Aerodactyl (M) @ Focus Sash
Ability: Pressure
EVs: 252 Atk/4 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Stealth Rock
- Stone Edge
- Toxic / Earthquake
- Taunt
Standard Aerodactyl. Why? Because it deos everything my team needs, let me elaborate:
-First, it stops the enemy team from setting Stealth Rocks down. Something that both my Zapdos and Salamence benefit of.
-It sets up it's own SR which comes really handy for me as my team forces a lot of switches.
-It lures in Scizor and to a lesser extent Forretress (As forry is less used nowadays) like a meal served in silver plate for Magnezone.
Am switching inbetween Toxic and Earthquake all the time.
Toxic can screw up Hippowdon and Swampert whereas Earthquake comes handy when am facing opponent DDtars which is pretty much it.
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 44 Atk/252 Spd/212 SAtk
Naive nature (+Spd, -SDef)
- Thunderbolt
- Hidden Power [Fire]
- Flash Cannon
- Explosion
Uses of Magnezone:
Traps and KOes Scizor.
Traps and Koes Lucario after it has used Close Combat or if it's on low hp.
Traps and KOes Earthquake-less Bronzong.
This is pretty much what Magnezone does for me and this is why it is also irreplaceable on the team.
Can switch in on various of things thanks to its cool typing while forcing switch outs or catching Pokemon off guard and killing them. (See: Gengar)
Explosion is there in cases i need a fast explosion while it can be also used in order to clear out Blissey late game (After Magnezone has done his job killing all of the opponent steels) allowing Zapdos to go rampant.
Snorlax (M) @ Leftovers
Ability: Thick Fat
EVs: 204 HP/52 Atk/252 Def
Careful nature (+SDef, -SAtk)
- Curse
- Return
- Rest
- Fire Punch / Crunch
The team is centered around Snorlax.
Am mostly taking out everything that could prove to be a problem to a late game Curselax sweep in the forms of Magnezone trapping steels and Metagross Pursuiting Ghosts including many other things.
Return over Body Slam as it allows me to win the Curse vs DD wars.
Fire Punch hits both Ghosts and Steels hard although since am taking out the Steels with Magnezone, Earthquake doesn't seem like a bad option at first but my team is not Rotom-H friendly at all.
I've tried Crunch but then i ended up having to switch out Snorlax because of Lucarios's that haven't entered the battle earlier in order to trap them with Magnezone.
Evs Explanation:
Careful Nature because it gives me more Evs to use on other stats.
512 HP is a leftovers number.
Maximun Defense because Snorlax is taking mostly Physical hits in D/P (see: Outrage, Waterfall from Gyarados, Close Combats after a Curse boost or two).
Rest in Attack as they give Snorlax more of a Punch.
Salamence (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk/252 Spd/4 SAtk
Adamant nature (+Atk, -SAtk)
- Outrage
- Earthquake
- Stone Edge
- Dragon Claw
Scarfmence is a total beast should it be used with the right team. It comes in late game and sweeps freely simply because Outrage is a broken move, and without any Pokemon left to resist it (thanks to Magnezone) the opponent isn't left with any other options than sacrificing things.
It is my revenge killer to a ton of things such as Gyarados, Kingdra, Skymin,, +1DDtars among a lot of others.
I used to have Fire Blast over Stone Edge on this Salamence but VIL suggested SE instead as it would allow me to finish off an opponent DDed Gyarados with without being forced to Outrage.
Metagross @ Lum Berry
Ability: Clear Body
EVs: 208 HP/76 Atk/224 SDef
Adamant nature (+Atk, -SAtk)
- Bullet Punch
- Earthquake
- Explosion
- Pursuit
Switches in on Gengar's Shadow ball/Focus Blast and Pursuits away as it switches out. Should it stay in and try it's luck i would Bullet Punch next to finish it. Gengar been out of the game is pretty vital to my team as Gengar can ruin my Snorlax's fun late game as Fire Punch does not immediately OHKO and Focus Blast can 2hko in return as well.
Metagross is a really useful Pokemon for this team as not only it gives me a priority attack in the form of Bullet Punch and an indirect attacking move in the forms of pursuit, it also provides good Rock resistance and a backup counter to opponent DDtars that cause me some trouble.
Earthquake has proven to be a really useful team as it has caught a lot of Heatran's off guard.
Explosion is great. Not much needs to be said about it.
Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP/76 Def/180 Spd
Timid nature (+Spd, -Atk)
- Thunderbolt
- Heat Wave
- Roost
- Roar
My fighting resist should my opponent have a fighting type other than Lucario.
Roar is a great move on Zapdos as not only it phazes away stat boosters and things that try to get a substitute on my switch out, it also abuses Stealth Rock. I've found roar to be proven godsend in cases i was forced to stall games with just it and Snorlax.
HP Ice isn't needed on Zapdos ever since Garchomp moved to ubers so i've decided to use Heat Wave as Fire moves are great on defensive walls nowadays.
Snorlax + Zapdos is a great combo on it's own as Zapdos resists the fighting attacks directed to Snorlax and Snorlax can switch in on Ice/Electric/Fire moves directed to Zappy.