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TheCamelDude

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Aug 24th, 2016
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  1. Zoroark @ Focus Sash
  2. Ability: Illusion
  3. Shiny: Yes
  4. EVs: 252 SpA / 4 SpD / 252 Spe
  5. Timid Nature
  6. IVs: 0 Atk
  7. - Dark Pulse
  8. - Flamethrower
  9. - Sludge Bomb
  10. - Nasty Plot
  11.  
  12. Sableye @ Leftovers
  13. Ability: Prankster
  14. Shiny: Yes
  15. EVs: 252 HP / 4 SpA / 252 SpD
  16. Calm Nature
  17. IVs: 0 Atk
  18. - Will-O-Wisp
  19. - Snarl
  20. - Recover
  21. - Taunt
  22.  
  23. Hoopa-Unbound @ Choice Scarf
  24. Ability: Magician
  25. EVs: 252 Atk / 4 SpA / 252 Spe
  26. Hasty Nature
  27. - Hyperspace Fury
  28. - Hyperspace Hole
  29. - Drain Punch
  30. - Destiny Bond
  31.  
  32. Bisharp @ Focus Sash
  33. Ability: Defiant
  34. Shiny: Yes
  35. EVs: 252 Atk / 4 SpD / 252 Spe
  36. Jolly Nature
  37. - Iron Head
  38. - Sucker Punch
  39. - Swords Dance
  40. - Knock Off
  41.  
  42. Mandibuzz (F) @ Rocky Helmet
  43. Ability: Overcoat
  44. EVs: 248 HP / 252 Def / 8 SpD
  45. Bold Nature
  46. IVs: 0 Atk
  47. - Foul Play
  48. - Roost
  49. - Toxic
  50. - Defog
  51.  
  52. Houndoom @ Houndoominite
  53. Ability: Flash Fire
  54. Shiny: Yes
  55. EVs: 252 SpA / 4 SpD / 252 Spe
  56. Timid Nature
  57. IVs: 0 Atk
  58. - Nasty Plot
  59. - Flamethrower
  60. - Dark Pulse
  61. - Sludge Bomb
  62.  
  63.  
  64.  
  65. 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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