Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Calm Mind
- Soft-Boiled
- Flamethrower
Dragapult @ Heavy-Duty Boots
Ability: Infiltrator
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hex
- U-turn
- Will-O-Wisp
- Draco Meteor
Garchomp @ Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Scale Shot
- Fire Fang
- Swords Dance
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 112 Def / 144 Spe
Impish Nature
- Earthquake
- U-turn
- Toxic
- Stealth Rock
Heatran @ Leftovers
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Stealth Rock
- Taunt
Tornadus-Therian (M) @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 4 Def/ 252 Spe
Timid Nature
- Hurricane
- Knock Off
- U-turn
- Defog
These are all some pretty standard sets. Clefable sets up on something or can use Flamethrower on a Steel switching in, Dragapult can spread status and dart in and out of battle unfazed by entry hazards. I use offensive Heatran to get rid of stall teams which my team isn't that good at breaking. It can also switch into Grassy Glides, which is great for Garchomp. Garchomp sweeps. Landorus very commonly forces switches on physical mons, giving it multiple ways to punish the switch in, either scouting it with U-turn, using Toxic, or setting up Rocks. And Tornadus-Therian is my Defogger and also provides team support. Should I be running Fire Fang or Stone Edge in Garchomp's 3rd moveslot?
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Calm Mind
- Soft-Boiled
- Flamethrower
Dragapult @ Heavy-Duty Boots
Ability: Infiltrator
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hex
- U-turn
- Will-O-Wisp
- Draco Meteor
Garchomp @ Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Scale Shot
- Fire Fang
- Swords Dance
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 112 Def / 144 Spe
Impish Nature
- Earthquake
- U-turn
- Toxic
- Stealth Rock
Heatran @ Leftovers
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Stealth Rock
- Taunt
Tornadus-Therian (M) @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 4 Def/ 252 Spe
Timid Nature
- Hurricane
- Knock Off
- U-turn
- Defog
These are all some pretty standard sets. Clefable sets up on something or can use Flamethrower on a Steel switching in, Dragapult can spread status and dart in and out of battle unfazed by entry hazards. I use offensive Heatran to get rid of stall teams which my team isn't that good at breaking. It can also switch into Grassy Glides, which is great for Garchomp. Garchomp sweeps. Landorus very commonly forces switches on physical mons, giving it multiple ways to punish the switch in, either scouting it with U-turn, using Toxic, or setting up Rocks. And Tornadus-Therian is my Defogger and also provides team support. Should I be running Fire Fang or Stone Edge in Garchomp's 3rd moveslot?
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