Zorua @ Life Orb
Trait: Illusion
Nature: Naive
30 Def / 220 SpA / 230 Spe
Night Daze
Nasty Plot
Hidden Power Fire
Extrasensory
Night Daze, I chose over Dark Pulse for the STAB because it contains more base power and will therefore do more damage. Nasty Plot to raise Zorua’s Special Attack even further. HP Fire will get rid of the Bug-Type threats, and Extrasensory is for the Fighting-type threats, such as Croagunk.
Abra @ Choice Specs
Trait: Magic Guard
Nature: Modest
240 SpA / 200 Spe
Energy Ball
Charge Beam
Psychic
Shadow Ball
Chronological order time (again). Energy Ball is mainly for the power, as are the others, because I see Abra as a Little Cup Sweeper. Charge Beam will be useful if I come up against, say Frillish, and it will do lotsa damage, as well as possibly raising Special Attack. Psychic, for the STAB and lotsa power, and Shadow Ball is for the Ghost-type threats that could be faced (possibly Yamask).
Archen @ Choice Band
Nature: Jolly
Trait: Defeatist
76 HP / 196 SpA / 196 Spe
Rock Slide
Pluck
Earthquake
U-Turn
Rock Slide, for the STAB which will deal lotsa damage to most of the LC tier, and may cause some flinching. Pluck, because lots of others carry berries, and Pluck will take the berry and the effect of said berry. Earthquake is for power and it will most likely do a lot. Finally, U-Turn is for those who Archen cannot deal with, but others can.[/FONT]
Houndour @ Life Orb
Trait: Flash Fire
Nature: Hasty
36 Atk / 200 SpA / 240 Spe
Flame Charge
Dark Pulse
Sucker Punch
Hidden Power Fighting
Flame Charge, for the STAB and a raise in Houndour’s speed stat, which will be necessary. Dark Pulse, again gets STAB and has high base power. Sucker Punch enables me to get rid of enemies on miniscule health, and will also get STAB. HP is for the Rock-type enemies that are annoying
(ie Cranidos).
Dratini @ Life Orb
Nature: Lonely
Trait: Shed Skin
244 Atk / 36 SpA / 196 Spe
Outrage
Dragon Dance
Fire Blast
ExtremeSpeed
Ok. Outrage is for the STAB and dealing lotsa damage to opponents. Dragon Dance, for those who don’t know, raises attack and Speed. Fire Blast, for the Ice-type threats, of which there aren’t many, but enough to put Dratini at risk of fainting. ExtremeSpeed, similar to Houndour’s Sucker Punch. For getting rid of the enemies who are on little health
Pawniard @ Life Orb
Nature: Jolly
Trait: Defiant
236 Atk / 36 Def / 36 SpD / 196 Spe
Swords Dance
Brick Break
Sucker Punch
Iron Head
Swords Dance, for the raising of Attack to enable Pawniard to do lotsa damage. Brick Break, it’s the only thing that will be able to defeat Magnemite. Sucker Punch, I have already explained, for last-minute hits. Iron Head, for the STAB and will possibly make the foe flinch. Sorted.
Trait: Illusion
Nature: Naive
30 Def / 220 SpA / 230 Spe
Night Daze
Nasty Plot
Hidden Power Fire
Extrasensory
Night Daze, I chose over Dark Pulse for the STAB because it contains more base power and will therefore do more damage. Nasty Plot to raise Zorua’s Special Attack even further. HP Fire will get rid of the Bug-Type threats, and Extrasensory is for the Fighting-type threats, such as Croagunk.
Abra @ Choice Specs
Trait: Magic Guard
Nature: Modest
240 SpA / 200 Spe
Energy Ball
Charge Beam
Psychic
Shadow Ball
Chronological order time (again). Energy Ball is mainly for the power, as are the others, because I see Abra as a Little Cup Sweeper. Charge Beam will be useful if I come up against, say Frillish, and it will do lotsa damage, as well as possibly raising Special Attack. Psychic, for the STAB and lotsa power, and Shadow Ball is for the Ghost-type threats that could be faced (possibly Yamask).
Archen @ Choice Band
Nature: Jolly
Trait: Defeatist
76 HP / 196 SpA / 196 Spe
Rock Slide
Pluck
Earthquake
U-Turn
Rock Slide, for the STAB which will deal lotsa damage to most of the LC tier, and may cause some flinching. Pluck, because lots of others carry berries, and Pluck will take the berry and the effect of said berry. Earthquake is for power and it will most likely do a lot. Finally, U-Turn is for those who Archen cannot deal with, but others can.[/FONT]
Houndour @ Life Orb
Trait: Flash Fire
Nature: Hasty
36 Atk / 200 SpA / 240 Spe
Flame Charge
Dark Pulse
Sucker Punch
Hidden Power Fighting
Flame Charge, for the STAB and a raise in Houndour’s speed stat, which will be necessary. Dark Pulse, again gets STAB and has high base power. Sucker Punch enables me to get rid of enemies on miniscule health, and will also get STAB. HP is for the Rock-type enemies that are annoying
(ie Cranidos).
Dratini @ Life Orb
Nature: Lonely
Trait: Shed Skin
244 Atk / 36 SpA / 196 Spe
Outrage
Dragon Dance
Fire Blast
ExtremeSpeed
Ok. Outrage is for the STAB and dealing lotsa damage to opponents. Dragon Dance, for those who don’t know, raises attack and Speed. Fire Blast, for the Ice-type threats, of which there aren’t many, but enough to put Dratini at risk of fainting. ExtremeSpeed, similar to Houndour’s Sucker Punch. For getting rid of the enemies who are on little health
Pawniard @ Life Orb
Nature: Jolly
Trait: Defiant
236 Atk / 36 Def / 36 SpD / 196 Spe
Swords Dance
Brick Break
Sucker Punch
Iron Head
Swords Dance, for the raising of Attack to enable Pawniard to do lotsa damage. Brick Break, it’s the only thing that will be able to defeat Magnemite. Sucker Punch, I have already explained, for last-minute hits. Iron Head, for the STAB and will possibly make the foe flinch. Sorted.