I have been running a nice team in Shoddy for a while that has gotten me some wins here and there so ya here goes (don't bug me with synergy too much because I am still learning pokemon sets)
http://bulbapedia.bulbagarden.net/wiki/File:437Bronzong.png
Bronzong @ Lum Berry
Evs: 252 HP/ 72 Def/ 184 SpD
Nature: Sassy
Abil: Heatproof
-Earthquake
-Zen Headbut
-Stealth Rock
-Gyro Ball
My custom lead that works really well against all of the more common leads. I can 2HKO Areo, Azelf, Weavile, Mamos(that pack no evs into def), Metagross, and Heatran. Others like Infernape and Machamp won't like being hit with the zen headbut attack. Also, any sub Machamp won't have a sub to protect it while using focus punch. Also any sleep leads won't like it when I switch into a sleep absorber after setting up stealth rock. Thats why I gave it a Lum Berry and added a sleep absorder to the team. As a lead, move choice is obvious. Figure out what lead it is(really isn't hard) and either attack or SR. This has enough bulk to set up SR later in the game anyways. After I KO the opponent(or wait for it to go boom in Azelf and Metagross) set up SR or attack if its poses a threat. Mainly Magnezone, Heatran, and other Bronzong. However, what they don't know is that I am packing counters for each of them except for Bronzong. Most Bronzong don't carry Earthquake, they carry Explosion which is good in some ways but not for me because what is the point of suicide if you are going to move last. Anyhow I can scare Magnezone after I use Earthquake and their HP Fire won't do much since I have heatproof. Now some people might say that its better to have an immunity than a resistance. I say that you all are wrong, since its a common assumption that Bronzong carry Levitate, why not switch it to heatproof so that you have an extra resistance since no one will risk using a move to test to see what abil its carrying. I can hold this ruse up until I get hit from spike damage. Besides, I can 2HKO a scarfed heatran locked on overheat and still have about 30% health left. The downsides are that this lead is weak to the Ninjask Batton passers (however, those are rare) and partially have an issue with trickers. I can use the trick to my advantage so that I can lock onto a powerfull move and be a bit faster.
Machamp @ Leftovers
Evs: 252 HP/ 252 Att/ 6 Spe
Nature: Adamant
Abil: Guts
-Rest
-Sleep Talk
-Cross Chop
-Payback
A little variation to the classic Sleep absorber set that has a nice surprise for opponents. Most of the time, I am asleep with this guy and I just thought to use the sleep to my advantage a bit more. Guts will activate every time I go to sleep, and allow all around attack boost for attacks. To me, I would rather have more power that accuracy and not give the opponent a chance to hit me with low accuracy high power moves (fire blast, Thunder, Etc.). I chose to replace cross chop with dynamic punch because of the same power, decent accuracy, and high critical hit chance. Since I needed to have a move with better accuracy without sacrificing too much power, it was down to brick break and cross chop. I personally haven't seen a lot of screener leads and so I decided to use cross chop. Its also nice to get a critical hit on Gyardos so that it runs in fear. Payback is on there due to a lot of ghost switch ins to machamp. A dark move is nice to dent them and remember those burning Dusknoir and Rotom forms? Well guts now activates and works against them to deal more damage rather than less :naughty: Now this work in coherence with Bronzong because after it uses its lum berry, its vulnerable to sleep and so I need to absorb a sleep move to allow Bronzong to be used later.
Dragonite @ Leftovers
Evs: 252 HP/ 252 SpD / 6Spe
Nature: Careful
Abil: Inner Focus
-Dragon Dance
-Dragon Claw
-Roost
-Heal Bell
Due to the ever poularity of flinch haxors, I decided to put in this guy because my team has a paralysis problem and because of its ability. Of the Inner Focus pokes, this one can take out Togekiss with relative ease and Jirachi after a few DD. If it gets statused, just heal bell status away after KOing opponent unless I move first. There is an added bonus of doing some damage to bulky waters over time due to its access to roost to avoid Ice attacks from the special side. Crocune has no way of breaking this set because of its resistance to water and nothing to prevent physical moves. The other Suicune sets pose a problem because of Calm mind and Ice Beam. Other than that, this guy serves well as a physical sweeper. Now I chose to make him have a cleric move is that all of my team has no way of recovering or preventing status except for this guy and resting on Machamp. Before I had this guy, Toxic and burn were bugging me and the occasional freeze on me wasn't fun either. This guy has let my team last longer beforehand because it cures that bothersome toxic that is applied to my team.
Latias @ Leftovers
Evs: 252 SpA/ 252 Spe/ 6 HP
Nature: Timid
Abil: Levitate
-Calm Mind
-Surf
-Dragon Pulse
-Recover
I prefer this Latias ove the speced scarfed and Draco Meteor ones because having those I believe cuts their potential. I mean Having to boost you SpA after using a single Draco Meteor can be bothersome, whereas a couple of boosted Dragon pulses would do better by a slight margin. I am debating on changing this, however, this is a really good special sweep for my team and has gotten me KOs on Heatrans that manage to revenge kill my Bronzong, Kindras, and a few others. Recover helps boost its longevity and helps scout moves and sets to a certain degree. Not much else to say on this =/
Magnezone @ Leftovers
Evs: 172 HP/ 252 SpA /84 Spe
Abil: Magnet Pull
Nature: Modest
- HP Fire 70
- Substitute
- Magnet Rise
- Thunderbolt
Due to the ever popularity of Scizor and other steel types, this seemed like a good member to have on the team and it really is. I can OHKO Scizor with an HP Fire, severly damage Jirachi and Metagross as well as Emploeon. Scizor was a problem with my team beforehand and so I added this guy to trap and KO Scizor before he can do anything. Jirachi that trick their choice scarf onto me can be problematic if I don't see it ahead of time. This also serves as a nice electric counter (bar Electrivire) because its HP hits most eletric poke combos. Also helps hit grass pokes that might switch into eletric attacks and hits ground for neutral damage allowing me to switch into a fly/levitate poke for a EQ prevention. Other than that, fairly straight forward.
Gliscor @ Leftovers
Evs: 252 HP/ 40 Def/ 216 Spe
Abil: San Veil
Nature: Jolly
-Taunt
-Earthquake
-U-Turn
-Roost
I have met an occasional stall team or just stall pokes during my battles (Blissey, Dusknoir, etc.) and this guy helps me out a lot. Taunt and U-turn allow for me to force attacking and switch into an apporpriate counter such as Dragonite or Machamp to go in for KOs. Other than serving as a stall breaker, he has proved effective as a Tyranitar counter and Heatran KOer. U-Turn by itself can also serve as a good scouting move. Mot much else to say on this one either
So thats the team overall. Any rates will be apreciated
Bronzong @ Lum Berry
Evs: 252 HP/ 72 Def/ 184 SpD
Nature: Sassy
Abil: Heatproof
-Earthquake
-Zen Headbut
-Stealth Rock
-Gyro Ball
My custom lead that works really well against all of the more common leads. I can 2HKO Areo, Azelf, Weavile, Mamos(that pack no evs into def), Metagross, and Heatran. Others like Infernape and Machamp won't like being hit with the zen headbut attack. Also, any sub Machamp won't have a sub to protect it while using focus punch. Also any sleep leads won't like it when I switch into a sleep absorber after setting up stealth rock. Thats why I gave it a Lum Berry and added a sleep absorder to the team. As a lead, move choice is obvious. Figure out what lead it is(really isn't hard) and either attack or SR. This has enough bulk to set up SR later in the game anyways. After I KO the opponent(or wait for it to go boom in Azelf and Metagross) set up SR or attack if its poses a threat. Mainly Magnezone, Heatran, and other Bronzong. However, what they don't know is that I am packing counters for each of them except for Bronzong. Most Bronzong don't carry Earthquake, they carry Explosion which is good in some ways but not for me because what is the point of suicide if you are going to move last. Anyhow I can scare Magnezone after I use Earthquake and their HP Fire won't do much since I have heatproof. Now some people might say that its better to have an immunity than a resistance. I say that you all are wrong, since its a common assumption that Bronzong carry Levitate, why not switch it to heatproof so that you have an extra resistance since no one will risk using a move to test to see what abil its carrying. I can hold this ruse up until I get hit from spike damage. Besides, I can 2HKO a scarfed heatran locked on overheat and still have about 30% health left. The downsides are that this lead is weak to the Ninjask Batton passers (however, those are rare) and partially have an issue with trickers. I can use the trick to my advantage so that I can lock onto a powerfull move and be a bit faster.
Machamp @ Leftovers
Evs: 252 HP/ 252 Att/ 6 Spe
Nature: Adamant
Abil: Guts
-Rest
-Sleep Talk
-Cross Chop
-Payback
A little variation to the classic Sleep absorber set that has a nice surprise for opponents. Most of the time, I am asleep with this guy and I just thought to use the sleep to my advantage a bit more. Guts will activate every time I go to sleep, and allow all around attack boost for attacks. To me, I would rather have more power that accuracy and not give the opponent a chance to hit me with low accuracy high power moves (fire blast, Thunder, Etc.). I chose to replace cross chop with dynamic punch because of the same power, decent accuracy, and high critical hit chance. Since I needed to have a move with better accuracy without sacrificing too much power, it was down to brick break and cross chop. I personally haven't seen a lot of screener leads and so I decided to use cross chop. Its also nice to get a critical hit on Gyardos so that it runs in fear. Payback is on there due to a lot of ghost switch ins to machamp. A dark move is nice to dent them and remember those burning Dusknoir and Rotom forms? Well guts now activates and works against them to deal more damage rather than less :naughty: Now this work in coherence with Bronzong because after it uses its lum berry, its vulnerable to sleep and so I need to absorb a sleep move to allow Bronzong to be used later.
Dragonite @ Leftovers
Evs: 252 HP/ 252 SpD / 6Spe
Nature: Careful
Abil: Inner Focus
-Dragon Dance
-Dragon Claw
-Roost
-Heal Bell
Due to the ever poularity of flinch haxors, I decided to put in this guy because my team has a paralysis problem and because of its ability. Of the Inner Focus pokes, this one can take out Togekiss with relative ease and Jirachi after a few DD. If it gets statused, just heal bell status away after KOing opponent unless I move first. There is an added bonus of doing some damage to bulky waters over time due to its access to roost to avoid Ice attacks from the special side. Crocune has no way of breaking this set because of its resistance to water and nothing to prevent physical moves. The other Suicune sets pose a problem because of Calm mind and Ice Beam. Other than that, this guy serves well as a physical sweeper. Now I chose to make him have a cleric move is that all of my team has no way of recovering or preventing status except for this guy and resting on Machamp. Before I had this guy, Toxic and burn were bugging me and the occasional freeze on me wasn't fun either. This guy has let my team last longer beforehand because it cures that bothersome toxic that is applied to my team.
Latias @ Leftovers
Evs: 252 SpA/ 252 Spe/ 6 HP
Nature: Timid
Abil: Levitate
-Calm Mind
-Surf
-Dragon Pulse
-Recover
I prefer this Latias ove the speced scarfed and Draco Meteor ones because having those I believe cuts their potential. I mean Having to boost you SpA after using a single Draco Meteor can be bothersome, whereas a couple of boosted Dragon pulses would do better by a slight margin. I am debating on changing this, however, this is a really good special sweep for my team and has gotten me KOs on Heatrans that manage to revenge kill my Bronzong, Kindras, and a few others. Recover helps boost its longevity and helps scout moves and sets to a certain degree. Not much else to say on this =/
Magnezone @ Leftovers
Evs: 172 HP/ 252 SpA /84 Spe
Abil: Magnet Pull
Nature: Modest
- HP Fire 70
- Substitute
- Magnet Rise
- Thunderbolt
Due to the ever popularity of Scizor and other steel types, this seemed like a good member to have on the team and it really is. I can OHKO Scizor with an HP Fire, severly damage Jirachi and Metagross as well as Emploeon. Scizor was a problem with my team beforehand and so I added this guy to trap and KO Scizor before he can do anything. Jirachi that trick their choice scarf onto me can be problematic if I don't see it ahead of time. This also serves as a nice electric counter (bar Electrivire) because its HP hits most eletric poke combos. Also helps hit grass pokes that might switch into eletric attacks and hits ground for neutral damage allowing me to switch into a fly/levitate poke for a EQ prevention. Other than that, fairly straight forward.
Gliscor @ Leftovers
Evs: 252 HP/ 40 Def/ 216 Spe
Abil: San Veil
Nature: Jolly
-Taunt
-Earthquake
-U-Turn
-Roost
I have met an occasional stall team or just stall pokes during my battles (Blissey, Dusknoir, etc.) and this guy helps me out a lot. Taunt and U-turn allow for me to force attacking and switch into an apporpriate counter such as Dragonite or Machamp to go in for KOs. Other than serving as a stall breaker, he has proved effective as a Tyranitar counter and Heatran KOer. U-Turn by itself can also serve as a good scouting move. Mot much else to say on this one either
So thats the team overall. Any rates will be apreciated






