^ And isn't this the Battle Subway Section....?
Anyway, I had what was probably one of the most amazing battles I've had in a while with Trachy using this team, but I'd still like to see what I can improve, and of course he beat me to posting :P
Rotom-H @ Choice Specs
Trait: Levitating like a boss
EVs: 64 Def / 252 SAtk / 64 SDef / 128 Spd
Timid Nature (+Spd, -Atk)
- Volt Switch
- Hidden Power [Ice]
Well, welcome to what I use for every Rotom-(Letter). Except Rotom-W.
Just Kidding, but the EV spread works amazingly, pulling off as my Bulky Sweeper.
Choice Specs puts a packing punch, considering most think it's a scarf, that 252 Ev'd Choice Speced Volt Switch is gonna hurt quite a bit more than expected. He breaks up Scarfodile's ( Krookodile's with scarfs ) they are locked into an Earthquake, Can Hit Anything super hard with Overheat, ( STAB included!! ) Has Volt Switch to leave the fight for something else to pick up, Trick can screw over physical sweepers with scarfs, or lefties, or Sashes.
While HP Ice provides amazing coverage for him, Gotta love him.
Froslass (F) @ Focus Sash
Trait: Cursed Body
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Thunder Wave
- Destiny Bond
- Hex ( My good buddy )
- Ice Beam
My mischievous sweeper. Ev Spread is classic sweeper style, with a little bit of Hp just because it's what was there, Modest nature provides a special attack boost, considering she has some pretty awesome speed already. While Cursed Body comes in handy if you switch into anything scarfed, that's an auto forced switch.
Thunder Wave is the greatest support for Frosty, because it can slow down most anything that's faster than it, ( Ice Beam can take down ground types, which can't be paralyzed . ) while then you can either use Destiny Bond, if you know that neither of your coverage moves can take whatever your fighting down, or you can use one of your coverage moves ( Hex and Ice Beam are STAB, but you know.. ) and then hope you can outspeed whatever comes in to finish you off ( Although it's unlikely someone would switch into something to clean up if they didn't think it could outspeed you, I mean, really. ) Great for taking down those seemingly impossible to finish off sweepers.
Krookodile (M) @ Choice Scarf
EVs: 4 HP / 252 Atk / 252 Spd
Adamant ( That's right ) Nature (+Atk, -SAtk)
- Stone Edge
My Choice Scarfed Krookodile, now I'm heavily considering taking 128 away from Speed and throwing it into either one of his defenses ( That's a bit sneaky, ya know? ) Or straight up into his Hp stat. Just a thought, I'd like to see comments on that. Anyway, onto his stuff. Adamant is better than Jolly when scarfing if you already have a nice enough base, and I'm really not worrying about outspeeding other Krooks ( 128 in defense would help that.. ) Crunch is my easy STAB, you don't have to worry about levitating psychics ( It can be great to take those out if you're opponent is predicting an earthquake ) and has a chance to lower defense. Earthquake is a total powerhouse move, 100 base power to boot, but it gets walled out by levitaters and flying types. Stone Edge is coverage agaisn't Ice and Flying mainly, but it takes down others as well. While Outrage is something study that hits most for neutral damage ( Because there aren't really that many steel types in UU ), so that's always a nice choice for neutral hits.
Suicune @ Leftovers
EVs: 240 HP /76 Def / 4 SAtk / 188 SDef
Relaxed Nature (+Def, -Spd)
- Aqua Ring
- Hydro Pump
This guy is what made me like Aqua Ring more than Recover.
His defenses are equal at 313 each ( Nice! ) and his Hp hits exactly 401. ( Takes 5 Seismictosses from Chansey )
And 1 extra point for Sp atk, Relaxed nature is required to have Aqua ring, but worked out fine in the end.
So, Aqua Ring gives him a double healing boost, while he can use Protect to stall it out, which if I recall he gets about 50 Hp back every turn, meaning you can stall back around 100 Hp with 2 protects, and you can use it to support Toxic. Toxic is there as his main damaging function, which seems sad, like ( Oh, what a lame classic wall ) But really works well with his Gradual recovery skills. Hydro Pump is STAB, and he really needs the power over accuracy, which is why I didn't go with Surf. On top of the fact that this is PO, Hydro Pump hits.
Mienshao (M) @Focus Sash
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Swords Dance
- Drain Punch
- Stone Edge
Classic sweeping Ev's, no bulk needed for this frail little guy, he can abuse that little Focus Sash of his by getting Wishes from Chansey, and Regenerator boosts. With Drain Punch too! Jolly nature is for speed.
Swords Dance is my little touch, I don't really see it a lot on Mienshao to be honest, ( Is it just me? )
Drain Punch is STAB that doesn't take 50% of your health away if you use it at the wrong time. Instead, it actually heals you when you use it! :D - Stone Edge makes for great coverage honestly for any fighting type.
U-Turn can follow through with his hit n run play, and lets him switching out after a Swords Dance not that bad, which doing twice the damage he would have before and all. My Physical sweeper.
Chansey (!F!) @ Eviolite
Trait: Natural Cure
EVs: 252 HP / 252 SDef / 4 Spd
Calm Nature (+SDef, -Atk)
- Heal Bell
- Seismic Toss
I didn't get complicated with the Ev's, 252 in his Special bulk. the 4 Speed lets him take on Chanseys who think they're cool with their 4 Defense Ev's :P ( :P To all who actually do do that. )
Wish is a great 352 Health boost to give to anyone on my team, and it supports Chansey for some nice healing, if she can you know.. survive for it. ( Darn crits.. ). Heal Bell gives support to anything that Burns, Paralyzes, Poisons, etc. to my team, and to Chansey herself. Toxic is of course my Chansey's main way of damaging. While Seismic toss is viable for after using Toxic. Keeps the whole team going, I like Chansey's role in my team.