DURANT:
Durant (M) @ Red Card
EVs: 6 HP / 252 Atk / 252 Spe
Ability: Swarm
Jolly Nature
- Endure
- Endeavor
- X-Scissor
- Iron Head
After entering into the field before an ally faints, it uses endure. When the opponent attacks it is forced out loosing it's boosts. In the next turn Durant uses endeavor to take advantage of it's 1 HP and letting the next partner revenge kill. (I know that it is susceptible to ghost, priority and speedier foes, but Durant's main purpose it's sending out the booster and start momentum.)
Despite there are some sturdy variants that may bring up this strategy too... They are all pretty slow and Durant's typing also helps covering some of my team's weaknesses.
DRAMPA:
Drampa (M) @ Focus Sash
EVs: 252 SpA (others irrelevant)
Ability: Berserk
Modest Nature
- Draco Meteor
- Heat Wave
- Hyper Voice
- Endeavor (filler)
Just switch after a partner faints and let it take a hit and get a Berserk boost. With that boost + 135 SpA retaliate with the best move and faint the foe. Endeavor is for filling... Didn't find any other worthy moves. The problem is those Quiver dance and Calm mind boosters...so I actually prefer the first Durant strategy.
I'm missing something? Are these good ways of countering overboosted foes?