ss118
Smash Master
Haha I kid ;P
Infernape (M) @ Life Orb
Ability: Blaze
EVs: 44 Atk/212 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Overheat
- Close Combat
- Hidden Power [Ice]
- U-turn
Early-game, Infernape is devestating! Outspeeding all Dragons and htting almost everything super-effective, I usually end up in favor over the opposing starter. Overheat is insanely powerful, and pulls a funky combo with U-Turn to Scout and regain the lost Sp. Attack. Close Combat works off his awesome STAB and takes out the Heatran, Blissey, and Empoleon taking the Overheat. HP Ice is for the constant Dragons that try to soak up Overheats and Close Combats.
Vaporeon (M) @ Leftovers
Ability: Water Absorb
EVs: 188 HP/252 Def/68 SDef
Bold nature (+Def, -Atk)
- Surf
- Hidden Power [Electric]
- Wish
- Protect
A great supporter. It safely counters MixApe and Gyarados that would usually get on my team's nerves. It can also force switches to safely heal my teammates.
Gliscor (M) @ Yache Berry
Ability: Sand Veil
EVs: 252 HP/12 Atk/216 Def/28 SDef
Impish nature (+Def, -SAtk)
- Earthquake
- Taunt
- Roost
- U-turn
My Heracross and Lucario counter. It can safely switch-in on both and stop them from rampaging through my team. Taunt + U-Turn is a cool combination that lets my other members come in more easily, and helps for predicting switch-ins when Heracross switches out. The Yache Berry stops random Ice Beam users like Tyranitar and Lucario from sweeping me. It also comes in handy against opposing Weaviles and Ice Beams in general.
Bronzong @ Shed Shell
Ability: Levitate
EVs: 252 HP/128 Def/128 SDef
Sassy nature (+SDef, -Spd)
- Gyro Ball
- Earthquake
- Rest
- Sleep Talk
A huge staple to the team. Before I had Scarf on Garchomp, I was seriously weak to revenge killers, especially Deoxys-s, which is why this guy is here. It also helps against other things too, like Azelf and Tyranitar. RestTalk is the only thing that keeps this alive, and makes it even more important by taking ScarGar's Hypnosis, among others. Shed Shell stops Magnezone from taking him out, leaving my team vulnerable to MANY things.
Weavile (F) @ Choice Band
Ability: Pressure
EVs: 40 HP/252 Atk/216 Spd
Jolly nature (+Spd, -SAtk)
- Ice Punch
- Punishment
- Brick Break
- Pursuit
A new member to the team! This guy has yet to be tested, but I'm pretty sure he's better in most ways. I can now Pursuit those pesky Starmie's that had always caused me trouble. Ice Punch is for primary STAB and runs through most Gliscor. Brick Break is for Type coverage, as nothing then resists this moveset.
Punishment, for those that don't know, is a 8 PP Dark move that starts off at 60 base power. While this isn't too impressive, it's only a bit weaker than Night Slash, which was almost never used anyway. Punishment also gains 20 base power with each of my opponent's stat boosts! Those Resttalking Spiritomb's with Dark Pulse + Calm Mind look a LOT less threatening now. It also stops Suicune, Slowbro, and Jirachis from CMing through my team.
Garchomp (F) @ Choice Scarf
Ability: Sand Veil
EVs: 240 Atk/252 Spd/16 SAtk
Naive nature (+Spd, -SDef)
- Outrage
- Dragon Claw
- Earthquake
- Fire Blast
I orginally started with Band, but alas it fell through. Standard fare, nothing resisting it comletely. Late game is usually left to this guy.
Infernape (M) @ Life Orb
Ability: Blaze
EVs: 44 Atk/212 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Overheat
- Close Combat
- Hidden Power [Ice]
- U-turn
Early-game, Infernape is devestating! Outspeeding all Dragons and htting almost everything super-effective, I usually end up in favor over the opposing starter. Overheat is insanely powerful, and pulls a funky combo with U-Turn to Scout and regain the lost Sp. Attack. Close Combat works off his awesome STAB and takes out the Heatran, Blissey, and Empoleon taking the Overheat. HP Ice is for the constant Dragons that try to soak up Overheats and Close Combats.
Vaporeon (M) @ Leftovers
Ability: Water Absorb
EVs: 188 HP/252 Def/68 SDef
Bold nature (+Def, -Atk)
- Surf
- Hidden Power [Electric]
- Wish
- Protect
A great supporter. It safely counters MixApe and Gyarados that would usually get on my team's nerves. It can also force switches to safely heal my teammates.
Gliscor (M) @ Yache Berry
Ability: Sand Veil
EVs: 252 HP/12 Atk/216 Def/28 SDef
Impish nature (+Def, -SAtk)
- Earthquake
- Taunt
- Roost
- U-turn
My Heracross and Lucario counter. It can safely switch-in on both and stop them from rampaging through my team. Taunt + U-Turn is a cool combination that lets my other members come in more easily, and helps for predicting switch-ins when Heracross switches out. The Yache Berry stops random Ice Beam users like Tyranitar and Lucario from sweeping me. It also comes in handy against opposing Weaviles and Ice Beams in general.
Bronzong @ Shed Shell
Ability: Levitate
EVs: 252 HP/128 Def/128 SDef
Sassy nature (+SDef, -Spd)
- Gyro Ball
- Earthquake
- Rest
- Sleep Talk
A huge staple to the team. Before I had Scarf on Garchomp, I was seriously weak to revenge killers, especially Deoxys-s, which is why this guy is here. It also helps against other things too, like Azelf and Tyranitar. RestTalk is the only thing that keeps this alive, and makes it even more important by taking ScarGar's Hypnosis, among others. Shed Shell stops Magnezone from taking him out, leaving my team vulnerable to MANY things.
Weavile (F) @ Choice Band
Ability: Pressure
EVs: 40 HP/252 Atk/216 Spd
Jolly nature (+Spd, -SAtk)
- Ice Punch
- Punishment
- Brick Break
- Pursuit
A new member to the team! This guy has yet to be tested, but I'm pretty sure he's better in most ways. I can now Pursuit those pesky Starmie's that had always caused me trouble. Ice Punch is for primary STAB and runs through most Gliscor. Brick Break is for Type coverage, as nothing then resists this moveset.
Punishment, for those that don't know, is a 8 PP Dark move that starts off at 60 base power. While this isn't too impressive, it's only a bit weaker than Night Slash, which was almost never used anyway. Punishment also gains 20 base power with each of my opponent's stat boosts! Those Resttalking Spiritomb's with Dark Pulse + Calm Mind look a LOT less threatening now. It also stops Suicune, Slowbro, and Jirachis from CMing through my team.
Garchomp (F) @ Choice Scarf
Ability: Sand Veil
EVs: 240 Atk/252 Spd/16 SAtk
Naive nature (+Spd, -SDef)
- Outrage
- Dragon Claw
- Earthquake
- Fire Blast
I orginally started with Band, but alas it fell through. Standard fare, nothing resisting it comletely. Late game is usually left to this guy.