=== [nu] NU ===
Audino-Mega @ Audinite
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Calm Mind
- Dazzling Gleam
- Heal Bell
- Wish
I thought its bulk and access to wish and heal bell were super useful. Calm Mind makes it more specially defensive, though I feel this move is the least useful, since I tend to switch it in when I need to use heal bell or wish and maybe get off a few dazzling gleams but I have yet to use CM.
Hariyama @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 128 Def / 128 SpD
Adamant Nature
- Knock Off
- Ice Punch
- Bullet Punch
- Close Combat
I intended this mon to be a good wall also had offensive presence. Knock off is for almost anything that wants to switch in on this, since I cant think of any scenario (bar someone wanting to use acrobatics on archeops or something, which ive never seen anyone really do) and works really well is a ghost type like Mismagius or mons like Xatu try to come in. Ice punch is for coverage. Bullet punch is for cleaning up any mons hanging on by a thread of HP. Close combat for stab and monstrous power.
Archeops @ Focus Sash
Ability: Defeatist
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Defog
- Stealth Rock
- Head Smash
- Taunt
This is generally my lead, and I don't like it much. its basically a suicide lead, taunting if I feel the need, stealth rocks, head smash. unless I take no damage then ill switch it out and defog+another set of stealth rocks is need be. overall I want to change this one but I'm not sure how.
Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Scald
- Toxic
- Recover
This thing is amazing. defensive mon with Unaware so anything that tries to set up is SOL. Toxic cripples those setup mons if they choose to switch out, plus I can stall out more wall-esque mons with toxic+recover+damaging move. Quagsire puts in amazing work, and can take a bunch of hits as well as cripple with burn (if scald works) of toxic
Magmortar @ Choice Specs
Ability: Flame Body
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Focus Blast
- Psychic
- Thunderbolt
Special cannon. I'm using specs, but I also used a scarf with great success. the moveset is fairly self explanatory, and the hard thing here is because of the choice item, there is some predicting that is necessary so as not to get locked into a bad move without doing good damage.
Torterra @ Sitrus Berry
Ability: Overgrow
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Wood Hammer
- Synthesis
- Earthquake
- Leech Seed
Mainly a physical hammer. wood hammer hurts anything non resistant and quagsire cant switch into it to well. synthesis and leech seed allow for longevity as well as dealing chip damage with LS. and earthquake is for the second stab and deals hefty damage.
PLEASE HELP WITH ANY POSSIBLE FIXES.
Audino-Mega @ Audinite
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Calm Mind
- Dazzling Gleam
- Heal Bell
- Wish
I thought its bulk and access to wish and heal bell were super useful. Calm Mind makes it more specially defensive, though I feel this move is the least useful, since I tend to switch it in when I need to use heal bell or wish and maybe get off a few dazzling gleams but I have yet to use CM.
Hariyama @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 128 Def / 128 SpD
Adamant Nature
- Knock Off
- Ice Punch
- Bullet Punch
- Close Combat
I intended this mon to be a good wall also had offensive presence. Knock off is for almost anything that wants to switch in on this, since I cant think of any scenario (bar someone wanting to use acrobatics on archeops or something, which ive never seen anyone really do) and works really well is a ghost type like Mismagius or mons like Xatu try to come in. Ice punch is for coverage. Bullet punch is for cleaning up any mons hanging on by a thread of HP. Close combat for stab and monstrous power.
Archeops @ Focus Sash
Ability: Defeatist
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Defog
- Stealth Rock
- Head Smash
- Taunt
This is generally my lead, and I don't like it much. its basically a suicide lead, taunting if I feel the need, stealth rocks, head smash. unless I take no damage then ill switch it out and defog+another set of stealth rocks is need be. overall I want to change this one but I'm not sure how.
Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Scald
- Toxic
- Recover
This thing is amazing. defensive mon with Unaware so anything that tries to set up is SOL. Toxic cripples those setup mons if they choose to switch out, plus I can stall out more wall-esque mons with toxic+recover+damaging move. Quagsire puts in amazing work, and can take a bunch of hits as well as cripple with burn (if scald works) of toxic
Magmortar @ Choice Specs
Ability: Flame Body
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Focus Blast
- Psychic
- Thunderbolt
Special cannon. I'm using specs, but I also used a scarf with great success. the moveset is fairly self explanatory, and the hard thing here is because of the choice item, there is some predicting that is necessary so as not to get locked into a bad move without doing good damage.
Torterra @ Sitrus Berry
Ability: Overgrow
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Wood Hammer
- Synthesis
- Earthquake
- Leech Seed
Mainly a physical hammer. wood hammer hurts anything non resistant and quagsire cant switch into it to well. synthesis and leech seed allow for longevity as well as dealing chip damage with LS. and earthquake is for the second stab and deals hefty damage.
PLEASE HELP WITH ANY POSSIBLE FIXES.