Ok, this is my first 5th gen team, I've used it a bit and it works but there may be room for improvements...
Venomoth @ Focus Sash;049;
Ability: Sheild Dust
Nature: Timid (+ Speed -Attack)
EVs: 252 speed - 252 HP - 4 defence
Moves:
Sleep powder
Toxic spikes
Quiver dance
Baton Pass
Sleep Powder puts the opponent to sleep, Toxic Spikes badly poisons the whole team, Quiver Dance sets up and Baton Pass passes all of those quivers to suicune. Sheild dust prevents statuses and flinching.
Suicune @ Leftovers;245;
Ability: Pressure
Nature: Bold (+ Defence -Attack)
EVs: 252 Defence - 252 Sp defence - 4 HP
Moves:
Ice Beam
Toxic
Reflect
Rest
Stalls the opponent while they die of toxic. Ice beam is coverage against grasses andstops me from becoming taunt bait. Rest is rest and Reflect to deal with physical damage. Leftovers is for extra healing and Pressure can ruin the opponent. Toxic is in case toxic spikes fail.
Infernape @ Shell Bell;392;
Ability: Blaze
Nature: Timid (+ Speed -Attack)
EVs: 252 Sp attack - 196 Speed - 60 HP
Moves:
Substitute
Stealth Rock
Heat Wave
Focus Blast
Stealth Rock annoys the opponent. Heat Wave and Focus Blast are unexpected special STAB moves that can heal because I have a Shell Bell. Substitute is a filler and can nearly cripple 5 PP moves. 196 Speed outruns neutral starmie and there's no point going any higher than that.
Jirachi @ Choice Scarf;385;
Ability: Serene Grace
Nature: Jolly (+ Speed -Sp Attack)
EVs: 252 speed - 252 attack - 4 HP
Moves:
Iron Head
Ice Punch
Fire Punch
Thunder punch
Does some more stalling with Iron Head. The rest are for statuses if something avoids bad poison.
Krookodile @ Muscle Band:553:
Ability: Moxie
Nature: Jolly (+ Speed -Sp Attack)
EVs: 252 attack - 252 speed - 4 HP
Moves:
Earthquake
Crunch
Dragon Tail
Fire Fang
My main Physical. Earthquake is STAB as is Crunch. Dragon Tail to muck the opponent up. Fire Fang is coverage and may get a nice boost from the sun.
Bouffalant @ Life Orb:626:
Ability: Sap Sipper
Nature: Adamant (+Attack -Sp Attack)
EVs: 252 Attack - 252 Defence - 4 HP
Moves:
Taunt
Earthquake
Megahorn
Head Charge
This is my ferrothorn counter. It uses taunt to put off stealth rock, it is then forced to switch or power up my earthquakes with power whip (sap sipper). The defence is just in case it has gyro ball which wont be powered up by curse. Head Charge is STAB and Megahorn is for darks/pychics/levatating ghosts.
I don't really know how good it is but hopefully putting it up here will improve it greatly. Please rate!
Thanks for the advice so far! ( this place has been invaded by Aquatic Abyss members!)
Venomoth @ Focus Sash;049;
Ability: Sheild Dust
Nature: Timid (+ Speed -Attack)
EVs: 252 speed - 252 HP - 4 defence
Moves:
Sleep powder
Toxic spikes
Quiver dance
Baton Pass
Sleep Powder puts the opponent to sleep, Toxic Spikes badly poisons the whole team, Quiver Dance sets up and Baton Pass passes all of those quivers to suicune. Sheild dust prevents statuses and flinching.
Suicune @ Leftovers;245;
Ability: Pressure
Nature: Bold (+ Defence -Attack)
EVs: 252 Defence - 252 Sp defence - 4 HP
Moves:
Ice Beam
Toxic
Reflect
Rest
Stalls the opponent while they die of toxic. Ice beam is coverage against grasses andstops me from becoming taunt bait. Rest is rest and Reflect to deal with physical damage. Leftovers is for extra healing and Pressure can ruin the opponent. Toxic is in case toxic spikes fail.
Infernape @ Shell Bell;392;
Ability: Blaze
Nature: Timid (+ Speed -Attack)
EVs: 252 Sp attack - 196 Speed - 60 HP
Moves:
Substitute
Stealth Rock
Heat Wave
Focus Blast
Stealth Rock annoys the opponent. Heat Wave and Focus Blast are unexpected special STAB moves that can heal because I have a Shell Bell. Substitute is a filler and can nearly cripple 5 PP moves. 196 Speed outruns neutral starmie and there's no point going any higher than that.
Jirachi @ Choice Scarf;385;
Ability: Serene Grace
Nature: Jolly (+ Speed -Sp Attack)
EVs: 252 speed - 252 attack - 4 HP
Moves:
Iron Head
Ice Punch
Fire Punch
Thunder punch
Does some more stalling with Iron Head. The rest are for statuses if something avoids bad poison.
Krookodile @ Muscle Band:553:
Ability: Moxie
Nature: Jolly (+ Speed -Sp Attack)
EVs: 252 attack - 252 speed - 4 HP
Moves:
Earthquake
Crunch
Dragon Tail
Fire Fang
My main Physical. Earthquake is STAB as is Crunch. Dragon Tail to muck the opponent up. Fire Fang is coverage and may get a nice boost from the sun.
Bouffalant @ Life Orb:626:
Ability: Sap Sipper
Nature: Adamant (+Attack -Sp Attack)
EVs: 252 Attack - 252 Defence - 4 HP
Moves:
Taunt
Earthquake
Megahorn
Head Charge
This is my ferrothorn counter. It uses taunt to put off stealth rock, it is then forced to switch or power up my earthquakes with power whip (sap sipper). The defence is just in case it has gyro ball which wont be powered up by curse. Head Charge is STAB and Megahorn is for darks/pychics/levatating ghosts.
I don't really know how good it is but hopefully putting it up here will improve it greatly. Please rate!
Thanks for the advice so far! ( this place has been invaded by Aquatic Abyss members!)
Last edited: