I've ran pretty many teams by now and i think this one is the best. But i'm pretty sure it can be better. I hope you can help me out. (I copypasted it from showdown teambuilder wich means there's no order at all)
Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 16 Def / 244 Spe
Timid Nature
- Reflect Type
- Scald
- Rapid Spin
- Recover
I first used a physically defensive variant but after a few battles i noticed tht speed was way more important so that explains the EV spread and nature. For maintaining bulk i run reflect type wich either gets used as soon as starmie comes in. If not i use rapid spin/scald dependig on when hazards are up or not (but most of time starmie comes in on hazards). Recover is healing
Scolipede @ Mental Herb
Ability: Speed Boost
EVs: 248 HP / 20 Def / 240 Spe
Jolly Nature
- Protect
- Substitute
- Baton Pass
- Swords Dance
I love quickpass strategy. I start with protect for a speed boost and to scout a little or i use sub if i'm sure that he's going to switch or something when protect is useless. Sub is used if the opponent switches or uses a status move/move that doesn't deal much damage. If i can take a hit or when sub is up i use swords dance. And if sub is up i baton pass to talonflame if not then mega lopunny. I'm thinking of switching sub with iron defense because most of time sub fades after i've used it
Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- Ice Punch
- High Jump Kick
- Return
Pretty straight forward. Together with talonflame she's my main sweeper. When she comes in i use fake out and then a stab move or ice punch if ice punch is supereffective to finish to opponent. If i can take a hit i use a stab move again if not then i switch most of time totalonflame since people try to wisp lopunny
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 248 HP / 8 Atk / 252 Def
IVs: 0 Spe
Relaxed Nature
- Stealth Rock
- Spikes
- Power Whip
- Leech Seed
My lead but most of time i start with talonflame or lopunny to stop the opponent's lead. In the case that the opponent uses a physical move (that isn't 4x effective) i switch him in to punish the opponent. Most of time i start with leech seed for recovery then stealth rock. And if i have the chance i also use spikes. Power whip is to hit bulky water types because i didn't really think that gyro ball was important.
Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Moonblast
- Wish
- Protect
- Heal Bell
My cleric and my" setup stopper". Protect is for extra leftovers recovery and to receive wish for sure. Heal bell is to heal the team from status. Wish is for wish passing and recovery.
Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- U-turn
- Steel Wing
My other main sweeper. I prefer to use adamant for maximum power. EV's are for being as fast as possible and hit as hard as possible. Steel wing is fairy coverage although i didn't need to use it yet. U-turn is pinch damage and maintaining momentum. Brave bird is stab priority and flare blitz is stab.
Thanks for reading!
Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 16 Def / 244 Spe
Timid Nature
- Reflect Type
- Scald
- Rapid Spin
- Recover
I first used a physically defensive variant but after a few battles i noticed tht speed was way more important so that explains the EV spread and nature. For maintaining bulk i run reflect type wich either gets used as soon as starmie comes in. If not i use rapid spin/scald dependig on when hazards are up or not (but most of time starmie comes in on hazards). Recover is healing
Scolipede @ Mental Herb
Ability: Speed Boost
EVs: 248 HP / 20 Def / 240 Spe
Jolly Nature
- Protect
- Substitute
- Baton Pass
- Swords Dance
I love quickpass strategy. I start with protect for a speed boost and to scout a little or i use sub if i'm sure that he's going to switch or something when protect is useless. Sub is used if the opponent switches or uses a status move/move that doesn't deal much damage. If i can take a hit or when sub is up i use swords dance. And if sub is up i baton pass to talonflame if not then mega lopunny. I'm thinking of switching sub with iron defense because most of time sub fades after i've used it
Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- Ice Punch
- High Jump Kick
- Return
Pretty straight forward. Together with talonflame she's my main sweeper. When she comes in i use fake out and then a stab move or ice punch if ice punch is supereffective to finish to opponent. If i can take a hit i use a stab move again if not then i switch most of time totalonflame since people try to wisp lopunny
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 248 HP / 8 Atk / 252 Def
IVs: 0 Spe
Relaxed Nature
- Stealth Rock
- Spikes
- Power Whip
- Leech Seed
My lead but most of time i start with talonflame or lopunny to stop the opponent's lead. In the case that the opponent uses a physical move (that isn't 4x effective) i switch him in to punish the opponent. Most of time i start with leech seed for recovery then stealth rock. And if i have the chance i also use spikes. Power whip is to hit bulky water types because i didn't really think that gyro ball was important.
Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Moonblast
- Wish
- Protect
- Heal Bell
My cleric and my" setup stopper". Protect is for extra leftovers recovery and to receive wish for sure. Heal bell is to heal the team from status. Wish is for wish passing and recovery.
Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- U-turn
- Steel Wing
My other main sweeper. I prefer to use adamant for maximum power. EV's are for being as fast as possible and hit as hard as possible. Steel wing is fairy coverage although i didn't need to use it yet. U-turn is pinch damage and maintaining momentum. Brave bird is stab priority and flare blitz is stab.
Thanks for reading!