Cinccino (M) @ King's Rock
Trait: Skill Link
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Tail Slap
- Bullet Seed
- Rock Blast
- Wake-Up Slap
Hax. Hax. Hax. We love hax. Even more hax. Hax. It causes us the win, or screws us over as well. This Cinccino aims for attempt ragequits everywhere. King's Rock is the answer. King's Rock raises the chance of flinching, and it taken further by the utilization of its great ability: Skill Link. EVs grant the chinchilla as much power and speed as possible. Tail Slap is my STAB, and along with Rock Blast, and Bullet Seed, stack with King's Rock to provide an immense flinch rate. Wake-Up Slap may seem weird for a Cinccino over the standard U-turn, but my next team member should explain this well.
Amoonguss (F) @ Black Sludge
Trait: Regenerator
EVs: 252 HP / 60 Def / 196 SDef
Calm Nature (+SDef, -Atk)
- Spore
- Giga Drain
- Clear Smog
- Hidden Power [Fire]
The shroom finally moved up to RU. Cheers.
So when I saw da Cinccino and Amoonguss moved to RU, I decided to build a team around both of them. Hopefully, you know what it does. Amoonguss takes hits, and screw things around with Spore, and heal that damage off with Regenerator. EVs give decent mixed bulk, with a bit more to the special side, to aid in sponging Electric and weaker supereffective Ice and Fire moves. Spore is that 100% chance of sleep that everyone hates to have on their side. Cinccino's Wake-Up Slap gets a boost from this, and is pretty useful in nailing Dark and Pokemon like Ferroseed. Giga Drain allows me to heal up when my health is low, and is STAB. Clear Smog ruins any stat boosts my opponent may have gotten. Hidden Power [Fire] is unexpected, but it deals with that every so annoying Ferroseed.
Kabutops (M) @ Leftovers
Trait: Battle Armor
EVs: 252 HP / 72 Def / 184 Spd
Impish Nature (+Def, -SAtk)
- Stealth Rock
- Rapid Spin
- Waterfall
- Toxic
Defensive Kabutops isn't as bad it looks. Boasting a 4x resistance to Fire, an Ice resistance, this Pokemon is vital in taking those two common attacking moves. That Grass weakness is pathetic, as 2 of my Pokemon 4x resist in anyways. EVs give bulk, a bit of Defense, and some speed to outspeed other support Pokemon. Stealth Rock are my hazards, and allows my Pokemon to nail OHKOes or vital 2HKOes much easier. Rapid Spin allows me to clear my own field of annoying hazards, which is needed since I have a Pokemon that takes x4 from Stealth Rock. Waterfall serves as my attacking option, and is my STAB. Toxic allows me to deal with things like Tangrowth much easier.
Moltres @ Life Orb
Trait: Pressure
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Fire Blast
- Hurricane
- Hidden Power [Grass]
- Roost
Moltres is insanely powerful. He's one of the main powerhouse of the team; this killing everything on the opponent's team and Cinccino are what causes this team to gain so many forfeits. If only Moltres didn't have that crippling Stealth Rock weakness...
EVs are placed so that Moltres can survive 2 Stealth Rock switchins, assuming no prior damage. Fire Blast is my STAB, and hurts in RU, as the only Pokemon that can't get royally screwed is Slowking. Hurricane is my secondary STAB, and I use it over Air Slash because of the power difference. Hidden Power [Grass] nails all those annoying Rock type Pokemon, like Rhydon and bulky Waters like Quagsire and Lanturn. Roost allows me to heal off Life Orb recoil.
Jynx (F) @ Choice Scarf
Trait: Dry Skin
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Ice Beam
- Psyshock
- Focus Blast
- Energy Ball
Jynx. I haven't seen this girl in so freaking long. Nobody uses it. Surprisingly, it synergizes pretty darn well in the team. The coverage it provides, as well as sporting that sweet base Special Attack and good Speed improved by Choice Scarf made it land here. I'm still debating weather I should keep Dry Skin, as any nearly Fire move will kill it off. The Water immunity is dead useful in absorbing hits for Moltres. Ice Beam and Psyshock are my dual STABs, and provide good coverage in RU. Focus Blast blasts all those Steel type Pokemon that try switching into my STABs. Energy Ball lands hits on bulky waters, which can be a problem for the team.
Sawk (M) @ Choice Band
Trait: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Close Combat
- Earthquake
- Stone Edge
- Ice Punch
Choice Band Sawk returns in my team as the team's wallbreaker. Mold Breaker is dead useful, as it nails Sturdy and Levitate users for damage. Even Physical walls, bar Dusknoir and Spiritomb, fear it. Close Combat is the move I usually spam, hitting insanely hard with Choice Band and Sawk's base 125 Atk. Earthquake and Stone Edge provide me with the EdgeQuake combination, hitting nearly every Pokemon at least neutral. Ice Punch allows me to deal with Sandslash, and is generally a good coverage move, as Ice hits many things supereffectively.