I. Intro
Aye! ZT7 here with a brand new team! The idea behind this squad is to be able to leech off power from your opponents to make yourself stronger, and at the same time not take any damage. Immunity + Power Leech is the basic gist of it all. Read on to see how I pulled that off~
II. Team Building Process
III. In-Depth Look
» Link (Sceptile) (M)
Item : Sceptilite
Ability : Overgrow -> Lightning Rod
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature (+Spe, -Def)
- Substitute
- Leaf Storm
- Dragon Pulse
- Earthquake
So, I always love starting it with the Mega, and therefore we are beginning with one of the fastest 'Mons around : Mega Sceptile.
EV Spread : The EV spread makes Sceptile one of the fastest things in the tier after Mega Evolution, rivaling Mega Lopunny and Mega Manectric with its blistering speed. It also makes him hit extremely hard on the special side, with Maxed out EV's on that. 4 Atk makes EQ hit slightly more harder than usual, so it's cool.
Moveset : So, this moveset is to ensure that Link performs it's duty as Wallbreaker and/or Revenge killer effectively. Leaf Storm hits like Chuck Norris on crack with STAB and his SpA stat factored in, and a lot of things fold to it. Dragon Pulse is another good STAB which hits relatively hard on non-resists, and is a good option to click when something resist Leaf Storm. Earthquake destroys the most common switch-in to Sceptile, ie, Heatran, and any other opposing steel type and stuff like that. Besides, EQ is just such a good move anyway. Substitute keeps things like Toxic and Will-O-Wisp out while easing prediction because Sceptile can't really take too many hits. Besides, it helps againts things that come in on the switch like Talonflame, which you can get into KO range with a good D-pulse while it breaks the substitute with priority Brave Bird or Acrobatics.
Role : Revenge Killer / Special Wallbreaker
» Clarisse (Arcanine) (F)
Item : Life Orb
Ability: Flash Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature (+Spe, -SpA)
- Extreme Speed
- Flare Blitz
- Close Combat
- Morning Sun
EV Spread : This EV Spread ensures that Arcanine can hit fast and hit very hard as well. It's decent speed tier and better-than-average attack stat is taken full advantage of with this set.
Moveset : The Extreme Priority of Extreme Speed is only outmatched by that of Protect, and the move has a very good damage output which is complimented by the Life Orb and the Atk EV's invested. It's an excellent move for picking off weaker prey and those that are on their dying legs. It also helps when you are capable of out-prioritizing those priority abusers like Talonflame. Flare Blitz is Arcanine's hardest-hitting move, when factoring in STAB and the Life Orb as well, that puts a big dent in pretty much anything that doesn't resist it, and straight up kills anything weak to fire. If you take into account the Flash Fire boost that you'll probably be running on, this hits like a truck. Bye-Bye Scizor, Ferrothorn and the like. Close Combat is an excellent coverage move that hits a lot of things for good neutral damage, and outright destroys other things such as Heatran, Blissey, Chansey, and stuff like that. Morning Sun is great, because it allows you to heal off that Life Orb and Flare Blitz recoil, and you can abuse the Sun when Char Y is out on the field and stuff.
Role : Revenge Killer / Priority Abuser / Physical Wallbreaker
» Gary (Gastrodon) (M)
Item : Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature (+Def, -SpA)
- Scald
- Earthquake
- Toxic
- Recover
EV Spread : The chosen spread maximizes it's decent bulk, and also maxes out the good defense it posses, making it a pretty darn tanky Pokemon that can take a lot of punishment on the physical side. The 4 Atk EV's make Earthquake hit a tad harder, which is sometimes very useful.
Moveset : Scald is the first STAB move that is on this monsters Arsenal, which has a pretty good chance of burning opponents and does a decent bit of damage too. Inflicting status and stalling is how you'll go mainly with this 'Mon, but there will be opportunities to wreak havoc using Scald when you pick up a Storm Drain boost on the switch. Earthquake is the next STAB which is just all-round good. One of the most used moves in the meta, and for good reason too. It's just that good. The next move is where you'll be netting the KO's from. Le Toxic. Seeing as how Gastrodon is a generally tanky Pokemon, and is capable of taking a lot of hits, Toxic is an excellent move to put your opponent on the clock. If you're faced against something you can't poison, chances are that they fold to Scald or EQ, or you could Scald burn them and wait till they die. Status-Stalling is made possible by the excellent recovery move called Recover, which heals 50% of HP. Neat af. General Strat? Status eeeeeverything and Stall them out with Recover and stuff. Come in on a predicted water shot or a weak physical attack, and stall for days unless you see something which has a Grass move. If something potentially has grass type moves, gtfo. Gastrodon is 4x weak to that shit.
Role : Physical Wall / T-wave absorber / Status Spreader
» Marcelo (Azumarill) (M)
Item : Assault Vest
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature (+Atk, -SpA)
- Aqua Jet
- Waterfall
- Play Rough
- Knock Off
EV Spread : The Bulky Physical Attacker spread~ It provides Azu with Longevity, while still allowing him to hit like a hooker who didn't get paid. The SpD EV's compliments the Assault Vest he wears, making him a bit more tanky than he usually is.
Moveset : Aqua Jet is a brilliant STAB move which gets priority, allowing you to clean up weakened threats and Revenge Kill. It also allows you to hit things that are pretty much faster than you for some really good damage thanks to Azu's Huge Power level, for example Lando and shiz. Waterfall is a secondary water STAB that you can use on slower 'Mons, and it hits like a fucking truck, with a chance to flinch as well. Watch your opponents HP bar disappear if he doesn't resist the Azu Waterfall. Play Rough is a baws move to use on the many switches that Azu forces, hitting something coming in for jaw-dropping amounts of damage. Faking a Choice Band by spamming Aqua Jet or waterfall would lure in some dragons that you can KO with Play Rough on the switch, a trick I find works really well. Finally, Knock Off is a good spammable move if you're not sure of what to click. It can render things like Chansey utterly useless once the Eviolite is knocked off, and it kills things like Gengar that like to come in on a switch expecting Aqua Jet. Azu is a real powerhouse and tide-changer, so ya might wanna keep him safe for a while. Mid-Game is where this monster loves to come out and play.
Role : Physical Wall-breaker / Priority Absuser / Pseudo Special Wall (AV)
» TR-8R (Skarmory) (M)
Item : Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature (+Def, -SpA)
- Defog
- Brave Bird
- Roost
- Whirlwind
EV Spread : With the already-existing defensive prowess of the almighty punching bag, the need to apply maximum concentration on his defenses was only natural :P and hence, a mere 252 Def EV's with a + defense nature was pretty much enough for this guy to take on pretty much all physical attacks. The rest of the EV's where piled in Health to keep him up for as long as needed, and a teensy bit in SpD to take one or two DracoNukes Meteors from Lati@s.
Moveset : Needing to switch around often in this team to be able to check threats, and grab boosts, hazards had to be off the field. Otherwise, I'd just run myself out by jumping on SR's and spikes with a bunch of switching. Hence, Defog was an essential move. Brave Bird is a hard-hitting STAB move that actually has killed a bunch of things before, such as Conkeldurr and shit. Roost is this bae's form of reliable recovery, and man is it useful. You gotta be careful using Roost though, because if a fighting type hits it after it roosts, it gets super-effective damage. Thinks like Conkeldurr can do that. Whirlwind is excellent for phazing out set-up sweepers who think Skarm can't do anything against it, and personally, the option to effortlessly shuffle through teams is awesome. If SR is up, this move gets real powerful real fast, switching 'Mons around to take SR damage.
Role : Physical Wall / Phazer / Defogger
» Jennifer (Blissey)
Item : Leftovers
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Impish Nature (+Def, -SpA)
- Stealth Rock
- Seismic Toss
- Aromatherapy
- Soft-Boiled
EV Spread : The EV spread focuses on maximizing its defensive capabilities, seeing as how that mammoth HP stat really doesn't need any more help. A positive defense nature also allows it not to die immediately on being hurt and stuff, so it's not killed as quickly as you may think. Max SpD makes it a premier special wall that can eat Special attacks for days on end without flinching. Unless it's a Togekiss, in which case, f#ck you and your Serene Grace.
Moveset : So, this is our all important SR setter, which is slightly unconventional. The unconventionality of it has helped a lot of times, because no one expects Blissey to be throwing SR at people. The importance of Stealth Rocks in OU is pretty much common knowledge, so I'm not gonna waste time explaining that. Seismic Toss makes Blissey less of Taunt fodder, and can break substitutes as well, which is always useful. Aromatherapy is used to remove Status effects like T-wave, Toxic, Burns etc from both Blissey and the rest of the team. It's basically the same as Heal Bell, but idk I like Aromatherapy. Finally, Soft-boiled is an essential recovery move that makes Blissey all the more of a tank. The physical flank being covered by Skarmory, and with the Special flank being covered by Chansey, very little gets through this awesome combo.
Role : Special Wall / SR Setter / Status Remover
IV. Conclusion
Thank you for reading this far, and I hope you enjoyed the RMT! I wish to hear some suggestions on improving this team, if possible without legends. Legend suggestions are welcome, and I will consider it, but for the most part, please try to stray away from those. Feel free to leave any and all thoughts on the team, and the absorb tactics here! So, until next time, Sayonara, and Thank you~!
V. Importable
Aye! ZT7 here with a brand new team! The idea behind this squad is to be able to leech off power from your opponents to make yourself stronger, and at the same time not take any damage. Immunity + Power Leech is the basic gist of it all. Read on to see how I pulled that off~
II. Team Building Process
So, the idea for this team came about when I was just casually playing in the OU ladder with my Mega Pinsir team (Already made an RMT on that x3 http://www.smogon.com/forums/threads/mega-pinsir-balance-anger-issues.3555185/#post-6515401 ), and I came across this dude, who used a Heatran in tandem with a Gastrodon. The brilliant bit about it, is that not only did they cover each others weaknesses, they made it their strengths. Like, Heatran has Flash Fire as an ability, and Gastrodon has Water Absorb. See where this is going? Yerp. Cool Af. And that was when the idea for this squad came about. At first, I built a team with the Gastrodon + Heatran core, but I never did like using legends on my teams. Hence, I scrapped that one, and made one out of good ol' non-legends.
Obvi, the Water Absorb + Flash Fire thing still needed to be there for this to work, so the first two 'Mons to be selected where Gastrodon (Ofc) and one of my old favorites, Arcanine.
So, then I thought to myself... Why stop with just a Fire and Water immunity + leech? So on I went with the next 'Mon, who shall be another vampire. I already had the FW of an FWG core, and I needed a grass type to round it off. Absorbing Ability, and Grass? Only one 'Mon who fits that description. The Pokemon which evolves from the one I chose as my starter in my very first Pokemon game, Sapphire : Treecko, ie, Sceptile, ie, Mega Sceptile.
FWG core now complete, I wanted even more Vampires. One of my favorite Pokemon, Azumarill, had access to Sap Sipper, and a fairy typing which paired up well with Sceptile. I did put Azu on, but after a bit of playing, I realized why Huge Power was the Go-to ability. Azu wasn't Azu without it. So, even though he wasn't a Vamp anymore, Azu stayed on the team as a valuable physical heavy hitter. Besides, he could draw in T-bolts and shit like no tomorrow, which is awesome for Sceptile.
So, I now had an FWG core, and the DF of a DFS core. The next 'Mon would be a steel type, and as much as I was tempted to use one of my classic Bae's like Lucario, I went with a more logical choice. The world's greatest punching bag. Magnezones bitch. Skarmory.
What do you pair with a Skarmory? The most obvious of choices, tbh. Slap a Blissey in to form ye olde Skarmbliss core. Insurance on Physical hits, and now Special ones too.
Now I have like, 3 cores in this team, so the Synergy rocks when you take into consideration the Vamp core as well. Cool Squad, don't ya think?


So, then I thought to myself... Why stop with just a Fire and Water immunity + leech? So on I went with the next 'Mon, who shall be another vampire. I already had the FW of an FWG core, and I needed a grass type to round it off. Absorbing Ability, and Grass? Only one 'Mon who fits that description. The Pokemon which evolves from the one I chose as my starter in my very first Pokemon game, Sapphire : Treecko, ie, Sceptile, ie, Mega Sceptile.

FWG core now complete, I wanted even more Vampires. One of my favorite Pokemon, Azumarill, had access to Sap Sipper, and a fairy typing which paired up well with Sceptile. I did put Azu on, but after a bit of playing, I realized why Huge Power was the Go-to ability. Azu wasn't Azu without it. So, even though he wasn't a Vamp anymore, Azu stayed on the team as a valuable physical heavy hitter. Besides, he could draw in T-bolts and shit like no tomorrow, which is awesome for Sceptile.

So, I now had an FWG core, and the DF of a DFS core. The next 'Mon would be a steel type, and as much as I was tempted to use one of my classic Bae's like Lucario, I went with a more logical choice. The world's greatest punching bag. Magnezones bitch. Skarmory.

What do you pair with a Skarmory? The most obvious of choices, tbh. Slap a Blissey in to form ye olde Skarmbliss core. Insurance on Physical hits, and now Special ones too.

Now I have like, 3 cores in this team, so the Synergy rocks when you take into consideration the Vamp core as well. Cool Squad, don't ya think?






III. In-Depth Look






» Link (Sceptile) (M)

Item : Sceptilite
Ability : Overgrow -> Lightning Rod
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature (+Spe, -Def)
- Substitute
- Leaf Storm
- Dragon Pulse
- Earthquake
So, I always love starting it with the Mega, and therefore we are beginning with one of the fastest 'Mons around : Mega Sceptile.
EV Spread : The EV spread makes Sceptile one of the fastest things in the tier after Mega Evolution, rivaling Mega Lopunny and Mega Manectric with its blistering speed. It also makes him hit extremely hard on the special side, with Maxed out EV's on that. 4 Atk makes EQ hit slightly more harder than usual, so it's cool.
Moveset : So, this moveset is to ensure that Link performs it's duty as Wallbreaker and/or Revenge killer effectively. Leaf Storm hits like Chuck Norris on crack with STAB and his SpA stat factored in, and a lot of things fold to it. Dragon Pulse is another good STAB which hits relatively hard on non-resists, and is a good option to click when something resist Leaf Storm. Earthquake destroys the most common switch-in to Sceptile, ie, Heatran, and any other opposing steel type and stuff like that. Besides, EQ is just such a good move anyway. Substitute keeps things like Toxic and Will-O-Wisp out while easing prediction because Sceptile can't really take too many hits. Besides, it helps againts things that come in on the switch like Talonflame, which you can get into KO range with a good D-pulse while it breaks the substitute with priority Brave Bird or Acrobatics.
Role : Revenge Killer / Special Wallbreaker
» Clarisse (Arcanine) (F)

Item : Life Orb
Ability: Flash Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature (+Spe, -SpA)
- Extreme Speed
- Flare Blitz
- Close Combat
- Morning Sun
EV Spread : This EV Spread ensures that Arcanine can hit fast and hit very hard as well. It's decent speed tier and better-than-average attack stat is taken full advantage of with this set.
Moveset : The Extreme Priority of Extreme Speed is only outmatched by that of Protect, and the move has a very good damage output which is complimented by the Life Orb and the Atk EV's invested. It's an excellent move for picking off weaker prey and those that are on their dying legs. It also helps when you are capable of out-prioritizing those priority abusers like Talonflame. Flare Blitz is Arcanine's hardest-hitting move, when factoring in STAB and the Life Orb as well, that puts a big dent in pretty much anything that doesn't resist it, and straight up kills anything weak to fire. If you take into account the Flash Fire boost that you'll probably be running on, this hits like a truck. Bye-Bye Scizor, Ferrothorn and the like. Close Combat is an excellent coverage move that hits a lot of things for good neutral damage, and outright destroys other things such as Heatran, Blissey, Chansey, and stuff like that. Morning Sun is great, because it allows you to heal off that Life Orb and Flare Blitz recoil, and you can abuse the Sun when Char Y is out on the field and stuff.
Role : Revenge Killer / Priority Abuser / Physical Wallbreaker
» Gary (Gastrodon) (M)

Item : Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature (+Def, -SpA)
- Scald
- Earthquake
- Toxic
- Recover
EV Spread : The chosen spread maximizes it's decent bulk, and also maxes out the good defense it posses, making it a pretty darn tanky Pokemon that can take a lot of punishment on the physical side. The 4 Atk EV's make Earthquake hit a tad harder, which is sometimes very useful.
Moveset : Scald is the first STAB move that is on this monsters Arsenal, which has a pretty good chance of burning opponents and does a decent bit of damage too. Inflicting status and stalling is how you'll go mainly with this 'Mon, but there will be opportunities to wreak havoc using Scald when you pick up a Storm Drain boost on the switch. Earthquake is the next STAB which is just all-round good. One of the most used moves in the meta, and for good reason too. It's just that good. The next move is where you'll be netting the KO's from. Le Toxic. Seeing as how Gastrodon is a generally tanky Pokemon, and is capable of taking a lot of hits, Toxic is an excellent move to put your opponent on the clock. If you're faced against something you can't poison, chances are that they fold to Scald or EQ, or you could Scald burn them and wait till they die. Status-Stalling is made possible by the excellent recovery move called Recover, which heals 50% of HP. Neat af. General Strat? Status eeeeeverything and Stall them out with Recover and stuff. Come in on a predicted water shot or a weak physical attack, and stall for days unless you see something which has a Grass move. If something potentially has grass type moves, gtfo. Gastrodon is 4x weak to that shit.
Role : Physical Wall / T-wave absorber / Status Spreader
» Marcelo (Azumarill) (M)

Item : Assault Vest
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature (+Atk, -SpA)
- Aqua Jet
- Waterfall
- Play Rough
- Knock Off
EV Spread : The Bulky Physical Attacker spread~ It provides Azu with Longevity, while still allowing him to hit like a hooker who didn't get paid. The SpD EV's compliments the Assault Vest he wears, making him a bit more tanky than he usually is.
Moveset : Aqua Jet is a brilliant STAB move which gets priority, allowing you to clean up weakened threats and Revenge Kill. It also allows you to hit things that are pretty much faster than you for some really good damage thanks to Azu's Huge Power level, for example Lando and shiz. Waterfall is a secondary water STAB that you can use on slower 'Mons, and it hits like a fucking truck, with a chance to flinch as well. Watch your opponents HP bar disappear if he doesn't resist the Azu Waterfall. Play Rough is a baws move to use on the many switches that Azu forces, hitting something coming in for jaw-dropping amounts of damage. Faking a Choice Band by spamming Aqua Jet or waterfall would lure in some dragons that you can KO with Play Rough on the switch, a trick I find works really well. Finally, Knock Off is a good spammable move if you're not sure of what to click. It can render things like Chansey utterly useless once the Eviolite is knocked off, and it kills things like Gengar that like to come in on a switch expecting Aqua Jet. Azu is a real powerhouse and tide-changer, so ya might wanna keep him safe for a while. Mid-Game is where this monster loves to come out and play.
Role : Physical Wall-breaker / Priority Absuser / Pseudo Special Wall (AV)
» TR-8R (Skarmory) (M)

Item : Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature (+Def, -SpA)
- Defog
- Brave Bird
- Roost
- Whirlwind
EV Spread : With the already-existing defensive prowess of the almighty punching bag, the need to apply maximum concentration on his defenses was only natural :P and hence, a mere 252 Def EV's with a + defense nature was pretty much enough for this guy to take on pretty much all physical attacks. The rest of the EV's where piled in Health to keep him up for as long as needed, and a teensy bit in SpD to take one or two Draco
Moveset : Needing to switch around often in this team to be able to check threats, and grab boosts, hazards had to be off the field. Otherwise, I'd just run myself out by jumping on SR's and spikes with a bunch of switching. Hence, Defog was an essential move. Brave Bird is a hard-hitting STAB move that actually has killed a bunch of things before, such as Conkeldurr and shit. Roost is this bae's form of reliable recovery, and man is it useful. You gotta be careful using Roost though, because if a fighting type hits it after it roosts, it gets super-effective damage. Thinks like Conkeldurr can do that. Whirlwind is excellent for phazing out set-up sweepers who think Skarm can't do anything against it, and personally, the option to effortlessly shuffle through teams is awesome. If SR is up, this move gets real powerful real fast, switching 'Mons around to take SR damage.
Role : Physical Wall / Phazer / Defogger
» Jennifer (Blissey)

Item : Leftovers
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Impish Nature (+Def, -SpA)
- Stealth Rock
- Seismic Toss
- Aromatherapy
- Soft-Boiled
EV Spread : The EV spread focuses on maximizing its defensive capabilities, seeing as how that mammoth HP stat really doesn't need any more help. A positive defense nature also allows it not to die immediately on being hurt and stuff, so it's not killed as quickly as you may think. Max SpD makes it a premier special wall that can eat Special attacks for days on end without flinching. Unless it's a Togekiss, in which case, f#ck you and your Serene Grace.
Moveset : So, this is our all important SR setter, which is slightly unconventional. The unconventionality of it has helped a lot of times, because no one expects Blissey to be throwing SR at people. The importance of Stealth Rocks in OU is pretty much common knowledge, so I'm not gonna waste time explaining that. Seismic Toss makes Blissey less of Taunt fodder, and can break substitutes as well, which is always useful. Aromatherapy is used to remove Status effects like T-wave, Toxic, Burns etc from both Blissey and the rest of the team. It's basically the same as Heal Bell, but idk I like Aromatherapy. Finally, Soft-boiled is an essential recovery move that makes Blissey all the more of a tank. The physical flank being covered by Skarmory, and with the Special flank being covered by Chansey, very little gets through this awesome combo.
Role : Special Wall / SR Setter / Status Remover
IV. Conclusion
Thank you for reading this far, and I hope you enjoyed the RMT! I wish to hear some suggestions on improving this team, if possible without legends. Legend suggestions are welcome, and I will consider it, but for the most part, please try to stray away from those. Feel free to leave any and all thoughts on the team, and the absorb tactics here! So, until next time, Sayonara, and Thank you~!
V. Importable
Link (Sceptile) (M) @ Sceptilite
Ability: Overgrow
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Substitute
- Leaf Storm
- Dragon Pulse
- Earthquake
Gary (Gastrodon) (M) @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Scald
- Earthquake
- Toxic
- Recover
Clarisse (Arcanine) (F) @ Life Orb
Ability: Flash Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Extreme Speed
- Flare Blitz
- Close Combat
- Morning Sun
Marcelo (Azumarill) (M) @ Assault Vest
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Knock Off
TR-8R (Skarmory) (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Defog
- Brave Bird
- Roost
- Whirlwind
Jennifer (Blissey) @ Leftovers
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Impish Nature
- Stealth Rock
- Seismic Toss
- Aromatherapy
- Soft-Boiled
Ability: Overgrow
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Substitute
- Leaf Storm
- Dragon Pulse
- Earthquake
Gary (Gastrodon) (M) @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Scald
- Earthquake
- Toxic
- Recover
Clarisse (Arcanine) (F) @ Life Orb
Ability: Flash Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Extreme Speed
- Flare Blitz
- Close Combat
- Morning Sun
Marcelo (Azumarill) (M) @ Assault Vest
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Knock Off
TR-8R (Skarmory) (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Defog
- Brave Bird
- Roost
- Whirlwind
Jennifer (Blissey) @ Leftovers
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Impish Nature
- Stealth Rock
- Seismic Toss
- Aromatherapy
- Soft-Boiled