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Sep 6th, 2014
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  1. Archeops @ Focus Sash
  2. Ability: Defeatist
  3. EVs: 252 Atk / 4 SpD / 252 Spe
  4. Jolly Nature
  5. - Taunt
  6. - Stealth Rock
  7. - Endeavor
  8. - Head Smash
  9.  
  10. Swellow @ Toxic Orb
  11. Ability: Guts
  12. EVs: 252 Atk / 4 Def / 252 Spe
  13. Jolly Nature
  14. - Brave Bird
  15. - Facade
  16. - U-turn
  17. - Quick Attack
  18.  
  19. Gorebyss @ White Herb
  20. Ability: Swift Swim
  21. EVs: 4 Def / 252 SpA / 252 Spe
  22. Timid Nature
  23. - Shell Smash
  24. - Surf
  25. - Ice Beam
  26. - Baton Pass
  27.  
  28. Vileplume @ Life Orb
  29. Ability: Effect Spore
  30. EVs: 240 HP / 252 SpA / 16 Spe
  31. Modest Nature
  32. - Giga Drain
  33. - Sludge Bomb
  34. - Hidden Power [Fire]
  35. - Moonlight
  36.  
  37. Trapinch @ Focus Sash
  38. Ability: Arena Trap
  39. EVs: 252 Atk / 4 SpD / 252 Spe
  40. Jolly Nature
  41. - Earthquake
  42. - Crunch
  43. - Rock Slide
  44. - Superpower
  45.  
  46. Hariyama @ Assault Vest
  47. Ability: Thick Fat
  48. EVs: 252 Atk / 4 Def / 252 SpD
  49. Adamant Nature
  50. - Close Combat
  51. - Knock Off
  52. - Ice Punch
  53. - Bullet Punch
  54.  
  55. Lead Archeops is amazing right now, with this set hazards are rarely on the field for the team to deal with and it usually gets them up aswell or at the very least weakens an important poke on the opponent's team. Swellow is really only countered by bulky rock and steel types which you can typically lure and u-turn into trapinch on. Gorebyss has the ability to set up on a lot of physically oriented mons due to its good defense stat and can pass to literally any member of this team (Archeops is usually dead at this point) but it can also clean up late game without needing to pass. Vileplume was added for a few reasons; the overall great defensive typing and natural bulk is a huge plus, and it also happens that the best answer to life orb plume is Dragalge which also happens to get trapped by Trapinch more easily than you'd expect. Hariyama was pretty much tacked on at the end as glue for the team, it provides a pretty reliable switch in to offensive fire types and can also take advantage of being passed a shell smash. I've laddered quite a bit with this team the past day or so and it's outperformed my expectations (which to be fair were low for a team with a trapinch on it) plus it's really fun to use. Trapinch is a Lord.
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