Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 150 Def / 102 SpD / 4 Spe
Impish Nature
IVs: 0 Atk
- Spikes
- Whirlwind
- Toxic
- Protect
Standard spikes setter/physical wall, not much to really be said here. I was thinking about swapping this out for a pokemon like cloyster who also has access to rapid spin, but whirlwind stops the other side from setting up. Protect for some extra healing, and toxic to cripple switch-ins
Swampert @ Leftovers
Ability: Torrent
EVs: 192 HP / 48 Def / 120 SpA / 148 SpD
Sassy Nature
- Earthquake
- Ice Beam
- Protect
- Hydro Pump
Swampert pairs nice with skarmory, but besides that I don't really need it on the team (any suggestions for replacements? I was thinking starmie as a rapid spinner or something). A bunch of spdef and hp evs to hopefully survive at least one grass move. Protect is used to scout grass moves/get leftovers recovery, and the rest is mainly coverage
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 72 Def / 72 SpA / 108 SpD / 4 Spe
Bold Nature
IVs: 0 Atk
- Leech Seed
- Protect
- Substitute
- Giga Drain
Celebi uses leech seed, the spams substitute and protect. Not really much to be said here. Giga drain is for swampert, or provides a little extra healing against neutral mons
Magneton @ Leftovers
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Hidden Power [Fire]
- Thunder Wave
- Protect
Skarmory/Fortress trapper. Tbolt is usually enough to OHKO skarmory, and hp fire for fortress. twave to potentially cripple faster threats afterwards, and protect to scout. Max speed evs + timid to hopefully outspeed other magnetons.
Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 232 Def / 24 Spe
Bold Nature
IVs: 0 Atk
- Surf
- Calm Mind
- Sleep Talk
- Rest
Standard Crocune. Pretty damn hard to kill, especially after a few CMs. Nothing else really to be said here
Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Protect
- Soft-Boiled
- Seismic Toss
- Heal Bell
Special wall, with max defense + hp to take physical hits better. Heal bell is used to heal paralysis/toxic on my whole team. Not sure if replacing seismic toss with ice beam is a good idea, but I really don't have a good gengar counter
I've noticed pretty much my whole team is weak to breloom (magneton is usually revenge killed), and maybe gengar. I don't really have anything to hit either with, and blissey without ice beam cant do anything to gengar. Entry hazards are also troublesome, since I have no way to remove them. Any suggestions on what I could change?
Ability: Sturdy
EVs: 252 HP / 150 Def / 102 SpD / 4 Spe
Impish Nature
IVs: 0 Atk
- Spikes
- Whirlwind
- Toxic
- Protect
Standard spikes setter/physical wall, not much to really be said here. I was thinking about swapping this out for a pokemon like cloyster who also has access to rapid spin, but whirlwind stops the other side from setting up. Protect for some extra healing, and toxic to cripple switch-ins
Swampert @ Leftovers
Ability: Torrent
EVs: 192 HP / 48 Def / 120 SpA / 148 SpD
Sassy Nature
- Earthquake
- Ice Beam
- Protect
- Hydro Pump
Swampert pairs nice with skarmory, but besides that I don't really need it on the team (any suggestions for replacements? I was thinking starmie as a rapid spinner or something). A bunch of spdef and hp evs to hopefully survive at least one grass move. Protect is used to scout grass moves/get leftovers recovery, and the rest is mainly coverage
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 72 Def / 72 SpA / 108 SpD / 4 Spe
Bold Nature
IVs: 0 Atk
- Leech Seed
- Protect
- Substitute
- Giga Drain
Celebi uses leech seed, the spams substitute and protect. Not really much to be said here. Giga drain is for swampert, or provides a little extra healing against neutral mons
Magneton @ Leftovers
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Hidden Power [Fire]
- Thunder Wave
- Protect
Skarmory/Fortress trapper. Tbolt is usually enough to OHKO skarmory, and hp fire for fortress. twave to potentially cripple faster threats afterwards, and protect to scout. Max speed evs + timid to hopefully outspeed other magnetons.
Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 232 Def / 24 Spe
Bold Nature
IVs: 0 Atk
- Surf
- Calm Mind
- Sleep Talk
- Rest
Standard Crocune. Pretty damn hard to kill, especially after a few CMs. Nothing else really to be said here
Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Protect
- Soft-Boiled
- Seismic Toss
- Heal Bell
Special wall, with max defense + hp to take physical hits better. Heal bell is used to heal paralysis/toxic on my whole team. Not sure if replacing seismic toss with ice beam is a good idea, but I really don't have a good gengar counter
I've noticed pretty much my whole team is weak to breloom (magneton is usually revenge killed), and maybe gengar. I don't really have anything to hit either with, and blissey without ice beam cant do anything to gengar. Entry hazards are also troublesome, since I have no way to remove them. Any suggestions on what I could change?
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