Hey guys, it's been a few months since I started playing 5th gen Pokemon competitively and now I have finally created a team that's won me quite a few battles. Someone classified my team as an anti-weather team, so I'm going with that for now. It still has a few problems, but I'll get to that later on.
Team at a Glance:
"Din's Fire" the Arcanine @Life Orb
Ability: Flash Fire
EVs: 4 HP/252 Attack/252 Speed
IVs: 31/31/31/12/31/31
Nature: Adamant
-Extremespeed
-Flare Blitz
-Close Combat
-Wild Charge
This guy's my wallbreaker. I mainly use him to either pick off weakened Pokemon with Extremespeed, or to deal with Bug/Steel types and the omni-present Ferrothorn. I also use him as a lead since I find he has good strong coverage with his moves. He can also 2HKO Reuniclus and Poison Heal Gliscor with Flare Blitz (assuming it takes one as it switches in). Close Combat also helps deal with Tyranitar, and Wild Charge is to heavily dent Water types. However, my Arcanine is effectively walled by dragons at or near full HP. When that happens, I normally switch to Porygon2.
Obvious question: Why run Arcanine when you can use Infernape? Infernape, after all, is neutral to Stealth Rock, has higher speed, and shares Flare Blitz, Close Combat, a priority move (Mach Punch in Infernape's case), and an Electric-type attack (ThunderPunch in Infernape's case) with Arcanine. So why run Arcanine?
4-Part Answer:
1. Infernape's frail. Too frail in my opinion.
2. Flash Fire, a clearly superior ability over Blaze, allows him to switch into Will-o-Wisps directed at my team (particularly my physical sweepers) to boost the power of Flare Blitz to jaw-dropping levels.
Funny story: I switched him in on a Drought Ninetales's Will-o-Wisp. Just imagine the power of Flare Blitz with STAB, Life Orb, sun and Flash Fire: I OHKO'd my opponent's Latias switch-in with Flare Blitz! Okay, it was a critical hit, but I'm pretty sure that even if it wasn't a critical hit, a follow-up Extremespeed would've KO'd Latias.
Speaking of Extremespeed...
3. Extremespeed is incredibly useful in out-prioritizing and KOing (after prior damage) powerful priority users such as Azumarill, Infernape, Sucker Punch SubRoost Moxie Honchkrow (who, if you don't know, is extremely dangerous to any team who's steel-type is KO'd), etc. Infernape only has access to Mach Punch and Fake Out, neither of which can check powerful priority users as well as Extremespeed can.
4. Flying-type weakness. With Infernape, Ludicolo, and Conkeldurr, half of my team would be weak to the rarely-used flying type move. Even if flying moves are rare, I do not want half of my team weak to Reckless Staraptor's Brave Bird.
"Digimon" the Porygon2 @Eviolite
Ability: Trace
EVs: 228 HP/88 Defense/180 Sp. Attack/12 Sp. Defense
IVs: 26/5/28/22/23/28
Nature: Quiet
-Recover
-Hidden Power Fire (Base Power: 61)
-Thunderbolt
-Ice Beam
I seriously love this guy. I used him in 4th gen, and with Eviolite in 5th gen, he's a pain to take down without fighting moves. He's a fantastic, versatile wall that, with Trace, can counter huge threats like Salamence, Scizor, Gliscor, Landorus, Gyarados, Ferrothorn, Heatran and surprise Forretress as well. He's my main wall on my team, taking attacks and healing up with Recover as necessary.
Anyways, you're probably wondering why I'm using HP Fire as opposed to Thunderwave. I originally ran Thunderwave but found myself getting Taunted almost every time I tried to use it. I also found that people love switching in Ferrothorn, Scizor and Forretress everytime they saw it, so Porygon2 can stay in as they set up and freely HP Fire those Pokemon for the 2KO.
The given EV spread is unusual, yes, since it's not purely defensive, but I've found that investing in Porygon2's Sp. Attack allows him to strike back and score major KO's for my team in addition to being a fantastic wall. It also provides breathing room to use Recover to wall even more attacks.
"Uncle Iroh" the Flygon @Expert Belt
Ability: Levitate
EVs: 4 HP/252 Attack/252 Speed
IVs: 28/31/27/17/29/31
Nature: Jolly
-Earthquake
-Dragon Claw
-U-Turn
-Flamethrower
Ah, my "Bluffgon". People always expect "Scarfgon", so they're in for a nasty surprise when they switch in Lati@s expecting another EQ when they end up eating a Dragon Claw instead. With prediction, it can pop Heatran's Air Balloon and smash it with a follow-up EQ as well. Sure, I could use Salamence but I would end up exchanging a SR resistance for a SR weakness, and lose the surprise factor as well. Flygon's great for handling Sun teams, and can handle the 4x Fire weak Pokemon with Flamethrower. However, Marvel Scale Dragonite at full HP forces Flygon to switch out, and barring super effective attacks, it really can't do major damage to the opponent. He's great for taking out Dry Skin Toxicroak, which can cause major problems for my team under the rain. Prediction is key to wielding "Bluffgon"
EDIT: I've gotten rather tired of Flygon's underwhelming Attack. I'm going to replace him with:
Haxorus @Life Orb
Ability: Mold Breaker
EVs: 252 Attack/4 Defense/252 Speed
IVs: 31/26/21/14/31/31
Nature: Adamant
-Dragon Dance
-Dragon Claw
-Earthquake
-X-Scissor
Not quite standard due to X-Scissor but I have my reasons. Dragon Dance, Dragon Claw and Earthquake are all standard for sweeping coverage; it also duplicates my Flygon's fantastic coverage with Dragon Claw and Earthquake. I will run X-Scissor as opposed to Brick Break or Taunt because X-Scissor will either 2HKO or OHKO Reuniclus, and also OHKO Celebi (rare but relatively annoying to KO). Mold Breaker would also allow me to rip through Marvel Scale Dragonite: normally, I'm forced to rely on Porygon2 and occasionally Ludicolo to KO it with Ice Beam. It'll also allow me to easily KO Bronzong, which Flygon couldn't dream of doing. Dragon Dance Haxorus seems to be superior to Flygon in almost every way, from typing to sweeping potential. The only thing I'll lose by making this switch is Levitate, which has been useful in avoiding entry hazards.
"MadHatter" the Ludicolo @Life Orb
Ability: Swift Swim
EVs: 148 HP/24 Defense/252 Sp. Attack/84 Speed
IVs: 31/20/21/31/27/26
Nature: Modest
-Rain Dance
-Surf/Hydro Pump
-Giga Drain
-Ice Beam
Ludicolo's stats aren't the best, but after setting up Rain Dance, it becomes a monstrously powerful--with Swift Swim, Rain Dance is like using Agility and Nasty Plot in one turn! Rain Dance is what makes Ludicolo such a dangerous anti-metagame Pokemon. The given EV spread allows it to outspeed max speed positive base 125 Pokemon like Weavile under the rain. He's particularly devastating to Sun and Sand teams once their weather-inducer is KO'd. All I need to do is switch him on something he's strong against, like Gastrodon, Rain Dance as they switch away or attempt to damage him, then blast everything with Surf. Giga Drain is for threatening bulky waters and healing up from Life Orb recoil, while Ice Beam is there to KO dragons and Landorus/Gliscor, as well as Thundurus. He's also great to use AGAINST Drizzle teams as a lead, since with Swift Swim and Giga Drain, it can wreak havoc.
I am running Rain Dance Ludicolo because weather so heavily dominates the OU metagame. Rain Dance Ludicolo, armed with Giga Drain, threatens four of the five automatic weather inducers: Politoed, Ninetales, Tyranitar and Hippowdon. The only one it doesn't is Abomasnow, who is very rare sight in BW singles. Threatening the first four weather inducers just by switching in is what makes Ludicolo so effective at changing the weather. Normally, I keep Ludicolo in the back of my party until the opposing weather inducer is KO'd but if I have to, I can disrupt an opponent's momentum by switching in, and either scaring away their weather inducer (and setting up Rain Dance in the process to activate Swift Swim) or outright KOing them, giving Ludicolo a clean opportunity to sweep.
He has several problems though. Toxicroak can switch in and KO or start setting up. Even under Rain, Ludicolo just can't OHKO Reuniclus and Jirachi with Surf, who Thunderwave and end Ludicolo's sweep. Thunderwave from Rotom-W and any other Pokemon is in general, Ludicolo's greatest weakness.
Yet another obvious question: Why run Swift Swim Ludicolo when you can run Swift Swim Kingdra? After all, Kingdra does have superior stats compared to Ludicolo, and great defensive and offensive typing as well. So why use Ludicolo?
2-Part Answer:
1. Giga Drain, Giga Drain, Giga Drain. It's the greatest advantage Ludicolo has over Kingdra. Giga Drain severely threatens both sand and rain teams, especially when a sand team's main defense against a water-type is Suicune, who walls every water type other than Ludicolo. Ludicolo is the one Swift Swimmer who is not walled by bulky waters because of Giga Drain. Giga Drain also threatens Politoed, Tyranitar and Hippowdon, three of the five main auto-weather inducers, and gives Ludicolo a much easier time setting up Rain Dance to sweep compared to Kingdra. Giga Drain also allows Ludicolo to heal up from Life Orb recoil and passive damage from entry hazards and weather, which Kingdra could only wish it could do. Giga Drain greatly extends Ludicolo's sweep.
2. Kingdra's poor Dragon-type attacks. Kingdra is forced to rely on one of these three Dragon-type moves for coverage, especially to deal with bulky waters: Draco Meteor, Outrage, or Dragon Pulse. Draco Meteor is powerful but not well-suited for a sweep due to the resulting power drop; I do not like being locked into Outrage (I run Scarf Honchkrow because I still have the option to switch out, unlike with Outrage); and Dragon Pulse is too weak in my opinion. In other words, Kingdra would be walled to oblivion by bulky waters, especially Suicune, who could Calm Mind up, use Rest to recover, and then launch a sweep at my team. Ludicolo, with Giga Drain, does not fear bulky waters at all.
EDIT: I am currently testing out Hydro Pump to see if the extra power (compared to Surf) is worth the accuracy drop. It should get me the KO on Reuniclus that I'm missing. Interestingly, the new Ludicolo I just bred and trained has access to Hidden Power Psychic with a base power of 66! This move should allow Ludicolo to best its arch-nemesis Toxiroak, but it would be difficult to replace Ice Beam with it, since Ice Beam is useful for stopping dragons such as Dragonite and Salamence.
"Krownos" the Honchkrow, @Choice Scarf
Ability: Moxie
EVs: 4 HP/252 Attack/252 Speed
IVs: 30/30/30/9/11/31
Nature: Adamant
-Sucker Punch
-Brave Bird
-Night Slash
-Pursuit (previously Roost)
My favorite Pokemon! And, of course, the basis of my gamertag. I may be blinded by my love for this Pokemon, but don't be fooled: I've found a way to make Honchkrow viable in OU: Choice Scarf. With a Choice Scarf attached, Honchkrow speed ties with max speed positive base 115 speed Pokemon. ScarfKrow is critical for surprising and removing threats like Gengar, Lati@s, Mienshao, Virizion, Breloom and fighting types in general. Most people expect Sucker Punch (which I carry as a last resort option), so they either try a boosting move or switching out: those who try to switch out are punished by Pursuit. The main moves on this set are Brave Bird and Night Slash. Honchkrow threatens and KOes Toxicroak and Reuniclus, the two Pokemon that pose the biggest threats to my team. I normally keep him in the back of my party until the opponent's steel type's been eliminated. The Moxie boosts really help with cleaning up late game.
EDIT: I have replaced my beloved Honchkrow with:
"MetaRidley" the Skarmory @Leftovers
Ability: Sturdy
EVs: 252 HP/252 Defense/4 Sp. Defense
IVs: 21/30/26/19/31/25
Nature: Impish
-Roost
-Tailwind
-Brave Bird
-Stealth Rock
I'm mixing up the standard physical wall variant of Skarmory with Tailwind, which will help out Ludicolo, Arcanine and Haxorus tremendously. Stealth Rock is there to ruin Marvel Scale Dragonite and Volcarona. Skarmory is, theoretically, my answer to fighting types. Will start testing soon!
"Trololulz" the Conkeldurr @Flame Orb
Ability: Guts
EVs: 252 HP/252 Attack/4 Defense
IVs: 29/31/31/20/28/31
Nature: Adamant
-Mach Punch
-Drain Punch
-Stone Edge
-Payback
My Conkeldurr's can take physical attacks fairly well and with a Guts boost form Flame Orb, can become quite devastating. Mach Punch is for powerful priority, Drain Punch, of course, is to heal himself from burn damage and cause major damage to the opponent, even bulky pokemon like Gastrodon, after a Guts boost. Conkeldurr is also great for switching into enemy Porygon2's Thunderwave, netting a Guts boost without burn damage and KOing back. Stone Edge is for Gyarados, Volcarona and predicted switch-in Gengar. Payback is there to heavily dent Ghost and Psychic types in general when I don't want to rely on Stone Edge. It's also there for the rare Golurk.
Problems Encountered:
Reuniclus
Reuniclus can cause major problems for my team. Rain Dance Ludicolo can take away 2/3 of Reuniclus's HP with Surf, but can't get the KO if Reuniclus carries Thunderwave, since it'll paralyze Ludicolo and just spam Recover until the Rain's gone. Flygon's U-Turn only does about 50%. Reuniclus walls Porygon2 to oblivion and KOs back with Focus Blast. Honchkrow is great for scaring it away or KOing with Night Slash (after prior damage) though.
Toxicroak
Dry Skin Toxicroak under Drizzletoad's rain can be easy or difficult to KO, depending on if it has a Substitute up. If it's not behind a Sub, my Flygon and Honchkrow can KO it with EQ and Brave Bird respectively. A set-up Substitute means that I'd have to sacrifice one of the the above two and KO with the other, since my other Pokemon are incapable of KOing it under the rain.
Please comment on my team and provide any suggestions for improving it. Thanks!
Team at a Glance:






"Din's Fire" the Arcanine @Life Orb
Ability: Flash Fire
EVs: 4 HP/252 Attack/252 Speed
IVs: 31/31/31/12/31/31
Nature: Adamant
-Extremespeed
-Flare Blitz
-Close Combat
-Wild Charge
This guy's my wallbreaker. I mainly use him to either pick off weakened Pokemon with Extremespeed, or to deal with Bug/Steel types and the omni-present Ferrothorn. I also use him as a lead since I find he has good strong coverage with his moves. He can also 2HKO Reuniclus and Poison Heal Gliscor with Flare Blitz (assuming it takes one as it switches in). Close Combat also helps deal with Tyranitar, and Wild Charge is to heavily dent Water types. However, my Arcanine is effectively walled by dragons at or near full HP. When that happens, I normally switch to Porygon2.
Obvious question: Why run Arcanine when you can use Infernape? Infernape, after all, is neutral to Stealth Rock, has higher speed, and shares Flare Blitz, Close Combat, a priority move (Mach Punch in Infernape's case), and an Electric-type attack (ThunderPunch in Infernape's case) with Arcanine. So why run Arcanine?
4-Part Answer:
1. Infernape's frail. Too frail in my opinion.
2. Flash Fire, a clearly superior ability over Blaze, allows him to switch into Will-o-Wisps directed at my team (particularly my physical sweepers) to boost the power of Flare Blitz to jaw-dropping levels.
Funny story: I switched him in on a Drought Ninetales's Will-o-Wisp. Just imagine the power of Flare Blitz with STAB, Life Orb, sun and Flash Fire: I OHKO'd my opponent's Latias switch-in with Flare Blitz! Okay, it was a critical hit, but I'm pretty sure that even if it wasn't a critical hit, a follow-up Extremespeed would've KO'd Latias.
Speaking of Extremespeed...
3. Extremespeed is incredibly useful in out-prioritizing and KOing (after prior damage) powerful priority users such as Azumarill, Infernape, Sucker Punch SubRoost Moxie Honchkrow (who, if you don't know, is extremely dangerous to any team who's steel-type is KO'd), etc. Infernape only has access to Mach Punch and Fake Out, neither of which can check powerful priority users as well as Extremespeed can.
4. Flying-type weakness. With Infernape, Ludicolo, and Conkeldurr, half of my team would be weak to the rarely-used flying type move. Even if flying moves are rare, I do not want half of my team weak to Reckless Staraptor's Brave Bird.
"Digimon" the Porygon2 @Eviolite
Ability: Trace
EVs: 228 HP/88 Defense/180 Sp. Attack/12 Sp. Defense
IVs: 26/5/28/22/23/28
Nature: Quiet
-Recover
-Hidden Power Fire (Base Power: 61)
-Thunderbolt
-Ice Beam
I seriously love this guy. I used him in 4th gen, and with Eviolite in 5th gen, he's a pain to take down without fighting moves. He's a fantastic, versatile wall that, with Trace, can counter huge threats like Salamence, Scizor, Gliscor, Landorus, Gyarados, Ferrothorn, Heatran and surprise Forretress as well. He's my main wall on my team, taking attacks and healing up with Recover as necessary.
Anyways, you're probably wondering why I'm using HP Fire as opposed to Thunderwave. I originally ran Thunderwave but found myself getting Taunted almost every time I tried to use it. I also found that people love switching in Ferrothorn, Scizor and Forretress everytime they saw it, so Porygon2 can stay in as they set up and freely HP Fire those Pokemon for the 2KO.
The given EV spread is unusual, yes, since it's not purely defensive, but I've found that investing in Porygon2's Sp. Attack allows him to strike back and score major KO's for my team in addition to being a fantastic wall. It also provides breathing room to use Recover to wall even more attacks.
"Uncle Iroh" the Flygon @Expert Belt
Ability: Levitate
EVs: 4 HP/252 Attack/252 Speed
IVs: 28/31/27/17/29/31
Nature: Jolly
-Earthquake
-Dragon Claw
-U-Turn
-Flamethrower
Ah, my "Bluffgon". People always expect "Scarfgon", so they're in for a nasty surprise when they switch in Lati@s expecting another EQ when they end up eating a Dragon Claw instead. With prediction, it can pop Heatran's Air Balloon and smash it with a follow-up EQ as well. Sure, I could use Salamence but I would end up exchanging a SR resistance for a SR weakness, and lose the surprise factor as well. Flygon's great for handling Sun teams, and can handle the 4x Fire weak Pokemon with Flamethrower. However, Marvel Scale Dragonite at full HP forces Flygon to switch out, and barring super effective attacks, it really can't do major damage to the opponent. He's great for taking out Dry Skin Toxicroak, which can cause major problems for my team under the rain. Prediction is key to wielding "Bluffgon"
EDIT: I've gotten rather tired of Flygon's underwhelming Attack. I'm going to replace him with:
Haxorus @Life Orb
Ability: Mold Breaker
EVs: 252 Attack/4 Defense/252 Speed
IVs: 31/26/21/14/31/31
Nature: Adamant
-Dragon Dance
-Dragon Claw
-Earthquake
-X-Scissor
Not quite standard due to X-Scissor but I have my reasons. Dragon Dance, Dragon Claw and Earthquake are all standard for sweeping coverage; it also duplicates my Flygon's fantastic coverage with Dragon Claw and Earthquake. I will run X-Scissor as opposed to Brick Break or Taunt because X-Scissor will either 2HKO or OHKO Reuniclus, and also OHKO Celebi (rare but relatively annoying to KO). Mold Breaker would also allow me to rip through Marvel Scale Dragonite: normally, I'm forced to rely on Porygon2 and occasionally Ludicolo to KO it with Ice Beam. It'll also allow me to easily KO Bronzong, which Flygon couldn't dream of doing. Dragon Dance Haxorus seems to be superior to Flygon in almost every way, from typing to sweeping potential. The only thing I'll lose by making this switch is Levitate, which has been useful in avoiding entry hazards.
"MadHatter" the Ludicolo @Life Orb
Ability: Swift Swim
EVs: 148 HP/24 Defense/252 Sp. Attack/84 Speed
IVs: 31/20/21/31/27/26
Nature: Modest
-Rain Dance
-Surf/Hydro Pump
-Giga Drain
-Ice Beam
Ludicolo's stats aren't the best, but after setting up Rain Dance, it becomes a monstrously powerful--with Swift Swim, Rain Dance is like using Agility and Nasty Plot in one turn! Rain Dance is what makes Ludicolo such a dangerous anti-metagame Pokemon. The given EV spread allows it to outspeed max speed positive base 125 Pokemon like Weavile under the rain. He's particularly devastating to Sun and Sand teams once their weather-inducer is KO'd. All I need to do is switch him on something he's strong against, like Gastrodon, Rain Dance as they switch away or attempt to damage him, then blast everything with Surf. Giga Drain is for threatening bulky waters and healing up from Life Orb recoil, while Ice Beam is there to KO dragons and Landorus/Gliscor, as well as Thundurus. He's also great to use AGAINST Drizzle teams as a lead, since with Swift Swim and Giga Drain, it can wreak havoc.
I am running Rain Dance Ludicolo because weather so heavily dominates the OU metagame. Rain Dance Ludicolo, armed with Giga Drain, threatens four of the five automatic weather inducers: Politoed, Ninetales, Tyranitar and Hippowdon. The only one it doesn't is Abomasnow, who is very rare sight in BW singles. Threatening the first four weather inducers just by switching in is what makes Ludicolo so effective at changing the weather. Normally, I keep Ludicolo in the back of my party until the opposing weather inducer is KO'd but if I have to, I can disrupt an opponent's momentum by switching in, and either scaring away their weather inducer (and setting up Rain Dance in the process to activate Swift Swim) or outright KOing them, giving Ludicolo a clean opportunity to sweep.
He has several problems though. Toxicroak can switch in and KO or start setting up. Even under Rain, Ludicolo just can't OHKO Reuniclus and Jirachi with Surf, who Thunderwave and end Ludicolo's sweep. Thunderwave from Rotom-W and any other Pokemon is in general, Ludicolo's greatest weakness.
Yet another obvious question: Why run Swift Swim Ludicolo when you can run Swift Swim Kingdra? After all, Kingdra does have superior stats compared to Ludicolo, and great defensive and offensive typing as well. So why use Ludicolo?
2-Part Answer:
1. Giga Drain, Giga Drain, Giga Drain. It's the greatest advantage Ludicolo has over Kingdra. Giga Drain severely threatens both sand and rain teams, especially when a sand team's main defense against a water-type is Suicune, who walls every water type other than Ludicolo. Ludicolo is the one Swift Swimmer who is not walled by bulky waters because of Giga Drain. Giga Drain also threatens Politoed, Tyranitar and Hippowdon, three of the five main auto-weather inducers, and gives Ludicolo a much easier time setting up Rain Dance to sweep compared to Kingdra. Giga Drain also allows Ludicolo to heal up from Life Orb recoil and passive damage from entry hazards and weather, which Kingdra could only wish it could do. Giga Drain greatly extends Ludicolo's sweep.
2. Kingdra's poor Dragon-type attacks. Kingdra is forced to rely on one of these three Dragon-type moves for coverage, especially to deal with bulky waters: Draco Meteor, Outrage, or Dragon Pulse. Draco Meteor is powerful but not well-suited for a sweep due to the resulting power drop; I do not like being locked into Outrage (I run Scarf Honchkrow because I still have the option to switch out, unlike with Outrage); and Dragon Pulse is too weak in my opinion. In other words, Kingdra would be walled to oblivion by bulky waters, especially Suicune, who could Calm Mind up, use Rest to recover, and then launch a sweep at my team. Ludicolo, with Giga Drain, does not fear bulky waters at all.
EDIT: I am currently testing out Hydro Pump to see if the extra power (compared to Surf) is worth the accuracy drop. It should get me the KO on Reuniclus that I'm missing. Interestingly, the new Ludicolo I just bred and trained has access to Hidden Power Psychic with a base power of 66! This move should allow Ludicolo to best its arch-nemesis Toxiroak, but it would be difficult to replace Ice Beam with it, since Ice Beam is useful for stopping dragons such as Dragonite and Salamence.
"Krownos" the Honchkrow, @Choice Scarf
Ability: Moxie
EVs: 4 HP/252 Attack/252 Speed
IVs: 30/30/30/9/11/31
Nature: Adamant
-Sucker Punch
-Brave Bird
-Night Slash
-Pursuit (previously Roost)
My favorite Pokemon! And, of course, the basis of my gamertag. I may be blinded by my love for this Pokemon, but don't be fooled: I've found a way to make Honchkrow viable in OU: Choice Scarf. With a Choice Scarf attached, Honchkrow speed ties with max speed positive base 115 speed Pokemon. ScarfKrow is critical for surprising and removing threats like Gengar, Lati@s, Mienshao, Virizion, Breloom and fighting types in general. Most people expect Sucker Punch (which I carry as a last resort option), so they either try a boosting move or switching out: those who try to switch out are punished by Pursuit. The main moves on this set are Brave Bird and Night Slash. Honchkrow threatens and KOes Toxicroak and Reuniclus, the two Pokemon that pose the biggest threats to my team. I normally keep him in the back of my party until the opponent's steel type's been eliminated. The Moxie boosts really help with cleaning up late game.
EDIT: I have replaced my beloved Honchkrow with:
"MetaRidley" the Skarmory @Leftovers
Ability: Sturdy
EVs: 252 HP/252 Defense/4 Sp. Defense
IVs: 21/30/26/19/31/25
Nature: Impish
-Roost
-Tailwind
-Brave Bird
-Stealth Rock
I'm mixing up the standard physical wall variant of Skarmory with Tailwind, which will help out Ludicolo, Arcanine and Haxorus tremendously. Stealth Rock is there to ruin Marvel Scale Dragonite and Volcarona. Skarmory is, theoretically, my answer to fighting types. Will start testing soon!
"Trololulz" the Conkeldurr @Flame Orb
Ability: Guts
EVs: 252 HP/252 Attack/4 Defense
IVs: 29/31/31/20/28/31
Nature: Adamant
-Mach Punch
-Drain Punch
-Stone Edge
-Payback
My Conkeldurr's can take physical attacks fairly well and with a Guts boost form Flame Orb, can become quite devastating. Mach Punch is for powerful priority, Drain Punch, of course, is to heal himself from burn damage and cause major damage to the opponent, even bulky pokemon like Gastrodon, after a Guts boost. Conkeldurr is also great for switching into enemy Porygon2's Thunderwave, netting a Guts boost without burn damage and KOing back. Stone Edge is for Gyarados, Volcarona and predicted switch-in Gengar. Payback is there to heavily dent Ghost and Psychic types in general when I don't want to rely on Stone Edge. It's also there for the rare Golurk.
Problems Encountered:
Reuniclus
Reuniclus can cause major problems for my team. Rain Dance Ludicolo can take away 2/3 of Reuniclus's HP with Surf, but can't get the KO if Reuniclus carries Thunderwave, since it'll paralyze Ludicolo and just spam Recover until the Rain's gone. Flygon's U-Turn only does about 50%. Reuniclus walls Porygon2 to oblivion and KOs back with Focus Blast. Honchkrow is great for scaring it away or KOing with Night Slash (after prior damage) though.
Toxicroak
Dry Skin Toxicroak under Drizzletoad's rain can be easy or difficult to KO, depending on if it has a Substitute up. If it's not behind a Sub, my Flygon and Honchkrow can KO it with EQ and Brave Bird respectively. A set-up Substitute means that I'd have to sacrifice one of the the above two and KO with the other, since my other Pokemon are incapable of KOing it under the rain.
Please comment on my team and provide any suggestions for improving it. Thanks!