OVERVIEW
The team is composed of a physical and a special sweeper, two mixed
sweepers and two walls. The teams purpose is to go full out attack, switching
to defense when the opponent is running offense to kill my attackers or to
slowly and painfully kill of other walls.
Scizor @ Choice Band
Trait: Technician
EVs: 252 Atk, 252 Spe, 4 HP
Adamant Nature
-Bullet Punch
-U-turn
-Pursuit
-Superpower
Scizor is usually my lead. It usually u-turns into something with a better chance
of killing the enemy, but occasionally bullet punches to OHKO or pursuits to
murder psychics. Bullet punch in the main attack for offense, but Scizor's bug
type scares away psychics, and pursuit ensures the kill. Most walls are weak
to fighting, so superpower mixed with Scizor's extremely high attack stat can
kill most of them. Overall problems are its low speed and how it dies from a
fire attack. Used to be a bulky swords dance Scizor, but I find that this works
better.
Salamence @ Choice Scarf
Trait: Moxie
EVs: 252 Atk, 252 Spe, 4 SAtk
Naughty Nature (+Atk, -Def)
-Dragon Claw
-Outrage
-Earthquake
-Stone edge
Usually my late game sweeper, but sometimes used to get rid of the enemy
fast when about to power up and sweep. Outspeeds pretty much everything not
scarfed or powered up. Dragon claw is the preferred attack when the enemy
has about 25% of health to to easily get the +1 attack boost while avoiding
having to switch out when it has a good thing going or can switch out if threats
like Scizor arrive. Outrage is used for bigger threats. I don't think I've ever
actually used fire blast or earthquake, but I guess that they're the best choice.
Problems are mainly ice sharders and when I'm not sure if the opponent is
scarfed or not. I'm considering getting rid of fire blast for something else to
slightly raise its defense. Used to be Garchomp and I'm not sure what's better
'cos Garchomp has immunity to electric which is extremely useful but
Salamence is better at sweeping.
Starmie @ Life Orb
Trait: Natural Cure
EVs: 252 SAtk, 252 Spe, 4 HP
Timid Nature (+Spe, -Atk)
-Hydro Pump
-Ice Beam
-Thunderbolt
-Rapid Spin
2nd lead due to coverage and high speed. Starmie places forth for speed in the
OU tier, outspeeding practically everything not scarfed. Rapid spin works well
with Starmie as it removes hazards just before it dies with its speed and
natural cure helps with toxic spikes (even though only Jellicent and Starmie are
the only ones affected). Considering expert bel over life orb. Used to be bulky,
but starmie dies pretty quickly so no point.
Hydreigon @ Expert Belt
Trait: Levitate
EVs: 252 SAtk, 252 Spe, 4 Atk
Mild Nature (+SAtk, -Def)
-Flamethrower
-Draco Meteor
-Earth Power
-Superpower
3rd choice for a lead, especially in sun teams when I have to kill Ninetales.
Main purpose is coverage. Draco meteor is to kill most non-walls, earth power
and flamethrower for coverage. Superpower is for killing most walls. I tried
replacing it with focus blast but when I tested it it just made Blisseys and
Chanseys laugh. Used to be a Volcarona before it was a Gengar but both seem
to die very easily.
Ferrothorn @ Rocky Helmet
Trait: Iron Barbs
EVs: 252 Def, 252 SDef, 4 HP
Impish Nature (+Def, -SAtk)
-Spikes
-Stealth Rock
-Protect
-Leech Seed
Ferrothorn is the stealth rockers and spiker. Using leech seed, protect, spikes,
protect and so on until entry hazards are full. Second purpose is to do 30%
damage to opponents just by switching in. Dragons die from outraging as
Ferrothorn doesn't bother attacking. Third purpose is to tag team with Jellicent,
as the are both resistant or immune to each other's weaknesses. Main problem
is taunters and anything with a fire attack.
Jellicent @ Leftovers
Trait: Cursed Body
EVs: 252 SDef, 252 Def, 4 HP
Calm Nature (+SDef, - Atk)
-Surf
-Will-O-Wisp
-Taunt
-Recover
This Jellicent is designed for annoyance and walling. Its special defense is
boosted to max and Will-O-Wisp halves opponent's attack, ruining their physical
sweeper and making Jellicent harder to kill. Recover spamming until the attack
that kills Jellicent the most gets disabled allows Jellicent to start eating away
at it with surf, recovering every now and then. Taunt also ruins most walls and
toxi-stallers. Also a good spin blocker. Used to be a toxi-stalling Milotic. I can't really say I have much problems with this one except for
taunters that outspeed it.
Summary:
The team seems to work well and I've won a couple of tournaments of 20 with
it. The team relies a lot on switching out, so entry hazards are a problem
(except for toxic spikes). The team has no toxi-stallers, which seems to be
very useful or hazers or pseudo-hazers. Major threats to this team are Rotom
Wash, Gliscor, Jolteon, choice scarf Latios, Breloom, Gastrodon, Toxicroak in
rain, Venusaur in sun, Ninetales, hurricane Volcarona, and things that power
up.






The team is composed of a physical and a special sweeper, two mixed
sweepers and two walls. The teams purpose is to go full out attack, switching
to defense when the opponent is running offense to kill my attackers or to
slowly and painfully kill of other walls.

Scizor @ Choice Band
Trait: Technician
EVs: 252 Atk, 252 Spe, 4 HP
Adamant Nature
-Bullet Punch
-U-turn
-Pursuit
-Superpower
Scizor is usually my lead. It usually u-turns into something with a better chance
of killing the enemy, but occasionally bullet punches to OHKO or pursuits to
murder psychics. Bullet punch in the main attack for offense, but Scizor's bug
type scares away psychics, and pursuit ensures the kill. Most walls are weak
to fighting, so superpower mixed with Scizor's extremely high attack stat can
kill most of them. Overall problems are its low speed and how it dies from a
fire attack. Used to be a bulky swords dance Scizor, but I find that this works
better.

Salamence @ Choice Scarf
Trait: Moxie
EVs: 252 Atk, 252 Spe, 4 SAtk
Naughty Nature (+Atk, -Def)
-Dragon Claw
-Outrage
-Earthquake
-Stone edge
Usually my late game sweeper, but sometimes used to get rid of the enemy
fast when about to power up and sweep. Outspeeds pretty much everything not
scarfed or powered up. Dragon claw is the preferred attack when the enemy
has about 25% of health to to easily get the +1 attack boost while avoiding
having to switch out when it has a good thing going or can switch out if threats
like Scizor arrive. Outrage is used for bigger threats. I don't think I've ever
actually used fire blast or earthquake, but I guess that they're the best choice.
Problems are mainly ice sharders and when I'm not sure if the opponent is
scarfed or not. I'm considering getting rid of fire blast for something else to
slightly raise its defense. Used to be Garchomp and I'm not sure what's better
'cos Garchomp has immunity to electric which is extremely useful but
Salamence is better at sweeping.

Starmie @ Life Orb
Trait: Natural Cure
EVs: 252 SAtk, 252 Spe, 4 HP
Timid Nature (+Spe, -Atk)
-Hydro Pump
-Ice Beam
-Thunderbolt
-Rapid Spin
2nd lead due to coverage and high speed. Starmie places forth for speed in the
OU tier, outspeeding practically everything not scarfed. Rapid spin works well
with Starmie as it removes hazards just before it dies with its speed and
natural cure helps with toxic spikes (even though only Jellicent and Starmie are
the only ones affected). Considering expert bel over life orb. Used to be bulky,
but starmie dies pretty quickly so no point.

Hydreigon @ Expert Belt
Trait: Levitate
EVs: 252 SAtk, 252 Spe, 4 Atk
Mild Nature (+SAtk, -Def)
-Flamethrower
-Draco Meteor
-Earth Power
-Superpower
3rd choice for a lead, especially in sun teams when I have to kill Ninetales.
Main purpose is coverage. Draco meteor is to kill most non-walls, earth power
and flamethrower for coverage. Superpower is for killing most walls. I tried
replacing it with focus blast but when I tested it it just made Blisseys and
Chanseys laugh. Used to be a Volcarona before it was a Gengar but both seem
to die very easily.

Ferrothorn @ Rocky Helmet
Trait: Iron Barbs
EVs: 252 Def, 252 SDef, 4 HP
Impish Nature (+Def, -SAtk)
-Spikes
-Stealth Rock
-Protect
-Leech Seed
Ferrothorn is the stealth rockers and spiker. Using leech seed, protect, spikes,
protect and so on until entry hazards are full. Second purpose is to do 30%
damage to opponents just by switching in. Dragons die from outraging as
Ferrothorn doesn't bother attacking. Third purpose is to tag team with Jellicent,
as the are both resistant or immune to each other's weaknesses. Main problem
is taunters and anything with a fire attack.

Jellicent @ Leftovers
Trait: Cursed Body
EVs: 252 SDef, 252 Def, 4 HP
Calm Nature (+SDef, - Atk)
-Surf
-Will-O-Wisp
-Taunt
-Recover
This Jellicent is designed for annoyance and walling. Its special defense is
boosted to max and Will-O-Wisp halves opponent's attack, ruining their physical
sweeper and making Jellicent harder to kill. Recover spamming until the attack
that kills Jellicent the most gets disabled allows Jellicent to start eating away
at it with surf, recovering every now and then. Taunt also ruins most walls and
toxi-stallers. Also a good spin blocker. Used to be a toxi-stalling Milotic. I can't really say I have much problems with this one except for
taunters that outspeed it.
Summary:
The team seems to work well and I've won a couple of tournaments of 20 with
it. The team relies a lot on switching out, so entry hazards are a problem
(except for toxic spikes). The team has no toxi-stallers, which seems to be
very useful or hazers or pseudo-hazers. Major threats to this team are Rotom
Wash, Gliscor, Jolteon, choice scarf Latios, Breloom, Gastrodon, Toxicroak in
rain, Venusaur in sun, Ninetales, hurricane Volcarona, and things that power
up.