Ice Rabbit
Custom User Title
- 172
- Posts
- 20
- Years
- Age 34
- Location
- Seen Nov 14, 2005
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Salamence@Leftovers
Nature: Adamant
Ability: Intimidate
EV's: 52 HP, 252 Attack, 200 Speed
IV's: 31/31/31/30/30/30
Earthquake
Dragon Dance
HP Flying
Flamethrower
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Blissey@Leftovers
Nature: Bold
Ability: Natural Cure
EV's: 252 HP, 252 Defense, 4 Special Defense
IV's: 31/0/31/31/31/31
Seismic Toss
Aromatherapy
Softboiled
Thunder Wave/Ice Beam
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Skarmory@Leftovers
Nature: Impish
Ability: Sturdy
EV's: 252 HP, 24 Attack, 176 Defense, 56 Speed
IV's: 31/31/31/31/31/31
Spikes
Drill Peck
Roar
Rest
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Claydol@Leftovers
Nature: Relaxed
Ability: Levitate
EV's: 252 HP, 96 Attack, 108 Defense, 52 Special Attack
IV's: 31/31/31/31/31/31
Earthquake
Ice Beam
Rapid Spin
Rest
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Raikou@Leftovers
Nature: Timid
Ability: Pressure
EV's: 40 HP, 212 Speed, 252 Special Attack
IV's: 31/30/30/31/31/31
Thunderbolt
HP Ice
Substitute
Calm Mind
Might put defense EV's on this thing.
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Celebi@Leftovers
Nature: Bold
Ability: Natural Cure
EV's: 240 HP, 72 Defense, 16 Speed, 136 Special Defense
IV's: 31/0/31/31/31/31
Baton Pass
Recover
Calm Mind
Psychic
Passes Calm Mind to other things. Helps most of the team. Salamence for Ice Beam resistance, Blissey for better special defense and maybe Ice Beam damage, Skarmory for some extra special defense, Claydol for Ice Beam power and special defense, and Raikou for less turns it has to use Calm Mind itself.
Crappy rates will be ignored.
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