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- Zoroark @ Focus Sash
- Ability: Illusion
- Shiny: Yes
- EVs: 252 SpA / 4 SpD / 252 Spe
- Timid Nature
- IVs: 0 Atk
- - Dark Pulse
- - Flamethrower
- - Sludge Bomb
- - Nasty Plot
- Sableye @ Leftovers
- Ability: Prankster
- Shiny: Yes
- EVs: 252 HP / 4 SpA / 252 SpD
- Calm Nature
- IVs: 0 Atk
- - Will-O-Wisp
- - Snarl
- - Recover
- - Taunt
- Hoopa-Unbound @ Choice Scarf
- Ability: Magician
- EVs: 252 Atk / 4 SpA / 252 Spe
- Hasty Nature
- - Hyperspace Fury
- - Hyperspace Hole
- - Drain Punch
- - Destiny Bond
- Bisharp @ Focus Sash
- Ability: Defiant
- Shiny: Yes
- EVs: 252 Atk / 4 SpD / 252 Spe
- Jolly Nature
- - Iron Head
- - Sucker Punch
- - Swords Dance
- - Knock Off
- Mandibuzz (F) @ Rocky Helmet
- Ability: Overcoat
- EVs: 248 HP / 252 Def / 8 SpD
- Bold Nature
- IVs: 0 Atk
- - Foul Play
- - Roost
- - Toxic
- - Defog
- Houndoom @ Houndoominite
- Ability: Flash Fire
- Shiny: Yes
- EVs: 252 SpA / 4 SpD / 252 Spe
- Timid Nature
- IVs: 0 Atk
- - Nasty Plot
- - Flamethrower
- - Dark Pulse
- - Sludge Bomb
- Notes: I put Houndoom in the back of your party for Zoroark to imitate because their moves are exactly the same. Zoroark's Focus Sash will allow it to live an extra turn, often getting a chance to use Nasty Plot and try to sweep. Often (though not always) your best lead, Sableye's Prankster ability allow all of its moves to go first except Snarl. Will-O-Wisp will also halve the opponent's atk stat, allowing Sableye to tank hits better while chipping away at the opponent's HP. Recover for obvious reasons: recovering HP. Snarl was the choice of attack because it lowers the opponent's sp.atk, which in conjunction with being burned will cause Sableye to take little damage. Taunt prevents the opponent from recovering HP, statusing Sableye, setting up hazards, etc. Hoopa's Choice Scarf makes it an extremely fast threat at the cost of needing to choose its move carefully, as the first move it chooses, it will be locked into unless it switches out. Destiny Bond allows you to take an opponent down with you that would threaten you hard otherwise, assuming you haven't selected a move, so it's a good switch-in or last-ditch option. If you don't like it, Energy Ball is a good coverage option instead. Bisharp can run either Focus Sash or Life Orb, depending if you want surviability or more immediate damage, respectively (remember that life orb does recoil damage though!) Sucker Punch has Priority, Knock Off and Iron Head are there if you aren't expecting an attack move, and Swords Dance for more power. I switched Honchkrow to Mandibuzz because you needed a wall, which Mandibuzz is great for. Alternatively to Rocky Helmet, you can give it Leftovers. Roost for survivability, Toxic for stalling, Foul Play hits physical attackers and sweepers hard, and Defog clears hazards. Lastly, Houndoom has Flash Fire so it can benefit from switching in to fire attacks aimed at Bisharp and your other pokemon. Nasty Plot helps it sweep, and the rest are STAB and coverage.
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