Line-Up:
Record:
15 / 0 / 4
Total: 0
Win Percentage: 78.95%
Loss Percentage: 21.05%
- - -
Forretress@Leftovers
Sturdy
Impish/252 HP, 4 Atk, 252 Def
- Explosion
- Rapid Spin
- Toxic Spikes
- Spikes
Forretress was always great at leading for me, so here he is, leading again. His main premise is to set up Toxic Spikes and Spikes to give anything that isn't Levitating or Flying pure hell. He also relieves me of such pain.
- - -
Blissey@Leftovers
Natural Cure
Bold/252 HP, 252 Def, 4 Sp. Def
- Wish
- Ice Beam
- Stealth Rock
- Protect
Bliss provides Wish support and Stealth Rocks. I'm not using Thunder Wave as Toxic Spikes will poison most things. Protect allows for Toxic Damage stall and a free Wish + Lefies recovery, as well as scouting the next move of an opponent.
- - -
Heatran@Choice Scarf
Flash Fire
Modest/4 HP, 252 Sp. Atk, 252 Spd
- Dark Pulse
- Dragon Pulse
- Hidden Power [Grass]
- Overheat
Sucks up any fire attacks that just happen to fly his way, Scarf allows for outspeeding Timid Gengar, which is the reasoning behind Dark Pulse over Earth Power. HP Grass hits Swamperts that try to wall this. Dragon Pulse is for non-Scarf'd Dragons, Overheat provides a beastly attack that can KO quite a few foes.
- - -
Dragonite@Yache Berry
Inner Focus
Jolly/156 HP, 252 Atk, 100 Spd
- Dragon Dance
- Fire Punch
- Thunderpunch
- Dragon Claw
I've never actually used Dragonite before and I haven't seen him around, so I chose him over the monotonous Salamence. Dragon claw is there for a decent STAB attack. Thunderpunch hits various bulky waters. Fire Punch is for Steels that will try to stop it. The 100 Speed EVs allow for outspeeding 115 base Pokemon with Speed boosting Natures after one Dragon Dance, namely Starmie; and Scarf'd Garchomp after two.
- - -
Metagross@Leftovers
Sand Veil
Adamant/200 HP, 252 Atk, 56 Spd
- Rock Polish
- Meteor Mash
- Thunderpunch
- Earthquake
Standard Agili-gross, except better, if I am not mistaken. Meteor Mash has STAB will Earthquake handles a wide spectrum of Steel Resists, Thunderpunch hits everything else. 56 Speed allows it to outrun Scarf'd Heatran after one Rock Polish.
- - -
Starmie@Choice Specs
Natural Cure
Timid/4 HP, 252 Sp. Atk, 252 Spd
- Thunderbolt
- Ice Beam
- Surf
- Grass Knot
Specstar. Timid outspeeds Jolly and Naive Garchomp and Salamence. Boltbeam for great coverage, Surf for decent stab, and Grass Knot to handle troublesome Water/Ground typings.
Record:
15 / 0 / 4
Total: 0
Win Percentage: 78.95%
Loss Percentage: 21.05%
- - -
Forretress@Leftovers
Sturdy
Impish/252 HP, 4 Atk, 252 Def
- Explosion
- Rapid Spin
- Toxic Spikes
- Spikes
Forretress was always great at leading for me, so here he is, leading again. His main premise is to set up Toxic Spikes and Spikes to give anything that isn't Levitating or Flying pure hell. He also relieves me of such pain.
- - -
Blissey@Leftovers
Natural Cure
Bold/252 HP, 252 Def, 4 Sp. Def
- Wish
- Ice Beam
- Stealth Rock
- Protect
Bliss provides Wish support and Stealth Rocks. I'm not using Thunder Wave as Toxic Spikes will poison most things. Protect allows for Toxic Damage stall and a free Wish + Lefies recovery, as well as scouting the next move of an opponent.
- - -
Heatran@Choice Scarf
Flash Fire
Modest/4 HP, 252 Sp. Atk, 252 Spd
- Dark Pulse
- Dragon Pulse
- Hidden Power [Grass]
- Overheat
Sucks up any fire attacks that just happen to fly his way, Scarf allows for outspeeding Timid Gengar, which is the reasoning behind Dark Pulse over Earth Power. HP Grass hits Swamperts that try to wall this. Dragon Pulse is for non-Scarf'd Dragons, Overheat provides a beastly attack that can KO quite a few foes.
- - -
Dragonite@Yache Berry
Inner Focus
Jolly/156 HP, 252 Atk, 100 Spd
- Dragon Dance
- Fire Punch
- Thunderpunch
- Dragon Claw
I've never actually used Dragonite before and I haven't seen him around, so I chose him over the monotonous Salamence. Dragon claw is there for a decent STAB attack. Thunderpunch hits various bulky waters. Fire Punch is for Steels that will try to stop it. The 100 Speed EVs allow for outspeeding 115 base Pokemon with Speed boosting Natures after one Dragon Dance, namely Starmie; and Scarf'd Garchomp after two.
- - -
Metagross@Leftovers
Sand Veil
Adamant/200 HP, 252 Atk, 56 Spd
- Rock Polish
- Meteor Mash
- Thunderpunch
- Earthquake
Standard Agili-gross, except better, if I am not mistaken. Meteor Mash has STAB will Earthquake handles a wide spectrum of Steel Resists, Thunderpunch hits everything else. 56 Speed allows it to outrun Scarf'd Heatran after one Rock Polish.
- - -
Starmie@Choice Specs
Natural Cure
Timid/4 HP, 252 Sp. Atk, 252 Spd
- Thunderbolt
- Ice Beam
- Surf
- Grass Knot
Specstar. Timid outspeeds Jolly and Naive Garchomp and Salamence. Boltbeam for great coverage, Surf for decent stab, and Grass Knot to handle troublesome Water/Ground typings.