FrozenHobo
Smash Hero
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Drifblim (Salec Berry)
Nature: Calm
Ability: Unburden
EVs: HP/Spd/Def/Sdef (i don't know exact numbers)
Substitute
Calm Mind
Charge Beam/ Natural Gift
Baton Pass
charge beam can give boosts in Sp. Atk whereas Natural Gift can offer a 1 turn use but ensures the use of the equipped berry and, in turn, the activation of his unburden ability. Drifblim's godly HP means large subs which can be transfered quickly with the speed boost from unburden. it also grants the next poke a free turn from being hit. calm mind can also add extra bite to the next poke switching in and can set up a sweep (see gengar).
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Banette (focus sash)
Nature: Jolly
Ability: Insomnia
EVs: 128 HP, 170 Atk, 212 Spd
Shadow Claw
Will-O-Wisp
Destiny Bond
Knock Off
my suicide bomber. focus sash can almost always ensure survival as his terrible defenses work against him. this is usually my anti-gengar set as focus sash will save him from ohko shadow ball and let him hit back with shadow claw hard. will-o-wisp wrecks physical attackers as well as adding damage each turn they stay out. destiny bond is where all those speed evs/jolly nature kick in. while he may not be the fastest poke ever, he can still out run most slower pokes. this means he can pull of fa surprise destiny bond on his way out. knock off is nice all around and can take away an equiped item while still doing super effective damage to psychic/ghost types.
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Gengar (life orb)
Nature: Timid
Ability: Levitate
EVs: HP/Def/SpAtk/Spd (don't know exact numbers)
Shadow Ball
Hypnosis
Thunder Bolt
Focus Blast
the beast. gengar is my spl sweeper. you all know the drill, i shouldn't have to explain how it works...
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Mismagius (Lum Berry)
Nature: Timid
Ability: Levitate
EVs: 252 HP / 40 Def / 216 SpDef
Perish Song
Mean Look
Protect
Taunt
perishtrapper. taunt is so they can't whirlwind/ roar her before she can set the trap. her high HP, Spd, and Sp.Def are all aimed at one thing: trap them with mean look and follow with perish song. or, alternatively, start with a perish and a) if they don't switch out follow up with a mean look or b) if they do switch out you get them with the mean look and just use another perish. protect can prevent ohko attacks, especially after the trap has been set so they can waste a turn and get closer to their imminent demise.
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Spiritomb (Leftovers)
Nature: Careful
Ability: Pressure
EVs: 252 HP, 129 Atk, 129 Sp. Def.
Taunt
Sucker Punch
Will-O-Wisp
Pain Split
no weaknesses is a VERY GOOD thing. spiritomb can be switched in on anything and not worry about getting punished (too badly). taunt is a good setup to consecutive sucker punches (which get STAB :3). will-o-wisp is to break down physical attacks/ help build damage. Pain Split works as a pseudo recover... that can deal damage.... so yeah. plus the overbearing Pressure means every turn they're loosing more and more PP.
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Dusknoir (leftovers)
Nature: Adamant
Ability: Pressure
EVs: HP/Def/SpAtk
Substitute
Focus Punch
Ice Punch
Shadow Sneak
my tank/subpuncher. ideally subs from drifblim to a focus punch work best, but should something happen to drifty, dusk can still make his own (weaker) subs should the need arise. ice punch has good type coverage and uses dusknoir's high atk stat. Should i feel the need to speed up my attack turn, shadow sneak is a STAB'd increased priority move based off of his atk stat that also never misses which means an ensured hit (so **** you gengar!)
edit'd