Lord_Sunday
Remember me from RSE
Errrr, yeah. RMT.
**'Tar
Tyranitar @ Choiceband
Adamant
60HP / 252 Atk / 196 Spd
-Crunch
-Persuit
-Stone Edge
-Earthquake
Yeah, not the best lead I know, but it gets the sandstorm started which helps me out, as at times I've had to resort to letting sandstorm whittle down some bigger threats... Would be inclined to change if a better option comes up.
**SpiderPig
Mamoswine @ Lifeorb
Adamant
Snow Cloak
252 HP / 252 Atk / 6 Def
-Earthquake
-Stone edge
-Ice shard
-Stealth rocks
The star of the team. Cleans up lategame with that rediciously(sp) overpower Iceshard. Hits a nice range of pokes with that moveset, but SR is mainly a filler when I know the opponent is going to run and I need something to do that turn. Ideas for 4th spot very welcome.
**F.E.A.R
Magnezone @ Leftovers
Modest
172 Hp / 88 Spd / 248 Satk
-Thunderbolt
-Magnet rise
-HP [Ice]
-Sub
Bumped up the speed a notch 'cause i'm crazy enought to try and trap other Magnezones XD Anyway love this, basically I trap a Fortress, sub and rise, then blow them to hell and probably their next Poke too! The next poke solves the problem of getting rid of those built up spikes...
**Beyblade
Claydol @ Leftovers
Bold
252 HP / 144 Def / 114 Sdef
-Rapid Spin
-Earth Power
-Icebeam
-light screen
The thing I love about using Claydol over another spinner such as Starmie and Donphan is that, unlike those others, it takes lol% damage even when the opponent has 3 layers of Spikes up, 2 of toxic spikes and a SR, the the only one that tuches it is SR. The reason this is a big advantage for me is it allows Mag to trap Skarms, Fortress and even Meta's (yes, the other day I trapped a metagross and it proceded to SR on me :S) and let them spike me while i magnet rise and set up a sub, then I can kill them and put a dent into whatever somes out next.
**Heartburn
Heatran @ choice specs
Modest
56 HP / 252 Satk / 200 Spd
-Overheat
-Earth power
-Dragon pulse
-Dark Pulse
Concidering explosion in the last spot, but it's fine like that for now. Anyway this is pretty standard, and is good for luring out Blissey and getting Mamoswine in safely.
**Moonshine
Cresselia @ Leftovers
Bold
252 HP / 252 Def / 6 Sdef
-Rest
-Sleep talk
-Psychic
-icebeam
Deals with dragons, mixape, and Gyaratrive, which i desperatly needed.
Anyway thats it, so please help me spot any glaring weaks that I have no doubt missed.
**'Tar
Adamant
60HP / 252 Atk / 196 Spd
-Crunch
-Persuit
-Stone Edge
-Earthquake
Yeah, not the best lead I know, but it gets the sandstorm started which helps me out, as at times I've had to resort to letting sandstorm whittle down some bigger threats... Would be inclined to change if a better option comes up.
**SpiderPig
Adamant
Snow Cloak
252 HP / 252 Atk / 6 Def
-Earthquake
-Stone edge
-Ice shard
-Stealth rocks
The star of the team. Cleans up lategame with that rediciously(sp) overpower Iceshard. Hits a nice range of pokes with that moveset, but SR is mainly a filler when I know the opponent is going to run and I need something to do that turn. Ideas for 4th spot very welcome.
**F.E.A.R
Modest
172 Hp / 88 Spd / 248 Satk
-Thunderbolt
-Magnet rise
-HP [Ice]
-Sub
Bumped up the speed a notch 'cause i'm crazy enought to try and trap other Magnezones XD Anyway love this, basically I trap a Fortress, sub and rise, then blow them to hell and probably their next Poke too! The next poke solves the problem of getting rid of those built up spikes...
**Beyblade
Bold
252 HP / 144 Def / 114 Sdef
-Rapid Spin
-Earth Power
-Icebeam
-light screen
The thing I love about using Claydol over another spinner such as Starmie and Donphan is that, unlike those others, it takes lol% damage even when the opponent has 3 layers of Spikes up, 2 of toxic spikes and a SR, the the only one that tuches it is SR. The reason this is a big advantage for me is it allows Mag to trap Skarms, Fortress and even Meta's (yes, the other day I trapped a metagross and it proceded to SR on me :S) and let them spike me while i magnet rise and set up a sub, then I can kill them and put a dent into whatever somes out next.
**Heartburn
Modest
56 HP / 252 Satk / 200 Spd
-Overheat
-Earth power
-Dragon pulse
-Dark Pulse
Concidering explosion in the last spot, but it's fine like that for now. Anyway this is pretty standard, and is good for luring out Blissey and getting Mamoswine in safely.
**Moonshine
Bold
252 HP / 252 Def / 6 Sdef
-Rest
-Sleep talk
-Psychic
-icebeam
Deals with dragons, mixape, and Gyaratrive, which i desperatly needed.
Anyway thats it, so please help me spot any glaring weaks that I have no doubt missed.
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