- Joined
- May 2, 2008
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If you can't tell, I didnt put much thought into the IV's. I'm much fonder of just throwing together a team and running with it, this one has just worked out well.
I've had great success with this team, which is unusual, but it works, so i don't complain.
Houndoom@Focush Sash
252 Sp Attack/252 Speed
Hasty Nature / Early Bird
Counter
Fire Blast
Sucker Punch
Taunt
The Anti-Lead. Taunt is to stop opposing leads from setting up Stealth Rock/Spikes/Destiny Bond, Counter is to slam back physical attacks (hence the focus sash), Fire Blast for a powerful STAB and sucker punch for a priority move. it works better in practice than it looks
Ambipom@Life Orb
252 Attack/252 Speed
Jolly Nature / Technician
Double Hit
Fake Out
Fire Punch
U-Turn
The Hit and Runner. Fake out and U-turn are obvious ones. Fire Punch is more of a preference, i'd change that for any better move. Double Hit is there to break substitutes, and it hits slightly less hard then return.
Weezing@Leftovers
252 HP/ 252 Defense
Bold Nature / Levitate
Fire Blast
Pain Split
Thunder Bolt
Will O' Wisp
Basically, he passes around burn's. very helpful in the long run. Pain split for mild recover, Fire Blast for power, Thunderbolt for reliability.
Milotic@leftovers
252 HP/252 Sp. Def/ 6 Sp. Attack
Calm/ Marvel Scale
Confuse Ray
Recover
Surf
Thunder-wave
To Pass around status. An annoyer chiefly. You have no idea how successful she is at stalling out the opponent.
Leafeon@Life Orb
252 Attack/ 252 Speed
Jolly / Leaf Guard
Leaf Blade
Return
Swords Dance
Synthesis
you'd be surprised he works in combo with Leafeon. Sword Dance on switch, sweep. Heal when needed.
Missy@Leftovers
48 Defense/252 Speed/208 Sp Attack
Timid / Levitate
Calm Mind
Substitute
Hidden Power Fighting
Shadow Ball
I'm sure you know how well missy works in the right situation.
The Big Two threats:
Spiritomb
Arcanine
thanks.
I've had great success with this team, which is unusual, but it works, so i don't complain.
Houndoom@Focush Sash
252 Sp Attack/252 Speed
Hasty Nature / Early Bird
Counter
Fire Blast
Sucker Punch
Taunt
The Anti-Lead. Taunt is to stop opposing leads from setting up Stealth Rock/Spikes/Destiny Bond, Counter is to slam back physical attacks (hence the focus sash), Fire Blast for a powerful STAB and sucker punch for a priority move. it works better in practice than it looks
Ambipom@Life Orb
252 Attack/252 Speed
Jolly Nature / Technician
Double Hit
Fake Out
Fire Punch
U-Turn
The Hit and Runner. Fake out and U-turn are obvious ones. Fire Punch is more of a preference, i'd change that for any better move. Double Hit is there to break substitutes, and it hits slightly less hard then return.
Weezing@Leftovers
252 HP/ 252 Defense
Bold Nature / Levitate
Fire Blast
Pain Split
Thunder Bolt
Will O' Wisp
Basically, he passes around burn's. very helpful in the long run. Pain split for mild recover, Fire Blast for power, Thunderbolt for reliability.
Milotic@leftovers
252 HP/252 Sp. Def/ 6 Sp. Attack
Calm/ Marvel Scale
Confuse Ray
Recover
Surf
Thunder-wave
To Pass around status. An annoyer chiefly. You have no idea how successful she is at stalling out the opponent.
Leafeon@Life Orb
252 Attack/ 252 Speed
Jolly / Leaf Guard
Leaf Blade
Return
Swords Dance
Synthesis
you'd be surprised he works in combo with Leafeon. Sword Dance on switch, sweep. Heal when needed.
Missy@Leftovers
48 Defense/252 Speed/208 Sp Attack
Timid / Levitate
Calm Mind
Substitute
Hidden Power Fighting
Shadow Ball
I'm sure you know how well missy works in the right situation.
The Big Two threats:
Spiritomb
Arcanine
thanks.
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