I'm tossing up between 2 teams that I've already trained to use at the Australian battle competition. VGC 2011 rules, except no team preview and wonder launcher is in play. One team's a gimmicky evasion team and the other's a bit more balanced. It could be one team of 6 to play around with, except there would be 2 with focus sash and there's no team preview, so I have to pick 4 before a battle anyway. I'm more looking for advice on which team would be best to use over the other, but any minor tweaking is welcome also. Some of the natures aren't ideal, but they're what I've got in game and they're not horrible.
Team 1
Chandelure@Focus sash
Quiet
Flame body
252 HP, 252 SpAtk, 4 SpDef
Minimize
Flamethrower
Shadow ball
Calm mind
Sets up 3 minimizes if all goes well and then either starts attacking or gets in a calm mind or two. Struggles to accomplish much if opponent leads with rock slide, water spout, etc on both their pokemon. If it goes down before passing stat boosts to something else then the match is pretty much lost unless I'm really lucky.
Amoonguss@Mental herb
Relaxed
Effect spore
200 HP, 160 Def, 148 SpDef
Rage powder
Spore
Giga drain
Protect
Draws in attacks or spores users of rock slide, water spout, etc while Chandy sets up minimize. Ideally it gets knocked out after Chandy gets 3 minimizes in.
Zoroark@Brightpowder
Hasty
252 SpAtk, 252 Spe, 4 HP
Night daze
Focus blast
Nasty plot
Psych up
First turn use psych up on Chandy/Reuniclus, then either nasty plot or attack. Night daze rather than dark pulse to exploit evasion further.
Reuniclus@Lax incense
Bold
Magic Guard
252 HP, 252 Def, 4 SpAtk
Psych up
Psychic
Shadow ball
Focus blast
First turn use psych up on Chandy/Zoroark, then attack. If I need Chandy to get an extra stat boost in before copying stats I send Reuniclus out before Zoroark, or if trick room is up and Zoroark can't safely psych up yet.
Team 2
Scrafty@Lum berry/Chople berry
Brave
Moxie
252 HP, 252 Atk, 4 Def
Fake out
Drain punch
Protect
Crunch
Having fake out/protect alongside a decent attacker/taunter is a pretty good combo to counter a lot of common leads like trick room or Whimsicott/Terrakion, but has trouble with some others. I went with moxie over shed skin because I figured being a lead, he'd have a chance to get a couple of boosts in and Thundurus is there to taunt stuff that might status him.
Thundurus@Focus sash
Hasty
252 SpAtk, 252 Spe, 4 HP
Thunderbolt
Taunt
Nasty plot
Dark Pulse
Pretty obvious reasoning here. Priority taunt coupled with a powerful attacker makes for a good lead. Sash lets him take out stuff that would otherwise stop him in his tracks. Not sure about nasty plot, as I don't get a chance to use it very often. Although when I do it makes a huge difference to the rest of the battle.
Reuniclus@Life orb
Bold
Magic Guard
252 HP, 252 Def, 4 SpAtk
Trick room
Psychic
Shadow ball
Focus blast
Once Thundurus goes down it becomes a trick room team. If needed I can draw attacks with Amoonguss while Reuniclus sets up trick room, otherwise Scrafty can protect while it trick rooms.
Amoonguss@Mental Herb
Relaxed
Effect spore
200 HP, 160 Def, 148 SpDef
Rage powder
Spore
Giga drain
Protect
Standard Amoonguss used as an annoyance. Takes hits while trick room goes up and then spores as much as possible.
Team 1
Chandelure@Focus sash
Quiet
Flame body
252 HP, 252 SpAtk, 4 SpDef
Minimize
Flamethrower
Shadow ball
Calm mind
Sets up 3 minimizes if all goes well and then either starts attacking or gets in a calm mind or two. Struggles to accomplish much if opponent leads with rock slide, water spout, etc on both their pokemon. If it goes down before passing stat boosts to something else then the match is pretty much lost unless I'm really lucky.
Amoonguss@Mental herb
Relaxed
Effect spore
200 HP, 160 Def, 148 SpDef
Rage powder
Spore
Giga drain
Protect
Draws in attacks or spores users of rock slide, water spout, etc while Chandy sets up minimize. Ideally it gets knocked out after Chandy gets 3 minimizes in.
Zoroark@Brightpowder
Hasty
252 SpAtk, 252 Spe, 4 HP
Night daze
Focus blast
Nasty plot
Psych up
First turn use psych up on Chandy/Reuniclus, then either nasty plot or attack. Night daze rather than dark pulse to exploit evasion further.
Reuniclus@Lax incense
Bold
Magic Guard
252 HP, 252 Def, 4 SpAtk
Psych up
Psychic
Shadow ball
Focus blast
First turn use psych up on Chandy/Zoroark, then attack. If I need Chandy to get an extra stat boost in before copying stats I send Reuniclus out before Zoroark, or if trick room is up and Zoroark can't safely psych up yet.
Team 2
Scrafty@Lum berry/Chople berry
Brave
Moxie
252 HP, 252 Atk, 4 Def
Fake out
Drain punch
Protect
Crunch
Having fake out/protect alongside a decent attacker/taunter is a pretty good combo to counter a lot of common leads like trick room or Whimsicott/Terrakion, but has trouble with some others. I went with moxie over shed skin because I figured being a lead, he'd have a chance to get a couple of boosts in and Thundurus is there to taunt stuff that might status him.
Thundurus@Focus sash
Hasty
252 SpAtk, 252 Spe, 4 HP
Thunderbolt
Taunt
Nasty plot
Dark Pulse
Pretty obvious reasoning here. Priority taunt coupled with a powerful attacker makes for a good lead. Sash lets him take out stuff that would otherwise stop him in his tracks. Not sure about nasty plot, as I don't get a chance to use it very often. Although when I do it makes a huge difference to the rest of the battle.
Reuniclus@Life orb
Bold
Magic Guard
252 HP, 252 Def, 4 SpAtk
Trick room
Psychic
Shadow ball
Focus blast
Once Thundurus goes down it becomes a trick room team. If needed I can draw attacks with Amoonguss while Reuniclus sets up trick room, otherwise Scrafty can protect while it trick rooms.
Amoonguss@Mental Herb
Relaxed
Effect spore
200 HP, 160 Def, 148 SpDef
Rage powder
Spore
Giga drain
Protect
Standard Amoonguss used as an annoyance. Takes hits while trick room goes up and then spores as much as possible.