A team I use on shoody every now and again. It's decent but something's missing from it..... Any fixes or what not would be appreciated. I have no probs with changing the pokemon line up except for a poke I believe gives my team some spice.
Zonger (Bronzong) @ Leftovers
Ability: Levitate
EVs: 252 HP/4 Atk/158 SAtk/96 SDef
Relaxed nature (+Def, -Spd)
- Stealth Rock
- Hypnosis
- Earthquake
- Hidden Power [Electric]
Covers most of the team's weaknesses. Not a big fan of the Evs though. Elec stops Gyra cold, which would demolish this team otherwise.
---
AstroCrow (Honchkrow) (M) @ Life Orb
Ability: Insomnia
EVs: 252 Atk/174 Spd/84 SAtk
Lonely nature (+Atk, -Def)
- Pursuit
- Sucker Punch
- Drill Peck
- Hidden Power [Fire]
HP Fire is for steels. 3KO on max HP MEta with Leftovers. One of my all time favourite pokes, he is very deadly if used right. Insomnia negates sleep moves.
---
Luigi (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 252 HP/38 Def/220 SDef
Bold nature (+Def, -Atk)
- Leech Seed
- Recover
- Calm Mind
- Psychic
Psychic for Infernape. A great wall breaker and tank.
---
Mario (Heatran) (M) @ Choice Scarf
Ability: Flash Fire
EVs: 20 HP/238 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Fire Blast
- Hidden Power [Grass]
- Dragon Pulse
- Earth Power
ScarfTran gives my team a speedy revenge killer. HP Grass is for Swamp. The rest of my moves are for coverage.
---
SQUID!! (Tentacruel) (F) @ Leftovers
Ability: Clear Body
EVs: 204 HP/36 Spd/94 SAtk/176 SDef
Bold nature (+Def, -Atk)
- Toxic Spikes
- Surf
- Ice Beam
- Rapid Spin
Toxic Spiker. I'm not very fond of the Evs though, even though they did come from the analysis. Probably the poke that's weighing me down the most I guess. Toxic spikes haven't been THAT helpful.
---
Dennis the Mence (Salamence) (M) @ Life Orb
Ability: Intimidate
EVs: 120 Atk/136 Spd/252 SAtk
Rash nature (+SAtk, -SDef)
- Roost
- Flamethrower
- Brick Break
- Draco Meteor
Mixmence. A great finisher and wall breaker. Works well. Roost to restore health.
---
Thanks for all fixes and rates ^_^!
Ability: Levitate
EVs: 252 HP/4 Atk/158 SAtk/96 SDef
Relaxed nature (+Def, -Spd)
- Stealth Rock
- Hypnosis
- Earthquake
- Hidden Power [Electric]
Covers most of the team's weaknesses. Not a big fan of the Evs though. Elec stops Gyra cold, which would demolish this team otherwise.
---
Ability: Insomnia
EVs: 252 Atk/174 Spd/84 SAtk
Lonely nature (+Atk, -Def)
- Pursuit
- Sucker Punch
- Drill Peck
- Hidden Power [Fire]
HP Fire is for steels. 3KO on max HP MEta with Leftovers. One of my all time favourite pokes, he is very deadly if used right. Insomnia negates sleep moves.
---
Ability: Natural Cure
EVs: 252 HP/38 Def/220 SDef
Bold nature (+Def, -Atk)
- Leech Seed
- Recover
- Calm Mind
- Psychic
Psychic for Infernape. A great wall breaker and tank.
---
Ability: Flash Fire
EVs: 20 HP/238 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Fire Blast
- Hidden Power [Grass]
- Dragon Pulse
- Earth Power
ScarfTran gives my team a speedy revenge killer. HP Grass is for Swamp. The rest of my moves are for coverage.
---
Ability: Clear Body
EVs: 204 HP/36 Spd/94 SAtk/176 SDef
Bold nature (+Def, -Atk)
- Toxic Spikes
- Surf
- Ice Beam
- Rapid Spin
Toxic Spiker. I'm not very fond of the Evs though, even though they did come from the analysis. Probably the poke that's weighing me down the most I guess. Toxic spikes haven't been THAT helpful.
---
Ability: Intimidate
EVs: 120 Atk/136 Spd/252 SAtk
Rash nature (+SAtk, -SDef)
- Roost
- Flamethrower
- Brick Break
- Draco Meteor
Mixmence. A great finisher and wall breaker. Works well. Roost to restore health.
---
Thanks for all fixes and rates ^_^!