I can't think of any good name for this team. This team isn't even based on Haunter, although it works really well. This team is more or less standard but works pretty well.
Sawk (M) @ Choice Band
Trait: Mold Breaker
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Stone Edge
- Close Combat
- Ice Punch
- Earthquake
Obviously my designated physical attacker. It often boils down to "Look at the opponent's entire team, click the appropriate move for the situation, and watch things take massive amounts of damage." (Kudos if you get the reference). Since this thing has enough power already, Jolly is to outspeed as many things as possible. The only thing I would change is to Adamant Scarf if I notice that I get outsped too much in crucial situations.
Alomomola @ Leftovers
Trait: Regenerator
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Wish
- Protect
- Toxic
- Scald
277 HP Wishes are nice, huh? First 3 moves are obligatory. I know that Alo has slightly higher Attack and I'm running dual status in a way, but the last move is mainly for it to not be Taunt bait. Plus, there are several situations in which a burn would be way better than Toxic poison. This thing isn't designed to do direct damage - even Waterfalls don't do much - plus there are lots of things with massive physical defenses and poor special defenses, but now that I think about it, none of them would stay in against a Water-type anyway.
Gardevoir @ Choice Scarf
Trait: Trace
EVs: 252 SAtk / 252 Spd / 4 HP
Timid Nature
- Trick
- Psychic
- Focus Blast
- Signal Beam
This thing hits so hard and is such a potent revenge killer. Pretty nice coverage, but I find myself using Trick a lot too. I don't get hurt by Tricking because Gardevoir works well with any item besides a Choice Band, and many things are in NU for the sole reason that their speed just sucks. Most teams have at least 2 things that would be killed if they got a Scarf. Even though I'm uninvested, this thing take special hits very well too.
Golem (F) @ Leftovers
Trait: Sturdy
EVs: 56 Spd / 252 Atk / 200 HP
Adamant Nature
- Stealth Rock
- Earthquake
- Sucker Punch
- Rock Blast
I really can't think of anything to say. This is so self-explanatory.
Sawsbuck @ Life Orb
Trait: Sap Sipper
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Horn Leech
- Return
- Nature Power
- Swords Dance
The rest of this team has no Grass- or Electric-type attacks, so it'd be nice to have something to hit Water-types with.
Haunter @ Leftovers
Trait: Levitate
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Substitute
- Disable
- Shadow Ball
- Sludge Bomb
This thing is amazing. 5 immunities and quad-resists make it so a handful of Pokemon only have one thing to hit this with, which is taken care of quickly with a fast Disable. This set requires a bit of prediction, but I've become very familiar with it and this thing does so much work for me.
Thanks for feedback.
Sawk (M) @ Choice Band
Trait: Mold Breaker
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Stone Edge
- Close Combat
- Ice Punch
- Earthquake
Obviously my designated physical attacker. It often boils down to "Look at the opponent's entire team, click the appropriate move for the situation, and watch things take massive amounts of damage." (Kudos if you get the reference). Since this thing has enough power already, Jolly is to outspeed as many things as possible. The only thing I would change is to Adamant Scarf if I notice that I get outsped too much in crucial situations.
Alomomola @ Leftovers
Trait: Regenerator
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Wish
- Protect
- Toxic
- Scald
277 HP Wishes are nice, huh? First 3 moves are obligatory. I know that Alo has slightly higher Attack and I'm running dual status in a way, but the last move is mainly for it to not be Taunt bait. Plus, there are several situations in which a burn would be way better than Toxic poison. This thing isn't designed to do direct damage - even Waterfalls don't do much - plus there are lots of things with massive physical defenses and poor special defenses, but now that I think about it, none of them would stay in against a Water-type anyway.
Gardevoir @ Choice Scarf
Trait: Trace
EVs: 252 SAtk / 252 Spd / 4 HP
Timid Nature
- Trick
- Psychic
- Focus Blast
- Signal Beam
This thing hits so hard and is such a potent revenge killer. Pretty nice coverage, but I find myself using Trick a lot too. I don't get hurt by Tricking because Gardevoir works well with any item besides a Choice Band, and many things are in NU for the sole reason that their speed just sucks. Most teams have at least 2 things that would be killed if they got a Scarf. Even though I'm uninvested, this thing take special hits very well too.
Golem (F) @ Leftovers
Trait: Sturdy
EVs: 56 Spd / 252 Atk / 200 HP
Adamant Nature
- Stealth Rock
- Earthquake
- Sucker Punch
- Rock Blast
I really can't think of anything to say. This is so self-explanatory.
Sawsbuck @ Life Orb
Trait: Sap Sipper
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Horn Leech
- Return
- Nature Power
- Swords Dance
The rest of this team has no Grass- or Electric-type attacks, so it'd be nice to have something to hit Water-types with.
Haunter @ Leftovers
Trait: Levitate
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Substitute
- Disable
- Shadow Ball
- Sludge Bomb
This thing is amazing. 5 immunities and quad-resists make it so a handful of Pokemon only have one thing to hit this with, which is taken care of quickly with a fast Disable. This set requires a bit of prediction, but I've become very familiar with it and this thing does so much work for me.
Thanks for feedback.