Ninjask (M) @ Petaya Berry ** ZoomZoomZoom
Trait: Speed Boost
EVs: 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Baton Pass
- Silver Wind
- Substitute
- Swords Dance
Pretty sure we know what he does. Silverwind is to hit stuff like Celery hard.
Houndoom (M) @ Leftovers ** Hell Hound
Trait: Early Bird
EVs: 216 Spd / 252 SAtk / 40 SDef
Hasty Nature (+Spd, -Def)
- Flamethrower
- Solar Beam
- Sunny Day
- Will-O-Wisp
I needed something to change the weather, so Jask wasn't hammered by Ttar. As well, he usually beats most waters, since I can Sunny Day and survive the surf. Having both WoW AND Sunny Day confuses Pert.
Exploud (M) @ Leftovers ** Fog Horn
Trait: Soundproof
EVs: 80 HP / 252 Atk / 108 Spd / 68 SAtk
Naughty Nature (+Atk, -SDef)
- Double-Edge
- Earthquake
- Flamethrower
- Shadow Ball
My first choice to BP to. Double-Edge for the extra power, and with 104 base HP, he can take the recoil. Flamethrower deals with Skarm and BBQ's Forry. My prediction skills are up to par, and you'd be surprised how many Skarms I can setup on. I sub, they bring him in. I Swords Dance, and they sub. Then I BP to this guy, and it's pretty much GG from there.
Nidoking (M) @ Leftovers ** Brute
Trait: Poison Point
EVs: 4 HP / 252 Atk / 252 SAtk
Naughty Nature (+Atk, -SDef)
- Earthquake
- Ice Beam
- Megahorn
- Taunt
Low speed since he reaches 412 speed with just a +2 boost. Taunt takes of phazing attempts. Those moves are specially chosen to deal with certain threats. Ice Beam OHKOs Dragons, EQ is a general all-purpose move, and Hr0n takes care of the Celery and the like.
Octillery (M) @ Leftovers ** Doc-Oc
Trait: Suction Cups
EVs: 96 Atk / 160 Spd / 252 SAtk
Rash Nature (+SAtk, -SDef)
- Flamethrower
- Ice Beam
- Sludge Bomb
- Surf
My 3rd choice to BP to. With +2 speed, he reaches 320, which outspeed enough. Sludge Bomb is there to deal with Blissey a bit better.
Cloyster (M) @ Leftovers ** Spike
Trait: Shell Armor
EVs: 252 HP / 200 Def / 56 SAtk
Bold Nature (+Def, -Atk)
- Ice Beam
- Rapid Spin
- Spikes
- Torment
Physical wall, spinner, and spiker. Torment is there to give me opening to switch to Jask.
Well, that's my team. It lacks any real walls(outside of Cloyster), and more or less soley relies on Baton Pass to get the job done. Last-ditch-effort victories are pretty common with this team.
Trait: Speed Boost
EVs: 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Baton Pass
- Silver Wind
- Substitute
- Swords Dance
Pretty sure we know what he does. Silverwind is to hit stuff like Celery hard.
Houndoom (M) @ Leftovers ** Hell Hound
Trait: Early Bird
EVs: 216 Spd / 252 SAtk / 40 SDef
Hasty Nature (+Spd, -Def)
- Flamethrower
- Solar Beam
- Sunny Day
- Will-O-Wisp
I needed something to change the weather, so Jask wasn't hammered by Ttar. As well, he usually beats most waters, since I can Sunny Day and survive the surf. Having both WoW AND Sunny Day confuses Pert.
Exploud (M) @ Leftovers ** Fog Horn
Trait: Soundproof
EVs: 80 HP / 252 Atk / 108 Spd / 68 SAtk
Naughty Nature (+Atk, -SDef)
- Double-Edge
- Earthquake
- Flamethrower
- Shadow Ball
My first choice to BP to. Double-Edge for the extra power, and with 104 base HP, he can take the recoil. Flamethrower deals with Skarm and BBQ's Forry. My prediction skills are up to par, and you'd be surprised how many Skarms I can setup on. I sub, they bring him in. I Swords Dance, and they sub. Then I BP to this guy, and it's pretty much GG from there.
Nidoking (M) @ Leftovers ** Brute
Trait: Poison Point
EVs: 4 HP / 252 Atk / 252 SAtk
Naughty Nature (+Atk, -SDef)
- Earthquake
- Ice Beam
- Megahorn
- Taunt
Low speed since he reaches 412 speed with just a +2 boost. Taunt takes of phazing attempts. Those moves are specially chosen to deal with certain threats. Ice Beam OHKOs Dragons, EQ is a general all-purpose move, and Hr0n takes care of the Celery and the like.
Octillery (M) @ Leftovers ** Doc-Oc
Trait: Suction Cups
EVs: 96 Atk / 160 Spd / 252 SAtk
Rash Nature (+SAtk, -SDef)
- Flamethrower
- Ice Beam
- Sludge Bomb
- Surf
My 3rd choice to BP to. With +2 speed, he reaches 320, which outspeed enough. Sludge Bomb is there to deal with Blissey a bit better.
Cloyster (M) @ Leftovers ** Spike
Trait: Shell Armor
EVs: 252 HP / 200 Def / 56 SAtk
Bold Nature (+Def, -Atk)
- Ice Beam
- Rapid Spin
- Spikes
- Torment
Physical wall, spinner, and spiker. Torment is there to give me opening to switch to Jask.
Well, that's my team. It lacks any real walls(outside of Cloyster), and more or less soley relies on Baton Pass to get the job done. Last-ditch-effort victories are pretty common with this team.