A couple days of beating my head against a wall later, I'm tossing a draft up here for critique. Poke away at the (no doubt gaping) holes! Parameters: -the Cradily stays. No exceptions. -adheres to the 'Charms Standard Battling rules. -if possible, adheres to 'Charms Alternate Battling rules (barring a little item shuffling). -ideally has no legendaries, as I can't hack 'em and resetting til I get one with a decent nature (let alone IVs) would make me want to claw my eyes out. Hippowdon @ Item? Impish (+Def, -SpA) Sand Stream 252 HP, 152 Def, 104 SpD - Earthquake - Stealth Rock - Slack Off - Ice Fang "Cradily does great in a sandstorm," I says to myself. "So I should make this a Sandstorm team, then?" I'm still not sold on it, but I'd like to try out a Hippo and heeeey Stealth Rocks. Woohoo. In any event, fairly sturdy but has more attacking options than just glaring menacingly at stuff. Fourth moveslot dedicated to Ice Fang to do something about some Dragons and other ice-susceptible things. Cradily @ Item? Careful (+SpD, -SpA) Suction Cups 252 HP, 252 SpD, 4 Def - Curse - Recover - Seed Bomb - Rock Slide Star of the show-- I want to beat someone's face in with a Cradily. I don't know if I have the patience to play a proper Stalldily, so I'm eyeballing a more offensive version. Crippling terror of fighting and steel types (among others) means Cradily stays off the field until I've gotten what I can out of the way. After that, set up and beat faces in. Clefable @ Toxic Orb Nature? Magic Guard 252 HP, EVs? - Heal Bell/Aromatherapy - Safeguard - Trick - Facade In short: cleric. If my wall-y things had Rest, I don't think I'd need one, but I hate Rest so they don't and I do. Trying to decide whether Heal Bell or Safeguard would be better; giving a wall four safe turns to set up for a sweep versus fixing everyone after the fact, pretty much. Why the Toxic Orb wickedness? Because I want to do something evil and abusive with a Clefable. Or I could give up on that and Wish-pass to the only guy who might need it... Spiritomb @ Leftovers Adamant Pressure 252 HP, 252 Atk, 4 Def - Will-O-Wisp - Sucker Punch - Pursuit - Shadow Sneak You'll notice a glaring weakness to Fighting in 2 of the 3 above pokemon. Spiritomb exists to screw them and some psychics over. No, I don't know what I'm doing with this guy, thanks for asking. D: Gliscor @ Item? Jolly Sand Veil 252 HP, 252 Spe, 4 Def - Taunt - Roost - Aerial Ace - Earthquake The other half of the "I hate Fighting types" team. Breaks walls and makes them cry, while hitting a variety of things in the face. Use completely contingent on this being a Sandstorm team-- doubt I'd bother otherwise, as much as I like it. Magnezone @ Item? Timid Magnet Pull 252 SpA, 216 Spe, 40 HP - Thunderbolt - ??? - Substitute - Magnet Rise It... kills steel types and Gyarados? I can't even tell at this point. It's worth noting I was considering an Empoleon of some sort instead of a Magnezone. Gyarados scares me, though. Please weigh in and put me out of my misery. I think there's a good team buried under this rubble... somewhere... if only I could find it.