For the videogame championship.
Opening round:
Metagross @ Choice Scarf
Adamant
EV's: 6 HP/252 Atk/252 Spe
Bullet Punch
Earthquake
Explosion
Meteor Mash
Azelf @ Focus Sash
Naive
EV's: 4 Atk/252 SpA/252 Spe
Stealth Rock
Explosion
Taunt
Fire Blast
That Metagross set is a modified version of the CBGross set, adapted for speed (165 after Scarf)
Azelf opens with SR (for the switch-ins, breaks Sash if they have it), Metagross blows himself up. His 205 Attack ensures whatever my opponent has is likely to end up dead, Azelf kills what he doesn't.
I may put Protect on Azelf, as I don't have much use for Fire Blast. It also ensures I don't break my Sash too early. If something survives the Explosion, they're going to go after a 1 HP Azelf, which screws my whole opening strategy.
The cleanup crew:
Salamence @ Choice Specs
Modest
EV's: 4 HP/252 SpA/252 Spe
Draco Meteor
Hydro Pump
Fire Blast
Dragon Pulse
Lucario @ Life Orb
Adamant
Inner Focus
EV's: 4 HP/252 Atk/252 Spe
ExtremeSpeed
Close Combat
Swords Dance
Crunch
Finishes off whatever's left, if the battle gets to that point. Not much else to say for them. I run Crunch over Stone Edge to deal with Ghosts & Psychics; if there's any suggestions for a faster Ghost killer, I can replace Luke.
Other comments:
The team's designed with a Kamikaze lead duo to stop Trick Roomers and weather setups (ie Rain Dancers.) I might have some problems with Weather Teams (ie Hail) & Fake Out leads, but I'm not sure how to remedy that.
Any suggestions?
Opening round:
Metagross @ Choice Scarf
Adamant
EV's: 6 HP/252 Atk/252 Spe
Bullet Punch
Earthquake
Explosion
Meteor Mash
Azelf @ Focus Sash
Naive
EV's: 4 Atk/252 SpA/252 Spe
Stealth Rock
Explosion
Taunt
Fire Blast
That Metagross set is a modified version of the CBGross set, adapted for speed (165 after Scarf)
Azelf opens with SR (for the switch-ins, breaks Sash if they have it), Metagross blows himself up. His 205 Attack ensures whatever my opponent has is likely to end up dead, Azelf kills what he doesn't.
I may put Protect on Azelf, as I don't have much use for Fire Blast. It also ensures I don't break my Sash too early. If something survives the Explosion, they're going to go after a 1 HP Azelf, which screws my whole opening strategy.
The cleanup crew:
Salamence @ Choice Specs
Modest
EV's: 4 HP/252 SpA/252 Spe
Draco Meteor
Hydro Pump
Fire Blast
Dragon Pulse
Lucario @ Life Orb
Adamant
Inner Focus
EV's: 4 HP/252 Atk/252 Spe
ExtremeSpeed
Close Combat
Swords Dance
Crunch
Finishes off whatever's left, if the battle gets to that point. Not much else to say for them. I run Crunch over Stone Edge to deal with Ghosts & Psychics; if there's any suggestions for a faster Ghost killer, I can replace Luke.
Other comments:
The team's designed with a Kamikaze lead duo to stop Trick Roomers and weather setups (ie Rain Dancers.) I might have some problems with Weather Teams (ie Hail) & Fake Out leads, but I'm not sure how to remedy that.
Any suggestions?