Rhyperior (M) @ Life Orb
Ability: Solid Rock
EVs: 128 HP/252 Atk/136 Spe
Adamant nature (+Atk, -SAtk)
- Earthquake
- Megahorn
- Rock Blast
- Stone Edge
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Rhyperior is my lead. He has very few bad match-ups, and can take out most leads with a Life Orbed Earthquake or Stone Edge. Rock Blast is to deal with frail Sashed pokemon, as well as Sub users.
Arcanine (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP/4 Atk/252 SpD
Careful nature (+SpD, -SAtk)
- Extreme Speed
- Flare Blitz
- Toxic
- Morning Sun
I wanted something that could still take on Venasaur, but I didn't want it to be so one dimensional like Weezing was. I decided to go with the bulky set because I needed some stuff that could take a few hits. Arcanine seemed to fit pretty well so I tried him and really liked him. I realized he lost pretty much all of his bulk with rocks on the field, so I decided I needed a Rapid Spinner. Claydol made a great partner for him becaus he was able to come in on most of Arcanines weaknesses, while Arcanine does the same for Claydol.
Manectric (M) @ Choice Specs
Ability: Static
EVs: 4 HP/252 Spe/252 SAtk
Timid nature (+Spd, -Atk)
- Hidden Power [Grass]
- Switcheroo
- Thunderbolt
- Overheat
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I don't think there is very much to say outside of, "This thing hits like a fucking truck!" Switcharoo is for Chansey and Cleffable counters... Or an Physical set up pokemon for that matter. It is also great for predicted Sucker Punches... Even better if the Puncher has an Orb...
Claydol @ Leftovers
Ability: Levitate
EVs: 252 HP/112 SAtk/144 Def
Bold nature (+Def, -Atk)
- Earth Power
- Shadow Ball
- Rapid Spin
- Stealth Rocks
With Arcanine on my team, I needed a pokemon that could get rid of spikes. Claydol was perfect because he could come in on most of Arcanines weaknesses as well as work as a general wall. The EVs are ripped straight from the Smogon guide, so there isn't much to discuss there.
Well, I really had nothing I could do against Venasuar, so I decided I needed a sleep absorber... My team was also lacking any kind of wall, so Weezing also helped there. Will-O-Wisp will also help some of my frailer sweepers come in without being threatened by physical hits. Will-O-Wisp can even let me get a free switch since most Physical hitters will switch out of Weezing, fearing that they will be crippled.
Azumarill (M) @ Choice Band
Ability: Huge Power
EVs: 232 HP/252 Atk/24 Spd
Adamant nature (+Atk, -SAtk)
- Aqua Jet
- Ice Punch
- Return
- Waterfall
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I wanted something fairly bulky that could hit hard, I had to look no farther than Azumaril. With its great typing and coverage, not to mention its relative bulk, I just couldn't deny that it was more or less exactly what my team needed. His priority is also very welcomed... Who doesn't love a bit of extra priority... especially when it is hitting that hard. Oh, he is also my Houndoom and Moltress counter.
Hitmontop (M) @ Life Orb
Ability: Technician
EVs: 252 HP/252 Atk/4 Spe
Adamant nature (+Atk, -SAtk)
- Close Combat
- Mach Punch
- Bullet Punch
- Foresight
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The first thing some of you may be wondering is, "Where in the hell is Fake Out?" Well, I got tired of there always being a Spiritomb to poo on me. Well, let's see how he likes a super effective, Life Orbed, STABed Close Combat after I get him with Foresight on the switch... Mismagius will probably die to his Mach Punch as well. Beyond him actually being able to get around Spiritomb, he makes an amazing revenge killer and Rain check. I am very happy with the current set on Hitmontop.