Alakazam @ Alakazite
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Substitute
- Shadow Ball
I wanted to use M alakazam and it was what I started the team with. I love it's speed tier and I opt to use substitute over CM or recover as it can at times give me a way to avoid an otherwise fatal sucker punch or simply give me better insurance in case focus blast ordinarily misses at a unfortunate time off. It's role is to revenge kill and deal off damage to the point either it or azumarill can sweep.
Azumarill @ Normalium Z
Ability: Huge Power
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off
This guys roll is to finish off certain mons with a priority aqua jet or to intimidate the opponent and get a switch and something knocked off. When the situation presents itself We Z Belly drum and finish the game or put ourselves in a position to win the game. Standard set.
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 112 Def / 144 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Hidden Power [Ice]
- U-turn
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Defog
Rotom helps crippen physical attackers and provides a type of hazzard removal, which I usually only use if there are multiple hazards, if I don't have them setup myself or in circumstantial game winning situations, I sometimes consider running protect or pain split. . Lando Provides rocks and a somewhat slow and valuable u-turn that has meshed very well with Rotom's volt switch for a long time. Earthquake is useful and effective, as always.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 24 Def / 232 SpD
Careful Nature
IVs: 0 Atk
- Spikes
- Leech Seed
- Thunder Wave
- Protect
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 180 SpD / 76 Spe
Calm Nature
- Lava Plume
- Toxic
- Protect
- Stealth Rock
A slightly more defensive core than the lando/rotom. I opted to not give ferrothorn an attacking move solely because I thought it's utility moves were too valuable, the spikes are great for hazard hurting, especially when I KO my opponents hazard remover(s). Look out for potential taunts. Heatran is the standard spdef set, it gives me a second pokemon to set up rocks helping to get them up against different mons, protect to help with lefties recovery and continue leeching out damage from toxic or leech seed if the opposing player opts to stay in.
Weaknesses:
Kartana: The biggest threat this team by far, it's tough for this team to deal with, often having to predict well and chip away at it's health.
To a lesser extent: Heatran: Azumarill doesn't like getting burned from lava plume and Rotom hates getting hit with a toxic and then continuous chip damage upon switch in.
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Substitute
- Shadow Ball
I wanted to use M alakazam and it was what I started the team with. I love it's speed tier and I opt to use substitute over CM or recover as it can at times give me a way to avoid an otherwise fatal sucker punch or simply give me better insurance in case focus blast ordinarily misses at a unfortunate time off. It's role is to revenge kill and deal off damage to the point either it or azumarill can sweep.
Azumarill @ Normalium Z
Ability: Huge Power
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off
This guys roll is to finish off certain mons with a priority aqua jet or to intimidate the opponent and get a switch and something knocked off. When the situation presents itself We Z Belly drum and finish the game or put ourselves in a position to win the game. Standard set.
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 112 Def / 144 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Hidden Power [Ice]
- U-turn
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Defog
Rotom helps crippen physical attackers and provides a type of hazzard removal, which I usually only use if there are multiple hazards, if I don't have them setup myself or in circumstantial game winning situations, I sometimes consider running protect or pain split. . Lando Provides rocks and a somewhat slow and valuable u-turn that has meshed very well with Rotom's volt switch for a long time. Earthquake is useful and effective, as always.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 24 Def / 232 SpD
Careful Nature
IVs: 0 Atk
- Spikes
- Leech Seed
- Thunder Wave
- Protect
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 180 SpD / 76 Spe
Calm Nature
- Lava Plume
- Toxic
- Protect
- Stealth Rock
A slightly more defensive core than the lando/rotom. I opted to not give ferrothorn an attacking move solely because I thought it's utility moves were too valuable, the spikes are great for hazard hurting, especially when I KO my opponents hazard remover(s). Look out for potential taunts. Heatran is the standard spdef set, it gives me a second pokemon to set up rocks helping to get them up against different mons, protect to help with lefties recovery and continue leeching out damage from toxic or leech seed if the opposing player opts to stay in.
Weaknesses:
Kartana: The biggest threat this team by far, it's tough for this team to deal with, often having to predict well and chip away at it's health.
To a lesser extent: Heatran: Azumarill doesn't like getting burned from lava plume and Rotom hates getting hit with a toxic and then continuous chip damage upon switch in.