- 9
- Posts
- 14
- Years
- Seen Dec 13, 2016
Politoad @ Focus Sash
Quiet Nature
Ability: drizzle
specific IV: 0 speed
EV's:
252 HP
252 SpA
6 SpD
- Ice Beam
- Focus Blast
- Scald
- Hypnosis
pretty simple here. slow as possible to best compete with other weather ability pokemon, and it isn't afraid to stay in turn one just in case it wants to switch back in later for a second drizzle.
Starmie @ Life Orb
Timid Nature
Ability: Natural Cure
EV's:
252 SpA
252 Spe
6 HP
- Rapid Spin
- Thunder
- Ice Beam
- Rain Dance
coverage, rapid spinning, and emergency raindance. not meant to be switched in... flimsy toolbox.
Gorebyss @ leftovers
Impish Nature
Ability: Hydration
EV's:
252 Def
252 HP
6 SpA
-Rest
-shell smash
-baton pass
-scald
something of a physical wall. something to switch into, take a few attacks while shell smashing, then baton pass to something that can sweep. This, however, is where I feel I need the most help, since it hasn't been pulling its weight.
Rotom-W @ choice scarf
Modest Nature
Ability: Levitate
EV's:
252 Spe
252 SpA
6 HP
- Shadow Ball
- Thunder
- Hydro Pump
- Volt switch
Choicer here. sometimes even useful to jump it in, volt switch, and pull out for quick revenge kill back into a new wall. been serving me quite well so far.
Vaporeon @ leftovers
Modest Nature
Ability: Hydration
EV's:
252 SpA
252 SpD
- Roar
- Ice Beam
- Scald
- Rest
special wall with some kick. also useful with entry hazards and as a hazer.
Ferrothorn @ Leftovers
Careful Nature
Ability: Iron Barbs
Specific IV: 0 speed
EV's:
252 HP
252 Def
6 SpD
- spikes
- stealth rock
- leech seed
- gyro ball
at 40 speed when at level 100, this thing has an amazing gyro ball. at this bulk, it's a simple matter to set up entry hazards along with encourage switching with leech seed.
And there we have it. it's a rain dance team without the swift swim, and thus takes advantage of drizzle defensively.
Quiet Nature
Ability: drizzle
specific IV: 0 speed
EV's:
252 HP
252 SpA
6 SpD
- Ice Beam
- Focus Blast
- Scald
- Hypnosis
pretty simple here. slow as possible to best compete with other weather ability pokemon, and it isn't afraid to stay in turn one just in case it wants to switch back in later for a second drizzle.
Starmie @ Life Orb
Timid Nature
Ability: Natural Cure
EV's:
252 SpA
252 Spe
6 HP
- Rapid Spin
- Thunder
- Ice Beam
- Rain Dance
coverage, rapid spinning, and emergency raindance. not meant to be switched in... flimsy toolbox.
Gorebyss @ leftovers
Impish Nature
Ability: Hydration
EV's:
252 Def
252 HP
6 SpA
-Rest
-shell smash
-baton pass
-scald
something of a physical wall. something to switch into, take a few attacks while shell smashing, then baton pass to something that can sweep. This, however, is where I feel I need the most help, since it hasn't been pulling its weight.
Rotom-W @ choice scarf
Modest Nature
Ability: Levitate
EV's:
252 Spe
252 SpA
6 HP
- Shadow Ball
- Thunder
- Hydro Pump
- Volt switch
Choicer here. sometimes even useful to jump it in, volt switch, and pull out for quick revenge kill back into a new wall. been serving me quite well so far.
Vaporeon @ leftovers
Modest Nature
Ability: Hydration
EV's:
252 SpA
252 SpD
- Roar
- Ice Beam
- Scald
- Rest
special wall with some kick. also useful with entry hazards and as a hazer.
Ferrothorn @ Leftovers
Careful Nature
Ability: Iron Barbs
Specific IV: 0 speed
EV's:
252 HP
252 Def
6 SpD
- spikes
- stealth rock
- leech seed
- gyro ball
at 40 speed when at level 100, this thing has an amazing gyro ball. at this bulk, it's a simple matter to set up entry hazards along with encourage switching with leech seed.
And there we have it. it's a rain dance team without the swift swim, and thus takes advantage of drizzle defensively.