Ecstasy @ Air Balloon
Ability: Magic Bounce
EVs: 252 HP / 4 SpA / 252 SpD
Quiet Nature
IVs: 0 Spe
- Baton Pass
- Curse
- Trick Room
- Calm Mind
Espeon is on my team for Fast Bulky Support. It's ability Magic Bounce is a godsend when dealing with Gliscor or Ferrothorn in early game. Air Balloon is on there to counter EQ mostly although I've found it can be helpful in other circumstances. Curse is there for synergy with Trick room and Calm mind is their in case my circumstances change.
Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
IVs: 0 Spe
- Stone Edge
- Dark Pulse
- Fire Blast
- Ice Beam
Tyranitar is on my team as a Bulky Special Hitter and For the synergy with Steelix-M's ability as Well as hippodown's . It has lefties for prolonged sustenance in case of status. Ice beam for Countering dragons if necessary. Fire Blast is on there for the inevitable Breloom. Stone Edge for talon flame ect. and Dark pulse for the Random Psychic types that might pop up such as Garde or Gallade.
Hippowdon @ Leftovers
Ability: Sand Force
EVs: 248 HP / 4 Atk / 252 SpA
Relaxed Nature
IVs: 0 Spe
- Earthquake
- Stealth Rock
- Slack Off
- Toxic
Hippowdon is on the team as a Bulky Physical Hitter. Lefties for longer over all dmg absorb and incase of a status problem. EQ is some what self explanatory. Stealth rocks for entry hazards because it's can hurt to have at least 1 entry haz. Slack off for even more dmg absorbed overall. And toxic as an extra Status after dusknoirs Will-o-wisp.
Dusknoir @ Eviolite
Ability: Pressure
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Pain Split
- Will-O-Wisp
- Seismic Toss
Dusknoir is on the team for a Spd wall. Trick Room as a Refresh for Espeon's. Pain Split for extended survivability. Will-o-wisp as the Primary status causing move on my team. And Seismic Toss against taunting and normal or steel types.
Steelix @ Steelixite
Ability: Rock Head
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Gyro Ball
- Earthquake
- Fire Fang
- Stone Edge
Steelix is on my team as an all around bad-arse with almost 360hp, 300 attack, and 430 defense.
Gyro Ball is their as a Multi-tool. EQ is again self explanatory. Fire Fang for switch into grass types such as Sceptile-M. Stone Edge is in case of Dragons or other Super speeders.
Marowak @ Thick Club
Ability: Lightning Rod
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Bonemerang
- Knock Off
- Stone Edge
- Substitute
Marowak is on my team for a physical esc attacker. Thick Club for the doubling dmg. Bonemerang because it's considered one of the most powerful ground types (published by the creators of pokemon). Knock of for the dark typing to counter psychic's and for the knocking off effect. Stone Edge is their for the criticals. And Sub is their for extended survive.
Edit: I have read the rules and tried to comply as much as possible without to much repetition.
Ability: Magic Bounce
EVs: 252 HP / 4 SpA / 252 SpD
Quiet Nature
IVs: 0 Spe
- Baton Pass
- Curse
- Trick Room
- Calm Mind
Espeon is on my team for Fast Bulky Support. It's ability Magic Bounce is a godsend when dealing with Gliscor or Ferrothorn in early game. Air Balloon is on there to counter EQ mostly although I've found it can be helpful in other circumstances. Curse is there for synergy with Trick room and Calm mind is their in case my circumstances change.
Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
IVs: 0 Spe
- Stone Edge
- Dark Pulse
- Fire Blast
- Ice Beam
Tyranitar is on my team as a Bulky Special Hitter and For the synergy with Steelix-M's ability as Well as hippodown's . It has lefties for prolonged sustenance in case of status. Ice beam for Countering dragons if necessary. Fire Blast is on there for the inevitable Breloom. Stone Edge for talon flame ect. and Dark pulse for the Random Psychic types that might pop up such as Garde or Gallade.
Hippowdon @ Leftovers
Ability: Sand Force
EVs: 248 HP / 4 Atk / 252 SpA
Relaxed Nature
IVs: 0 Spe
- Earthquake
- Stealth Rock
- Slack Off
- Toxic
Hippowdon is on the team as a Bulky Physical Hitter. Lefties for longer over all dmg absorb and incase of a status problem. EQ is some what self explanatory. Stealth rocks for entry hazards because it's can hurt to have at least 1 entry haz. Slack off for even more dmg absorbed overall. And toxic as an extra Status after dusknoirs Will-o-wisp.
Dusknoir @ Eviolite
Ability: Pressure
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Pain Split
- Will-O-Wisp
- Seismic Toss
Dusknoir is on the team for a Spd wall. Trick Room as a Refresh for Espeon's. Pain Split for extended survivability. Will-o-wisp as the Primary status causing move on my team. And Seismic Toss against taunting and normal or steel types.
Steelix @ Steelixite
Ability: Rock Head
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Gyro Ball
- Earthquake
- Fire Fang
- Stone Edge
Steelix is on my team as an all around bad-arse with almost 360hp, 300 attack, and 430 defense.
Gyro Ball is their as a Multi-tool. EQ is again self explanatory. Fire Fang for switch into grass types such as Sceptile-M. Stone Edge is in case of Dragons or other Super speeders.
Marowak @ Thick Club
Ability: Lightning Rod
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Bonemerang
- Knock Off
- Stone Edge
- Substitute
Marowak is on my team for a physical esc attacker. Thick Club for the doubling dmg. Bonemerang because it's considered one of the most powerful ground types (published by the creators of pokemon). Knock of for the dark typing to counter psychic's and for the knocking off effect. Stone Edge is their for the criticals. And Sub is their for extended survive.
Edit: I have read the rules and tried to comply as much as possible without to much repetition.