Sup all.Midknight here with my main battling team.Most of you already know it pretty well,so this won't be anything new.
At a Glance-
Mienshao @ Life Orb
Ability:Regenerator
Naive nature (+Speed,-Special Defense)
EV's:216 Attack/40 Special Attack/252 Speed
Fake Out
Hi Jump Kick
Hidden Power Ice
U-Turn
Mienshao here is my lead and surprise Gliscor assassin.It does what all offensive leads do:Fake Out to break sashes,then either kill the opponent or GTFO with U-Turn.HP Ice nets surprise KO's on Gliscor and Salamence,who could cause problems later on in the game.Max Speed to at least tie with opposing Mienshao.40 Special Attack gives a little more power to HP Ice,and the rest go into Attack.Lacking max Attack might seem to be a bad thing,but I don't lose all that much power.I still OHKO frailer Pokemon and even Genesect with Hi Jump Kick.
Rotom-C @ Choice Scarf
Ability:Levitate
Timid Nature (+Speed,-Attack)
EV's:252 Special Attack/252 Speed/4 HP
Thunderbolt
Leaf Storm
Hidden Power Ice
Trick
Mow Rotom works as my wall crippler/Water-type slayer.Almost no Water-type can stand up to this guy one-on-one and come out in one piece.Thunderbolt is my Electric STAB of choice,and I use it if my opponent doesn't have much HP left.Leaf Storm packs an almost godly amount of power,and even some resited hits cause fatal damage.HP Ice is there for Dragons that would otherwise be safe after Mienshao goes down.Special walls would give this set trouble...but I have Trick,which can render them useless the entire game,allowing for an easy kill later on.Maximum Speed is something of a security blanket for me,so a Timid Nature and 252 SPeed EV's were a no brainer.Max Special Attack allows for the easiest Water-slaying possible,and the last 4 EV's go into HP because I have no better place to put them.
Ferrothorn @ Leftovers
Ability:Iron Barbs
Careful Nature (+Special Defense,-Special Attack)
EV's:252 HP/44 Defense/208 Special Defense
Thunder Wave
Stealth Rock
Spikes
Power Whip
Ferrothorn is the hazards-setter-upper and paralysis spreader.Thunder Wave,which I try to never go without,offers the always advantageous Paralysis,which neuters any sweeper looking for easy set up,making them easy prey for the rest of my team.Stealth Rock and Spikes can break Sashes/Sturdy,and make some Pokemon easier to take out.Power Whip is my STAB mvoe of choice for when I get Taunted,and it does plenty of damage to Water-types that come in on certain other members of my team.The EV's are pretty simple,and allow Ferrothorn to take as many different hits as possible.Since being as slow as possible isn't really needed,I went with Careful instead of Sassy,which grants me the small plus of outspeeding other Ferrothorn.
Arcanine @ Life Orb
Ability:Flash Fire
Adamant Nature (+Attack,-Special Attack)
EV's:252 Attack/252 Speed/4 Special Defense
Flare Blitz
Close Combat
Wild Charge
Extreme Speed
I chose Arcanine as my main physical attacker over some OU Fire-type,and I haven't regretted it one bit.I used to have a Choice band,but I found that I needed to be able to switch moves to be truly successful.Switching to Life Orb has saved me a few times,so it stays until I find a reason to change back.I might also go with Jolly,but I don't know what kills I could be missing out on without the power Adamant brings.Flare Blitz is Arcanine's strongest physical STAB move,and does metric boatloads of damage to anything that doesn't resist it.If I get a Flash Fire boost,it can even 2HKO Dragonite.Close COmbat is one of two new toys Arcanine received in Gen 5,and allows it to clear out Rock-types and Heatran,which it couldn't do before without going mixed.Wild Charge is its second gift,and makes Water-types think twice about coming in.Extreme Speed allows Arcanine to pick off faster,worn-down opponents.
Starmie @ Leftovers
Ability:Natural Cure
Timid Nature (+Speed,-Attack)
EV's:252 Special Attack/252 Speed/4 HP
Surf
Psychic
Thunder
Rapid Spin
Arcanine is weak to Stealth Rock.Therefore,something that can get rid of said stones is much appreciated.So,I went with Starmie.I originally had Life Orb on it,but I found Leftovers to be much more beneficial.Surf is basic Water-STAB,meaning Fire-types coming in on Ferrothorn won't be much of an issue.Rapid Spin,as I mentioned before,gets rid of entry hazards that would harm the rest of my team.I have Psychic to get rid of the various Fighting-types running around,since I wouldn't have super effective coverage on them otherwise.I have Thunder instead of Thunderbolt.Why?Because I can't go three battles without seeing Politoed and friends.I might as well use their Rain against them,no?The EV's make Starmie as fast and as strong as possible,with a Timid nature to further boost Speed.
Chandelure @ Choice Scarf
Ability:Shadow Tag
Timid Nature (+Speed,-Attack)
EV's:252 Special Attack/252 Speed/4 Special Defense
Shadow Ball
Overheat
Energy Ball
Hidden Power Ground
In the most sadistic sense of the term,Chandelure is my team's revenge killer.I use this to handle the Pokemon that would otherwise cause severe trouble for my team.Shadow Ball is my Ghost STAB,and is what I use if the other moves aren't necessary.Overheat is my Fire-STAB,and supports the hit-and-run tactics Chandelure does best.Energy Ball is for the odd occurance where Rotom isn't available to maim Water-types.I have HP Ground specifically for non-Balloon Heatran,just in case Starmie goes down.
A Final Glance-
- Team Building Process:
A good first step in making a team if choosing a Lead Pokemon. I wanted something that could give me some early game momentum while still being relevent later on. So I went with the not-so-old reliable Mienshao.
Next came a Pokemon I've always wanted to use;Mow Rotom.This thing is the bane of every Water-type's existence,thanks to the double super effective STAB and resistence to Water.It can also cripple walls with Trick,which is always handy.
My next goal was to find something that could set up hazards and take the hits my other Pokemon couldn't.Possible paralysis support couldn't hurt either.I went with the ever popular Ferrothorn,since it could do all the things I wanted it to,as well as smacking around Water-types with STAB Power Whip.
I have two Grass-types and no resistance to Fire.That's not the best situation to be in.So,I could have picked Infernape.It can easily rip through teams with its physical STAB.Or,I could have picked Heatran,who has that nice immunity to fire thanks to its ability,Flash Fire.So why on Earth did I pick Arcanine?Simple:It does both of those things.
I will give Heatran and Infernape one thing:They aren't weak to Stealth Rock.So to aid my physical hole-puncher,I picked out Starmie to spin away entry hazards.Starmie can also tackle Rain rather easily,thanks to its Water STAB and access to powerful electric attacks,so it was a done deal for me.
I originally had Hippowdon in my last place,but it was so hilariously bad I didn't even bother posting it.My replacement has been Chandelure,and boy am I glad I made the change.there are some threats to my team that can almost go through it single-handedly,but thanks to Chandelure,that isn't the case.Some people have been pretty frustrated by it,even to the point of forfeiting the match.Oh well,more wins for me.
At a Glance-
Mienshao @ Life Orb
Ability:Regenerator
Naive nature (+Speed,-Special Defense)
EV's:216 Attack/40 Special Attack/252 Speed
Fake Out
Hi Jump Kick
Hidden Power Ice
U-Turn
Mienshao here is my lead and surprise Gliscor assassin.It does what all offensive leads do:Fake Out to break sashes,then either kill the opponent or GTFO with U-Turn.HP Ice nets surprise KO's on Gliscor and Salamence,who could cause problems later on in the game.Max Speed to at least tie with opposing Mienshao.40 Special Attack gives a little more power to HP Ice,and the rest go into Attack.Lacking max Attack might seem to be a bad thing,but I don't lose all that much power.I still OHKO frailer Pokemon and even Genesect with Hi Jump Kick.
Rotom-C @ Choice Scarf
Ability:Levitate
Timid Nature (+Speed,-Attack)
EV's:252 Special Attack/252 Speed/4 HP
Thunderbolt
Leaf Storm
Hidden Power Ice
Trick
Mow Rotom works as my wall crippler/Water-type slayer.Almost no Water-type can stand up to this guy one-on-one and come out in one piece.Thunderbolt is my Electric STAB of choice,and I use it if my opponent doesn't have much HP left.Leaf Storm packs an almost godly amount of power,and even some resited hits cause fatal damage.HP Ice is there for Dragons that would otherwise be safe after Mienshao goes down.Special walls would give this set trouble...but I have Trick,which can render them useless the entire game,allowing for an easy kill later on.Maximum Speed is something of a security blanket for me,so a Timid Nature and 252 SPeed EV's were a no brainer.Max Special Attack allows for the easiest Water-slaying possible,and the last 4 EV's go into HP because I have no better place to put them.
Ferrothorn @ Leftovers
Ability:Iron Barbs
Careful Nature (+Special Defense,-Special Attack)
EV's:252 HP/44 Defense/208 Special Defense
Thunder Wave
Stealth Rock
Spikes
Power Whip
Ferrothorn is the hazards-setter-upper and paralysis spreader.Thunder Wave,which I try to never go without,offers the always advantageous Paralysis,which neuters any sweeper looking for easy set up,making them easy prey for the rest of my team.Stealth Rock and Spikes can break Sashes/Sturdy,and make some Pokemon easier to take out.Power Whip is my STAB mvoe of choice for when I get Taunted,and it does plenty of damage to Water-types that come in on certain other members of my team.The EV's are pretty simple,and allow Ferrothorn to take as many different hits as possible.Since being as slow as possible isn't really needed,I went with Careful instead of Sassy,which grants me the small plus of outspeeding other Ferrothorn.
Arcanine @ Life Orb
Ability:Flash Fire
Adamant Nature (+Attack,-Special Attack)
EV's:252 Attack/252 Speed/4 Special Defense
Flare Blitz
Close Combat
Wild Charge
Extreme Speed
I chose Arcanine as my main physical attacker over some OU Fire-type,and I haven't regretted it one bit.I used to have a Choice band,but I found that I needed to be able to switch moves to be truly successful.Switching to Life Orb has saved me a few times,so it stays until I find a reason to change back.I might also go with Jolly,but I don't know what kills I could be missing out on without the power Adamant brings.Flare Blitz is Arcanine's strongest physical STAB move,and does metric boatloads of damage to anything that doesn't resist it.If I get a Flash Fire boost,it can even 2HKO Dragonite.Close COmbat is one of two new toys Arcanine received in Gen 5,and allows it to clear out Rock-types and Heatran,which it couldn't do before without going mixed.Wild Charge is its second gift,and makes Water-types think twice about coming in.Extreme Speed allows Arcanine to pick off faster,worn-down opponents.
Starmie @ Leftovers
Ability:Natural Cure
Timid Nature (+Speed,-Attack)
EV's:252 Special Attack/252 Speed/4 HP
Surf
Psychic
Thunder
Rapid Spin
Arcanine is weak to Stealth Rock.Therefore,something that can get rid of said stones is much appreciated.So,I went with Starmie.I originally had Life Orb on it,but I found Leftovers to be much more beneficial.Surf is basic Water-STAB,meaning Fire-types coming in on Ferrothorn won't be much of an issue.Rapid Spin,as I mentioned before,gets rid of entry hazards that would harm the rest of my team.I have Psychic to get rid of the various Fighting-types running around,since I wouldn't have super effective coverage on them otherwise.I have Thunder instead of Thunderbolt.Why?Because I can't go three battles without seeing Politoed and friends.I might as well use their Rain against them,no?The EV's make Starmie as fast and as strong as possible,with a Timid nature to further boost Speed.
Chandelure @ Choice Scarf
Ability:Shadow Tag
Timid Nature (+Speed,-Attack)
EV's:252 Special Attack/252 Speed/4 Special Defense
Shadow Ball
Overheat
Energy Ball
Hidden Power Ground
In the most sadistic sense of the term,Chandelure is my team's revenge killer.I use this to handle the Pokemon that would otherwise cause severe trouble for my team.Shadow Ball is my Ghost STAB,and is what I use if the other moves aren't necessary.Overheat is my Fire-STAB,and supports the hit-and-run tactics Chandelure does best.Energy Ball is for the odd occurance where Rotom isn't available to maim Water-types.I have HP Ground specifically for non-Balloon Heatran,just in case Starmie goes down.
A Final Glance-
- Exportable:
- Mienshao (M) @ Life Orb
Trait: Regenerator
EVs: 216 Atk / 40 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Fake Out
- Hi Jump Kick
- Hidden Power [Ice]
- U-turn
PsychoMower (Rotom-C) @ Choice Scarf
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Thunderbolt
- Leaf Storm
- Hidden Power [Ice]
- Trick
Ferrothorn (M) @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 48 Def / 208 SDef
Careful Nature (+SDef, -SAtk)
- Thunder Wave
- Stealth Rock
- Spikes
- Power Whip
Arcanine (M) @ Life Orb
Trait: Flash Fire
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Flare Blitz
- Close Combat
- Wild Charge
- ExtremeSpeed
Starmie @ Leftovers
Trait: Natural Cure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Surf
- Psychic
- Thunder
- Rapid Spin
Chandelure (M) @ Choice Scarf
Trait: Shadow Tag
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Shadow Ball
- Overheat
- Energy Ball
- Hidden Power [Ground]