Scare Tactics (2100+)

Hello there! This is my first RMT as I'm reasonably new to competitive Pokemon (started playing at the butt-end of BW2), but I love teambuilding and I'm hoping to get some good feedback on my current team. While I have a good grasp of the broad strokes, it's the more nuanced things -- like when to use a niche move rather than a standard set or when to scrap a normally great mon for the sake of synergy -- that consistently trip me up. Also I'm a shit player, but a good team goes a long way! I'll skip the 'teambuilding process' bit because tbqh it mostly entails my drunkenly bastardizing someone else's team over a couple weeks until it became unrecognizable enough to call my own. Onto the glance~

-

248-mega.png
598.png
681-shield.png
534.png
645-therian.png
386-speed.png


-
The team's main goal is a Dragon Dance M-Tar sweep, though alternatively most of the team can function as mid-late game cleaners in their own right, which eases some of Tar's load if matchup is stacked against him. The team name comes from a crappy old reality/prank show that was a lot of fun to watch; here it refers to these mons' ability to force switches through intimidate or the threat of wallbreaking nukes, enabling lots of opportunities for mind games and setup.
-

The team:


tyranitar.jpg


Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk/252 Spe/4 HP
Nature: Jolly
-Dragon Dance
-Crunch
-Stone Edge
-Earthquake

Mega Tyranitar is a huge force, and IMO right now pretty underrated. Its biggest advantage is its surprising bulk, which allows it to set up safely in the face of many pokemon who even boast a super effective attack. He's the perfect sweeper for a team that tries to make the most of the tanky nature of the metagame. Although he has his uses early game, it's best to play him conservatively. In a pinch he can eat a Brave Bird or Shadow Ball, which is very tempting, but the possibility of U-turn or Iron Head/SS should keep him benched until his few checks have been dismantled. Sometimes I lead with him for sash breaking and because he's one of four potential hazard setters on the team, which often allows him an early DD and hole-punching spree. Moveset is standard, Jolly max outspeeds a lot of things un-MEvo'd that don't expect it, and I opted for EQ over any punches because I like to watch Aegislash softly weep.


ferrothorn.jpg


Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP/252 Def/4 SpD
Nature: Relaxed
-Stealth Rocks
-Thunder Wave
-Gyro Ball
-Power Whip

I used Ferrothorn in every Gen V team I made. I lasted as long as I could this gen before deciding we were just made for each other and I had to use it. Talonflame notwithstanding, Ferrothorn is as great as ever. This team needed a hazard setter who actually had the time to set hazards, not to mention a mostly-safe Rotom-W counter (Conkeldurr is a lame switch-in to Rotom, and previously he had way too much pressure on him to beat up the washing machine while it would just Volt Switch on its merry fucking way). I'm strongly considering replacing Spikes for Leech Seed, since even though this team appreciates mad hazards there's just rarely time to set up multiple layers without getting schooled. In this meta I really like two-attack Ferrothorn: Gyro Ball mutilates a lot of hopeful switch-ins like Espeon and is good coverage against the dragons it's supposed to wall; and Power Whip lets it smack Azumarill, Rotom, and other bulky waters hard.


aegislash-blade.jpg


Aegislash @ Air Balloon
Ability: Stance Change
EVs: 252 HP/252 SpA/4 Atk
Nature: Quiet
-King's Shield
-Shadow Ball
-Shadow Sneak
-Iron Head

Aegislash is truly the face of the metagame. More than even potentially-broken threats like Deo-S/D and Lucarionite, like Scizor before it, Aegislash is just a cool, powerful, versatile threat that easily qualifies as a staple. The set here is standard mixed wallbreaker, although with this team I've come to prefer Air Balloon over Spooky Plate/Life Orb. While Spooky Plate Aegi can nail bulky grounds/Skarmory on the switch, people have obviously wised up to that; and I find a lot of value in being able to switch at least once into Gliscor/Lando-T on a predicted EQ and threaten to maul it with Shadow Ball. With Air Balloon Aegis functions as a temporary pseudo-counter to these otherwise really troublesome mons (at least until T-Tar gets his Dragon Dance on, at which point he can do mad damage to both). I like Iron Head because the ladder is still filled with random Fairies and Fighting coverage is pretty well represented by Conkeldurr and Deo-S.


conkeldurr.jpg


Conkeldurr @ Assault Vest
Ability: Guts
EVs: 4 HP/252 Atk/252 SpD
Nature: Adamant
-Drain Punch
-Mach Punch
-Ice Punch
-Knock Off

BEHOLD CONKELDURR. Until I discovered Assault Vest Conkeldurr I honestly thought his now-most common item was super overrated. But damn, does he do work with it. Naturally bulky and aided by the SpD boost from the Vest, Conk can switch into a multitude of attacks, particularly enjoying Rotom-W's Will-O-Wisp, Deo-D's Thunder Wave, etc. And dude is strong. I very often lead with Conk, since he's able to force out a lot of opposing leads, clock the switch-in with Knock Off, and at least put a few dents in things before scooting back to the bench. Most of the time, though, he forms a tank core with Aegislash and M-Tar. His excellent coverage synergy with Aegis while touching both sides of the phys/special spectrum allows them to collectively blow enough holes through M-Tar's checks to enable a sweep. Just as importantly, both Conk and Aegis make up for their spectacular lack of speed with strong priority moves. Alongside Deo-S's pure outspeeding capabilities, this team, despite being relatively pretty slow, is never at a loss for revenge-killing options.


landorus-therian.jpg


Landorus-T @ Leftovers
Ability: Intimidate
EVs: 252 HP/252 Def/4 Atk
Nature: Lax
-Earthquake
-Stone Edge
-U-turn
-Hidden Power Ice

Landorus-T is the perfect pokemon. Apart from perhaps Rotom-W, no single mon so easily patches the gaps in a team. Lando-T is the standard classic physically defensive pivot set for this team, giving me a much-needed switch-in to physical Lucario, Talonflame in a pinch, M-Pinsir (fuck that thing it still owns me), etc. Since Ferrothorn covers the hazards, Lando has some free space to think about what he wants to accomplish in the competitive scene. U-turn is essential momentum gathering, since he forces so many switches, while EQ is of course the main nuke. Stone Edge is necessary to beat down on Mandibuzz, Talonflame, etc. and offers great coverage. Finally Hidden Power Ice neuters opposing bulky grounds who give Tyranitar all kinds of problems. I've only ever used SR Landorus-T before, and I have to say I love playing him with the added Ice coverage. Although his other attacks are mostly redundant coverage-wise with M-Tar, it's important to keep in mind that Tyranitar usually won't be coming out till mid-late game and Edgequake coverage is extremely useful at all stages.


deoxys-speed.jpg


Deoxys-S @ Life Orb
Ability: Pressure
EVs: 116 Atk/156 SpA/236 Spe
Nature: Naive
-Psycho Boost
-Ice Beam
-Superpower
-Fire Punch

Despite the priority from Aegislash and Conkeldurr, this team more than other offensive ones suffered from speed issues as well as attack coverage, which is not good for a team hoping to force switches into gaining the upper hand. I tried a lot of things in this slot, like Keldeo, Specs Latios and Genesect, but finally settled on the ultimate jack-of-all-trades: Deoxys-S. It never occurred to me to use an all-out offensive set, but I'm glad I did. All-out attacker Deoxys-S makes a great anti-lead due to the expectation of hazards or screens, usually allowing it to fire off one nuke. And somehow, despite LO recoil and its relative frailty, Deo-S shines at all stages of the game. Mid-game it makes the perfect revenge killer, picking off weakened threats while not getting locked into a move (which, while maintaining the speed of a scarfer, makes it IMO one of the best revenge killers in the game); late game it nukes like crazy -- if you play your game right it'll take out the last 2-3 of your opponent's pokemon by itself. Deoxys-S has it all. Psycho Boost, while not exactly boasting a good attacking type, is a great throw-out attack. Unlike Latios and other common Draco Meteor users, Deo-S is not so severely hurt by the SpA drop since a lot of its coverage is physical. EVs I believe OHKO all Tyranitar/Genesect while putting the rest into pumping up Psycho Boost/Ice Beam.

-
That's it for my first RMT! Thanks for reading, and any suggestions at all (including suggestions re RMTs in general) are hugely appreciated. I'll update with a proper threat list just as soon as I have the chance :)

Edit: Importable
Code:
Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 252 Spd / 4 SDef / 252 Atk
Jolly Nature
- Stone Edge
- Crunch
- Earthquake
- Dragon Dance

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 Def / 252 HP / 4 Atk
Relaxed Nature
IVs: 0 Spd
- Stealth Rock
- Thunder Wave
- Power Whip
- Gyro Ball

Aegislash @ Air Balloon
Ability: Stance Change
EVs: 252 HP / 4 Atk / 252 SAtk
Quiet Nature
- King's Shield
- Shadow Ball
- Iron Head
- Shadow Sneak

Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 4 HP / 252 SDef
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Ice Punch

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 Def / 252 HP / 4 Atk
Lax Nature
- U-turn
- Earthquake
- Stone Edge
- Hidden Power [Ice]

Deoxys-Speed @ Life Orb
Ability: Pressure
EVs: 236 Spd / 156 SAtk / 116 Atk
Naive Nature
- Psycho Boost
- Superpower
- Ice Beam
- Fire Punch

-

PROBLEM MONS

Mega Venusaur: Since my team lacks consistent Flying or Psychic coverage Venusaur can switch into a bunch of things and stop me cold. Sets with EQ or Sleep Powder (ie all of them) render Aegislash useless against it; Deo-S can't come in, and forcing it out with the threat of Psycho Boost isn't exactly a primo way of handling it; thankfully Ferrothorn walls it completely, so it's set-up fodder to keep SR on the field and throw out paralysis. From there it's pretty much a matter of PP-stalling Synthesis and wearing it down.

Conkeldurr: This thing is especially nightmarish if it's on the same team as Venusaur, since combined they can pressure me all day. Prediction and switching around is key to getting in safely with Lando or Aegis and trying to drop it's attack. Really not sure if there's a quick fix to be made to make Conk and Venu more manageable without compromising the team elsewhere, but right now it's pretty much "keep the pressure on."

Mega-Zard Y: Zard Y is terrifying, especially because it roasts my SR setter so badly. This can work out, however, to my benefit: Zard Y likes to switch into Ferro as it sets up rocks, thinking he'll get a free nuke off, only to catch a Thunder Wave on the switch which allows +0 Tar and Lando-T to outspeed and OHKO. Also useful is to scout for Focus Blast, since for some reason I'm seeing hella people run Fire Blast/Solarbeam/Dragon Pulse/Air Slash, which makes it setup fodder for TTar.

Keldeo: My main answer to Keldeo is praying it stays weirdly unpopular.

Talonflame: Often neutered in the same way Zard is, with a T-Wave on the switch (big thanks, Ash Borer). Saving that, keeping SR up isn't terribly challenging with the way this team threatens common Defoggers.

Sticky Web: Actually a huge problem, despite this team's slowness. Deo-S loses a TON of its usefulness at -1 speed, while T-Tar's sweeping capabilities are hugely hindered, being as it -needs- to be at +1 to outspeed 70% of the tier. Thankfully it's uncommon enough that I suspect preparing for it specifically actually loses you expected value.

Lucario: If Lando-T/Conk (phys/spec) are weakened or can't handle it, it's important to keep TTar healthy and get it to +1 speed before Luc is in on you. This can be really tough, since Luc is usually paired with one or two other things keeping Tar from setting up, and if it's special and runs VW then Tar may not even save you then. Lucario is extremely dangerous and figuring out its set is imperative, but being careful around it goes a long way. A good opponent might eschew trying to set up altogether and use Luc as a wall breaker, which spells trouble as well. Thankfully this team is fairly prepared to handle it and doesn't present it with TOO many setup chances.
 
Last edited:
Looks like a very solid team.

I would say drop Spikes and use Leech Seed on Ferrothorn like what you were thinking. The rule of Spikes is over now considering how hard they are to stack and maintain, a lot of the time it can just be a waste of time. It helps to put more pressure on the opponent when you predict a switch in, and can help you heal all your Pokemon, as the majority of them are rather hard to OHKO without the right coverage move thanks to the bulk of your teams members (perhaps besides Deoxys-S).
 
Yeah thunder wave or leech seed is imperative on FErrothorn for stopping defog users from just laughing at you. What does scizor, zapdos, latias, mandibuzz, skarmory etc care if they take a power whip or gyro ball? Gyro ball might sting latias, but in general none care, but leech seeds and thunder wave are annoying to all. Drop spikes or one of the attacks for sure.

Other than that the team looks solid. I think overall you might be a bit susceptible to opposing priority sweepers like talonflame and pinsir as you rely on Deo to revenge kill a fair bit. That being said there are still a few good checks on the team for them, as well thunder wave on Ferrothorn helps patch up any semblance of a pinsir weak, is it can tank a +2 return without much trouble.

You may be a bit prone to full stall beating you as a few of your pokemon although by no means weak hitters arent built to go through a team of walls, like Deo, COnk, and Lando. DDtar is a decent stall breaker if you can play it right as +1 or +2 really, really hurt, but perhaps consider running a life orb or spooky plate on Aegislash, as AEgislash is a great wal lbreaker with these items and can soften up teams for T-tar to sweep, but with a balloon its damage sometimes just isnt enough.
 
Last edited:
After testing for a while, Thunder Wave has replaced Spikes on Ferrothorn. Leech Seed was definitely useful, but the greatest benefit from TW was catching Talonflame/set-up sweepers on the switch, which is huge for this team.

Ash Borer boosting pinsir/talonflame are pretty obnoxious, but careful playing has served all right so far. Definitely TW Ferro has remedied this a lot. I can definitely see full stall being a problem, but (and maybe it's just my ranking bracket) it seems highly uncommon, and considering my lack of ungrounded mons Air Balloon seems to net the most value overall. I'll run some calcs and test some more, though, for sure.

Thanks so much for the suggestions!
 
Updated with partial threat list and changes: Thunder Wave over Spikes on Ferrothorn wins games by cockblocking the billion threats that like to come in and set up on it; Conk's EV spread moved to fully SpDefensive, since I noticed he rarely takes hits from the physical side and being able to better absorb bombs from Gengar/Zard Y/Rotom (H/W) etc. is much more important to his function. Any more advice greatly appreciated :3
 
The best way to deal with Lucario is to switch in Aeglisash. If they SD on the switch, use King's Shield to check for EQ/Crunch. If they Crunch you can just kill it the next turn with Shadow Ball since their attack is halved. If they EQ, switch to Lando since you know they won't have Ice Punch. If they Nasty Plot, if your Aeglislash is healthy you can pray that it doesn't have Dark Pulse or it doesn't get the flinch and fire off a Shadow Ball, since +2 Dark Pulse won't KO a full health Aegislash. If they do manage to get the flinch chance, you can always revenge it with Deo-S. If they Flash Cannon/Aura Sphere/CC on the switch, Aegislash won't be hurt and can just fire a free Shadow Ball on whatever switches in. They rarely use Crunch/EQ/Dark Pulse on the switch expecting an Aegislash switch in anyway.
 
Alright, this team is an amazing Bulky offense team, but it's running low on offense, the things you're scared of are so easily checked that it's not even funny, honestly. Now let's begin.

Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Thunderbolt
- Thunder Wave
- Hidden Power [Ice]
- Taunt

Thundorus will ALWAYS help you in SOME type of way, either crippling a crucial sweeper with prio twave, or with a prio taunt. It has GREAT base speed which will put pressure on slower teams and strong STAB tbolt which will always wreck keldeo and 2hko w.e doesnt resist, bar chancsey and bliss :| but do people even use them...? I'd replace ferro with thundurus because the pros out way the cons, but its con is a very common ICE weakness but it does give aegislash some help too being another flyer.

Okay okay, by now you're probably like wow this guy is crazy he just took my stealth rocker, NOPE!

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 Atk / 252 HP / 6 Spd
Naughty Nature
- Hidden Power [Ice]
- Stealth Rock
- Earthquake
- Stone Edge

This landorus may not be as bulky as your previous one, I understand that, but with support landorus doesn't really need to be so bulky. HP ice lets you calmly keep ground / dragon types at bay, while stone edge lets you OHKO noivern w.o having to settle for a 2hko from HP ice, which is mainly for gliscor thundurus, and anything ground I cant think of anything else that's really running around the meta game... oh probably salamence cos he tends to have intimidate... but anyway EQ is your super super strong STAB max EVs in attack for maximum damage.

AV conkeldurr is fun to use, it's knock offs are crucial in a game, but with its low base speed, and not being able to check what it needs to for your team, I.E azumaril, rotom-Wash, and of course the big bird himself.... talonfag. it has no purpose besides being a slot filler on your team where as something better could be there like this.

Rotom-Wash @ Leftovers(Chesto berry)
Ability: Levitate
EVs: 252 HP / 182 Def / 74 SDef
Bold Nature
- Will-O-Wisp
- Volt Switch
- Hydro Pump
- Thunderbolt/Rest

The evs are kinda random as far as the def/spdef distribution, but I like having my rotom with bulk on both sides to make his job a little easier, you still have aegislash so itll be easier for rotom synergy wise, As you know Rotom has WoW to cripple ANYTHING physical making aegislash's job ALOT easier, and ttars ofc, Rotom and thundurus love being on teams together because they both have crucial status's for the opps team, in Twave and Wow, which can really cripple a team fast and help yours even faster, rotom can kill of azu, and handle mamo because lets be honest do people even run that goofy ass frost breath set?... didn't think so, you can also use rotom to handle things like Gyara, who will love to come in on ttar, and conkel normally but now will have to think more carefully on its switch ins haaving things like thundo and rotom who can cripple its attempts to dd with a prio twave, or rotom with his bulk and WoW.

TL;DR

Thundo > Ferro

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 Atk / 252 HP / 6 Spd
Naughty Nature
- Hidden Power [Ice]
- Stealth Rock
- Earthquake
- Stone Edge

this lando > lando(just a suggestion)

Rotom-Wash @ Leftovers(Chesto berry)
Ability: Levitate
EVs: 252 HP / 182 Def / 74 SDef
Bold Nature
- Will-O-Wisp
- Volt Switch
- Hydro Pump
- Thunderbolt/Rest

This rotom > Conkeldurr
 
Salutations user gnr61,

You have a decent set up here. The Conkeldurr+Steel core is something I have been working with a lot recently, so I can appreciate your somewhat standard combination of Aegi (and to a lesser extent Ferro) and Conk. I've been thinking a bit about some simple solutions to some of the problems that your team has, but in this metagame, the reality is once you change something, you generally open up a different weakness.

latios.png
latias.png
591.png

Like you've stated yourself, your team is incredibly weak to Keldeo. Nothing appreciates switching in, and any opponent that knows how to force advantage isn't going to have a hard time ripping holes in your core. You've also pointed out how Sticky Web can hinder your sweepers. And, I also have to argue, that even a single layer of Toxic Spikes puts your sweepers on too short of a clock, since LO (and possibly sand) are already wearing down Deo-S. To fix these problems, my first suggestion is going to be testing Lati@s or Amoonguss over Ferrothorn. You seem to want another Rotom-W switch in, since you've stated you don't like your Conk getting worn down. Lati@s/Amoon maintains a secondary Rotom-W switch in, and offers a reliable counter to Keldeo. Lati@s brings Defog to the table, which ensures that your sweepers will be coming in with their full HP, no speed drop, and no status. Lati also supplies you with a reliable counter to Charizard-Y (provided they aren't carrying Dragon Pulse), and powerful STAB Psyshock to help deal with Venusaur. Amoonguss can absorb Toxic Spikes, and offers a powerful status movepool. Again, all three are worth testing, it's just user preference.
Lati@s +Life Orb/Leftovers
Timid
252 SpA / 4SDef / 252 Speed
-Draco Meteor
-Psyshock
-Surf / Recover / HP Fire / Tbolt / Healing Wish
-Defog

Amoonguss +Leftovers
Calm
252 HP / 28 SpA / 228 SpD
-Giga Drain
-Sludge Bomb
-Spore
-Stun Spore / HP Ice
Leftovers.png

However, be aware that if you decide on using a Lati twin, you lose your primary Azumarill and Greninja switch-in. Aegislash does a decent job of dealing with Azu, but be wary of Knock Off. Conkeldurr can come in on predicted Dark Pulse from Inja. Aegislash can also Iron Head the Inja after eating up a Dark Pulse. While testing Lati/Amoon, you should be running Leftovers over Air Balloon. Lati offers you another Ground immunity, which makes Air Balloon less of a requirement. Aegislash will appreciate the recovery more, as it will now have to handle some Pokemon Ferrothorn did previously.

Regardless of what you replace Ferrothorn with, be sure to change one of Lando-T's moves to Stealth Rock. I would recommend HP Ice, since both Conk and Deo-S already have Ice coverage. Furthermore, your Lati can carry Surf, and your Amoon can carry HP Ice if you are worried about Pokemon like SubTox Gliscor. Since you won't be needing the extra special attack on Lando anymore, change your nature to Impish. This also helps live hits from Volcorona, which completely shits on your team otherwise. Unfortunately, I can't think of a quick fix for your Volcorona problem. But, I wouldn't worry too much about it, if you don't let it get +2, and keep rocks on the field, you should be just fine. Both Ttar and Lando-T can take a +1 hit from full and OHKO, that's honestly more than a lot of teams have for Volc (but that is one reason why people use Heatran and Talonflame).

598.png
645-therian.png

If you don't feel like dropping Ferrothorn, or testing doesn't work out, I feel like these few changes will make your team a lot more consistent. Spikes over Stealth Rock on Ferro. Stealth Rock over HP Ice on Lando-T. Impish over Lax. Having both Spikes and Stealth Rocks available to you opens up worlds of possibility. Getting up even a single layer of Spikes will net your sweepers kills they wouldn't have had otherwise. And you already know, Spikes can be used tactically to break focus sashes, wear down walls, and score KOs on Pokemon below 12% when they switch in. Impish over Lax is also nice on Lando-T, because like i've mentioned, Volc can be hard for your team to generate play against. Best of luck testing.
 
Last edited:
Hey, thanks for the rates! It looks like Ferrothorn, although providing a lot of extra resilience to the core, is the most expendable.

awola Great tips! It seems like most Luc I encounter these days are NP, unfortunately. Although I can't fathom running the set without Dark Pulse, I guess that really is a thing people do (maybe I need to try VW for myself? The coverage seems too good to pass up, and when I've used NP Luc I often find myself just throwing out Dark Pulses for great damage when I can't yet set up). Leftovers on Aegislash will help this too, I had no clue he could survive a +2 Dark Pulse, although it's pretty tough to keep him at full health with all the tanking I require of him...

GoofiousMaximus I really, really like Thundurus-I, and have used him with great success on more offensive teams. But I struggle to envision a good place for him here...using him over Ferrothorn opens me up quite a bit since although he provides an even better Thunder Wave, he lacks he ability to come in easily and throw them out. However, he does make such a great lead and midgame threat I will absolutely try him out. The pressure he puts on opponents may well surpass Ferrothorn's uses.

I'm not at all sure about Rotom-W > Conk. Having Rotom-W as my only switch-in to Rotom-W strikes me as a recipe to get my team worn down very quickly and forfeit momentum all the time. Talonflame is likely handled well enough by Impish Lando-T, and Azumarill, while problematic without Ferrothorn, struggles to set up and CB sets seem to get forced around easily. Again, though, testing will tell.

Valentine Hello! Thanks for the great tips. I remember an earlier incarnation of this team where I used Draco Plate Latios in Ferrothorn's slot and I always loved it; I think it's my slightly noobish reactive playstyle that pushed me into using Ferro in the end. I think I'll try Latias here over Latios, since with LO she still obliterates Rotom-W with Draco Meteor and the better bulk she provides lets her pivot around a little longer. I'm torn between Thunderbolt (to check Azumarill, which would now seem problematic) and Healing Wish, which sounds like an awesome way after she's done her job to refresh a tank that's taken a beating or give TTar a second life to set up. We'll see! Conveniently, she also dispatches Conkeldurr and Mega Venusaur, although I admit I'll miss the Sleep Powder immunity.

Amoonguss is a very interesting option I hadn't considered. Sleep support would be immensely useful for this team, and a SpDef set handles many of the threats Ferro did. I'll give it a shot! :)
 
Back
Top