Rotom @ Life Orb
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Shadow Ball
- Pain Split
Item: Life Orb is to hit harder, while lowering my HP for efficient SubSplitting.
Ability: Levitate it the only ability's he's got, and it helps with Ground moves aimed at Typhlosion.
EVs: EVs give maximum Special Attacking potential and speed for efficient sweeping.
Nature: Timid lets me outspeed other Pokemon, and helps with SubSplitting.
Moves: Thunderbolt is nice STAB that hits pretty hard due to the 95 base power, Life Orb, and Rotom's decent Special Attack stat. Shadow Ball is STAB that hits Ground types that resist Thunderbolt and hits hard, once again, due to 80 base power, Life Orb, and Rotom's decent Special Attack stat. Substitute is the first part of SubSplitting, and lowers my HP to efficiently Subsplit and helps me avoid status. Pain Split shares HP with the opponent, and works well with Rotom's low HP stat, Life Orb, and Substitute lowering it's HP. Most likely will heal me.
Role: Special sweeper, SubSplitter, SpinBlocker
Ferroseed (M) @ Eviolite
Trait: Iron Barbs
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
- Leech Seed
- Thunder Wave
Item: Eviolite gives more bulk for me, which gives me 328 Defense and 447 Special Defense. Nice!
Ability: Iron Barbs gets some residual damage off the opponent. Helps me win battles. For example:
>Start of turn 29
The foe's Primeape used Close Combat!
It's super effective!
Ferroseed lost 206 HP! (70% of its health)
Ferroseed's Iron Barbs hurts the foe's Primeape
The foe's Primeape fainted!
The Self-KO Clause acted as a tiebreaker.
[Mew] won the battle!
[Mew]: Good game!
sup: lol, rematch.
[Mew]: I WON!
Eleazar: Bo Im next
sup: SCREW THAT
sup: HOW?!" ~Mew VS Spoink in RU
EVs: EVs give me max HP for more overall bulk, while giving me Special bulk.
Nature: Nature gives me more bulk on the Special side, easily taking resisted Special moves like Thunderbolt and Surf.
Moves: Spikes provides useful hazards on my opponent's side of the field, and is great due to the lack of Spikes in RU. Leech Seed saps HP from the opponent, which is essential for Ferroseed to regain HP due to the lack of recovery. It heals teammates as well, which is a nice perk. Thunder Wave cripples offensive switch ins, like Sceptile coming in to take a Leech Seed. It also lets slower Pokemon like my Feraligatr to outspeed more stuff. Protect makes predicting a little easier, helping me scout and switch to the appropriate Pokemon.
Role: Hazard setter, Mixed wall, Scout
Sandslash (F) @ Leftovers
Trait: Sand Veil
EVs: 252 HP / 252 Def / 4 Spd
Impish Nature (+Def, -SAtk)
- Stealth Rock
- Rapid Spin
Item: Leftovers gives Sandslash more longevity. 'Nuffsaid.
Ability: Both abilities are utterly useless in RU, so I picked a random one.
EVs: EVs give maximum Defensive walling potential.
Nature: Nature gives more Defense for walling potential.
Moves: Stealth Rock sets up more hazards on my opponent's side of the field, and screws Pokemon like Moltres and Typhlosion. Rapid Spin clears hazards on my side of the field, greatly improving Typhlosion's ability to spam Eruption on my opponent's Pokemon like a baws. Earthquake is my main attacking move to stop me from getting screwed by Taunt, and is STAB that hits decently okay due to Sandslash's base 100 Attack stat. Toxic cripples opposing walls, such as Slowking. It also helps me outstall other walls, which is nice.
Role: Hazard setter, Rapid Spinner, Physical wall
Typhlosion (M) @ Choice Scarf
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature (+SAtk, -Atk)
- Fire Blast
- Hidden Power [Grass]
- Focus Blast
Item: Choice Scarf lets me outspeed stuff, and makes spamming Eruption easier. Also lets me easily revenge kill.
Ability: Only one's Typhlosion's got; too bad Flash Fire's not released yet T-T Blaze powers up Fire Blast when I have low HP. 1/3 of my HP, to be exact.
EVs: Evs give me maximum Special Attacking and Speed. Must I say anything else? xD
Nature: Modest is to hit stuff harder. Especially when Eruption loses a bit of power.
Moves: Eruption is 150 base power STAB. With full HP, I mean. And oh my Arceus, it hits hard. Choice Scarf usually will let me go first, and Eruption can usually take out a Pokemon or two. Meh. Fire Blast is my alternate STAB that is used when Eruption loses power, or in other words, when my HP falls. Hidden Power Grass hits Water and Rock Pokemon that come in to take an Eruption, and Focus Blast neutrally hits Fire Pokemon that resist Eruption, and is coverage.
Role: Special sweeper, Revenge Killer
Primeape (F) @ Choice Scarf
Trait: Vital Spirit
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Close Combat
- Stone Edge
Item: Choice Scarf lets me outspeed and revenge kill easier. 'Nuffsaid.
>I think Vital Spirit is better on Primeape, so he can safely switch into Lilligant, Tangrowth, Amoonguss etc. — commented 1 day ago by Spoink
Agreed. Sleep inducing moves are more common in RU than Intimidate is. — commented 1 day ago by trachy
Based off what you read there. Gives me a safe switch in to Spore and Yawn users.
EVs: EVs give me Attack and Speed for Physical sweeping potential and revenge killing.
Moves: Close Combat is my base 120 power STAB that lowers Defenses, which doesn't matter since Primeape has low defenses anyway. Punishment is actually a punishment for any Ghost or Psychic type that comes to take a Close Combat. xD It also nails any boosters that I might encounter while using this guy. Stone Edge nails any Flying types that try to resist Primape's Close Combat. U-turn allows me to scout.
Role: Physical sweeper, Revenge killer, Scout
Feraligatr (M) @ Life Orb
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Dragon Dance
- Ice Punch
Item: Life Orb lets me hit harder, and helps me break through sturdy walls easier.
Ability: WHY. ISN'T. SHEER. FORCE. RELEASED. ARRRGGGHH. If only.... Torrent is the only ability he's got at the moment, and powers up Waterfall when Feraligatr has 1/3 of its HP left, which can be reach by abusing Life Orb.
EVs: EVs allow be to have maximum sweeping potential. Physical Sweeping, that is.
Nature: Jolly lets me outspeed stuff after a Dragon Dance.
Moves: Dragon Dance boosts my great Attack and my okay Speed to higher levels. Waterfall is STAB that carries a nice Flinch chance with it. Ice Punch takes care of any Grass types that resist Waterfall, and takes out Dragon types. Earthquake covers Water types that resist my two previous attacking moves, and it's nice with 100 base power.
Role: Physical sweeper