Child (Reuniclus) @ Leftovers
Ability: Magic Guard
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Calm Mind
- Recover
- Stored Power
- Iron Defense
a stall reuniculus, defensive setup with iron defense and calm mind, and after the stat boosts, mixed with the special attack from calm mind, stored power can sweep anything in its path outside defoggers that can outspeed their admittedly lackluster speed.
Mom's angry! (Malamar) (F) @ Leftovers
Ability: Contrary
EVs: 252 HP / 252 Atk / 4 SpA
Brave Nature
- Superpower
- Night Slash
- Psycho Cut
- Stored Power
my primary dark counter. a dark neutrality alongside contrary superpower to boost her attack and defense by one stage each time she uses it. she also has night slash and psycho cut for psychic and dark utility, as well as knock off to get rid of annoying opponents
Audino? (Indeedee) @ Choice Specs
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Mystical Fire
- Dazzling Gleam
- Shadow Ball
my main ghost counter and all-out attacker, their spec-boosted psychic terrain psychic is monstrously powerful, mystical fire for good coverage as well as to cripple the opponent's special attack. dazzling gleam for good overall coverage, and shadow ball the smack the ghosts that love to mess with my team. psychic terrain also helps with the obnoxious priority moved shadow sneak and sucker punch, both are strong against my team, and this terrian allows temporary relief from them
Crownerene (Hatterene) (F) @ Aguav Berry
Ability: Magic Bounce
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Trick Room
- Psychic
- Dazzling Gleam
- Mystical Fire
A trick room user, with good bulk and special attack to boot, a moveset designed to cover everything that could hurt it. while crippling the other team who is certainly faster than this molasses-paced mon. trick room also synergizes well with reuniculus's also generally low speed.
M'llade (Gallade) @ Life Orb
Ability: Justified
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Knock Off
- Shadow Sneak
good physical side to the team to combat against the special walls that stall against my team. gallade is quick enough to usually sneak in a swords dance after something of mine is ko'd, or could predict the dark type move and gain the free boost with justified, then go in for the kill with close combat or knock off.
The Star (Jirachi) @ Leftovers
Ability: Serene Grace
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 Spe
Careful Nature
- Iron Head
- Body Slam
- Fire Punch
- Wish
my stall mon in my last slot, body slam now has a 60% paralysis, which i run over thunder wave for the neutral attack against common types that steel doesn't do so well against, like water or fire, both of which my team overall does not handle too well. iron head's 60% flinch chance coupled with the paralysis only allows for a 15% chance for the opponent to attack each turn, which means i get easy cheap kills. and for the electric types that are immune to paralysis i run fire punch, to get the decently chanced burn.
Ability: Magic Guard
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Calm Mind
- Recover
- Stored Power
- Iron Defense
a stall reuniculus, defensive setup with iron defense and calm mind, and after the stat boosts, mixed with the special attack from calm mind, stored power can sweep anything in its path outside defoggers that can outspeed their admittedly lackluster speed.
Mom's angry! (Malamar) (F) @ Leftovers
Ability: Contrary
EVs: 252 HP / 252 Atk / 4 SpA
Brave Nature
- Superpower
- Night Slash
- Psycho Cut
- Stored Power
my primary dark counter. a dark neutrality alongside contrary superpower to boost her attack and defense by one stage each time she uses it. she also has night slash and psycho cut for psychic and dark utility, as well as knock off to get rid of annoying opponents
Audino? (Indeedee) @ Choice Specs
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Mystical Fire
- Dazzling Gleam
- Shadow Ball
my main ghost counter and all-out attacker, their spec-boosted psychic terrain psychic is monstrously powerful, mystical fire for good coverage as well as to cripple the opponent's special attack. dazzling gleam for good overall coverage, and shadow ball the smack the ghosts that love to mess with my team. psychic terrain also helps with the obnoxious priority moved shadow sneak and sucker punch, both are strong against my team, and this terrian allows temporary relief from them
Crownerene (Hatterene) (F) @ Aguav Berry
Ability: Magic Bounce
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Trick Room
- Psychic
- Dazzling Gleam
- Mystical Fire
A trick room user, with good bulk and special attack to boot, a moveset designed to cover everything that could hurt it. while crippling the other team who is certainly faster than this molasses-paced mon. trick room also synergizes well with reuniculus's also generally low speed.
M'llade (Gallade) @ Life Orb
Ability: Justified
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Knock Off
- Shadow Sneak
good physical side to the team to combat against the special walls that stall against my team. gallade is quick enough to usually sneak in a swords dance after something of mine is ko'd, or could predict the dark type move and gain the free boost with justified, then go in for the kill with close combat or knock off.
The Star (Jirachi) @ Leftovers
Ability: Serene Grace
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 Spe
Careful Nature
- Iron Head
- Body Slam
- Fire Punch
- Wish
my stall mon in my last slot, body slam now has a 60% paralysis, which i run over thunder wave for the neutral attack against common types that steel doesn't do so well against, like water or fire, both of which my team overall does not handle too well. iron head's 60% flinch chance coupled with the paralysis only allows for a 15% chance for the opponent to attack each turn, which means i get easy cheap kills. and for the electric types that are immune to paralysis i run fire punch, to get the decently chanced burn.