Hey guys, this is my second RMT, and all comments would be much appreciated.
Tyranitar@Chople Berry
Sand Stream
Impish
252 Atk/ 252 Def/ 4 Def
Earthquake
Rock Slide
Crunch
Protect
Tyranitar is meant to set up sandstorm, i ran 252 def EVs to protect from all those physical attackers that i know we'll see at VGC12 (mainly Mach Punch from Hitmontop).
Lucario@Life Orb
Inner Focus
Jolly
4 HP/ 252 Atk/ 252 Speed
Close Combat
Extremespeed
Earthquake
Protect
Lucario is really nice because it get's access to a strong priority move and is protected from flinching. I run earthquake because it's a powerful AoE move. Protect is needed on almost everything.
Garchomp@Yache Berry
Sand Veil
Jolly
4 HP/ 252 Atk/ 252 Speed
Earthquake
X-Scissors
Rock Slide
Protect
Garchomp's STAB earthquake hurts, and Rock slide is for thundurus and tornadus. X-Scissors is for that pesky dancing mexican. Hopefully I'll get some hax with Sand Veil. Yache is to tank those ice type moves. I suspect Blizzard to be pretty widely used.
Excadrill@Focus Sash
Sand Rush
Jolly
4 Hp/ 252 Atk/ 252 Speed
Earthquake
Rock Slide
Sandstorm
Protect
The beast named Excadrill get's a stunning speed in sandstorm with Sand Rush. The Sash is for lack of a better item. Sandstorm is just in case I lose my Ttar and they set up a weather.
Togetic@Evioloite
Serene Grace
Bold
252 HP/ 252 Def/ 4 SpDef
Follow Me
Roost
Encore
Yawn
Togetic with the Evioloite is a plain ol' beast. With it's high Defense and higher Special defense i find the EV spread to be OK. Follow Me is a pain in doubles. Roost is to get some health back ever so often. Encore and Yawn are for constantly phasing something (I encore them into trick room thus they need to switch out, I yawn them as they switch out so they need to either switch or face sleep).
Hairyama@Flame Orb
Guts
Adamant
252 Hp/ 252 Atk/ 252 Def
Fake Out
Close Combat
Bullet Punch
Helping Hand/Protect
Hariyama with it's flame orb boost is a beast, and because the only time it'll get burned is after the first turn, Fake Out replaces protect pretty well. Of course that keeps me open to my own Earthquakes, so I'm not positive on whether to run Helping Hand or Protect. Bullet Punch is for priority and Close Combat does a buck-load.
Tyranitar@Chople Berry
Sand Stream
Impish
252 Atk/ 252 Def/ 4 Def
Earthquake
Rock Slide
Crunch
Protect
Tyranitar is meant to set up sandstorm, i ran 252 def EVs to protect from all those physical attackers that i know we'll see at VGC12 (mainly Mach Punch from Hitmontop).
Lucario@Life Orb
Inner Focus
Jolly
4 HP/ 252 Atk/ 252 Speed
Close Combat
Extremespeed
Earthquake
Protect
Lucario is really nice because it get's access to a strong priority move and is protected from flinching. I run earthquake because it's a powerful AoE move. Protect is needed on almost everything.
Garchomp@Yache Berry
Sand Veil
Jolly
4 HP/ 252 Atk/ 252 Speed
Earthquake
X-Scissors
Rock Slide
Protect
Garchomp's STAB earthquake hurts, and Rock slide is for thundurus and tornadus. X-Scissors is for that pesky dancing mexican. Hopefully I'll get some hax with Sand Veil. Yache is to tank those ice type moves. I suspect Blizzard to be pretty widely used.
Excadrill@Focus Sash
Sand Rush
Jolly
4 Hp/ 252 Atk/ 252 Speed
Earthquake
Rock Slide
Sandstorm
Protect
The beast named Excadrill get's a stunning speed in sandstorm with Sand Rush. The Sash is for lack of a better item. Sandstorm is just in case I lose my Ttar and they set up a weather.
Togetic@Evioloite
Serene Grace
Bold
252 HP/ 252 Def/ 4 SpDef
Follow Me
Roost
Encore
Yawn
Togetic with the Evioloite is a plain ol' beast. With it's high Defense and higher Special defense i find the EV spread to be OK. Follow Me is a pain in doubles. Roost is to get some health back ever so often. Encore and Yawn are for constantly phasing something (I encore them into trick room thus they need to switch out, I yawn them as they switch out so they need to either switch or face sleep).
Hairyama@Flame Orb
Guts
Adamant
252 Hp/ 252 Atk/ 252 Def
Fake Out
Close Combat
Bullet Punch
Helping Hand/Protect
Hariyama with it's flame orb boost is a beast, and because the only time it'll get burned is after the first turn, Fake Out replaces protect pretty well. Of course that keeps me open to my own Earthquakes, so I'm not positive on whether to run Helping Hand or Protect. Bullet Punch is for priority and Close Combat does a buck-load.