A Brief Introduction
Hi. This is my second team posted here, after this, and I've had lots of success with it so far. After looking at and playing with several of the World Cup teams, I began realizing the true potential of Spikes in offensive teams. Also, after the additions of move tutors from HG/SS, Spikes became that much better with the now widespread Gravity. This team uses Spikes to guarantee KO's for the sweepers, while using Gravity ensure that everything is hit by Spikes, while increasing the Accuracy of certain moves, solving the common power v. accuracy argument.
The Team!
Smeargle (M) @ Focus Sash
Ability: Own Tempo
EVs: 96 HP/120 Def/252 Spd/40 SDef
Jolly nature (+Spd, -SAtk)
- Spikes
- Spore
- Stealth Rock
- Taunt
This is straight from Kevin Garrett's team, here, and it, not surprisingly, is amazing. It's quick enough to beat slow and bulky leads with Spore and set up Spikes. It survives attacks from faster leads with the Focus Sash, and Spores them too. The only problem leads are anything faster with Taunt. Speaking of Taunt, it can prevent Sleep Absorbers from using Sleep Talk, or using Stealth Rock when they wake up. Smeargle is the most reliable Sleep Lead, with Spore's excellent accuracy and Smeargle's speed.
He is one of my best answers to stall as well. Spore (to some degree) and Taunt both wreck unprepared stall teams, as they usually fail to outrun Smeargle.
Problem Leads
Aerodactyl: I can switch something into the taunt, but everything on my team is weak to either Rock or Ground, except Starmie, who relies on not being Taunted.
Azelf: I switch Jolteon into the taunt, but if it attacks with Psychic or Explosion, I'm done.
Dragonite: The new Lum-AntiLead Dragonite really hurts. It attacks while absorbing the spore and finishing with Extremespeed. I need to predict and switch, and Dragonite hits everyone quite hard.
Crobat: This is similar to Azelf, but it can Hypnosis, which hurts.
Metagross @ Lum Berry
Ability: Clear Body
EVs: 112 HP/252 Atk/12 Def/132 Spe
Adamant nature (+Atk, -SAtk)
- Gravity
- Earthquake
- Meteor Mash
- Agility
My first Gravity sweeper. It comes in on something that can't hurt it, and Agility's on the switch. If the switch-in can't hurt it (i.e. if it isn't Swampert), I Gravity and survive the attack, then sweep with the near-impeccable coverage of Ground/Steel, only resisted by Shedinja, Ludicolo and Surskit. I can take an Overheat from Rotom-H or a Heat Wave from Zapdos, as well as any status while I set up. This is essentially an AgiliGross with the ability to beat most of it's main counters, like Zapdos, Rotom and Skarmory that doesn't invest heavily in HP and Defense.
Jolteon (M) @ Life Orb
Ability: Volt Absorb
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Charge Beam
- Thunderbolt
- Hidden Power [Ice]
- Shadow Ball
This is probably the best original set (AFAIK) that I've made. It doesn't rely on Gravity, which is a big bonus if either user goes down. It plays pretty simply. I come in on an electric attack, usually aimed at Gyarados, or after someone faints, and Charge Beam the switch in. 63% of the time, Charge Beam will nab a Special Attack boost, giving Jolteon the power of the Specs set, but with an additional Life Orb boost and freedom to switch attacks. HP Ice nails Gliscor, Salamence and Dragonite, who can otherwise be promlematic if they force Jolteon out, and Shadow Ball beats Rotom and Gengar who see HP Ice and Charge Beam and think it's a BP set.
Starmie @ Life Orb
Ability: Natural Cure
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Gravity
- Hydro Pump
- Blizzard
- Thunder
In the early discussion of HG/SS move tutors, people tossed this set around a bit, but it didn't seem to catch on, and Rain Dance did essentially the same thing. Gravity gives each attack perfect accuracy, and Water/Ice/Electric has excellent coverage, save for Sheddy and Lanturn. The high power of the moves along with the LO boost and Starmie's blistering 115 base speed makes the mysterious Star a very nice mid/late-game sweeper.
Gyarados (M) @ Leftovers
Ability: Intimidate
EVs: 88 HP/252 Atk/168 Spd
Jolly nature (+Spd, -SAtk)
- Dragon Dance
- Earthquake
- Stone Edge
- Waterfall
How exactly does one lure Electric attacks? Gyarados is an extremely lethal sweeper, and very little stands up to him. With Jolly and 168 EVs, he outpaces Positive Base 130's after a DD, all of whom are quite frail and easily beaten. If the switch-in can beat him, I go to Jolteon, absorbing the Electric attack and ideally forcing a switch, getting a Charge Beam in. Gyarados is one of the biggest threats for a reason, if it gets two DDs, it's over.
Heatran (M) @ Choice Specs
Ability: Flash Fire
EVs: 232 HP/32 Spd/244 SAtk
Modest nature (+SAtk, -Atk)
- Fire Blast
- Earth Power
- Dragon Pulse
- Hidden Power [Grass]
Yum. SpecsTran isn't terribly common, but is obscenely powerful, enough to beat Blissey if he gets a Flash Fire boost. I'm on the fence with HP Grass, as with Spikes support, most bulky waters lose to Fire Blast anyway. Earth Power and Dragon Pulse given Heatran perfect coverage with Fire Blast. SpecsTran is very prediction heavy, but if I'm right, or not completely wrong, something is getting hurt.
There it is. I'd like to mention the intense ground weakness before anyone does. The main problem is that Gravity ruins ground immunities, so if it's up I can't do much. I'm thinking about putting a ScarfRotom in to be a non-gravity ground immunity and spin blocker. However, this team is very momentum based, and if something does Spin the Spikes and Rocks away, I'll likely use the momentum boost to ensure the setup that allows a sweep.
Feel free to rate, criticize, help, use, etc. Thanks!
Hi. This is my second team posted here, after this, and I've had lots of success with it so far. After looking at and playing with several of the World Cup teams, I began realizing the true potential of Spikes in offensive teams. Also, after the additions of move tutors from HG/SS, Spikes became that much better with the now widespread Gravity. This team uses Spikes to guarantee KO's for the sweepers, while using Gravity ensure that everything is hit by Spikes, while increasing the Accuracy of certain moves, solving the common power v. accuracy argument.
The Team!

Smeargle (M) @ Focus Sash
Ability: Own Tempo
EVs: 96 HP/120 Def/252 Spd/40 SDef
Jolly nature (+Spd, -SAtk)
- Spikes
- Spore
- Stealth Rock
- Taunt
This is straight from Kevin Garrett's team, here, and it, not surprisingly, is amazing. It's quick enough to beat slow and bulky leads with Spore and set up Spikes. It survives attacks from faster leads with the Focus Sash, and Spores them too. The only problem leads are anything faster with Taunt. Speaking of Taunt, it can prevent Sleep Absorbers from using Sleep Talk, or using Stealth Rock when they wake up. Smeargle is the most reliable Sleep Lead, with Spore's excellent accuracy and Smeargle's speed.
He is one of my best answers to stall as well. Spore (to some degree) and Taunt both wreck unprepared stall teams, as they usually fail to outrun Smeargle.
Problem Leads





Metagross @ Lum Berry
Ability: Clear Body
EVs: 112 HP/252 Atk/12 Def/132 Spe
Adamant nature (+Atk, -SAtk)
- Gravity
- Earthquake
- Meteor Mash
- Agility
My first Gravity sweeper. It comes in on something that can't hurt it, and Agility's on the switch. If the switch-in can't hurt it (i.e. if it isn't Swampert), I Gravity and survive the attack, then sweep with the near-impeccable coverage of Ground/Steel, only resisted by Shedinja, Ludicolo and Surskit. I can take an Overheat from Rotom-H or a Heat Wave from Zapdos, as well as any status while I set up. This is essentially an AgiliGross with the ability to beat most of it's main counters, like Zapdos, Rotom and Skarmory that doesn't invest heavily in HP and Defense.

Jolteon (M) @ Life Orb
Ability: Volt Absorb
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Charge Beam
- Thunderbolt
- Hidden Power [Ice]
- Shadow Ball
This is probably the best original set (AFAIK) that I've made. It doesn't rely on Gravity, which is a big bonus if either user goes down. It plays pretty simply. I come in on an electric attack, usually aimed at Gyarados, or after someone faints, and Charge Beam the switch in. 63% of the time, Charge Beam will nab a Special Attack boost, giving Jolteon the power of the Specs set, but with an additional Life Orb boost and freedom to switch attacks. HP Ice nails Gliscor, Salamence and Dragonite, who can otherwise be promlematic if they force Jolteon out, and Shadow Ball beats Rotom and Gengar who see HP Ice and Charge Beam and think it's a BP set.

Starmie @ Life Orb
Ability: Natural Cure
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Gravity
- Hydro Pump
- Blizzard
- Thunder
In the early discussion of HG/SS move tutors, people tossed this set around a bit, but it didn't seem to catch on, and Rain Dance did essentially the same thing. Gravity gives each attack perfect accuracy, and Water/Ice/Electric has excellent coverage, save for Sheddy and Lanturn. The high power of the moves along with the LO boost and Starmie's blistering 115 base speed makes the mysterious Star a very nice mid/late-game sweeper.

Gyarados (M) @ Leftovers
Ability: Intimidate
EVs: 88 HP/252 Atk/168 Spd
Jolly nature (+Spd, -SAtk)
- Dragon Dance
- Earthquake
- Stone Edge
- Waterfall
How exactly does one lure Electric attacks? Gyarados is an extremely lethal sweeper, and very little stands up to him. With Jolly and 168 EVs, he outpaces Positive Base 130's after a DD, all of whom are quite frail and easily beaten. If the switch-in can beat him, I go to Jolteon, absorbing the Electric attack and ideally forcing a switch, getting a Charge Beam in. Gyarados is one of the biggest threats for a reason, if it gets two DDs, it's over.

Heatran (M) @ Choice Specs
Ability: Flash Fire
EVs: 232 HP/32 Spd/244 SAtk
Modest nature (+SAtk, -Atk)
- Fire Blast
- Earth Power
- Dragon Pulse
- Hidden Power [Grass]
Yum. SpecsTran isn't terribly common, but is obscenely powerful, enough to beat Blissey if he gets a Flash Fire boost. I'm on the fence with HP Grass, as with Spikes support, most bulky waters lose to Fire Blast anyway. Earth Power and Dragon Pulse given Heatran perfect coverage with Fire Blast. SpecsTran is very prediction heavy, but if I'm right, or not completely wrong, something is getting hurt.
There it is. I'd like to mention the intense ground weakness before anyone does. The main problem is that Gravity ruins ground immunities, so if it's up I can't do much. I'm thinking about putting a ScarfRotom in to be a non-gravity ground immunity and spin blocker. However, this team is very momentum based, and if something does Spin the Spikes and Rocks away, I'll likely use the momentum boost to ensure the setup that allows a sweep.
Feel free to rate, criticize, help, use, etc. Thanks!