Hello, this is my first time on the RMT forums, or any forum on Smogon at all. Here's to hoping that i do this right.
I've used this team in 20 battles and won half of them, so I'm trying to see what tweaks i could use on it.
(RED means changes)
Jynx @Choice Scarf
Ability:
Nature: Timid (+Spd, -Atk)
EV's: 4 Def / 252 SAtk / 252 Spd
- Lovely Kiss
- Focus Blast
- Ice Beam
- Psychic
Pinsir serves as the speed of the team with his Choice Scarf, and is geared towards being a revenge killer. His coverage threatens out a good amount of the pokemon that the rest of my team has problems dealing with.
Zangoose @Toxic Orb
Ability: Toxic Boost
Nature: Jolly (+Spd, -SAtk)
EV's: 252 Atk / 4 SDef / 252 Spd
- Facade
- Quick Attack
- Night Slash
- Close Combat
Zangoose serves the purpose of being a setup sweeper and wallbreaker. If it can safely switch in it doesn't need to Protect to activate its Toxic Boost. The aim of this set is to stallbreak by setting up a swords dance or two and potentially sweep. It however is useless against faster pokemon and ghost types.
Elektross @ Expert Belt
Ability: Levitate
Nature: Mild (+SAtk, -Def)
EV's: 144 Atk / 242 SAtk / 124 Spd
- Volt Switch
- Flamethrower
- Giga Drain
- Superpower
Elektross is mainly for coverage and an immunity to ground type moves. He also is a pivot for switching into Zangoose, and can be used for physical fighting moves if i don't feel comfortable bringing in Zangoose.
Vileplume @Black Sludge
Ability: Effect Spore
Nature: Bold (+Def, -Atk)
EV's: 252 HP / 208 Def / 48 SDef
- Sludge Bomb
- Giga Drain
- Moonlight
- Sleep Powder
Vileplume is geared toward being a bulky grass who can either put opposing pokemon to sleep, or have them status themselves by activating Effect Spore
Musharna @Leftovers
Ability: Synchronize
Nature: Bold (+Def, -Atk)
EV's: 252 HP / 4 Def / 252 SDef
- Toxic
- Calm Mind
- Psychic
- Baton Pass
Musharna starts off as being another physically defensive pokemon, then, once it sets up Calm Minds, it can hit hard with a Psychic. She can Baton pass her boosts to Glaceon/Jynx or give Zangoose a free Toxic Orb boost
Regirock @Leftovers
Ability: Clear Body
Nature: Impish (+Def, -SAtk)
EV's: 124 HP / 128 Atk / 252 Def / 4 SDef
- Thunder Wave
- EarthQuake
- Stealth Rock
- Rock Slide
Regirock often leads as his bulk + sturdy means he can almost always set up rocks. If he survives being a lead, he is often a very useful component throughout the entire battle. As nothing else on the team really takes physical hits that well, here's a gargantuan base 200 Defense. He can also hold his own against certain neutral special hits.
DEFUNCT. MEMBERS
I've used this team in 20 battles and won half of them, so I'm trying to see what tweaks i could use on it.
(RED means changes)

Jynx @Choice Scarf
Ability:
Nature: Timid (+Spd, -Atk)
EV's: 4 Def / 252 SAtk / 252 Spd
- Lovely Kiss
- Focus Blast
- Ice Beam
- Psychic
Pinsir serves as the speed of the team with his Choice Scarf, and is geared towards being a revenge killer. His coverage threatens out a good amount of the pokemon that the rest of my team has problems dealing with.

Zangoose @Toxic Orb
Ability: Toxic Boost
Nature: Jolly (+Spd, -SAtk)
EV's: 252 Atk / 4 SDef / 252 Spd
- Facade
- Quick Attack
- Night Slash
- Close Combat
Zangoose serves the purpose of being a setup sweeper and wallbreaker. If it can safely switch in it doesn't need to Protect to activate its Toxic Boost. The aim of this set is to stallbreak by setting up a swords dance or two and potentially sweep. It however is useless against faster pokemon and ghost types.

Elektross @ Expert Belt
Ability: Levitate
Nature: Mild (+SAtk, -Def)
EV's: 144 Atk / 242 SAtk / 124 Spd
- Volt Switch
- Flamethrower
- Giga Drain
- Superpower
Elektross is mainly for coverage and an immunity to ground type moves. He also is a pivot for switching into Zangoose, and can be used for physical fighting moves if i don't feel comfortable bringing in Zangoose.

Vileplume @Black Sludge
Ability: Effect Spore
Nature: Bold (+Def, -Atk)
EV's: 252 HP / 208 Def / 48 SDef
- Sludge Bomb
- Giga Drain
- Moonlight
- Sleep Powder
Vileplume is geared toward being a bulky grass who can either put opposing pokemon to sleep, or have them status themselves by activating Effect Spore

Musharna @Leftovers
Ability: Synchronize
Nature: Bold (+Def, -Atk)
EV's: 252 HP / 4 Def / 252 SDef
- Toxic
- Calm Mind
- Psychic
- Baton Pass
Musharna starts off as being another physically defensive pokemon, then, once it sets up Calm Minds, it can hit hard with a Psychic. She can Baton pass her boosts to Glaceon/Jynx or give Zangoose a free Toxic Orb boost

Regirock @Leftovers
Ability: Clear Body
Nature: Impish (+Def, -SAtk)
EV's: 124 HP / 128 Atk / 252 Def / 4 SDef
- Thunder Wave
- EarthQuake
- Stealth Rock
- Rock Slide
Regirock often leads as his bulk + sturdy means he can almost always set up rocks. If he survives being a lead, he is often a very useful component throughout the entire battle. As nothing else on the team really takes physical hits that well, here's a gargantuan base 200 Defense. He can also hold his own against certain neutral special hits.
DEFUNCT. MEMBERS


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