littlelucario

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Jan 9th, 2017
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  1. Azelf @ Focus Sash
  2. Ability: Levitate
  3. EVs: 252 HP / 4 Def / 252 Spe
  4. Jolly Nature
  5. - Stealth Rock
  6. - Taunt
  7. - Skill Swap
  8. - Explosion
  9.  
  10. First off on the team is Azelf. Basic suicide lead strat, pretty sure you know what this thing does, I decided to go with sash>colbur so you can get rocks vs lead mosa, which is a fairly common lead, especially vs azelf. Skill swap is still there so ur not screwed against sableye, but the mindgames are a bit more difficult without colbur. get rocks up boom, p easy to grasp and a staple on ho since it's introduction.
  11.  
  12. Salamence @ Flyinium Z
  13. Ability: Moxie
  14. EVs: 252 Atk / 4 SpD / 252 Spe
  15. Jolly Nature
  16. - Dragon Dance
  17. - Fly
  18. - Outrage
  19. - Earthquake
  20.  
  21. Next up is part one of this team's revamped birdspm core, being Moxie+Z Fly Mence. basically when this thing sets up after mag traps the shit it's supposed to, its basically gg (assuming theres like no scarfchomp, scarf beam lele, ice shard weav, etc in the back to revenge kill. outrage/eq beats down everything not trapped by mag and the rest of that shit gets fucked up by z fly and this can get rolling really quickly, doing stuff like ohkoing mosa at +2 with eq.
  22.  
  23. Magnezone @ Chople Berry
  24. Ability: Magnet Pull
  25. EVs: 128 HP / 252 SpA / 128 Spe
  26. Modest Nature
  27. IVs: 0 Atk
  28. - Thunder Wave
  29. - Hidden Power [Fire]
  30. - Flash Cannon
  31. - Thunderbolt
  32.  
  33. Next up is Magnezone, which is meant to trap annoying steel types for mence/pinsir, primarily skarmory and celesteela. I decided to go chople here since the team's more than a bit weak to mosa and doesn't mind luring harm metagross either (just make sure it's not eq gross lol). Thunder Wave+Chople also allows you to surprise threats like megazam and scarf tapu lele that can potentially shred through this team if you aren't careful so be sure to preserve mag's hp if u see one of said mons.
  34.  
  35. Pinsir @ Pinsirite
  36. Ability: Hyper Cutter
  37. EVs: 252 Atk / 4 SpD / 252 Spe
  38. Adamant Nature
  39. - Swords Dance
  40. - Return
  41. - Quick Attack
  42. - Earthquake/Knock Off
  43.  
  44. Next up is the second half of the revamped birdspam core and part of the original one. Mega Pinsir may not like the aerielate nerf, but Adamant Aerielate Pinsir hits slightly harder than how hard jolly pinsir hit last gen, so it's not that big a difference. The rest of the moveset is p explanatory, but you can run knock>eq on higher ladder bc ~1/3 of people are running shed shell skarm rn and u already have 2 other eq users on the team and +2 return does north of 60% min to magearna anyways.
  45.  
  46. Excadrill @ Choice Scarf
  47. Ability: Mold Breaker
  48. EVs: 252 Atk / 4 SpD / 252 Spe
  49. Jolly Nature
  50. - Earthquake
  51. - Iron Head
  52. - Rock Slide
  53. - Rapid Spin
  54.  
  55. scarfdrill is literally only here to clear away hazards and provide a mon to stop tapu koko from volting all over ur ass. it's cool for revenging shit like gross and lele, not to mention that late-game mold breaker eq sweeps happen fairly often.
  56.  
  57. Greninja-Ash @ Choice Specs
  58. Ability: Battle Bond
  59. EVs: 252 SpA / 4 SpD / 252 Spe
  60. Timid Nature
  61. - Hydro Pump
  62. - Dark Pulse
  63. - Water Shuriken
  64. - U-turn
  65.  
  66. tbh i kinda just threw on ash gren at the end of this build because its a busted pokemon lol but it adds extra priority to deal with shit that offense doesn't like if the other priority users are down and a mon that can put in work vs offense when mence doesnt get a chance to setup a dd and ur opp has like fat lando (just have to play well weakening fini)
  67.  
  68. i hope i did a good job explaining my build fren :]
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