Hello everybody. I've been doing some work lately on PS, and I decided it might be fun to make a Not-Fully-Evolved Team that would be viable for Over-Used. So far, it's only been moderately successful and I am looking to improve it.
Shelgon (M) @ Eviolite
Ability: Overcoat
EVs: 252 HP / 4 Atk / 252 SDef
Careful Nature
- Rest
- Sleep Talk
- Dragon Dance
- Outrage
Shelgon capitalizes on Dusclops' use of Trick Room. It has excellent attack and defense (for a NFE poke), but because of its horrendous special defense, this was probably the best set I could use, and it still was not very successful. Shelgon is probably the weakest link on my team.
Chansey @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Soft-Boiled
- Aromatherapy
- Toxic
- Seismic Toss
Next up is Chansey, who, before Gen 5, was overclassed by her older sister, Blissey. However, Eviolite was a turning point for her and many other NFE's, so I chose her as a wall-er and cleric. It's a pretty standard Chansey set and she has worked wonders for me on PS.
Monferno (M) @ Focus Sash
Ability: Blaze
EVs: 252 SAtk / 252 Spd
Hasty Nature
IVs: 0 HP / 0 Def / 0 SDef
- Stealth Rock
- Endeavor
- Fire Blast
- Vacuum Wave
Monferno is my lead. He has worked really well some games and horribly in others, depending on whether or not the opponent tries to set up or take it out. Monferno's job is pretty simple: set up rocks and take down one poke. The given IVs are in attempt to ensure that the sash is triggered, then monferno uses endeavor and then vacuum wave and voila.
Marill (F) @ Eviolite
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Power-Up Punch
- Ice Punch
- Play Rough
- Aqua Jet
I'm pretty sure the only reason I used marill is because I use her older sister, Azumarill, sooo much. With her new typing, eviolite, huge power, and power-up punch, if Marill is able to set up, it becomes unstoppable. She has swept entire teams after just one or two P-up punches.
Porygon2 (M) @ Eviolite
Ability: Download
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature
IVs: 0 Spe
- Thunder Wave
- Thunderbolt
- Ice Beam
- Recover
Porygon2 is in as a defensive/crippler and user of dusclops' trick room. Thunder Wave stops attackers in their tracks, Ice beam for grounds that are immune to thunderwave, thunderbolt for the effective boltbeam combo, and then recover to eliminate any damage taken. Eviolite helps it tank moves, but this set lacks coverage for fighting types, in which case I switch to...
Dusclops (F) @ Eviolite
Ability: Pressure
EVs: 252 HP / 4 Def / 252 SDef
Sassy Nature
IVs: 0 Spe
- Destiny Bond
- Will-O-Wisp
- Trick Room
- Night Shade
Dusclops has really one job: set up Trick Room. Thanks to its Normal-type immunity, Fake out can't stop it from doing so. Night Shade is just in case it is taunted, WoW cripples physical attackers allowing Dusclops to tank some super-effective hits from tyranitar, though it still falls to the ever-illusive zoroark. Finally, Destiny bond is just filler.

Shelgon (M) @ Eviolite
Ability: Overcoat
EVs: 252 HP / 4 Atk / 252 SDef
Careful Nature
- Rest
- Sleep Talk
- Dragon Dance
- Outrage
Shelgon capitalizes on Dusclops' use of Trick Room. It has excellent attack and defense (for a NFE poke), but because of its horrendous special defense, this was probably the best set I could use, and it still was not very successful. Shelgon is probably the weakest link on my team.

Chansey @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Soft-Boiled
- Aromatherapy
- Toxic
- Seismic Toss
Next up is Chansey, who, before Gen 5, was overclassed by her older sister, Blissey. However, Eviolite was a turning point for her and many other NFE's, so I chose her as a wall-er and cleric. It's a pretty standard Chansey set and she has worked wonders for me on PS.

Monferno (M) @ Focus Sash
Ability: Blaze
EVs: 252 SAtk / 252 Spd
Hasty Nature
IVs: 0 HP / 0 Def / 0 SDef
- Stealth Rock
- Endeavor
- Fire Blast
- Vacuum Wave
Monferno is my lead. He has worked really well some games and horribly in others, depending on whether or not the opponent tries to set up or take it out. Monferno's job is pretty simple: set up rocks and take down one poke. The given IVs are in attempt to ensure that the sash is triggered, then monferno uses endeavor and then vacuum wave and voila.

Marill (F) @ Eviolite
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Power-Up Punch
- Ice Punch
- Play Rough
- Aqua Jet
I'm pretty sure the only reason I used marill is because I use her older sister, Azumarill, sooo much. With her new typing, eviolite, huge power, and power-up punch, if Marill is able to set up, it becomes unstoppable. She has swept entire teams after just one or two P-up punches.

Porygon2 (M) @ Eviolite
Ability: Download
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature
IVs: 0 Spe
- Thunder Wave
- Thunderbolt
- Ice Beam
- Recover
Porygon2 is in as a defensive/crippler and user of dusclops' trick room. Thunder Wave stops attackers in their tracks, Ice beam for grounds that are immune to thunderwave, thunderbolt for the effective boltbeam combo, and then recover to eliminate any damage taken. Eviolite helps it tank moves, but this set lacks coverage for fighting types, in which case I switch to...

Dusclops (F) @ Eviolite
Ability: Pressure
EVs: 252 HP / 4 Def / 252 SDef
Sassy Nature
IVs: 0 Spe
- Destiny Bond
- Will-O-Wisp
- Trick Room
- Night Shade
Dusclops has really one job: set up Trick Room. Thanks to its Normal-type immunity, Fake out can't stop it from doing so. Night Shade is just in case it is taunted, WoW cripples physical attackers allowing Dusclops to tank some super-effective hits from tyranitar, though it still falls to the ever-illusive zoroark. Finally, Destiny bond is just filler.