~First Look~
~At a Glance~
Shibirudon@Leftovers
Ability: Levitate
Nature: Jolly (+Spe -SpA)
~Coil~
~Wild Volt~
~Crunch~
~Rock Slide~
Coil is a new setup that grants the user +1 to Attack, Defense and Accuracy, making it a great setup move imo. Wild Volt is the main STAB move here. Crunch and Rock Slide serve as filler of sorts, but Shibirudon has a terribly limited Physical movepool. Leftovers makes setting up Snake Coil that much easier.
Zuruzukin@Leftovers
Ability: Shed Skin
Nature: Adamant (+Atk -SpA)
~Dragon Dance~
~High Jump Kick~
~Crunch~
~Zen Headbutt/Rock Slide~
Dragon Dance serves as a +1 to Attack and Speed, which works great with Zuruzukin as said stats are somewhat lacking. It makes up for it, however, with it's impressive Defensive stats which allow setting up Dragon Dance rather easy. High Jump Kick has an impressive 195 Base Power factoring STAB thanks to it's power boost, and acts as it's main form of damage. Crunch is secondary STAB which is always nice to have. The last slot is for weakness coverage. Zen Headbutt hits Fighting types, while Rock Slide counters Flyings.
Tsunbeaa@Leftovers
Ability: Snow Cloak
Nature: Jolly (+Spe -SpA)
~Claw Sharpen/Swords Dance~
~Icicle Drop~
~Brick Break/Superpower~
~Stone Edge~
Anyone notice my love for setup yet? Anyways, Claw Sharpen was chosen as the setup move as it gives Stone Edge and Icicle Drop perfect accuracy, making Rock Slide the inferior option. Brick Break counters Rocks and Steels.
Shandera@Leftovers
Ability: Flash Fire
Nature: Timid (+Spe -Atk)
~Calm Mind~
~Flamethrower~
~Shadow Ball~
~Energy Ball~
Yet another Setup set. Calm Mind acts as a +1 to SpA and SpD, working well with Shandera's naturally high Special Attack stat. Flamethrower and Shadow Ball act as it's dual STAB moves and should need no explanation. Energy Ball is arguably the best move for weakness coverage, as it hits Rocks, Grounds and Waters hard.
Sazandora@Choice Specs
Ability: Levitate
Nature: Timid (+Spe -Atk)
~Dragon Pulse~
~Dark Pulse~
~Flamethrower~
~Earth Power~
Choice Specs Sazandora, because I can. Dragon Pulse and Dark Pulse are dual STAB moves, as usual. Flamethrowe serves as a reliable way to counter Ice types that hope to use it's Ice weakness. Earth Power is a great move in general.
Daikenki@Life Orb
Ability: Torrent
Nature: Modest (+SpA -Atk)
~Surf~
~Ice Beam~
~Grass Knot~
~Hidden Power [Ground]~
Another Special Attacker. Surf is it's primary STAB move and main source of Damge. Ice Beam is it's best check to Grass types. Grass Knot is more filler than anything, but offers decent coverage, albeit limited.Hidden Power [Ground] gives it both Weakness coverage, and better overall coverage than that of BoltBeam, at least, Kerech says so.
Rather Fighting weak, but meh.
~Last Glance~
~At a Glance~
Shibirudon@Leftovers
Ability: Levitate
Nature: Jolly (+Spe -SpA)
~Coil~
~Wild Volt~
~Crunch~
~Rock Slide~
Coil is a new setup that grants the user +1 to Attack, Defense and Accuracy, making it a great setup move imo. Wild Volt is the main STAB move here. Crunch and Rock Slide serve as filler of sorts, but Shibirudon has a terribly limited Physical movepool. Leftovers makes setting up Snake Coil that much easier.
Zuruzukin@Leftovers
Ability: Shed Skin
Nature: Adamant (+Atk -SpA)
~Dragon Dance~
~High Jump Kick~
~Crunch~
~Zen Headbutt/Rock Slide~
Dragon Dance serves as a +1 to Attack and Speed, which works great with Zuruzukin as said stats are somewhat lacking. It makes up for it, however, with it's impressive Defensive stats which allow setting up Dragon Dance rather easy. High Jump Kick has an impressive 195 Base Power factoring STAB thanks to it's power boost, and acts as it's main form of damage. Crunch is secondary STAB which is always nice to have. The last slot is for weakness coverage. Zen Headbutt hits Fighting types, while Rock Slide counters Flyings.
Tsunbeaa@Leftovers
Ability: Snow Cloak
Nature: Jolly (+Spe -SpA)
~Claw Sharpen/Swords Dance~
~Icicle Drop~
~Brick Break/Superpower~
~Stone Edge~
Anyone notice my love for setup yet? Anyways, Claw Sharpen was chosen as the setup move as it gives Stone Edge and Icicle Drop perfect accuracy, making Rock Slide the inferior option. Brick Break counters Rocks and Steels.
Shandera@Leftovers
Ability: Flash Fire
Nature: Timid (+Spe -Atk)
~Calm Mind~
~Flamethrower~
~Shadow Ball~
~Energy Ball~
Yet another Setup set. Calm Mind acts as a +1 to SpA and SpD, working well with Shandera's naturally high Special Attack stat. Flamethrower and Shadow Ball act as it's dual STAB moves and should need no explanation. Energy Ball is arguably the best move for weakness coverage, as it hits Rocks, Grounds and Waters hard.
Sazandora@Choice Specs
Ability: Levitate
Nature: Timid (+Spe -Atk)
~Dragon Pulse~
~Dark Pulse~
~Flamethrower~
~Earth Power~
Choice Specs Sazandora, because I can. Dragon Pulse and Dark Pulse are dual STAB moves, as usual. Flamethrowe serves as a reliable way to counter Ice types that hope to use it's Ice weakness. Earth Power is a great move in general.
Daikenki@Life Orb
Ability: Torrent
Nature: Modest (+SpA -Atk)
~Surf~
~Ice Beam~
~Grass Knot~
~Hidden Power [Ground]~
Another Special Attacker. Surf is it's primary STAB move and main source of Damge. Ice Beam is it's best check to Grass types. Grass Knot is more filler than anything, but offers decent coverage, albeit limited.Hidden Power [Ground] gives it both Weakness coverage, and better overall coverage than that of BoltBeam, at least, Kerech says so.
Rather Fighting weak, but meh.
~Last Glance~
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