This team was designed around a core that's nearly impossible to OHKO if given a turn or two to get things established. Teams that spend their first couple turns of the battle poorly end up paying for it pretty quickly.
Scrafty @ Leftovers
Shed Skin
Impish
- Toxic
- Crunch
- Drain Punch
- Bulk Up
252 HP, 8 Atk, 248 SpDef
This team revolves around this ghetto boy. Barring a STAB or CB Superpower, he'll be around for turn 2, at which point he'll have a Bulk Up boost or a turn to boost after Toxic encourages a switch. Special attacks rarely make his HP dip below half, especially with Aura Sphere and Focus Blast or flying-type special attacks in general being not-super-common. This is from the heavy Sp Def investment. Shed Skin is superior to Moxie since he'll be getting an attack boost from BU anyway and he needs to be able to shrug off paralysis, burn, and poison. Near-unstoppable once he gets going.
Cloyster @ White Herb
Skill Link
Jolly
- Shell Smash
- Icicle Spear
- Rock Blast
- Razor Shell
4 HP, 252 Atk, 252 Spe
My second boosting sweeper option. If Cloyster isn't OHKO'd or crippled with status after turn 1, Shell Smash goes up and I usually get a forfeit soon after. Feared for good reason.
Donphan @ Leftovers
Sturdy
Impish
- Rapid Spin
- Earthquake
- Stealth Rock
- Ice Shard
252 HP, 252 Def, 4 Spe
I chose Donphan to be my SR-setter/rapid spinner for two reasons: immunity to electric and Ice Shard. I rarely use EQ; his value lies in picking off weakened dragons, or sometimes Gliscor. Sturdy ensures I get an SR or a RS with a chance to shard afterwards.
Metagross @ Life Orb
Clear Body
Naughty
- Meteor Mash
- HP Fire
- Grass Knot
- Zen Headbutt/EQ
252 Atk, 228 SpAtk, 24 Spe
This is probably the weakest link of my team. He doesn't come out too often, but when he does he can't seem to hit hard enough, with the exception of the special attacks. Most don't see an HP fire coming, and down goes their Scizor/Forretress/Ferrothorn. Good for the occasional surprise kill but status tends to shut him down pretty quick. I can't decide between EQ and ZH; I haven't had to use ZH too much, but it gets STAB and hurts fighting-types more.
Gengar @ Life Orb
Timid
- Shadow Ball
- Focus Blast
- Will-o-wisp
- Substitute
252 SpAtk, 252 Spe, 4 Def
Hits fast and hits hard, which is what he needs to do if Scrafty or Cloyster are up against a problematic physically-oriented foe. WoW shuts 'em down, or Gengar can just kill them outright with strong Shadow Balls. A very valuable asset.
Latias @ Light Clay
Timid
- Reflect
- Light Screen
- Healing Wish
- Draco Meteor
252 HP, 4 SpAtk, 252 Spe
Latias is often a lead, laying down oh-so-appreciated screens so that Scrafty can shrug off pretty much anything while he bulks up. Draco Meteor gets surprise kills on occasion against dragons. If the first go around doesn't work for one of my boosters, healing wish usually helps the second one succeed.
My #1 problem to date is Choice Scarf Rotom-W. Trick kills my boosters, and it's otherwise pretty hard to kill him off. It'd help if Metagross, or a replacement, could effectively counter it. Grass Knot doesn't hit hard enough. Comments greatly appreciated.

Scrafty @ Leftovers
Shed Skin
Impish
- Toxic
- Crunch
- Drain Punch
- Bulk Up
252 HP, 8 Atk, 248 SpDef
This team revolves around this ghetto boy. Barring a STAB or CB Superpower, he'll be around for turn 2, at which point he'll have a Bulk Up boost or a turn to boost after Toxic encourages a switch. Special attacks rarely make his HP dip below half, especially with Aura Sphere and Focus Blast or flying-type special attacks in general being not-super-common. This is from the heavy Sp Def investment. Shed Skin is superior to Moxie since he'll be getting an attack boost from BU anyway and he needs to be able to shrug off paralysis, burn, and poison. Near-unstoppable once he gets going.

Cloyster @ White Herb
Skill Link
Jolly
- Shell Smash
- Icicle Spear
- Rock Blast
- Razor Shell
4 HP, 252 Atk, 252 Spe
My second boosting sweeper option. If Cloyster isn't OHKO'd or crippled with status after turn 1, Shell Smash goes up and I usually get a forfeit soon after. Feared for good reason.

Donphan @ Leftovers
Sturdy
Impish
- Rapid Spin
- Earthquake
- Stealth Rock
- Ice Shard
252 HP, 252 Def, 4 Spe
I chose Donphan to be my SR-setter/rapid spinner for two reasons: immunity to electric and Ice Shard. I rarely use EQ; his value lies in picking off weakened dragons, or sometimes Gliscor. Sturdy ensures I get an SR or a RS with a chance to shard afterwards.

Metagross @ Life Orb
Clear Body
Naughty
- Meteor Mash
- HP Fire
- Grass Knot
- Zen Headbutt/EQ
252 Atk, 228 SpAtk, 24 Spe
This is probably the weakest link of my team. He doesn't come out too often, but when he does he can't seem to hit hard enough, with the exception of the special attacks. Most don't see an HP fire coming, and down goes their Scizor/Forretress/Ferrothorn. Good for the occasional surprise kill but status tends to shut him down pretty quick. I can't decide between EQ and ZH; I haven't had to use ZH too much, but it gets STAB and hurts fighting-types more.

Gengar @ Life Orb
Timid
- Shadow Ball
- Focus Blast
- Will-o-wisp
- Substitute
252 SpAtk, 252 Spe, 4 Def
Hits fast and hits hard, which is what he needs to do if Scrafty or Cloyster are up against a problematic physically-oriented foe. WoW shuts 'em down, or Gengar can just kill them outright with strong Shadow Balls. A very valuable asset.

Latias @ Light Clay
Timid
- Reflect
- Light Screen
- Healing Wish
- Draco Meteor
252 HP, 4 SpAtk, 252 Spe
Latias is often a lead, laying down oh-so-appreciated screens so that Scrafty can shrug off pretty much anything while he bulks up. Draco Meteor gets surprise kills on occasion against dragons. If the first go around doesn't work for one of my boosters, healing wish usually helps the second one succeed.
My #1 problem to date is Choice Scarf Rotom-W. Trick kills my boosters, and it's otherwise pretty hard to kill him off. It'd help if Metagross, or a replacement, could effectively counter it. Grass Knot doesn't hit hard enough. Comments greatly appreciated.