Chandelure @ Choice Specs
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Shadow Ball
- Energy Ball
- Trick
Chandelure is the main mon I wanted to build around. Specs hits everything extremely hard with Chandelure's base 145 Sp Atk. Its two STAB moves have a lot of coverage and Energy Ball hits annoying Water, Ground, and Rock types. Trick can mess with a lot of walls or anything that relies on non-special attacks
Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Crunch
- Ice Punch
- Dragon Dance
Next I wanted a physical attacker. Sheer Force boosted Waterfall hits hard especially after a Dragon Dance. Ice Punch hits Dragon types which resist Waterfall as well as Fire Blast and Energy Ball from Chandelure.
Sceptile-Mega @ Sceptilite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Giga Drain
- Leaf Storm
- Dragon Pulse
- Focus Blast
I noticed my team needed some speed without having to set up. I thought Sceptile would work well to fill this role. It outspeeds the majority of the tier and boasts a 145 base Special Attack which can pressure a lot of teams
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Drain Punch
- Poison Jab
- Knock Off
- Mach Punch
Other than Focus Blast, my team struggles to hit Dark and Normal types. I gave Conkeldurr an Assault Vest so it can tank special moves a little bit better. Guts allows me to switch into status moves as well as Scald without worrying it will get crippled. Poison Jab covers the Fairy weakness my team has and Knock Off hits Psychic and Ghost types as well as simply getting rid of any item I need to
Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Rapid Spin
- Spikes
- Volt Switch
- Gyro Ball
After building an offensive core, I figured it was time for me to get hazards and hazard removal. I thought Spikes Forretress would be the best at doing this since it can take physical hits extremely well. Spikes of course are just there to weaken anything as they switch in. I wanted Rapid Spin rather than Defog so I don't have to take off my own hazards. Volt Switch is so I can get a slow switch in to one of my offensive mons without them risking getting hit on their switch. Gyro Ball is to hit fast opponents
Krookodile @ Black Glasses
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Stealth Rock
- Pursuit
- Earthquake
Next I wanted a Stealth Rocker. Intimidate Krookodile covers that well since it can weaken physical attackers and get rocks on the field. It has amazing STAB. Blackglasses-boosted Pursuit can hit my opponents on the switch and Knock Off gets rid of items and is my strongest move with BlackGlasses. Earthquake is there for additional coverage
Threatlist:
The main threat I have noticed for my team is Sub DD Gyarados. My team struggles to hit it hard enough to prevent a set up. I have gotten nearly swept by it a couple times. I've always managed to wear it down before it swept me but it usually does quite a bit of damage before that happens
CroCune is really hard to deal with if I can't get Sceptile in on it right away. It can Calm Mind on a couple of my team members and after a couple of those it's pretty much over. It forces me to play Speptile extremely conservatively
Importable:
Chandelure @ Choice Specs
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Shadow Ball
- Energy Ball
- Trick
Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Crunch
- Ice Punch
- Dragon Dance
Sceptile-Mega @ Sceptilite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Giga Drain
- Leaf Storm
- Dragon Pulse
- Focus Blast
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Drain Punch
- Poison Jab
- Knock Off
- Mach Punch
Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Rapid Spin
- Spikes
- Volt Switch
- Gyro Ball
Krookodile @ Black Glasses
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Stealth Rock
- Pursuit
- Earthquake
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Shadow Ball
- Energy Ball
- Trick
Chandelure is the main mon I wanted to build around. Specs hits everything extremely hard with Chandelure's base 145 Sp Atk. Its two STAB moves have a lot of coverage and Energy Ball hits annoying Water, Ground, and Rock types. Trick can mess with a lot of walls or anything that relies on non-special attacks
Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Crunch
- Ice Punch
- Dragon Dance
Next I wanted a physical attacker. Sheer Force boosted Waterfall hits hard especially after a Dragon Dance. Ice Punch hits Dragon types which resist Waterfall as well as Fire Blast and Energy Ball from Chandelure.
Sceptile-Mega @ Sceptilite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Giga Drain
- Leaf Storm
- Dragon Pulse
- Focus Blast
I noticed my team needed some speed without having to set up. I thought Sceptile would work well to fill this role. It outspeeds the majority of the tier and boasts a 145 base Special Attack which can pressure a lot of teams
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Drain Punch
- Poison Jab
- Knock Off
- Mach Punch
Other than Focus Blast, my team struggles to hit Dark and Normal types. I gave Conkeldurr an Assault Vest so it can tank special moves a little bit better. Guts allows me to switch into status moves as well as Scald without worrying it will get crippled. Poison Jab covers the Fairy weakness my team has and Knock Off hits Psychic and Ghost types as well as simply getting rid of any item I need to
Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Rapid Spin
- Spikes
- Volt Switch
- Gyro Ball
After building an offensive core, I figured it was time for me to get hazards and hazard removal. I thought Spikes Forretress would be the best at doing this since it can take physical hits extremely well. Spikes of course are just there to weaken anything as they switch in. I wanted Rapid Spin rather than Defog so I don't have to take off my own hazards. Volt Switch is so I can get a slow switch in to one of my offensive mons without them risking getting hit on their switch. Gyro Ball is to hit fast opponents
Krookodile @ Black Glasses
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Stealth Rock
- Pursuit
- Earthquake
Next I wanted a Stealth Rocker. Intimidate Krookodile covers that well since it can weaken physical attackers and get rocks on the field. It has amazing STAB. Blackglasses-boosted Pursuit can hit my opponents on the switch and Knock Off gets rid of items and is my strongest move with BlackGlasses. Earthquake is there for additional coverage
Threatlist:
The main threat I have noticed for my team is Sub DD Gyarados. My team struggles to hit it hard enough to prevent a set up. I have gotten nearly swept by it a couple times. I've always managed to wear it down before it swept me but it usually does quite a bit of damage before that happens
CroCune is really hard to deal with if I can't get Sceptile in on it right away. It can Calm Mind on a couple of my team members and after a couple of those it's pretty much over. It forces me to play Speptile extremely conservatively
Importable:
Chandelure @ Choice Specs
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Shadow Ball
- Energy Ball
- Trick
Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Crunch
- Ice Punch
- Dragon Dance
Sceptile-Mega @ Sceptilite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Giga Drain
- Leaf Storm
- Dragon Pulse
- Focus Blast
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Drain Punch
- Poison Jab
- Knock Off
- Mach Punch
Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Rapid Spin
- Spikes
- Volt Switch
- Gyro Ball
Krookodile @ Black Glasses
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Stealth Rock
- Pursuit
- Earthquake
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