
Nidoking @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Fire Punch
- Ice Punch
- Poison Jab
Main physical attacker. I know that special is how nidoking is normally built but I like the physical moves it gets and it checks a lot of pokemon with sticky webs up like azumarill with poison jab. Also covers ferrothorn (and every steel) with fire punch. If it can live a hit or catch gliscor or languorous therian also then its doing its job. It has to stay life orb though to have that extra bit of power along with sheer force.

Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Bullet Punch
- Psycho Cut
- Fake Out
- Power-Up Punch
Chip damage/ clean up. Pure power fake out gets chip when masquerain is KO'd or a switch happens. Sticky webs up also lets it outspeed a great deal of pokemon and if need be, setting up with a few power up punches can let bullet punch clean. Psycho cut to maximize on physical attack covers a lot of neutral damage on pokemon and I like the dual fighting psychic type over mega lopunny for slightly better bulk.

Masquerain @ Focus Sash
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Quiver Dance
- Sticky Web
- Air Slash
- Bug Buzz
Dedicated lead. Sticky webs I think is a really cool entry hazard that lets nidoking outspeed a lot of set up sweepers that need a turn before they can set up and sweep. I have quiver dance on for when another hazard setter like mew is setting up or defogging and masquerain can get a few dances up, lose the focus sash, but by then it can out speed and hopefully get a kill or at least good chip. Intimidate is also really good.

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 4 Atk / 252 Def / 252 SpD
Relaxed Nature
- Leech Seed
- Knock Off
- Power Whip
- Stealth Rock
Defensive wall. Of course i have to have ferrothorn, what team is complete without one. Acts as ash gren check and fairy. Also has knock off to slow down other stall tanks and stealth rocks if i need extra entry hazard chip. leftovers along with leech seed allows it to heal any major damage and also covers if knock of gets rid of leftovers. Power whip is good (as long as it hits) for any greninja that try to stay in or other chip.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 200 SpD / 56 Spe
Calm Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Defog
Special wall. Natural physical bulk kind of rounds out room wash well as it can take hawlucha pretty well, get a burn with will wisp, and volt switch out. It's great along with ferro for iron barb chip and hurting physical threats. Levitate also lets it come into gliscor's earthquake and hopefully get a hydro pump on anything that can switch in. Then defog if hazards stack up.

Blacephalon @ Choice Scarf
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Shadow Ball
- Hidden Power [Electric]
- Fire Blast
- Trick
Special Sweeper. Helps cover steels if nidoking is down. The choice scarf I think is necessary, it can catch a lot of pokemon on the switch with massive special attack and can easily sweep with beast boost overwhelming teams. I mostly use fire blast with this as even if a pokemon resists, it can still do good damage and shadow ball just covers psychics with hidden power electric for any waters trying to switch.
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