Houndoom @ Life Orb
Ability: Unnerve
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Fire Blast
- Nasty Plot
- Will-O-Wisp
Snorlax @ Normalium Z
Ability: Thick Fat
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Curse
- Rest
- Sleep Talk
- Return
Gallade @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Drain Punch
- Knock Off
- Shadow Sneak
- Swords Dance
Blastoise-Mega @ Blastoisinite
Ability: Rain Dish
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Aura Sphere
- Dark Pulse
- Haze
- Scald
Rotom-Mow @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Defog
- Leaf Storm
- Hex
- Pain Split
Drapion @ Black Sludge
Ability: Battle Armor
EVs: 120 HP / 136 Def / 252 Spe
Jolly Nature
- Knock Off
- Aqua Tail
- Toxic
- Taunt
So the star of the team is obviously Snorlax, which is a standard sleep talk with curse and return,
with the bonus of 50% chance to crit after Z-Sleep-Talk.
It hits extremely hard, and it doesn't care about boosts in defense that other pokemon get.
The rest of the team is basically there to help deal with ghost, steel and rock types, or just cripple them:
Houndoom is a ghost resist and a steel resist that is also immune to prankster moves from mega Banette,
and just hits really hard. Unnerve was chosen to deal with super berries and colbur/occa varients of pokemon that usually
lose to Houndoom.
Gallade mainly chips at the opposing team, while it can sweep in the late game. Its also a rock resist (though not a good one).
Mega Blastoise is there to just deal massive damage, hopefully breaking for a sweep by Snorlax,
Gallade or even Houndoom.
Rotom is the defogger and a status abuser, and is there to check steel types mainly.
Drapion is our cleric check, and is just a fast taunter that can get you into a different pokemon
to hurt your opponent or to just rack up some toxic damage.
In the games I've played I noticed a problem with fighting types, since our resist is Gallade.
Ability: Unnerve
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Fire Blast
- Nasty Plot
- Will-O-Wisp
Snorlax @ Normalium Z
Ability: Thick Fat
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Curse
- Rest
- Sleep Talk
- Return
Gallade @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Drain Punch
- Knock Off
- Shadow Sneak
- Swords Dance
Blastoise-Mega @ Blastoisinite
Ability: Rain Dish
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Aura Sphere
- Dark Pulse
- Haze
- Scald
Rotom-Mow @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Defog
- Leaf Storm
- Hex
- Pain Split
Drapion @ Black Sludge
Ability: Battle Armor
EVs: 120 HP / 136 Def / 252 Spe
Jolly Nature
- Knock Off
- Aqua Tail
- Toxic
- Taunt
So the star of the team is obviously Snorlax, which is a standard sleep talk with curse and return,
with the bonus of 50% chance to crit after Z-Sleep-Talk.
It hits extremely hard, and it doesn't care about boosts in defense that other pokemon get.
The rest of the team is basically there to help deal with ghost, steel and rock types, or just cripple them:
Houndoom is a ghost resist and a steel resist that is also immune to prankster moves from mega Banette,
and just hits really hard. Unnerve was chosen to deal with super berries and colbur/occa varients of pokemon that usually
lose to Houndoom.
Gallade mainly chips at the opposing team, while it can sweep in the late game. Its also a rock resist (though not a good one).
Mega Blastoise is there to just deal massive damage, hopefully breaking for a sweep by Snorlax,
Gallade or even Houndoom.
Rotom is the defogger and a status abuser, and is there to check steel types mainly.
Drapion is our cleric check, and is just a fast taunter that can get you into a different pokemon
to hurt your opponent or to just rack up some toxic damage.
In the games I've played I noticed a problem with fighting types, since our resist is Gallade.