Blaziken @ Leftovers / Blazikenite
Lonely Nature (+Atk -Def)
Blaze (Speed Boost)
252 Atk / 4 SpA / 252 Spe
Going for a MixKen set as opposed to the standard SD set, reason being that +Atk Blaziken's Physical STAB moves are able to run through most of the game without the extra boost. Thunderpunch is Blaziken's answer to his Water and Flying weaknesses. I've opted to use Overheat to take advantage of Blaziken's more than usable 110 SpA. It also serves as a wallbreaker by taking down more Physically defensive Pokemon that might otherwise trouble Blaziken.
Azumarill @ Leftovers
Adamant Nature (+Atk - SpA)
Huge Power
252 HP / 252 Atk / 4 Spe
A fairly standard four-move Azumarill, which is the way you should go for ingame. I chose to run Leftovers as Azumarill is slow and will be taking plenty of hits which Leftovers can mitigate to a some extent. The moves are fairly self-explanatory. Waterfall and Play Rough serve as it's dual STAB moves while Aqua Jet is used to pick off weaker Pokemon. Superpower is a powerful move in general that picks off Steel Types.
Pikachu-Belle @ Light Ball
Naive Nature (+Spe -SpD)
Static
4 Atk / 252 SpA / 252 Spe
Giving Pikachu the Light Ball gives it ungodly offenses which lets is punch a hole against most Pokemon. Thunderbolt is it's main STAB move while Volt Switch lets it deal damage while switching, which will occur somewhat often considering how frail Pikachu is. Icicle Crash nets Pikachu the infamous BoltBeam combination while also hitting Ground types that trouble it. Grass Knot is to round out coverage, keeping Pikachu's lackluster Special moveset in mind.
Armaldo @ Leftovers
Adamant Nature (+Atk -SpA)
Battle Armor
252 HP / 252 Atk / 4 Spe
Setting up a single Rock Polish lets Armaldo outpace most Pokemon found within the course of the game. It's dual STABs function as you'd expect them to. Earthquake rounds up coverage nicely by giving Armaldo QuakeEdge to work with.
Weezing @ Expert Belt
Modest Nature (+SpA -Atk)
Levitate
252 HP / 252 SpA / 4 Spe
Weezing was chosen as my team needed a more Defensive Pokemon that still has offensive potential. Sludge Bomb is the main STAB move. Will-o-Wisp is a support move that gives Weezing artificial bulk against Physical attackers, making him more or less invincible against them. The coverage moves were chosen as they give Weezing the most potential coverage between the two moves.
Flygon @ Life Orb
Naive Nature (+Spe - SpD)
Levitate
252 Atk / 4 SpA / 252 Spe
It's dual STABs serve their purpose. Roost plays nicely with Life Orb by healing damage that Flygon takes via it's Life Orb giving it more longevity. Fire Blast was chosen over Fire Punch as it's main targets, Grass Types and Steels who resist EQ, tend to have higher Def stats relative to their SpD stat.
Lonely Nature (+Atk -Def)
Blaze (Speed Boost)
252 Atk / 4 SpA / 252 Spe
- Flare Blitz
- Hi Jump Kick
- Thunderpunch
- Overheat
Going for a MixKen set as opposed to the standard SD set, reason being that +Atk Blaziken's Physical STAB moves are able to run through most of the game without the extra boost. Thunderpunch is Blaziken's answer to his Water and Flying weaknesses. I've opted to use Overheat to take advantage of Blaziken's more than usable 110 SpA. It also serves as a wallbreaker by taking down more Physically defensive Pokemon that might otherwise trouble Blaziken.
Azumarill @ Leftovers
Adamant Nature (+Atk - SpA)
Huge Power
252 HP / 252 Atk / 4 Spe
- Waterfall
- Play Rough
- Superpower
- Aqua Jet
A fairly standard four-move Azumarill, which is the way you should go for ingame. I chose to run Leftovers as Azumarill is slow and will be taking plenty of hits which Leftovers can mitigate to a some extent. The moves are fairly self-explanatory. Waterfall and Play Rough serve as it's dual STAB moves while Aqua Jet is used to pick off weaker Pokemon. Superpower is a powerful move in general that picks off Steel Types.
Pikachu-Belle @ Light Ball
Naive Nature (+Spe -SpD)
Static
4 Atk / 252 SpA / 252 Spe
- Thunderbolt
- Icicle Crash
- Grass Knot
- Volt Switch
Giving Pikachu the Light Ball gives it ungodly offenses which lets is punch a hole against most Pokemon. Thunderbolt is it's main STAB move while Volt Switch lets it deal damage while switching, which will occur somewhat often considering how frail Pikachu is. Icicle Crash nets Pikachu the infamous BoltBeam combination while also hitting Ground types that trouble it. Grass Knot is to round out coverage, keeping Pikachu's lackluster Special moveset in mind.
Armaldo @ Leftovers
Adamant Nature (+Atk -SpA)
Battle Armor
252 HP / 252 Atk / 4 Spe
- Rock Slide
- X-Scissor
- Earthquake
- Rock Polish
Setting up a single Rock Polish lets Armaldo outpace most Pokemon found within the course of the game. It's dual STABs function as you'd expect them to. Earthquake rounds up coverage nicely by giving Armaldo QuakeEdge to work with.
Weezing @ Expert Belt
Modest Nature (+SpA -Atk)
Levitate
252 HP / 252 SpA / 4 Spe
- Sludge Bomb
- Flamethrower
- Thunderbolt
- Will-o-Wisp
Weezing was chosen as my team needed a more Defensive Pokemon that still has offensive potential. Sludge Bomb is the main STAB move. Will-o-Wisp is a support move that gives Weezing artificial bulk against Physical attackers, making him more or less invincible against them. The coverage moves were chosen as they give Weezing the most potential coverage between the two moves.
Flygon @ Life Orb
Naive Nature (+Spe - SpD)
Levitate
252 Atk / 4 SpA / 252 Spe
- Earthquake
- Dragon Claw
- Fire Blast
- Roost
It's dual STABs serve their purpose. Roost plays nicely with Life Orb by healing damage that Flygon takes via it's Life Orb giving it more longevity. Fire Blast was chosen over Fire Punch as it's main targets, Grass Types and Steels who resist EQ, tend to have higher Def stats relative to their SpD stat.
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