(Note: I fully intend to utilize the Item...Precept, was it? I can't remember the actual term...and I prefer not to use legendaries. Mostly because things like Moltres vs. Moltres make no sense to me...)
DRAPION (starter)
Nature: Adamant
Equip: Scope Lens (I know the usual Scope-equippers are Absol and Gallade, but I couldn't vector Gallade in here, and Absol is a little fragile...)
Ability: Sniper
Purpose: Armored physical sweeper
--Night Slash
--Cross Poison
--Fire Fang (anti-steel weapon)
--Swords Dance/Confuse Ray/Toxic Spikes (Swords might be overdoing it...Confuse Ray to get them to start missing and prolonging Drapion's durability even further, Toxic Spikes for...you'll see...)
Think of Drapion as the welcoming committee. Good general purpose fighting (especially with the resonance between Sniper and Scope Lens, and Night Slash and Cross Poison already tending to critical), should do good damage while you work out what they're trying to do.
MR. MIME
Nature: Timid/Calm (probably Timid)
Equip: Bright Powder
Ability: Filter
Purpose: Baton passing
--Psychic
--Charge Beam
--Barrier
--Baton Pass
Barriers and Charge Beams to build up stats (especially for the special attackers), Psychic to help whittle down the target (if they're not physical attackers...), then prepare to swap out.
CRADILY
Nature: Calm
Equip: Lum Berry
Ability: Suction Cups
Purpose: Stealth tank
--Ancientpower
--Energy Ball
--Recover
--Confuse Ray/Stealth Rock
THE primary intended for Mr. Mime's bonuses, but I don't think anyone else will complain about the Barriers. Stealth Rock? Same idea with Toxic Spikes...
CHARIZARD
Nature: Modest
Equip: ?
Ability: Blaze
Purpose: Special sweeper/mine detonator (...maybe)
--Flamethrower
--Air Slash
--Dragon Pulse
--Roar/Roost
The possibility of Roar is what I was talking about with Drapion and Cradily's mine options (the problem, of course, is that no one ELSE is equipped with Roar or Whirlwind...Further congealing needed, probably). Otherwise, this should be self-explanatory (Roost is, of course, for extra staying power). Just run for the hills, preferably with Poliwrath for backup, when rock-users come calling...
POLIWRATH
Nature: Adamant/Jolly
Equip: ?
Ability: Damp
Purpose: Hazer/secondary physical sweeper
--Waterfall
--Brick Break
--Poison Jab
--Haze
Brick Break is particularly nice in that it can dispel Reflect and Light Screen (especially Reflect, for obvious reasons), which Haze is powerless against.
LANTURN (tentative)
Nature: Timid
Equip: Leftovers
Ability: Volt Absorb
Purpose: Parafusion
--Surf
--Discharge
--Confuse Ray
--Aqua Ring/Signal Beam/Ice Beam
{sigh} I'm not that happy that it doesn't dovetail that well with the other five. Still, I have a fondness for parafusion, and Lanturn is a long-time favorite of mine, like Cradily...This is really more of a placeholder for now (I'd have considered Skarmory, on account of the Roar/Spikes mix, but I'm already vulnerable enough to electric).
Now that I think about it, I might be able to get away with replacing Fire Fang with Whirlwind on Drapion, and so have two members able to force enemies onto the mines (in such a case, Toxic Spikes will of course be chosen over Confuse Ray and Swords Dance). Operative word being "might"...I'm worried about undermining Drapion's ability to sustain an offense (what with non-psychic steels resisting Night Slash, and all of them ignoring Cross Poison). Thoughts on that, possible replacements for Lanturn, and just about anything else with regard to this team?
DRAPION (starter)
Nature: Adamant
Equip: Scope Lens (I know the usual Scope-equippers are Absol and Gallade, but I couldn't vector Gallade in here, and Absol is a little fragile...)
Ability: Sniper
Purpose: Armored physical sweeper
--Night Slash
--Cross Poison
--Fire Fang (anti-steel weapon)
--Swords Dance/Confuse Ray/Toxic Spikes (Swords might be overdoing it...Confuse Ray to get them to start missing and prolonging Drapion's durability even further, Toxic Spikes for...you'll see...)
Think of Drapion as the welcoming committee. Good general purpose fighting (especially with the resonance between Sniper and Scope Lens, and Night Slash and Cross Poison already tending to critical), should do good damage while you work out what they're trying to do.
MR. MIME
Nature: Timid/Calm (probably Timid)
Equip: Bright Powder
Ability: Filter
Purpose: Baton passing
--Psychic
--Charge Beam
--Barrier
--Baton Pass
Barriers and Charge Beams to build up stats (especially for the special attackers), Psychic to help whittle down the target (if they're not physical attackers...), then prepare to swap out.
CRADILY
Nature: Calm
Equip: Lum Berry
Ability: Suction Cups
Purpose: Stealth tank
--Ancientpower
--Energy Ball
--Recover
--Confuse Ray/Stealth Rock
THE primary intended for Mr. Mime's bonuses, but I don't think anyone else will complain about the Barriers. Stealth Rock? Same idea with Toxic Spikes...
CHARIZARD
Nature: Modest
Equip: ?
Ability: Blaze
Purpose: Special sweeper/mine detonator (...maybe)
--Flamethrower
--Air Slash
--Dragon Pulse
--Roar/Roost
The possibility of Roar is what I was talking about with Drapion and Cradily's mine options (the problem, of course, is that no one ELSE is equipped with Roar or Whirlwind...Further congealing needed, probably). Otherwise, this should be self-explanatory (Roost is, of course, for extra staying power). Just run for the hills, preferably with Poliwrath for backup, when rock-users come calling...
POLIWRATH
Nature: Adamant/Jolly
Equip: ?
Ability: Damp
Purpose: Hazer/secondary physical sweeper
--Waterfall
--Brick Break
--Poison Jab
--Haze
Brick Break is particularly nice in that it can dispel Reflect and Light Screen (especially Reflect, for obvious reasons), which Haze is powerless against.
LANTURN (tentative)
Nature: Timid
Equip: Leftovers
Ability: Volt Absorb
Purpose: Parafusion
--Surf
--Discharge
--Confuse Ray
--Aqua Ring/Signal Beam/Ice Beam
{sigh} I'm not that happy that it doesn't dovetail that well with the other five. Still, I have a fondness for parafusion, and Lanturn is a long-time favorite of mine, like Cradily...This is really more of a placeholder for now (I'd have considered Skarmory, on account of the Roar/Spikes mix, but I'm already vulnerable enough to electric).
Now that I think about it, I might be able to get away with replacing Fire Fang with Whirlwind on Drapion, and so have two members able to force enemies onto the mines (in such a case, Toxic Spikes will of course be chosen over Confuse Ray and Swords Dance). Operative word being "might"...I'm worried about undermining Drapion's ability to sustain an offense (what with non-psychic steels resisting Night Slash, and all of them ignoring Cross Poison). Thoughts on that, possible replacements for Lanturn, and just about anything else with regard to this team?