Aggron-Mega @ Aggronite
Ability: Filter
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Stealth Rock
- Earthquake
- Heavy Slam
- Rock Slide
[Lead / Physical Wall]
Aggron is used to set stealth rock, and get early picks on other leads with its high damage coverage attacks. He's great to pivot onto to absorb physical attacks and to prevent Togekiss from being killed by a powerful poison or steel-type attack. He's a looming threat to anything that doesn't resist his attacks and can even force switch-outs from Close Combat Infernapes and Lucario.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------
Togekiss @ Leftovers
Ability: Serene Grace
Shiny: Yes
EVs: 252 HP / 164 Def / 92 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Heal Bell
- Air Slash
- Toxic
[Support / Staller]
Togekiss is mainly used to remove entry hazards and status effects. Her flying type allows her to switch into spikes, toxic spikes, and sticky web, and then remove them. Air Slash is Togekiss's only attacking move, but it's no joke. Its stab combined with its 60% flinch rate from Serene Grace makes it a great tool for getting an extra turn or two to wear down your opponent with toxic. You can also switch into Togekiss from Haxorus or Espeon to prevent super-effective fairy, and dark type attacks respectively.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------
Haxorus @ Choice Scarf
Ability: Mold Breaker
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Poison Jab
- Outrage
- Earthquake
- X-Scissor
[Primary Revenge Killer]
Scarfed Haxorus is a terrifying opponent, it's an excellent revenge killer, and almost guaranteed to at least get one pick with its wide movepool. Outrage is Haxorus' most important move, it's120 BP and STAB let it OHKO almost all undefensive pokemon that don't resist it. Earthquake is a must-have move for any Pokemon who can get it, it's super-effectiveness against a whopping 5 type and 100 BP make it one of the most versatile physical moves. X-Scissor and Poison Jab are here for added type coverage against, Dark, Psychic, Grass, and most importantly Fairy. His resistance to fire makes him great to switch into from Mega-Arrgon if at risk of being hit by a Fire Blast, or Flamethrower.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------
Salazzle (F) @ Focus Sash
Ability: Corrosion
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Toxic
- Fire Blast
- Nasty Plot
- Sludge Wave
[Sweeper / Secondary Revenge Killer]
Salazzle might seem like a strange pick on this team, as it gives the team a third ground weakness, a 4x's weakness to ground actually. But its ability to poison tanky steel types, high speed-tier, and extremely high Special Attack make it an extremely good set up for the late game poison stall. The general idea of this is that Salazzle will either Toxic to set up for the stall, or Nasty Plot for a sweep. Fire Blast + 1 Nasty Plot is enough to take down most tanky Grass and Steel-types, and Sludge Bomb is here to finish off weak enemies and hit Fire resistant Pokemon.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------
Infernape (M) @ Focus Sash
Ability: Iron Fist
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch
- Thunder Punch
- Fire Punch
- Close Combat
[Teritary Revenge Killer/Anti-Chansey Grenade]
Infernape is the least important member of this team, but he's still important to making it work. Mach Punch is used to finish off enemies who've been whittled down by Toxic, it's boost from Iron Fist ensures that it'll be able to do this. Thunder Punch to hit Flying, and Water-types. Fire Punch is our main STAB move, and will be used to destroy those annoying Ghost-types. Most importantly, however, Close Combat is used to murder Chansey.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------
Espeon @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Wish
- Protect
- Calm Mind
- Psychic
[Main Staller/Cleric/Sweeper]
The backbone of this team, the stallin' queen, Espeon. Psychic is used to kill things, mostly Gengars. Calm Mind is just to apply some pressure, it rarely ever results in a sweep. The most important moves in this entire team are, Wish and Protect. Firstly Wish, it heals 50% of the recipient's max HP 1 turn after it's used. This can be used to get the focus shashed Pokemon back to full HP if it didn't activate or to safely go back into Togekiss if they set more entry hazards, or just to stall longer. Combining it with protect allows Espeon to heal herself safely, and stall longer. When the last one or two pokemon only have moves that deal less than 50% of Espeon's HP, it allows for infinite Calm Mind set up to finish them off. Also, Magic Bounce can prevent counter stalling.
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Ability: Filter
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Stealth Rock
- Earthquake
- Heavy Slam
- Rock Slide
[Lead / Physical Wall]
Aggron is used to set stealth rock, and get early picks on other leads with its high damage coverage attacks. He's great to pivot onto to absorb physical attacks and to prevent Togekiss from being killed by a powerful poison or steel-type attack. He's a looming threat to anything that doesn't resist his attacks and can even force switch-outs from Close Combat Infernapes and Lucario.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------
Togekiss @ Leftovers
Ability: Serene Grace
Shiny: Yes
EVs: 252 HP / 164 Def / 92 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Heal Bell
- Air Slash
- Toxic
[Support / Staller]
Togekiss is mainly used to remove entry hazards and status effects. Her flying type allows her to switch into spikes, toxic spikes, and sticky web, and then remove them. Air Slash is Togekiss's only attacking move, but it's no joke. Its stab combined with its 60% flinch rate from Serene Grace makes it a great tool for getting an extra turn or two to wear down your opponent with toxic. You can also switch into Togekiss from Haxorus or Espeon to prevent super-effective fairy, and dark type attacks respectively.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------
Haxorus @ Choice Scarf
Ability: Mold Breaker
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Poison Jab
- Outrage
- Earthquake
- X-Scissor
[Primary Revenge Killer]
Scarfed Haxorus is a terrifying opponent, it's an excellent revenge killer, and almost guaranteed to at least get one pick with its wide movepool. Outrage is Haxorus' most important move, it's120 BP and STAB let it OHKO almost all undefensive pokemon that don't resist it. Earthquake is a must-have move for any Pokemon who can get it, it's super-effectiveness against a whopping 5 type and 100 BP make it one of the most versatile physical moves. X-Scissor and Poison Jab are here for added type coverage against, Dark, Psychic, Grass, and most importantly Fairy. His resistance to fire makes him great to switch into from Mega-Arrgon if at risk of being hit by a Fire Blast, or Flamethrower.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------
Salazzle (F) @ Focus Sash
Ability: Corrosion
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Toxic
- Fire Blast
- Nasty Plot
- Sludge Wave
[Sweeper / Secondary Revenge Killer]
Salazzle might seem like a strange pick on this team, as it gives the team a third ground weakness, a 4x's weakness to ground actually. But its ability to poison tanky steel types, high speed-tier, and extremely high Special Attack make it an extremely good set up for the late game poison stall. The general idea of this is that Salazzle will either Toxic to set up for the stall, or Nasty Plot for a sweep. Fire Blast + 1 Nasty Plot is enough to take down most tanky Grass and Steel-types, and Sludge Bomb is here to finish off weak enemies and hit Fire resistant Pokemon.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------
Infernape (M) @ Focus Sash
Ability: Iron Fist
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch
- Thunder Punch
- Fire Punch
- Close Combat
[Teritary Revenge Killer/Anti-Chansey Grenade]
Infernape is the least important member of this team, but he's still important to making it work. Mach Punch is used to finish off enemies who've been whittled down by Toxic, it's boost from Iron Fist ensures that it'll be able to do this. Thunder Punch to hit Flying, and Water-types. Fire Punch is our main STAB move, and will be used to destroy those annoying Ghost-types. Most importantly, however, Close Combat is used to murder Chansey.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------
Espeon @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Wish
- Protect
- Calm Mind
- Psychic
[Main Staller/Cleric/Sweeper]
The backbone of this team, the stallin' queen, Espeon. Psychic is used to kill things, mostly Gengars. Calm Mind is just to apply some pressure, it rarely ever results in a sweep. The most important moves in this entire team are, Wish and Protect. Firstly Wish, it heals 50% of the recipient's max HP 1 turn after it's used. This can be used to get the focus shashed Pokemon back to full HP if it didn't activate or to safely go back into Togekiss if they set more entry hazards, or just to stall longer. Combining it with protect allows Espeon to heal herself safely, and stall longer. When the last one or two pokemon only have moves that deal less than 50% of Espeon's HP, it allows for infinite Calm Mind set up to finish them off. Also, Magic Bounce can prevent counter stalling.
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Last edited: