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Macks Attacks

Macks

Macks Attacks
Here to get my team rated, ladies and gents. I've put a lot of hours into my game raising these and I'm quite pleased with the turnout. This is a team set up with Item Clause.

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Registeel [Android 16] @ Leftovers
Ability: Clear Body
Nature: Impish
EVs: 252 HP/168 DEF/88 Sp.DEF
- Stealth Rock
- Ice Punch
- Explosion
- Toxic
Role: A very potent wall, and my lead. With his sky-high defenses, I don't have to worry about him dying first hit. EQ could possibly 2HKO him and since he's slower than almost everything, this is a decent threat, but I'd still be allowed a Stealth Rock set up. Get up Stealth Rock quickly and smack things with Toxic. Switch when necessary or Explode on them when my HP is low enough to warrant it.

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Salamence [Shenron] @ Life Orb
Ability: Intimidate
Nature: Naive
EVs: 232 ATK/24 Sp.ATK/252 Speed
- Dragon Dance
- Fire Blast
- Outrage
- Earthquake
If I can manage to switch into something that can't hit Salamence, that will force a switch which allows for 1) a free Dragon Dance and 2) them getting hurt by Stealth Rock. Salamence has many different roles it can fill and the opponent never knows exactly which one it will be in. Should they switch, this allows for a free Dragon Dance and then I am free to Earthquake things to death, or Outrage things that would otherwise resist Earthquake. Fire Blast is there for Jolly Scarfcario, who I can outrun after a DD.

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Rotom-H [Jeice] @ White Herb
Ability: Levitate
Nature: Modest
EVs: 252 Sp.ATK/252 Speed/4 Sp.DEF
- Overheat
- Shadow Ball
- Thunderbolt
- HPGrass
Role: Just something with a little punch behind him. He's fast-ish, but with some prediction, I can manage to switch him in on an Earthquake or something he's immune to. The White Herb is for fixing the Sp.ATK drop from Overheat and HPGrass is to rid myself of that pesky Swampert or Quagisre that show up on occasion.

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Starmie [Frieza] @ Choice Specs
Ability: Natural Cure
Nature: Modest
EVs: 252 Sp.ATK/252 Speed/4 Sp.DEF
- Surf
- Psychic
- Thunderbolt
- Ice Beam
Role: Special Sweeper. I went with Modest over Timid because Starmie was fast enough as it was, and I felt that hitting harder with a Special move would be more worthwhile. The trouble is picking which move, though I could always be safe with one of my two powerful STAB attacks. Switch out when needed or if I become influenced with a Status.

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Electivire [Hercule] @ Expert Belt
Ability: Motor Drive
Nature: Adamant
EVs: 252 ATK/252 Speed/4 HP
- Earthquake
- Thunderpunch
- Cross Chop
- Ice Punch
Role: Your standard Electivire. Nothing special to see here. Switch in on a Thunderbolt for the free speed boost and proceed to sweep the daylights out of everything.

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Infernape [Vegeta] @ Choice Band
Ability: Blaze
Nature: Adamant
EVs: 252 ATK/252 Speed/4 HP
- Blaze Kick
- Close Combat
- Night Slash
- U-Turn
Role: Another Physical Sweeper. I went with Blaze Kick over Flare Blitz for two reasons: 1) It has a high Crit rate and 2) I don't like recoil. Infernape's fast so I figured a +ATK nature would be more beneficial. Blaze Kick and Close Combat for STAB, Night Slash for Ghosts and Psychics, U-Turn in case I switch into something that scares me, but I still wanna hit it.
 
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Rotom-H [Jeice] @ Choice Scarf
Ability: Levitate
Nature: Modest
EVs: EVs: 156 HP / 124 SpA / 228 Spe
- Overheat
- Shadow Ball
- Thunderbolt
- HPGrass
Role: Just something with a little punch behind him. He's fast-ish, but with some prediction, I can manage to switch him in on an Earthquake or something he's immune to. The White Herb is for fixing the Sp.ATK drop from Overheat and HPGrass is to rid myself of that pesky Swampert or Quagisre that show up on occasion.

Scarf gives speed advantage for his sluggish base 86. Set accommodates the new speed and Rotom-A's defensive capabilities.
Changes in BOLD
 
To me, that Registeel seems like an inferior Metagross. The SpD is quite nice though so it could be an effective stall.

Salamence is standard.

Rotom-H is basically standard. I agree with Jimbo, scarf that thing and revenge kill; he has excellent coverage with that moveset.

Make Starmie Timid. Yes, I know, you want to hit harder. Neutral Starmie is outsped by +speed Infernape and scarfchamp. +speed Starmie outspeeds Neutral Aerodactyl and Jolteon along with +1 Metagross, Breloom, and 0 EV neutral Ninjask.

What about a Scizor over Infernape? I think Infernape is slightly unnecessary and Scizor would add some much needed Priority to this team.
 
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registeel is basically an inferior metagross "/
metagrosss is much more usefull as a lead.
use mixvire, physical vire is walled too easily.
timid starmie and jolly infernape, +speed nature is much more important than power unless you're running scarf.
item clause phails so much it doesn't even fail properly, it has a ph instead.
 
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