Oh wow, I though this place had gone bankrupt or something, glad to know that's not the case. Anyway, in my absence I've done a lot of work on my pokemon and I've got a nice little team set up. I use it for level 100 battles over the Wi-Fi and with my friends. It seems pretty stable, just the occasional loss. But I wanna know what you guys think about it. Heres my lineup: Natasha-Ninetales@Expert Belt Nature: Modest Ability: Flash Fire Evs: 252 Special Attack, 252 Speed, 6 HP -Flamethrower -Energy Ball -Dark Pulse -Hypnosis Natasha is a personal favourite of mine and I'm quite happy with it's moveset. It can cover most types and it's quite a powerful special attacker. Flamethrower is the obvious choice for STAB and Energy Ball covers most Ground, Water and Rock types. Combined with the Expert Belt, it allows me to down counters like Swampert in a snap. Dark Pulse makes short work of any Ghost or Psychic types and Hypnosis can shut down a potential counter (If it hits). Tessa-Tyranitar@Chesto Berry Nature: Relaxed Ability: Sand Stream Evs: 252 Attack, 134 Defence, 124 Special Defence -Crunch -Stone Edge -Superpower -Rest Tessa is built like a tank, capable of taking hits from any kind of attack with her massive defences. I didn't put as many Evs into Special Defence since she gets a 50% bonus to it thanks to Sand Stream. Crunch gains STAB and will destroy any ghost or psychic type I may encounter. Stone Edge is her most powerful attack and (although a little inaccurate) makes short work of anything with wings. I chose Superpower over Earthquake because I wanted to try something different. Superpower is more powerful than Earthquake and allows me to catch the oh-so common Blissey off guard and total it. Not to mention it totals other peoples Tyranitars. I usually switch out after using it since the stat loss is not nice. Rest plus the Chesto Berry adds to Tessa's tank like nature and gives her a nice form of recovery. Caelin-Marowak@Thick Club Nature: Brave Ability: Rock Head Evs: 252 Attack, 252 Defence, 6 Hp -Bonemerang -Fire Punch -Thunder Punch -Protect Caelin is a bit of a glass cannon, but he can hit hard. Very hard. His huge Attack stat and above-average Defence makes him sturdy and strong. I couldn't deny him his signature move so I chose Bonemerang over Earthquake. Although it's a little inaccurate, it can easily break a substitute on one hit and deal damage on the other. Fire Punch takes care of Bronzong and any Grass types that may switch in, and Thunderpunch takes care of Flyers as they switch in. Protect is pretty much there as a filler. Renae-Raichu@Sitrus Berry Nature: Adamant Ability: Static Evs: 254 Attack, 252 Speed -Volt Tackle -Knock Off -Focus Punch -Substitute Although defensive wise, Renae isn't a big star, she makes up for it in Speed and Attacking power. She can make good use of the ol' Subsitute then Focus Punch stragtegy, provided I get my predictions right. She can also use Substitute to put a stop to stallers who rely on burning/poisoning. Volt Tackle is powerful, but I'm not sure about the recoil too much. Although I do have Sitrus Berry, the recoil still isn't nice, especially when combined with Substitute. Knock Off is a bit of a filler, but it comes in handy when I can knock off some Leftovers or a Choice Item. Sheldon-Slowking@Leftovers Nature: Quiet Ability: Own Tempo Evs: 252 Special Attack, 254 Special Defence -Psychic -Shadow Ball -Brine -Yawn For my Special Wall, I'm using my Slowking, Sheldon. Sheldon can shrug off all but the most powerful special moves and deal out almost as much damage in return. Psychic is for STAB can KO an Infernape if it doesn't have Shadow Claw (most do unfortunantly -_-. Shadow Ball takes care of Ghosts that arn't Gengar as they switch in, as well as inflict a nice amount damage upon other Psychic types. Brine makes for a good finishing move, since if the foe is at half health It's an almost guranteed KO. I was thinking of replacing it with Surf, but I wasn't sure. Yawn is there for shutting down counters and Pseudo-Hazing. Maverick-Skarmory@Lum Berry Nature: Jolly Ability: Sturdy Evs: 254 Defence, 252 Attack -Drill Peck -Steel Wing -Stealth Rock -Roost A physical wall and an alright physical attacker, Maverick's main job is to set up is to set up Stealth Rock, which usually means he's the first I send out. Since my strategy doesn't completly revolve around entry hazards, I gave him Drill Peck and Steel Wing as opposed to Whirlwind and Roar. Roost is there as a quick recovery. I was originally going to give him a Shed Shell so he could switch away from Magnezone, but instead decided to give him a Lum Berry instead. This allows him to shut down anything that relies on status ailments, like Breloom, which seems to rely on Spore nowadays. So yeah, I hope I've done everything right. If you have any suggestions, tell me, I'm open to critigue.