Mewtwo-Mega-Y @ Mewtwonite Y
Ability: Unnerve
EVs: 40 Def / 216 SpA / 252 Spe
Timid Nature
- Psyshock
- Brick Break
- Ice Beam
- Fire Blast
Choose it for his enormous special attack and capacity of KO a lot of Mons in the middle of the play, after kingdra in the rain have killed some of the other team.
He have his stab move plus Ice beam against dragon and flying type, fire blast against ice. And Brick Break for team with reflect/Lightscreen , and it can anywhere hit supereffective against Normal type. He often came after Pelipperr/Kingdra/ Tapu Koko, to hit hard.
Doublade @ Eviolite
Ability: No Guard
EVs: 240 HP / 252 Atk / 16 SpD
Brave Nature
- Swords Dance
- Shadow Claw
- Shadow Sneak
- Iron Head
He came after Tapu Koko put light screen trying to use sword dance and hit against steel or fairy type but also ghost, or ko enemy already hit with shadow sneak.
He resist the poison type and fight, and also the steath rock of the enemy, he fear fire type but with the rain of pelipper I try to make fire
type less strong against my team.
Ho-Oh @ Leftovers
Ability: Regenerator
EVs: 252 Atk / 252 Spe
Adamant Nature
- Sacred Fire
- Brave Bird
- Roost
- Toxic
He's very strong, i appreciate him very usefull in using regenerator and then hit hard against erb,Fight type but with is stba brave bird he can hit hard a lot monster and recover the recoil easyly. Toxic to make more vulnerable very bulky kyogre and groudon and i'm not very sure if not better to use earthquake instead of roost to hit beetter against Tyranitar and others mons.
Pelipper @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 36 Def / 224 SpD
Bold Nature
- Hurricane
- Scald
- U-turn
- Defog
He start the game with rain for 8 turns, he improve kingra speed and i can switch with athor mons with u-turn. Very usefull and the base of the team. He clean my team side from spikes etx and can burn or confuse with his stabs.
Faible against electrics
Kingdra @ Shell Bell
Ability: Swift Swim
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Ice Beam
- Dragon Dance
- Hydro Pump
He's boosted from pelipper and can become mor frightnening with dragon dance, hitting hard others dragons but also erb with ice beam. Draco Meteor and Hydro Pump to hit with his best attack moves more quickly as possible against everything it came out form the other side.
The very problem is primal groudon with Dought that stop the rain and water moves.
Tapu Koko @ Electric Seed
Ability: Electric Surge
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
IVs: 0 Atk
- Dazzling Gleam
- Light Screen
- Thunder
- Volt Switch
Trying to use just until the end the effect of the rain: thunder never miss. He put electic terrain and he put light screen to maximize defense for the rest of the team. Drazzling gleam assure one more attack against the dragons types and volt switch give to te team more speed in the switches. He fears the earthquakes but he's bold and can make some problems against Kyogre that is so bulky
Thanks for your advice
Ability: Unnerve
EVs: 40 Def / 216 SpA / 252 Spe
Timid Nature
- Psyshock
- Brick Break
- Ice Beam
- Fire Blast
Choose it for his enormous special attack and capacity of KO a lot of Mons in the middle of the play, after kingdra in the rain have killed some of the other team.
He have his stab move plus Ice beam against dragon and flying type, fire blast against ice. And Brick Break for team with reflect/Lightscreen , and it can anywhere hit supereffective against Normal type. He often came after Pelipperr/Kingdra/ Tapu Koko, to hit hard.
Doublade @ Eviolite
Ability: No Guard
EVs: 240 HP / 252 Atk / 16 SpD
Brave Nature
- Swords Dance
- Shadow Claw
- Shadow Sneak
- Iron Head
He came after Tapu Koko put light screen trying to use sword dance and hit against steel or fairy type but also ghost, or ko enemy already hit with shadow sneak.
He resist the poison type and fight, and also the steath rock of the enemy, he fear fire type but with the rain of pelipper I try to make fire
type less strong against my team.
Ho-Oh @ Leftovers
Ability: Regenerator
EVs: 252 Atk / 252 Spe
Adamant Nature
- Sacred Fire
- Brave Bird
- Roost
- Toxic
He's very strong, i appreciate him very usefull in using regenerator and then hit hard against erb,Fight type but with is stba brave bird he can hit hard a lot monster and recover the recoil easyly. Toxic to make more vulnerable very bulky kyogre and groudon and i'm not very sure if not better to use earthquake instead of roost to hit beetter against Tyranitar and others mons.
Pelipper @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 36 Def / 224 SpD
Bold Nature
- Hurricane
- Scald
- U-turn
- Defog
He start the game with rain for 8 turns, he improve kingra speed and i can switch with athor mons with u-turn. Very usefull and the base of the team. He clean my team side from spikes etx and can burn or confuse with his stabs.
Faible against electrics
Kingdra @ Shell Bell
Ability: Swift Swim
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Ice Beam
- Dragon Dance
- Hydro Pump
He's boosted from pelipper and can become mor frightnening with dragon dance, hitting hard others dragons but also erb with ice beam. Draco Meteor and Hydro Pump to hit with his best attack moves more quickly as possible against everything it came out form the other side.
The very problem is primal groudon with Dought that stop the rain and water moves.
Tapu Koko @ Electric Seed
Ability: Electric Surge
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
IVs: 0 Atk
- Dazzling Gleam
- Light Screen
- Thunder
- Volt Switch
Trying to use just until the end the effect of the rain: thunder never miss. He put electic terrain and he put light screen to maximize defense for the rest of the team. Drazzling gleam assure one more attack against the dragons types and volt switch give to te team more speed in the switches. He fears the earthquakes but he's bold and can make some problems against Kyogre that is so bulky
Thanks for your advice