Ruko
Bearded Trout Warrior
Blastoise @ Zoom Lens
Quiet Nature
-Hydro Pump [96 accuracy]
-Focus Blast [84 accuracy]
-Rollout [100 accuracy]
-Yawn
EVs
100 ATK
200 S ATK
210 HP
The accuracies listed are so long as I'm slower... which the Quiet Nature helps with. Yawn is just a great move given Blastoise's bulk and the fact that it sets up really well with Rollout.
In a best case scenario, I'll yawn on something weak to rollout and then hope my opponent doesn't switch. By then I've got two turns down on Rollout, and it'll have a power of 120 on the next turn.
Butterfree @ Focus Sash
Compoundeyes
Timid Nature
-Stun Spore [97 accuracy]
-Sleep Powder [97 accuracy]
-Whirlwind
-Tailwind
4 HP
252 DEF
252 SPD
Team support all around. Compoundeyes makes both statusing attacks near perfect accuracy, and since Stun Spore isn't electric, it will work on ground types as well.
Whirlwind is guaranteed to work so long as I'm at full health when I use it, making for a PHazer if I need it more than status.
Tailwind is an underappreciated attack. Agility in weather form, essentially. I tailwind, and all of my pokemon get doubled speed for the next five turns.
I consider dropping Stun Spore for U-turn. It won't do much damage, but it can switch me out for some STAB'd damage and a switch if I'm faster, or let me switch last in the event I'd like butterfree to take a hit first.
Porygon2 @ Leftovers / ???
Unsure of Nature
Trace
-Recover
-Magic Coat
-Charge Beam
-Tri-Attack
EVs
Mixed Defense + HP
I don't see enough use of Trace, and Download has a somewhat iffy chance of helping me. If anyone would really recommend Download over Trace, let me know. [It won't ever evolve into a PorygonZ; I'd like to retain my defenses]
Recover should be obvious; I'd like to restore my HP
Magic Coat protects me from status, while turning it back on my opponent
Charge Beam will give a nice means of boosting my Special attack, and gives electric coverage too.
Tri-Attack For STAB and the statuses it offers. Decided on this over coverage because Charge Beam should boost my S. Attack up enough to get around things that resist normal. That and most things that reisist normal either have really low special defense, or can't resist Charge Beam.
I'll take any suggestions on this one, so long as it maintains recover and the ability to attack. A more useful item, if one exists, would be appreciated too.
Raichu @ Shuca Berry
Hasty Nature
-Tickle
-Encore
-Grass Knot
-Volt Tackle
180 ATK
48 DEF
104 S ATK
176 SPD
EVs cancel out the nature's effects for the most part. All of the lost defense is restored, but because of the formulas behind natures, I get a few extra EVs to work with. The speed EVs give me one point more than if I hadn't speed natured so as to outspeed every non-natured pokemon of the same speed.
Tickle will not only weaken a foe's attack, but weaken them to my most powerful attack at the same time. A suicide mission over all, given Volt Tackle's self damaging properties.
Encore lets me trap an opponent, particularly an EQing or stat raising one. Encoring an EQ means I'm probably going to be sacrificing Raichu, but any flying type, like the Butterfree above or a Crobat for instance, can come in and status freely. This can also be done with other type pairings of course, but Raichu is most likely going to be hit with EQ
Grass Knot is for anything Volt Tackle shouldn't be used on, and that tickle won't do any good against. Rock/Ground types aren't used often, and most Water/Ground aren't likely to be caught off-guard, but this can catch them too if I should face them.
Volt Tackle Base 180 power after STAB, perfect accuracy, will likely kill me. Meant mainly for use after Tickle.. I'm likely to switch Raichu in on something and tickle it to make sure it's not switching to a ground type first.
Clefable @ Flame Orb
Magic Guard
Calm Nature
Trick
Grass Knot
Cosmic Power
Moonlight
200 HP
108 DEF
200 S DEF
Most of this set speaks for itself.
Trick will allow me to burn an enemy with 100% accuracy [so long as they're holding something], and will also allow me to take the orb back so long as they don't switch or get KO'd first
Attack is mainly for filler, so I can have at least one damaging attack on the set. Also allows me to hit fire types.
Cosmic Power will raise both of my defenses, raising Clefable's surviveablity.. except against critical hits.
Moonlight lets me restore HP.. essential to the set, really.
Gengar @ Liechi Berry
Hasty Nature
-Substitute
-Curse
-Shadow Ball
-Explosion
Full Special attack and Speed EVs
Substitute on what I hope will be status, Curse and cut my HP even farther, then substitute again on the switch, if it comes. I'd like to wait a turn after Liechi Activates so that I can attempt to Shadow Ball any oncoming ghosts from people who see Explosion [thanks KoL]
Explosion will come out as soon as I'm not sure of a KO from Shadow Ball.. or I'll kill myself with Curse on something that I want PHazed, or knew neither attack would be effective against.
Quiet Nature
-Hydro Pump [96 accuracy]
-Focus Blast [84 accuracy]
-Rollout [100 accuracy]
-Yawn
EVs
100 ATK
200 S ATK
210 HP
The accuracies listed are so long as I'm slower... which the Quiet Nature helps with. Yawn is just a great move given Blastoise's bulk and the fact that it sets up really well with Rollout.
In a best case scenario, I'll yawn on something weak to rollout and then hope my opponent doesn't switch. By then I've got two turns down on Rollout, and it'll have a power of 120 on the next turn.
Butterfree @ Focus Sash
Compoundeyes
Timid Nature
-Stun Spore [97 accuracy]
-Sleep Powder [97 accuracy]
-Whirlwind
-Tailwind
4 HP
252 DEF
252 SPD
Team support all around. Compoundeyes makes both statusing attacks near perfect accuracy, and since Stun Spore isn't electric, it will work on ground types as well.
Whirlwind is guaranteed to work so long as I'm at full health when I use it, making for a PHazer if I need it more than status.
Tailwind is an underappreciated attack. Agility in weather form, essentially. I tailwind, and all of my pokemon get doubled speed for the next five turns.
I consider dropping Stun Spore for U-turn. It won't do much damage, but it can switch me out for some STAB'd damage and a switch if I'm faster, or let me switch last in the event I'd like butterfree to take a hit first.
Porygon2 @ Leftovers / ???
Unsure of Nature
Trace
-Recover
-Magic Coat
-Charge Beam
-Tri-Attack
EVs
Mixed Defense + HP
I don't see enough use of Trace, and Download has a somewhat iffy chance of helping me. If anyone would really recommend Download over Trace, let me know. [It won't ever evolve into a PorygonZ; I'd like to retain my defenses]
Recover should be obvious; I'd like to restore my HP
Magic Coat protects me from status, while turning it back on my opponent
Charge Beam will give a nice means of boosting my Special attack, and gives electric coverage too.
Tri-Attack For STAB and the statuses it offers. Decided on this over coverage because Charge Beam should boost my S. Attack up enough to get around things that resist normal. That and most things that reisist normal either have really low special defense, or can't resist Charge Beam.
I'll take any suggestions on this one, so long as it maintains recover and the ability to attack. A more useful item, if one exists, would be appreciated too.
Raichu @ Shuca Berry
Hasty Nature
-Tickle
-Encore
-Grass Knot
-Volt Tackle
180 ATK
48 DEF
104 S ATK
176 SPD
EVs cancel out the nature's effects for the most part. All of the lost defense is restored, but because of the formulas behind natures, I get a few extra EVs to work with. The speed EVs give me one point more than if I hadn't speed natured so as to outspeed every non-natured pokemon of the same speed.
Tickle will not only weaken a foe's attack, but weaken them to my most powerful attack at the same time. A suicide mission over all, given Volt Tackle's self damaging properties.
Encore lets me trap an opponent, particularly an EQing or stat raising one. Encoring an EQ means I'm probably going to be sacrificing Raichu, but any flying type, like the Butterfree above or a Crobat for instance, can come in and status freely. This can also be done with other type pairings of course, but Raichu is most likely going to be hit with EQ
Grass Knot is for anything Volt Tackle shouldn't be used on, and that tickle won't do any good against. Rock/Ground types aren't used often, and most Water/Ground aren't likely to be caught off-guard, but this can catch them too if I should face them.
Volt Tackle Base 180 power after STAB, perfect accuracy, will likely kill me. Meant mainly for use after Tickle.. I'm likely to switch Raichu in on something and tickle it to make sure it's not switching to a ground type first.
Clefable @ Flame Orb
Magic Guard
Calm Nature
Trick
Grass Knot
Cosmic Power
Moonlight
200 HP
108 DEF
200 S DEF
Most of this set speaks for itself.
Trick will allow me to burn an enemy with 100% accuracy [so long as they're holding something], and will also allow me to take the orb back so long as they don't switch or get KO'd first
Attack is mainly for filler, so I can have at least one damaging attack on the set. Also allows me to hit fire types.
Cosmic Power will raise both of my defenses, raising Clefable's surviveablity.. except against critical hits.
Moonlight lets me restore HP.. essential to the set, really.
Gengar @ Liechi Berry
Hasty Nature
-Substitute
-Curse
-Shadow Ball
-Explosion
Full Special attack and Speed EVs
Substitute on what I hope will be status, Curse and cut my HP even farther, then substitute again on the switch, if it comes. I'd like to wait a turn after Liechi Activates so that I can attempt to Shadow Ball any oncoming ghosts from people who see Explosion [thanks KoL]
Explosion will come out as soon as I'm not sure of a KO from Shadow Ball.. or I'll kill myself with Curse on something that I want PHazed, or knew neither attack would be effective against.