Under the Name "B-in-Engrish", alias "CBDitto"
Changes I have already made are in Red
Salamence @ Choice Band
Trait: Intimidate
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Atk, -SAtk)
- Earthquake
- Fire Blast
- HP Flying
- Rock Slide
Opening with Intimidate never hurts, and most bulky waters take ~40% (some up to 55) from a Choice Banded STAB HP Fly when they try to switch in. I switch out, and repeat this a couple times usually leaves them with no bulky waters 8)
Jolteon @ Leftovers
Trait: Volt Absorb
EVs: 4 HP / 252 Spd / 252 SAtk
Timid Nature (+Spd, -Atk)
- HP Ice
- Substitute
- Baton Pass
- Thunderbolt
Eater of souls. 30 def/atk DV's to get HP Ice at 394 spd. I usually lead with sub, so in case they switch to a pesky duggy/donphan/miscellaneous Ground i can 2HKO with Hidden Power; otherwise, I baton pass my little puppy out of there.
Ninjask @ Choice Band
Trait: Speed Boost
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Aerial Ace
- HP Fighting
- Silver Wind
- Shadowball
This thing is crazy; it's a ohko on so many OU/BL it's unbelievable, especially when a BP is expected. Switch it in, get a kill, and run like the wind. 459 Atk and 419 Spd with Adamant
- Aerial Ace [ohko heracross, breloom, jumpluff, medicham, blaziken, hariyama, machamp]
- HP Fighting [ohko tyranitar, tauros(if not intimidated), 2hko blissey, snorlax, miltank, aerodactyl, ursaring]
- Silver Wind [ohko Starmie, Alakazam, Celebi, Exeggutor, Dugtrio, most psychic types save a couple ubers]
- Shadowball [Gengar, almost all Ghost types (not sure about dusclops)]
Tyranitar @ Leftovers
Trait: Sandstream
EVs: 252 HP / 158 Atk / 100 Spd
Jolly Nature (+Spd, - Sp Atk)
- Substitute
- Dragon Dance
- HP Rock
- Earthquake
Enough spd (200) to beat standard Weezings and Blisseys. 101 HP subs help a lot too. This thing becomes super scary once all the bulky waters are taken out by trying to switch into a CBMence or staying in vs. Jolt. Lead with Sub so if they switch in their swampy/flygon i can at least get ~25% dmg on them before peacing. Without at least full HP and 1 DD when he comes in, duggy beats this.
HP Rock because I always miss with Rock Slide, and my balls aren't big enough to use RS
Ludicolo @ Lum Berry
Trait: Swift swim
EVs: 36 HP / 220 Spd / 252 Sp Atk still wanna be able to beat jolly jask after RD
Modest Nature (+SAtk, -Atk)
- Ice Beam
- Leech Seed
- Rain Dance
- Surf
This guy I have used since i first started NB, and he's saved me so many games its not even funny. Switch in on waters looking to blast my poor t-tar into oblivion is an added bonus. Normally, RD, and then giggle to see who can take a STABbed Surf. Ice Beam owns dragons; vs non choice banded Mence and Dragonites who use aerial ace over HP fly, ludicolo can RD and still have ~10% HP left and Ice Beam first with swift swim.
Claydol @ Leftovers
Trait: Levitate
EVs: 96 Atk / 108 Def / 30 Spd / 180 SAtk / 96 SDef
Relaxed Nature (+Def, -Spd)
- Earthquake
- Hidden Power [Electric]
- Ice Beam
- Rest
So far its worked for me, HP is for skarms/Gyarados among other major pests.
Changes I have already made are in Red
Salamence @ Choice Band
Trait: Intimidate
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Atk, -SAtk)
- Earthquake
- Fire Blast
- HP Flying
- Rock Slide
Opening with Intimidate never hurts, and most bulky waters take ~40% (some up to 55) from a Choice Banded STAB HP Fly when they try to switch in. I switch out, and repeat this a couple times usually leaves them with no bulky waters 8)
Jolteon @ Leftovers
Trait: Volt Absorb
EVs: 4 HP / 252 Spd / 252 SAtk
Timid Nature (+Spd, -Atk)
- HP Ice
- Substitute
- Baton Pass
- Thunderbolt
Eater of souls. 30 def/atk DV's to get HP Ice at 394 spd. I usually lead with sub, so in case they switch to a pesky duggy/donphan/miscellaneous Ground i can 2HKO with Hidden Power; otherwise, I baton pass my little puppy out of there.
Ninjask @ Choice Band
Trait: Speed Boost
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Aerial Ace
- HP Fighting
- Silver Wind
- Shadowball
This thing is crazy; it's a ohko on so many OU/BL it's unbelievable, especially when a BP is expected. Switch it in, get a kill, and run like the wind. 459 Atk and 419 Spd with Adamant
- Aerial Ace [ohko heracross, breloom, jumpluff, medicham, blaziken, hariyama, machamp]
- HP Fighting [ohko tyranitar, tauros(if not intimidated), 2hko blissey, snorlax, miltank, aerodactyl, ursaring]
- Silver Wind [ohko Starmie, Alakazam, Celebi, Exeggutor, Dugtrio, most psychic types save a couple ubers]
- Shadowball [Gengar, almost all Ghost types (not sure about dusclops)]
Tyranitar @ Leftovers
Trait: Sandstream
EVs: 252 HP / 158 Atk / 100 Spd
Jolly Nature (+Spd, - Sp Atk)
- Substitute
- Dragon Dance
- HP Rock
- Earthquake
Enough spd (200) to beat standard Weezings and Blisseys. 101 HP subs help a lot too. This thing becomes super scary once all the bulky waters are taken out by trying to switch into a CBMence or staying in vs. Jolt. Lead with Sub so if they switch in their swampy/flygon i can at least get ~25% dmg on them before peacing. Without at least full HP and 1 DD when he comes in, duggy beats this.
HP Rock because I always miss with Rock Slide, and my balls aren't big enough to use RS
Ludicolo @ Lum Berry
Trait: Swift swim
EVs: 36 HP / 220 Spd / 252 Sp Atk still wanna be able to beat jolly jask after RD
Modest Nature (+SAtk, -Atk)
- Ice Beam
- Leech Seed
- Rain Dance
- Surf
This guy I have used since i first started NB, and he's saved me so many games its not even funny. Switch in on waters looking to blast my poor t-tar into oblivion is an added bonus. Normally, RD, and then giggle to see who can take a STABbed Surf. Ice Beam owns dragons; vs non choice banded Mence and Dragonites who use aerial ace over HP fly, ludicolo can RD and still have ~10% HP left and Ice Beam first with swift swim.
Claydol @ Leftovers
Trait: Levitate
EVs: 96 Atk / 108 Def / 30 Spd / 180 SAtk / 96 SDef
Relaxed Nature (+Def, -Spd)
- Earthquake
- Hidden Power [Electric]
- Ice Beam
- Rest
So far its worked for me, HP is for skarms/Gyarados among other major pests.