TEAM ODDLY DONE
Machamp (M) @ Lum Berry
Ability: No Guard
EVs: 240 HP/244 Atk/8 Spd/ 16 Spdef
Jolly nature (+Spd, -SAtk)
- Dynamicpunch
- Bullet punch
- Ice Punch
- Payback
Machamp is an excellent anti lead. And with no guard he can take advantage of moves that normally are to risky because of low accuracy, like dynamic punch. Also dynamic punches 100% confusion rate greatly aids in getting more turns to use Machamp. Payback is to hit any ghost Pokemon that may switch in due to their immunity to Dynamicpunch. it also serves as a counter to Psychic types. ice punch is for coverage. Finally Bullet punch allows me to take out focus sash users relatively easily. lum Berry is is to prevent sleep from things like Roserade and burn from will-o-wisp.
Synergy:
Flying: Metagross
Psychic: Metagross
Starmie @ Life Orb
Ability: Natural Cure
EVs: 252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Rapid Spin
- Hydro Pump
- Ice Beam
- Thunderbolt
Life Orb Starmie works wonders I chose it because it usually gives teams issues almost immediately, and because of its speed, coverage and power it can handle many common pokes. Hydro pump was chosen because it can do a large amount of damage to things like Tyranitar that usually switch in to counter Starmie. Ice beam was chosen to gain coverage along with thunderbolt giving Starmie a bolt-beam move set, drastically reducing the amount of Pokemon that resist it. Finally rapid spin clears the field of entry hazards that would disable my Dragonite's focus sash and just be a nuisance to the rest of my team.
SYNERGY:
Grass: Metagross
Bug: Froslass
Electric: Celebi
Dark: Machamp
Ghost: N/A
Dragonite (M) @ Focus Sash
Ability: Inner Focus
EVs: 200 HP/200 Atk/52 Def/52 SDef
Jolly nature (+Spd, -SAtk)
- Dragon Dance
- Dragon Claw
- Fire punch
- Roar
I run Dragonite as a defensive version of ddmence. This set is primaraly focused on ether roaring out a dragon dancer/curse user or setting up dragon dance himself alowing him to sweep relatively easy after as little as 1 or 2 dances. Dragon claw was chosen to give a reliable stab move without worrying about being locked into a move like outrage. Firepunch is used to hit the steel types that might try to switch in. it was chosen over earthquake so I could hit Pokemon like Skarmory and most Bronzorg.
Synergy:
Dragon: Metagross
Ice: Starmie
Rock: Metagross
Celebi @ Life Orb
Ability: Natural Cure
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Earth Power
- Psychic
- Hidden Power [Fire]
- Energy Ball
Celebi is my primary special attacker and and Scizor killer. I know it seems weird having a 4x weak to bug Pokemon trying to kill Scizor. But it will always out pace Scizor trying to use anything but Bullet Punch. Celebi will also almost always survive a bullet punch from Scizor allowing him to retaliate with HP fire 1hk0-ing Scizor. He also serves as my Swampert counter with energy ball. Earth Power was chosen to hit fire types. And psychic and Energy Ball were chosen as reliable Stab moves.
Synergy:
Bug: Froslass
Fire: Starmie
Ice: Froslass
Ghost: N/a
Dark: Machamp
Poison: Metagross
Metagross @ Occa Berry
Ability: Clear Body
EVs: 252 Atk/252 Spd/4 SDef
Adamant nature (+Atk, -SAtk)
- Agility
- Earthquake
- Ice Punch
- Meteor Mash
Agility Metagross has always been one of my favorite concepts to use. It bypasses Metagross’s below average speed and turns him into a real monster. He functions as the sweeper on my team and he usually comes in mid to late game when the opponent allows me to set up. Meteor mash is a strong stab move that allows me to inflict a lot of damage to my opponent. Ice punch is to hit ground Pokemon like Gliscor that normally may give me trouble if I lose Starmie or Froslass. And earthquake is to hit fire types and other steel types like Hetran, Jarachi or other Metagross.
Synergy:
Fire: Starmie, Dragonite
Ground: Dragonite
Froslass (F) @ Lum Berry
Ability: Snow Cloak
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Shadow Ball
- Ice Beam
- Thunderbolt
- Destiny Bond
Froslass is on my team for two reasons the first is I needed something that was fast and could eliminate any surprise threat. I decided on using a Pokemon with destiny bond for the role and with Gengar and Froslass both having base 110 speed it had to be one of the two, but I decided on Froslass for the fact that it is a bit better bait (Gengar forces people to play defensively not offensively like I had planed). It often will take out Pokemon that switch like Tyranatar that assume it will be an easy ko it, if not it works very well at taking out ragon and Flying types with its Ice Beam. Shadow Ball is used as a stab attack and thunderbolt is primarily for coverage.
Synergy:
Ghost: N/a
Dark: Machamp
Rock: Metagross
Fire: Starmie, Dragonite
Psychic: Metagross
Notes:
Changes will be in BLUE
I am open to changing Dragonite for another Pokemon
By N/a under Ghost synergy i mean i have no Pokemon that resists the ghost type
Thank you for reading, and i appreciate any criticism.

Machamp (M) @ Lum Berry
Ability: No Guard
EVs: 240 HP/244 Atk/8 Spd/ 16 Spdef
Jolly nature (+Spd, -SAtk)
- Dynamicpunch
- Bullet punch
- Ice Punch
- Payback
Machamp is an excellent anti lead. And with no guard he can take advantage of moves that normally are to risky because of low accuracy, like dynamic punch. Also dynamic punches 100% confusion rate greatly aids in getting more turns to use Machamp. Payback is to hit any ghost Pokemon that may switch in due to their immunity to Dynamicpunch. it also serves as a counter to Psychic types. ice punch is for coverage. Finally Bullet punch allows me to take out focus sash users relatively easily. lum Berry is is to prevent sleep from things like Roserade and burn from will-o-wisp.
Synergy:
Flying: Metagross
Psychic: Metagross

Starmie @ Life Orb
Ability: Natural Cure
EVs: 252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Rapid Spin
- Hydro Pump
- Ice Beam
- Thunderbolt
Life Orb Starmie works wonders I chose it because it usually gives teams issues almost immediately, and because of its speed, coverage and power it can handle many common pokes. Hydro pump was chosen because it can do a large amount of damage to things like Tyranitar that usually switch in to counter Starmie. Ice beam was chosen to gain coverage along with thunderbolt giving Starmie a bolt-beam move set, drastically reducing the amount of Pokemon that resist it. Finally rapid spin clears the field of entry hazards that would disable my Dragonite's focus sash and just be a nuisance to the rest of my team.
SYNERGY:
Grass: Metagross
Bug: Froslass
Electric: Celebi
Dark: Machamp
Ghost: N/A

Dragonite (M) @ Focus Sash
Ability: Inner Focus
EVs: 200 HP/200 Atk/52 Def/52 SDef
Jolly nature (+Spd, -SAtk)
- Dragon Dance
- Dragon Claw
- Fire punch
- Roar
I run Dragonite as a defensive version of ddmence. This set is primaraly focused on ether roaring out a dragon dancer/curse user or setting up dragon dance himself alowing him to sweep relatively easy after as little as 1 or 2 dances. Dragon claw was chosen to give a reliable stab move without worrying about being locked into a move like outrage. Firepunch is used to hit the steel types that might try to switch in. it was chosen over earthquake so I could hit Pokemon like Skarmory and most Bronzorg.
Synergy:
Dragon: Metagross
Ice: Starmie
Rock: Metagross

Celebi @ Life Orb
Ability: Natural Cure
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Earth Power
- Psychic
- Hidden Power [Fire]
- Energy Ball
Celebi is my primary special attacker and and Scizor killer. I know it seems weird having a 4x weak to bug Pokemon trying to kill Scizor. But it will always out pace Scizor trying to use anything but Bullet Punch. Celebi will also almost always survive a bullet punch from Scizor allowing him to retaliate with HP fire 1hk0-ing Scizor. He also serves as my Swampert counter with energy ball. Earth Power was chosen to hit fire types. And psychic and Energy Ball were chosen as reliable Stab moves.
Synergy:
Bug: Froslass
Fire: Starmie
Ice: Froslass
Ghost: N/a
Dark: Machamp
Poison: Metagross

Metagross @ Occa Berry
Ability: Clear Body
EVs: 252 Atk/252 Spd/4 SDef
Adamant nature (+Atk, -SAtk)
- Agility
- Earthquake
- Ice Punch
- Meteor Mash
Agility Metagross has always been one of my favorite concepts to use. It bypasses Metagross’s below average speed and turns him into a real monster. He functions as the sweeper on my team and he usually comes in mid to late game when the opponent allows me to set up. Meteor mash is a strong stab move that allows me to inflict a lot of damage to my opponent. Ice punch is to hit ground Pokemon like Gliscor that normally may give me trouble if I lose Starmie or Froslass. And earthquake is to hit fire types and other steel types like Hetran, Jarachi or other Metagross.
Synergy:
Fire: Starmie, Dragonite
Ground: Dragonite

Froslass (F) @ Lum Berry
Ability: Snow Cloak
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Shadow Ball
- Ice Beam
- Thunderbolt
- Destiny Bond
Froslass is on my team for two reasons the first is I needed something that was fast and could eliminate any surprise threat. I decided on using a Pokemon with destiny bond for the role and with Gengar and Froslass both having base 110 speed it had to be one of the two, but I decided on Froslass for the fact that it is a bit better bait (Gengar forces people to play defensively not offensively like I had planed). It often will take out Pokemon that switch like Tyranatar that assume it will be an easy ko it, if not it works very well at taking out ragon and Flying types with its Ice Beam. Shadow Ball is used as a stab attack and thunderbolt is primarily for coverage.
Synergy:
Ghost: N/a
Dark: Machamp
Rock: Metagross
Fire: Starmie, Dragonite
Psychic: Metagross
Notes:
Changes will be in BLUE
I am open to changing Dragonite for another Pokemon
By N/a under Ghost synergy i mean i have no Pokemon that resists the ghost type
Thank you for reading, and i appreciate any criticism.