Ferrothorn @ Focus Sash
Trait: Iron Barbs
EVs: 4 HP / 252 Atk / 252 Spd
Careful Nature
- Stealth Rock
- Protect
- Power Whip
- Leech Seed
So Ferrothorn is there to set up the entry hazards turn one. I usually let him sit there then and stall. If he did not get hit turn one then I leech seed / protect. After that just a Power Whip before death. Usually does not get passed that point, but if it does just go protect / power whip until death.
Gengar @ Leftovers
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Serious Nature
- Shadow Ball
- Focus Blast
- Hidden Power [Ice]
- Hypnosis
Gengar is here to counter rapid spinners. Also he can be sent in to cause sleep. Usually is used as a 'surprise' factor by using HP Ice and Focus Blast. Most times he will be sent in right after Ferrothorn so I can adjust and figure out my game plan while dishing out damage.
Sawk @ Choice Scarf
Trait: Sturdy
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Close Combat
- Earthquake
- Stone Edge
- Poison Jab
Sawk is here as a physical sweeper. I can almost always sent him in and use Close Combat and get a K.O. One move I kind of slapped there was poison jab because I did not know what else to do. Sturdy helps because no matter what he will K.O. what ever it is he was sent in to do, unless entry hazards are set.
Jolteon @ Leftovers
Trait: Volt Absorb
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Thunderbolt
- Thunder Wave
- Shadow Ball
- Signal Beam
Jolteon is here to deal with all the main special attacking. I have found him to be a really good counter to rain dance teams but after he gets knocked out my team gets 'locked'. I have him carry shadow ball so in case Genger gets knocked out he can still deal with the heavy hitting Psychics. Was unsure about T-bolt>Thunder decision.
Blissey @ Leftovers
Trait: Natural Cure
EVs: 200 HP / 176 SAtk / 132 SDef
Calm Nature
- Ice Beam
- Thunderbolt
- Toxic
- Softboiled
Blissey is here to ruin your day. As a super bulky special defender she can take most of anything that comes her way. I made the decision to have her carry Bolt/Beam because that usually deals with a lot of the main special attackers people use (In my opinion). No big issues here.
Jellicent @ Leftovers
Trait: Cursed Body
EVs: 248 HP / 216 Def / 44 Spd
Bold Nature
- Scald
- Ice Beam
- Toxic
- Recover
Jellicent is here as a physical wall. He completely negates fighting the biggest physical attackers, and can handle a hit form everything else. I feel like he might need some better attacks, I find myself just not doing sufficient damage with Scald and Ice Beam.
Any advice is appreciated! = )
Trait: Iron Barbs
EVs: 4 HP / 252 Atk / 252 Spd
Careful Nature
- Stealth Rock
- Protect
- Power Whip
- Leech Seed
So Ferrothorn is there to set up the entry hazards turn one. I usually let him sit there then and stall. If he did not get hit turn one then I leech seed / protect. After that just a Power Whip before death. Usually does not get passed that point, but if it does just go protect / power whip until death.
Gengar @ Leftovers
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Serious Nature
- Shadow Ball
- Focus Blast
- Hidden Power [Ice]
- Hypnosis
Gengar is here to counter rapid spinners. Also he can be sent in to cause sleep. Usually is used as a 'surprise' factor by using HP Ice and Focus Blast. Most times he will be sent in right after Ferrothorn so I can adjust and figure out my game plan while dishing out damage.
Sawk @ Choice Scarf
Trait: Sturdy
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Close Combat
- Earthquake
- Stone Edge
- Poison Jab
Sawk is here as a physical sweeper. I can almost always sent him in and use Close Combat and get a K.O. One move I kind of slapped there was poison jab because I did not know what else to do. Sturdy helps because no matter what he will K.O. what ever it is he was sent in to do, unless entry hazards are set.
Jolteon @ Leftovers
Trait: Volt Absorb
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Thunderbolt
- Thunder Wave
- Shadow Ball
- Signal Beam
Jolteon is here to deal with all the main special attacking. I have found him to be a really good counter to rain dance teams but after he gets knocked out my team gets 'locked'. I have him carry shadow ball so in case Genger gets knocked out he can still deal with the heavy hitting Psychics. Was unsure about T-bolt>Thunder decision.
Blissey @ Leftovers
Trait: Natural Cure
EVs: 200 HP / 176 SAtk / 132 SDef
Calm Nature
- Ice Beam
- Thunderbolt
- Toxic
- Softboiled
Blissey is here to ruin your day. As a super bulky special defender she can take most of anything that comes her way. I made the decision to have her carry Bolt/Beam because that usually deals with a lot of the main special attackers people use (In my opinion). No big issues here.
Jellicent @ Leftovers
Trait: Cursed Body
EVs: 248 HP / 216 Def / 44 Spd
Bold Nature
- Scald
- Ice Beam
- Toxic
- Recover
Jellicent is here as a physical wall. He completely negates fighting the biggest physical attackers, and can handle a hit form everything else. I feel like he might need some better attacks, I find myself just not doing sufficient damage with Scald and Ice Beam.
Any advice is appreciated! = )