So yeah, this is a team for use on Competitor and such. Please be critical if need be :)
Ambipom @ Silk Scarf
Jolly - 252 Atk, 252 Spd, 6 HP
Technician
- Fake Out
- Pursuit
- Return
- Dynamic Punch
My lead, and my scouter. Ambi uses Fake Out on the first turn unless I'm facing something where Pursuit would work better, namely Ghosts and Psychics. Return is the usual STAB consistency move. Dynamic Punch is a bit risky, but it does well against Rocks and Blissey and can 2HKO her (when it hits)
Magnezone @ Leftovers
Modest - 252 SA, 224 Spd, 28 HP
Magnet Pull
- Hidden Power (Ice)
- Magnet Rise
- Substitute
- Thunderbolt
Steel killer. The idea with this is to come in on Steel types, trap them from Magnet Pull's effect, and kill them. Magnet Rise and Substitute are for things that carry Earthquake (read: Bronzong, Metagross, and Steelix I suppose). The Boltbeam combo is the usual stuff.
Point taken about the stats. Changed Magneton to Magnezone.
Tangrowth @ Leftovers
Impish - 252 HP, 228 Def, 28 Spd
Chlorophyll
- Knock Off
- Leech Seed
- Power Whip
- Sleep Powder
Physical Wall. Come in on something like Gyarados to absorb some attacks, or enter on something physical that won't like being without its item, knock it off, and use the other three moves as appropritate.
Flygon @ Choice Scarf
Lonely - 252 Atk, 120 SA, 136 Spd
Levitate
- Draco Meteor
- Earthquake
- Stone Edge
- Fire Punch
A pretty nice sweeper. He can OHKO Salamence all the time and Garchomp about 3/4 of the time with Draco Meteor. EQ is the usual quality attack. Stone Edge hits stuff in the air pretty well. Finally, for when Bronzong thinks "well, I'm resistant to everything in flygon's moveset of EQ/DracoMeteor/StoneEdge and if it uses U-turn it can't do anything to me next turn so I THINK I'LL JUST SPOIL HIS FUN AHAHAHAHAHA", Flygon Fire Punches it in the face :)
Drifblim @ Salac Berry
Bold - 12 HP / 80 Def / 216 SpA / 200 Spe
Unburden
- Charge Beam
- Will-o-Wisp
- Substitute
- Baton Pass
Statuser and Baton Passer. Use Substitute to activate Salac, and Charge Beam to cause damage AND raise stats. Will-o-Wisp is for the Grounds that think they can switch in. When the moment is right, use Baton Pass and go to...
Octillery @ Expert Belt
Modest - 252 SA, 252 Spd, 6 HP
Suction Cups
- Surf
- Signal Beam
- Flamethrower
- Ice Beam
Speciall Sweeper and BPass reciever. Sweep with the best move for the moment. Signal Beam is over Energy Ball because I have nothing to cover Psychics OR Darks except Ambipom.
So yeah, nno im done :)

Ambipom @ Silk Scarf
Jolly - 252 Atk, 252 Spd, 6 HP
Technician
- Fake Out
- Pursuit
- Return
- Dynamic Punch
My lead, and my scouter. Ambi uses Fake Out on the first turn unless I'm facing something where Pursuit would work better, namely Ghosts and Psychics. Return is the usual STAB consistency move. Dynamic Punch is a bit risky, but it does well against Rocks and Blissey and can 2HKO her (when it hits)

Magnezone @ Leftovers
Modest - 252 SA, 224 Spd, 28 HP
Magnet Pull
- Hidden Power (Ice)
- Magnet Rise
- Substitute
- Thunderbolt
Steel killer. The idea with this is to come in on Steel types, trap them from Magnet Pull's effect, and kill them. Magnet Rise and Substitute are for things that carry Earthquake (read: Bronzong, Metagross, and Steelix I suppose). The Boltbeam combo is the usual stuff.
Point taken about the stats. Changed Magneton to Magnezone.

Tangrowth @ Leftovers
Impish - 252 HP, 228 Def, 28 Spd
Chlorophyll
- Knock Off
- Leech Seed
- Power Whip
- Sleep Powder
Physical Wall. Come in on something like Gyarados to absorb some attacks, or enter on something physical that won't like being without its item, knock it off, and use the other three moves as appropritate.

Flygon @ Choice Scarf
Lonely - 252 Atk, 120 SA, 136 Spd
Levitate
- Draco Meteor
- Earthquake
- Stone Edge
- Fire Punch
A pretty nice sweeper. He can OHKO Salamence all the time and Garchomp about 3/4 of the time with Draco Meteor. EQ is the usual quality attack. Stone Edge hits stuff in the air pretty well. Finally, for when Bronzong thinks "well, I'm resistant to everything in flygon's moveset of EQ/DracoMeteor/StoneEdge and if it uses U-turn it can't do anything to me next turn so I THINK I'LL JUST SPOIL HIS FUN AHAHAHAHAHA", Flygon Fire Punches it in the face :)

Drifblim @ Salac Berry
Bold - 12 HP / 80 Def / 216 SpA / 200 Spe
Unburden
- Charge Beam
- Will-o-Wisp
- Substitute
- Baton Pass
Statuser and Baton Passer. Use Substitute to activate Salac, and Charge Beam to cause damage AND raise stats. Will-o-Wisp is for the Grounds that think they can switch in. When the moment is right, use Baton Pass and go to...

Octillery @ Expert Belt
Modest - 252 SA, 252 Spd, 6 HP
Suction Cups
- Surf
- Signal Beam
- Flamethrower
- Ice Beam
Speciall Sweeper and BPass reciever. Sweep with the best move for the moment. Signal Beam is over Energy Ball because I have nothing to cover Psychics OR Darks except Ambipom.
So yeah, nno im done :)