Farfetch'd(M)@Lum Berry
252 att, 252 spd, 6 hp [Jolly Nature]
Inner Focus (Since I have Aerial Ace, Keen Eye not much use)
Aerial Ace
Swords Dance
Return
Steel Wing (?)
My...uh...sweeper.
Spinda(F)@Leftovers
198 speed, 76 sp def, 76 def, 160 hp [Timid Nature]
Own Tempo (Useful when encoring those C-raying tanks)
Encore
Seismic Toss
Snatch
Baton Pass
Does pretty well when I encore something like swords dance, dragon dance, calm mind. I can pass it to Farfetch'd, Magneton, or Trapinch. Double Sd'd trapinch can sweep whole team with QA if there are no ghosts or resistance.
Chimecho(M)@Leftovers
252 speed, 156 def, 76 sp def, 26 hp [Timid Nature]
Levitate (Other than farfetch'd, can switch to this guy after encoring ground attacks.)
Calm Mind
Psychic
HP Dark
Heal Bell
Can sweep to some extent.
Sableye(F)@Leftovers
252 speed, 146 hp, 96 sp def, 16 def [Timid Nature]
Keen Eye (Not much use, except when hitting double teamers)
Seismic Toss
Night Shade
Recover
Knock Off
Knock off is cool for screwing up tanks.
Magneton(NoGender)@Lum Berry
252 speed, 138 sp att, 120 sp def [Timid Nature]
Magnet Pull (Destroy Skarm and other steel types. Especially Skarm)
Metal Sound
Substitute
Thunderbolt
HP Ice
The Sub comes in handy when dealing with stuff like Aero. After taking out something, I still have my sub, and I still can pwn.
Trapinch(F)@Choice Band
252 Att, 140 HP, 16 spd, 102 sp def [Adamant Nature]
Arena Trap (Traps Opponent. Very very handy)
Quick Attack (If I get attack boosted, I use this all the way)
Earthquake
Rock Slide
HP Flying (Ghosts have generally low defense anyway)
Pretty simple to understand. The types of pokemon in my team have immunities, since I can switch to them after encore. Best is Trapinch, since he has arena trap. An electric attack encored and a switch to trapinch is a almost guarantee kill for me.
Please rate, help.
252 att, 252 spd, 6 hp [Jolly Nature]
Inner Focus (Since I have Aerial Ace, Keen Eye not much use)
Aerial Ace
Swords Dance
Return
Steel Wing (?)
My...uh...sweeper.
Spinda(F)@Leftovers
198 speed, 76 sp def, 76 def, 160 hp [Timid Nature]
Own Tempo (Useful when encoring those C-raying tanks)
Encore
Seismic Toss
Snatch
Baton Pass
Does pretty well when I encore something like swords dance, dragon dance, calm mind. I can pass it to Farfetch'd, Magneton, or Trapinch. Double Sd'd trapinch can sweep whole team with QA if there are no ghosts or resistance.
Chimecho(M)@Leftovers
252 speed, 156 def, 76 sp def, 26 hp [Timid Nature]
Levitate (Other than farfetch'd, can switch to this guy after encoring ground attacks.)
Calm Mind
Psychic
HP Dark
Heal Bell
Can sweep to some extent.
Sableye(F)@Leftovers
252 speed, 146 hp, 96 sp def, 16 def [Timid Nature]
Keen Eye (Not much use, except when hitting double teamers)
Seismic Toss
Night Shade
Recover
Knock Off
Knock off is cool for screwing up tanks.
Magneton(NoGender)@Lum Berry
252 speed, 138 sp att, 120 sp def [Timid Nature]
Magnet Pull (Destroy Skarm and other steel types. Especially Skarm)
Metal Sound
Substitute
Thunderbolt
HP Ice
The Sub comes in handy when dealing with stuff like Aero. After taking out something, I still have my sub, and I still can pwn.
Trapinch(F)@Choice Band
252 Att, 140 HP, 16 spd, 102 sp def [Adamant Nature]
Arena Trap (Traps Opponent. Very very handy)
Quick Attack (If I get attack boosted, I use this all the way)
Earthquake
Rock Slide
HP Flying (Ghosts have generally low defense anyway)
Pretty simple to understand. The types of pokemon in my team have immunities, since I can switch to them after encore. Best is Trapinch, since he has arena trap. An electric attack encored and a switch to trapinch is a almost guarantee kill for me.
Please rate, help.