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- Cancer RMT
- illuminati (Sableye) (M) @ Sablenite
- Ability: Prankster
- EVs: 248 HP / 252 Def / 8 SpD
- Bold Nature
- IVs: 0 Atk / 0 SpA
- - Recover
- - Will-O-Wisp
- - Foul Play
- - Protect
- Sableye's my physical wall, to tank most physical hits within reason and spread burn around. It has reliable recovery and uses Protect to scout out moves and extend burn damage. It's use is to invalidate any status move thrown at my other team members with Magic Bounce and keeps Shedinja and my other team members alive by doing this.
- deity (Shedinja) @ Safety Goggles
- Ability: Wonder Guard
- EVs: 252 Atk / 4 SpD / 252 Spe
- Jolly Nature
- IVs: 0 HP / 0 SpA
- - Protect
- - Will-O-Wisp
- - Secret Power
- - Baton Pass
- This shit walls like half of OU and is very good paired with Sableye for luring status moves that it might draw by Magic Bouncing them back with Sab. Will-O-Wisp and Protect are just like on Sableye for passive damage and physical crippling. Secret Power is a physical attack that has 30% chance to para which is nice but is used mostly so shit like Tankchomp and Ferrothorn won't kill it with their contact abilities. Baton Pass is for scouting switches and gives me momentum into a counter or trapper.
- fetty wap (Wobbuffet) @ Custap Berry
- Ability: Shadow Tag
- EVs: 4 HP / 252 Def / 252 SpD
- Calm Nature
- - Encore
- - Destiny Bond
- - Counter
- - Mirror Coat
- trap queen (Gothitelle) (F) @ Choice Scarf
- Ability: Shadow Tag
- EVs: 248 HP / 8 Def / 252 Spe
- Timid Nature
- IVs: 0 Atk
- - Substitute
- - Trick
- - Calm Mind
- - Psychic
- Gothitelle and Wobbuffet together are infamous for fucking over so much shit because encore on a boosting move or status move like stealth rock, and a free gothitelle switch is inbound to trick it's choice scarf and sub+cm to max, and sweep the opposing team. Other than that Goth serves as a decent revenge killer if Wobbitelle fails to commence with STAB psychic. Wobbuffet can also eat up hits and dish out major damage with Counter/Mirror Coat.
- trap king (Dugtrio) @ Focus Sash
- Ability: Arena Trap
- EVs: 252 Atk / 4 SpD / 252 Spe
- Jolly Nature
- IVs: 27 HP / 0 SpA
- - Stealth Rock
- - Reversal
- - Stone Edge
- - Earthquake
- Dugtrio serves as the third trapper and serves as one of my only checks to dark-types/grounded very fast hard hitting attackers. Things like Weavile and T-Tar are destroyed by EQ/Reversal, Stone Edge can hit birds for good damage, and gets up my own hazards with Stealth Rock for passive damage. Tissue paper defenses are both a blessing and a burden for me as Dugtrio cannot live most hits but Reversal provides for very powerful coverage against types weak to fighting.
- hax machine (Togekiss) (F) @ Leftovers
- Ability: Serene Grace
- EVs: 80 HP / 252 SpD / 176 Spe
- Timid Nature
- IVs: 0 Atk
- - Roost
- - Defog
- - Heal Bell
- - Air Slash
- Defog, Heal Bell are necessary moves in case hazards are up and teammates are statused. This provides amazing support for my team that not many other pokemon are able to provide. Also, this can flinchhax basically every slowmon into oblivion which has helped me win games before. Roost is for reliable recovery.
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