This team is a creation of TheMasterOP any team with this brand should be used with reason to help them climb the ladder very useful equipment:
let's get started:
DogDoom (Houndoom) @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast/Overheat
- Dark Pulse
- Flamethrower
- Destiny Bond/Toxic/Will-O-Wips
Overheat can heavily damage the foe in emergency situations. Fire Blast can be used in this slot instead, as it lacks Overheat's power drop, but it is slightly weaker and less accurate. Dark Pulse allows Houndoom to deal with threats such as Meloetta. Flamethrower is Houndoom's most reliable Fire-type STAB move for cleaning up the opponent's team. Destiny Bond can be used to take out threatening Pokemon that have already set up, such as Swords Dance Drapion and Calm Mind Slowking. However, locking Houndoom into Destiny Bond is very risky and can be taken advantage of if the opponent decides not to attack that turn and sets up instead. Toxic and Will-O-Wisp give Houndoom more utility against defensively oriented teams. Will-O-Wisp's ability to cripple fast physical attackers is really useful against balanced teams, while Toxic's ability to put walls such as Alomomola on a timer is also very useful.
Mower (Rotom-Mow) @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
- Leaf Storm
- Volt Switch
- Pain Split
- Will-O-Wisp/Thunder Wave
Leaf Storm is a solid STAB move that will do some decent damage, even when uninvested. Volt Switch lets Rotom-C switch out to an appropriate teammate whilst doing a bit of damage. Pain Split works well in conjunction with Rotom-C's poor HP and is its best means of recovery. In the last slot, Will-O-Wisp cripples physical attackers and also deals residual damage, whereas Thunder Wave significantly slows fast threats.
WaterSpirit (Jellicent) @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 212 SpD / 44 Spe
Calm Nature
- Scald
- Will-O-Wisp
- Recover
- Taunt
Jellicent can inflict burns with both Scald and Will-O-Wisp, which which makes up for its uninvested physical bulk. Recover is mandatory to keep Jellicent's health up through the duration of the match so that it can repeatedly switch in without being worn down. Taunt is an excellent choice in the final slot, as it shuts down most defensive Pokemon such as Registeel, as well as various entry hazard setters. Jellicent's main niche is using the combination of Taunt and Will-O-Wisp to wear down bulky Pokemon. Shadow Ball can be used instead of Scald to hit the likes of Slowking relatively harder than Scald. Ice Beam is also a decent option to target Grass-types such as Virizion and Amoonguss, while Toxic can be used to cripple special attackers such as Slowking.
CrossBat (Golbat) @ Eviolite
Ability: Infiltrator
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Defog
- Roost
- Brave Bird
- Super Fang/Taunt/Toxic
Defog gets rid of entry hazards, while Roost gets rid of incurred damage. Brave Bird prevents Golbat from being entirely Taunt bait and hits Fighting-, Bug- and Grass-types super effectively, which is convenient since Golbat also has a 4x resistance to those types. Toxic provides general wearing-down utility and specifically gives Golbat a tool to status foes behind a Substitute, ending any chance of them sweeping, while Super Fang does a lot of damage overall and gives Golbat a way to threaten Steel-types; Taunt messes with defensive Pokemon and lets Golbat defeat entry hazard users.
SteelBeast (Steelix) @ Steelixite
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Earthquake
- Gyro Ball
- Dragon Tail/Roar
This Mega Steelix set is designed to support its team by phazing out the opposing one and dragging their Pokemon through entry hazard damage. Sassy nature and maximum special bulk maximize Mega Steelix's rather average ability to take special attacks. Stealth Rock is a staple here for punishing switches and assisting the team with getting KOs. Earthquake is the obligatory STAB attack, which does considerably more damage coming from the increased Attack power that Steelix gains upon Mega Evolution. Gyro Ball is the secondary STAB move that takes advantage of Steelix's low Speed and negative Speed nature to be as powerful as possible. Roar is the primary option in the final slot for shuffling the opposing team, forcing enemies to take hazard damage and preventing them from benefiting from any stat boosts they may have attained; Dragon Tail is an option that doesn't get rid of Substitutes like Roar does, but it provides additional damage to Stealth Rock when shuffling the opponent's team, and the only Pokemon that are immune to this move, Fairy-types, are deterred by Steelix's inherent offensive and defensive advantage against them.
BROKEN (Druddigon) @ Choice Band/Life Orb
Ability: Sheer Force
EVs: 236 HP / 252 Atk / 20 Spe
Adamant Nature
- Dragon Claw/Outrage
- Sucker Punch/Dragon Claw
- Fire Punch
- Gunk Shot
A Life Orb or Choice Band-boosted Outrage hits like a truck, OHKOing pretty much any Pokemon that doesn't resist Dragon. Sucker Punch bypasses Druddigon's low Speed and picks off weakened or frail opponents. It is a great option on Life Orb sets, as Druddigon then does not suffer the inconvenience of being locked into Sucker Punch. If Druddigon is holding a Choice Band, Dragon Claw is the preferred option, allowing Druddigon to hit hard with a STAB move that does not prevent it from switching moves. Fire Punch is a necessary coverage move, hitting Steel- and Grass-types super effectively. Gunk Shot hits Fairy-types and is Druddigon's best option against Tangrowth. Stealth Rock can be used in the fourth moveslot if your team is hard-pressed to fit another user of the move; Druddigon's sizable offensive presence tends to give it free turns to set the entry hazard. Iron Tail can also be used here to smack Rhyperior without resorting to Outrage, while retaining super effective coverage on Aromatisse, but it has shaky accuracy and the loss in power versus Tangrowth is disappointing. It is worth noting that Life Orb Druddigon excels at using powerful coverage moves to pummel would-be checks; as such, Dragon Claw can be used over Outrage in the first moveslot, as it lets Druddigon switch moves while still being decently powerful. For example, Druddigon can freely throw out a Dragon Claw (instead of Outrage) without worrying about a possible Escavalier switch-in; if it does switch in, Druddigon can simply outspeed it and go for the OHKO with Fire Punch.
let's get started:
DogDoom (Houndoom) @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast/Overheat
- Dark Pulse
- Flamethrower
- Destiny Bond/Toxic/Will-O-Wips
Overheat can heavily damage the foe in emergency situations. Fire Blast can be used in this slot instead, as it lacks Overheat's power drop, but it is slightly weaker and less accurate. Dark Pulse allows Houndoom to deal with threats such as Meloetta. Flamethrower is Houndoom's most reliable Fire-type STAB move for cleaning up the opponent's team. Destiny Bond can be used to take out threatening Pokemon that have already set up, such as Swords Dance Drapion and Calm Mind Slowking. However, locking Houndoom into Destiny Bond is very risky and can be taken advantage of if the opponent decides not to attack that turn and sets up instead. Toxic and Will-O-Wisp give Houndoom more utility against defensively oriented teams. Will-O-Wisp's ability to cripple fast physical attackers is really useful against balanced teams, while Toxic's ability to put walls such as Alomomola on a timer is also very useful.
Mower (Rotom-Mow) @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
- Leaf Storm
- Volt Switch
- Pain Split
- Will-O-Wisp/Thunder Wave
Leaf Storm is a solid STAB move that will do some decent damage, even when uninvested. Volt Switch lets Rotom-C switch out to an appropriate teammate whilst doing a bit of damage. Pain Split works well in conjunction with Rotom-C's poor HP and is its best means of recovery. In the last slot, Will-O-Wisp cripples physical attackers and also deals residual damage, whereas Thunder Wave significantly slows fast threats.
WaterSpirit (Jellicent) @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 212 SpD / 44 Spe
Calm Nature
- Scald
- Will-O-Wisp
- Recover
- Taunt
Jellicent can inflict burns with both Scald and Will-O-Wisp, which which makes up for its uninvested physical bulk. Recover is mandatory to keep Jellicent's health up through the duration of the match so that it can repeatedly switch in without being worn down. Taunt is an excellent choice in the final slot, as it shuts down most defensive Pokemon such as Registeel, as well as various entry hazard setters. Jellicent's main niche is using the combination of Taunt and Will-O-Wisp to wear down bulky Pokemon. Shadow Ball can be used instead of Scald to hit the likes of Slowking relatively harder than Scald. Ice Beam is also a decent option to target Grass-types such as Virizion and Amoonguss, while Toxic can be used to cripple special attackers such as Slowking.
CrossBat (Golbat) @ Eviolite
Ability: Infiltrator
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Defog
- Roost
- Brave Bird
- Super Fang/Taunt/Toxic
Defog gets rid of entry hazards, while Roost gets rid of incurred damage. Brave Bird prevents Golbat from being entirely Taunt bait and hits Fighting-, Bug- and Grass-types super effectively, which is convenient since Golbat also has a 4x resistance to those types. Toxic provides general wearing-down utility and specifically gives Golbat a tool to status foes behind a Substitute, ending any chance of them sweeping, while Super Fang does a lot of damage overall and gives Golbat a way to threaten Steel-types; Taunt messes with defensive Pokemon and lets Golbat defeat entry hazard users.
SteelBeast (Steelix) @ Steelixite
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Earthquake
- Gyro Ball
- Dragon Tail/Roar
This Mega Steelix set is designed to support its team by phazing out the opposing one and dragging their Pokemon through entry hazard damage. Sassy nature and maximum special bulk maximize Mega Steelix's rather average ability to take special attacks. Stealth Rock is a staple here for punishing switches and assisting the team with getting KOs. Earthquake is the obligatory STAB attack, which does considerably more damage coming from the increased Attack power that Steelix gains upon Mega Evolution. Gyro Ball is the secondary STAB move that takes advantage of Steelix's low Speed and negative Speed nature to be as powerful as possible. Roar is the primary option in the final slot for shuffling the opposing team, forcing enemies to take hazard damage and preventing them from benefiting from any stat boosts they may have attained; Dragon Tail is an option that doesn't get rid of Substitutes like Roar does, but it provides additional damage to Stealth Rock when shuffling the opponent's team, and the only Pokemon that are immune to this move, Fairy-types, are deterred by Steelix's inherent offensive and defensive advantage against them.
BROKEN (Druddigon) @ Choice Band/Life Orb
Ability: Sheer Force
EVs: 236 HP / 252 Atk / 20 Spe
Adamant Nature
- Dragon Claw/Outrage
- Sucker Punch/Dragon Claw
- Fire Punch
- Gunk Shot
A Life Orb or Choice Band-boosted Outrage hits like a truck, OHKOing pretty much any Pokemon that doesn't resist Dragon. Sucker Punch bypasses Druddigon's low Speed and picks off weakened or frail opponents. It is a great option on Life Orb sets, as Druddigon then does not suffer the inconvenience of being locked into Sucker Punch. If Druddigon is holding a Choice Band, Dragon Claw is the preferred option, allowing Druddigon to hit hard with a STAB move that does not prevent it from switching moves. Fire Punch is a necessary coverage move, hitting Steel- and Grass-types super effectively. Gunk Shot hits Fairy-types and is Druddigon's best option against Tangrowth. Stealth Rock can be used in the fourth moveslot if your team is hard-pressed to fit another user of the move; Druddigon's sizable offensive presence tends to give it free turns to set the entry hazard. Iron Tail can also be used here to smack Rhyperior without resorting to Outrage, while retaining super effective coverage on Aromatisse, but it has shaky accuracy and the loss in power versus Tangrowth is disappointing. It is worth noting that Life Orb Druddigon excels at using powerful coverage moves to pummel would-be checks; as such, Dragon Claw can be used over Outrage in the first moveslot, as it lets Druddigon switch moves while still being decently powerful. For example, Druddigon can freely throw out a Dragon Claw (instead of Outrage) without worrying about a possible Escavalier switch-in; if it does switch in, Druddigon can simply outspeed it and go for the OHKO with Fire Punch.