92 SDef
Relaxed nature (+Def, -Spd)
- Gyro Ball
- Stealth Rock
- Hypnosis
- Earthquake
---
Sets up rocks, sleeps something. Provides defense.
Machamp (M) @ Leftovers
Ability: No Guard
EVs: 212 HP/212 Atk/80 Def/6 Spd
Adamant nature (+Atk, -SAtk)
- Dynamicpunch
- Stone Edge
- Rest
- Sleep Talk
---
Absorbs sleep, provides some defense while providing good offense.
Gliscor (M) @ Leftovers
Ability: Hyper Cutter
EVs: 252 HP/6 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Baton Pass
- Roost
- Swords Dance
- Earthquake
---
Passes to any of the 4 physical attackers on my team appropriately, Hera for speed, Ttar for ridiculous power, Machamp for stability.
Heracross (M) @ Choice Scarf
Ability: Guts
EVs: 104 HP/252 Atk/152 Spd
Adamant nature (+Atk, -SAtk)
- Megahorn
- Close Combat
- Stone Edge
- Pursuit
---
Standard.
Tyranitar (M) @ Choice Band
Ability: Sand Stream
EVs: 60 HP/252 Atk/192 Spd
Adamant nature (+Atk, -SAtk)
- Crunch
- Stone Edge
- Earthquake
- Ice Beam
---
Standard
Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 148 HP/252 Def/4 Spd/106 SAtk
Bold nature (+Def, -Atk)
- Toxic
- Wish
- Protect
- Flamethrower
---
Hits Skarmory and Forretress, toxic to work with stealth rock and sandstorm. Restores HP for the team.
The only frequent weakness that this team encounters is being worn down by spikes seeing as Blissey is really my only answer to Skarmory and crew. I'm having trouble really switching anything out because I can't seem to find anything that improves the stability of the team.