Pokemon: 14
Strategy:
Set up an Archeops as quick as one can, and after (or before, if possible) that, you set up a Pyroar with Evosoda and wall everything with Intimidating Mane. This would be the end of it, but Garbodor do exist, meaning if they get set up before I get an Archeops or they get to Evosoda a Garbodor up, I am pretty much as useless as a sand blaster in a desert. Naturally, this is where Goodra comes in. I have time, obviously, considering the fact that Garbodor can only come up turn two minimum, and Goodra can come up turn three minimum. This only leaves them one turn of damage they can use, and as such, that means that they have to both OHKO my Sligoo and/or my Archeops. Both of which I can get back rather easily with Super Rod, then continue my trek to build them up. But, when I come in with Goodra, I can deftly play a single Startling Megaphone to practically end the game on the spot. There's not much they can do without attaching a tool to Garbodor, and seeing as Goodra prevents that, Garbodor's useless, letting my Archeops and Pyroar run about uninhibited by such restrictions.
Anyway, this is just at theory. *Shrug*
3 Pyroar
3 Litleo
3 Archeops
4 Archen
1 Goodra (Tool Lock)
1 Sligoo
1 Goomy
1 Virizion EX
4 Juniper
4 N
3 Skyla
2 Caitlin
1 Lysandre
4 Plume Fossil
4 Ultra Ball
4 Evosoda
2 Muscle Band
3 Tropical Beach
2 Startling Megaphone
1 Super Rod
1 Town Map
1 Dowsing Machine
4 Blend Energy (G / D / P / R)
4 Double Colorless Energy
2 Fire Energy
Strategy:
Set up an Archeops as quick as one can, and after (or before, if possible) that, you set up a Pyroar with Evosoda and wall everything with Intimidating Mane. This would be the end of it, but Garbodor do exist, meaning if they get set up before I get an Archeops or they get to Evosoda a Garbodor up, I am pretty much as useless as a sand blaster in a desert. Naturally, this is where Goodra comes in. I have time, obviously, considering the fact that Garbodor can only come up turn two minimum, and Goodra can come up turn three minimum. This only leaves them one turn of damage they can use, and as such, that means that they have to both OHKO my Sligoo and/or my Archeops. Both of which I can get back rather easily with Super Rod, then continue my trek to build them up. But, when I come in with Goodra, I can deftly play a single Startling Megaphone to practically end the game on the spot. There's not much they can do without attaching a tool to Garbodor, and seeing as Goodra prevents that, Garbodor's useless, letting my Archeops and Pyroar run about uninhibited by such restrictions.
Anyway, this is just at theory. *Shrug*