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- CALLOUS GEN 3
- Metagross @ Choice Band
- Ability: Clear Body
- Shiny: Yes
- EVs: 252 HP / 232 Atk / 12 Def / 12 Spe
- Adamant Nature
- - Earthquake
- - Explosion
- - Meteor Mash
- - Rock Slide
- Magneton @ Leftovers
- Ability: Magnet Pull
- Shiny: Yes
- EVs: 252 SpA / 140 SpD / 116 Spe
- Modest Nature
- - Hidden Power [Fire]
- - Protect
- - Thunder Wave
- - Thunderbolt
- Celebi @ Leftovers
- Ability: Natural Cure
- EVs: 252 HP / 116 Def / 92 SpA / 32 SpD / 16 Spe
- Bold Nature
- - Baton Pass
- - Hidden Power [Grass]
- - Leech Seed
- - Recover
- Salamence (M) @ Leftovers
- Ability: Intimidate
- Shiny: Yes
- EVs: 116 HP / 252 Atk / 140 Spe
- Adamant Nature
- IVs: 30 SpA / 30 SpD / 30 Spe
- - Dragon Dance
- - Earthquake
- - Hidden Power [Flying]
- - Rock Slide
- Milotic (M) @ Leftovers
- Ability: Marvel Scale
- Shiny: Yes
- EVs: 252 HP / 252 Def / 4 SpA
- Bold Nature
- - Ice Beam
- - Recover
- - Surf
- - Toxic
- Snorlax (M) @ Leftovers
- Ability: Immunity
- Shiny: Yes
- EVs: 8 HP / 228 Atk / 132 Def / 132 SpD / 8 Spe
- Adamant Nature
- - Body Slam
- - Earthquake
- - Self-Destruct
- - Shadow Ball
- Physical offense team using Magneton to remove Skarm the wall more so than Skarm the Spiker, with two booms to clear a path and set up other win conditions, the primary of which is DD Mence. Celebi can Baton Pass to Magneton and can also BP to Mence to get Intimidate off for free or gain tempo if it gets it in on something like, say, another Celebi.
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- Tyranitar (M) @ Leftovers
- Ability: Sand Stream
- Shiny: Yes
- EVs: 176 HP / 240 Atk / 4 Def / 88 Spe
- Adamant Nature
- - Earthquake
- - Rock Slide
- - Taunt
- - Toxic
- Celebi @ Leftovers
- Ability: Natural Cure
- EVs: 252 HP / 88 Def / 32 SpA / 136 SpD
- Calm Nature
- - Baton Pass
- - Leech Seed
- - Psychic
- - Recover
- Magneton @ Leftovers
- Ability: Magnet Pull
- Shiny: Yes
- EVs: 120 HP / 252 SpA / 136 Spe
- Modest Nature
- - Hidden Power [Fire]
- - Protect
- - Thunderbolt
- - Toxic
- Dugtrio (M) @ Choice Band
- Ability: Arena Trap
- Shiny: Yes
- EVs: 36 HP / 236 Atk / 16 SpD / 220 Spe
- Jolly Nature
- IVs: 30 SpD / 30 Spe
- - Aerial Ace
- - Earthquake
- - Hidden Power [Bug]
- - Rock Slide
- Skarmory (M) @ Leftovers
- Ability: Keen Eye
- Shiny: Yes
- EVs: 248 HP / 252 SpD / 8 Spe
- Careful Nature
- - Protect
- - Spikes
- - Toxic
- - Whirlwind
- Suicune @ Leftovers
- Ability: Pressure
- Shiny: Yes
- EVs: 252 HP / 144 Def / 56 SpA / 56 SpD
- Bold Nature
- - Calm Mind
- - Ice Beam
- - Rest
- - Surf
- Double Trapper team with two different paths to victory after trapping and removing things- either Spikes + Toxic/Protect things out or set up the Cune to win. Again, Celebi can BP to trappers. Can have blowout plays such as BPing as a 70% TTar comes into it and killing it for free via Dugtrio. Passing to Trappers is extremely powerful.
- -----------------------------------------------------------------------------------------------------
- Salamence (M) @ Leftovers
- Ability: Intimidate
- Shiny: Yes
- EVs: 120 Atk / 236 SpA / 152 Spe
- Rash Nature
- IVs: 30 HP / 30 SpA
- - Brick Break
- - Dragon Claw
- - Fire Blast
- - Hidden Power [Grass]
- Tyranitar (M) @ Leftovers
- Ability: Sand Stream
- Shiny: Yes
- EVs: 184 HP / 252 SpA / 72 SpD
- Modest Nature
- - Crunch
- - Fire Blast
- - Ice Beam
- - Pursuit
- Forretress (M) @ Leftovers
- Ability: Sturdy
- Shiny: Yes
- EVs: 252 HP / 4 Def / 252 SpD
- Sassy Nature
- - Earthquake
- - Hidden Power [Fire]
- - Rapid Spin
- - Spikes
- Aerodactyl (M) @ Choice Band
- Ability: Rock Head
- Shiny: Yes
- EVs: 4 HP / 252 Atk / 252 Spe
- Jolly Nature
- - Double-Edge
- - Earthquake
- - Hidden Power [Flying]
- - Rock Slide
- Swampert (M) @ Leftovers
- Ability: Torrent
- Shiny: Yes
- EVs: 252 HP / 196 Def / 56 SpA / 4 Spe
- Relaxed Nature
- - Earthquake
- - Ice Beam
- - Protect
- - Roar
- Blissey @ Leftovers
- Ability: Natural Cure
- Shiny: Yes
- EVs: 88 HP / 252 Def / 152 SpA / 16 Spe
- Modest Nature
- - Ice Beam
- - Seismic Toss
- - Soft-Boiled
- - Toxic
- This one was originally built by Atlas/Musicaltide but he doesnt play anymore and he gave it to me with full permission so I'm comfortable posting it. It's a very aggressive team in which Pursuit Tar removes Gengar and lets Forre/Mence/Aero put immense pressure on the other guy. Very offense minded team intended to be played aggressively. HP Fire on Forre lets it beat other Forres and of course EQ is to self check for Magneton. Mixed Mence and Aero both become quite difficult to switch into with Spikes and Sand both in play.
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