Kansas_Rocks!
Awesomeness Trainer
So, I have never really played at the subway, so I wanted to try it out. I really didn't want to use all OU pokes, either. My choices were just a random three pokes that I haven't seen around much, except for Lucario. So here is my team.
Lucario@Focus Sash
Jolly Nature
Inner Focus
EVs:252 Spd/252 Atk/4 HP
Moves:
-Swords Dance
-Blaze Kick
-Hi Jump Kick
-ExtremeSpeed
If you read my other two recent threads, this was a staple in both of my team. I knew I would try the BS, and I knew about the Fake Out users on it, so I went with Inner Focus to make sure I can at least get one SD up. SD for boosting, Blaze Kick for just an awesome move, HJK for its best STAB move with initially no recoil, and ES is for those super fast glass cannons, which will be OHKOed after one SD. Focus Sash so I can get one at least SD up. This is usually my lead.
Manectric@Leftovers
Timid Nature
Static
EVs:252 Spd/252 SpAtk/4 HP
Moves:
-Thunderbolt
-Flamethrower
-Hidden Power (Ice)
-Substitute
If you read my The Fire Fighters thread, this was my electric type. T-Bolt for STAB, Flamethrower and HP for coverage. Leftovers for recovery while behind a Sub, which actually has saved me a couple of times.
Ursaring@Flame Orb
Adamant Nature
Guts
EVs:252 Atk/252 HP/4 Spd
Moves:
-Facade
-Earthquake
-Fire Punch
-Crunch
I love Ursaring, though I have never really used one. This Ursaring set is really interesting. EVs are standard, but the moves are something else. Flame Orb for boosting attack. Facade for awesome STAB. I believe it gets 315 base damage including STAB with a Guts boost. The other three moves are for the pokes that resists Facade. EQ is for the rock types and non levitating steels not called Ferrothorn, Scizor, or Forretress. Fire Punch is for the aforementioned pokes not affected by steel. Crunch is there solely for ghosts.
And for overlordmewtwo, no I will not want to consider adding three other pokes to my team for "the difference between a win or a loss."
Lucario@Focus Sash
Jolly Nature
Inner Focus
EVs:252 Spd/252 Atk/4 HP
Moves:
-Swords Dance
-Blaze Kick
-Hi Jump Kick
-ExtremeSpeed
If you read my other two recent threads, this was a staple in both of my team. I knew I would try the BS, and I knew about the Fake Out users on it, so I went with Inner Focus to make sure I can at least get one SD up. SD for boosting, Blaze Kick for just an awesome move, HJK for its best STAB move with initially no recoil, and ES is for those super fast glass cannons, which will be OHKOed after one SD. Focus Sash so I can get one at least SD up. This is usually my lead.
Manectric@Leftovers
Timid Nature
Static
EVs:252 Spd/252 SpAtk/4 HP
Moves:
-Thunderbolt
-Flamethrower
-Hidden Power (Ice)
-Substitute
If you read my The Fire Fighters thread, this was my electric type. T-Bolt for STAB, Flamethrower and HP for coverage. Leftovers for recovery while behind a Sub, which actually has saved me a couple of times.
Ursaring@Flame Orb
Adamant Nature
Guts
EVs:252 Atk/252 HP/4 Spd
Moves:
-Facade
-Earthquake
-Fire Punch
-Crunch
I love Ursaring, though I have never really used one. This Ursaring set is really interesting. EVs are standard, but the moves are something else. Flame Orb for boosting attack. Facade for awesome STAB. I believe it gets 315 base damage including STAB with a Guts boost. The other three moves are for the pokes that resists Facade. EQ is for the rock types and non levitating steels not called Ferrothorn, Scizor, or Forretress. Fire Punch is for the aforementioned pokes not affected by steel. Crunch is there solely for ghosts.
And for overlordmewtwo, no I will not want to consider adding three other pokes to my team for "the difference between a win or a loss."