Skuntank @ Black Sludge
Ability: Aftermath
EVs: 132 Atk / 84 Def / 148 SpD / 144 Spe
Adamant Nature
- Poison Jab
- Pursuit
- Sucker Punch
- Memento
Now that Skuntank has dropped to NU at the tier shift, we've noticed that it works G R E A T with sawk because it can handle psychic & can trap common fast ghosts that could stop sawk like mismagius and haunter. since i want skuntank to be in battle for a long while to support sawk, i went with black sludge for passive recovery because the lack in reliable recovery. the ev spread is kind of funky, i wanted to give skuntank good attack, bulk, and speed so it can fill its niche to its most potential. i gave it more spd because i want it to be trapping psychic and ghost types and i gave some defense ev's so it can at least take physical hits better, the speed is for out-speeding all base 70 pokes like samurotte and than just put the rest in attack. Poison Jab for STAB, Pursuit for trapping, Sucker Punch for priority, and Memento for like a "Last Resort" and or to help my other pokes with sweeping like sawk for example.
Sawk @ Black Belt
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Zen Headbutt
- Knock Off
Now this is just a standard black belt sawk for late game sweeping and or wall breaking. I chose Black Belt because i wanted to give sawk more free will when attacking since its the main "sweeper/Offensive Presence" of my team, and with Choice Band it would strain sawk's usefulness and ability to break walls and or sweep. Sturdy just so i know i can live any one hit at full HP and Jolly because i already have such great attack and i want to be able to out-speed other fast pokes like mesprit who could if i ran adamant out-speed me and force a switch. the EV's r self explanatory, no need to put ev's in anything else besides attack and speed. Close Combat is STAB, Stone Edge is for the pesky flying types, Zen headbutt is for poison types like garbodor, and knock off is for the ever so common psychic types.
Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 180 HP / 152 Def / 136 SpD / 40 Spe
Calm Nature
- Scald
- Volt Switch
- Heal Bell
- Thunder Wave
Lanturn here is my spd support wall. i gave lefties for the passive recovery, volt absorb so i can suck up any electric type attacks and stop pivotm and the ev's are kind of weird, i have this as my special wall but just so lanturn isn't completely demolished by physical attacks i put a lot of defense ev's and put the majority of my ev;s in HP so i can have more bulk in both stats, i put 40 speed in lanturn so i can out-speed adamant Rhydon, and put the rest in spd, and than put calm nature for even more spd bulk. Scald is for the STAB burn, Volt Switch for STAB pivot, Heal bell for team support, and Thunder Wave for slowing fast pokes down for sawk and ludicolo.
Claydol @ Leftovers
Ability: Levitate
EVs: 116 HP / 252 Def / 92 SpA / 32 SpD / 16 Spe
Bold Nature
- Rapid Spin
- Earth Power
- Stealth Rock
- Shadow Ball
Now Claydol is my physically defensive wall. lefties again for the passive healing, and the Ev's are mostely in its defense and HP because claydol already has a massive spd so i just put most of the ev's in defense and HP for Bulk, the speed is also to out-speed adamant rhydon, than i jsut put some spd ev's in just for a tiny bit more bulk in that area and the rest in spa so claydol is atl east doing some damage. Rapid Spin is for hazards, Stealth Rock is for gradual hazard support, Earth Power Is STAB, and shadow Ball over Psychic because, earth pwoer already hits most of what psychic hits and more and if i ran psychic instead i woul be walled by most of the psychic types and ghost types, granted you shouldn't stay in on ghost types but the predictions in them switching in or staying in for a volt pivot are amazing to have available to hit ghost types like rotom decently hard.
Ludicolo @ Lum Berry
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Seed Bomb
- Waterfall
- Drain Punch
Ludicolo Is my Other offensive Presence on my team. I decided to go with Lum Berry so status doesn;t slow me down first time around amd the ev's r just so i can hit hard and be fast, that's why i chose jolly so i could out-speed more since i didn't really need adamant since i have SD for an attack boosting move, Swift Swim for that somewhat common rain. Now since this is a SD set i of course need SD, Seed Bomb is my grass STAB, Waterfall is my water STAB, and now Drain Punch is for the dark tpyes that are rising in the tier specifically shiftry, and because it gives me some recovery on use.
Articuno @ Life Orb
Ability: Pressure
EVs: 96 HP / 100 Def / 156 SpA / 100 SpD / 56 Spe
Timid Nature
- Tailwind
- Freeze-Dry
- Roost
- Hurricane
Articuno is more of a support pokemon with a good offensive presence on the team. I wanted to go with LO because I want articuno to have a good offensive presence on my team because in the NU meta STAB freeze Dry and STAB Hurricane is a great thing to have. i have 96 HP so i have a odd HP so i can live 3 SR switch in's, defense and Spd ev's are so it can live longer as it is also a pokemon that carries support for my sweepers/wall breaker's, an d the speed is to out-speed al base 7-'s and skuntank trying to out-speed base 70's, than the rest is in spa so i have a good offensive presence. I have a Timid nature so i wouldn't have to use as many ev's trying to out-speed base 70's + skuntank so i could put the rest in spa. I Have tailwind as the supportive move on my team for sawk so it could out-speed pokes that it just cannot out-speed, Ludicolo to help it sweep, and for Articuno it self so it could out-speed more pokes and deal out good damage, Freeze Dry is for ice STAB and being able to hit water types harder like quag and primplup, Roost as recover, and Hurricane as a powerful Flying STAB.