Hero in a Full Shell
Image by SleepyOctopus on Deviantart
Stats
HP- 75/Att.-90/Def.-140/Sp.Att.-60/Sp.Def.-60/Spe.-40
Ability- Sturdy: Can't be knocked out in 1 hit, leaves with 1 HP
Build
Forretress @ Custap Berry
Ability: Sturdy
EVs: 88 HP / 252 Atk / 168 SpD
Adamant Nature
- Spikes
- Explosion
- Stealth Rock
- Toxic Spikes/Rapid Spin
Offensive Calculations
Defensive Calculations
Entry Hazard Damage
Common Threats
Summary
So I just like the was this little guy was built stat-wise, so I thought this would be fun. The way he works is you lead with him (in most situations), and set up as many entry hazards as possible. Even if they do take him down to his sturdy on turn 1, he still got something done at least. The goal is to get him below 1/4 of his health. One he does this, he can get off a priority Explosion, and go into the next Pokemon. If that next revenge killer is a counter and the opponent switches out, the next one they send in (given they are not flying/levitate, hand have all layers of spikes and toxic spikes set up, with a neutral hit on stealth rocks), they will be losing 37% upon entering, as well as being badly poisoned. In a singles situation where switching to gain a type advantage is key, forcing your opponent to stay in so they won't be crippling themselves harshly upon entering will give you the edge. This can be shut down hard by fire attacks, or many special atackers, but getting something set up is still not bad. Overall, I think this as a creative set and hope it gets some play
Credit to @Black117 for me stealing his format :D
Image by SleepyOctopus on Deviantart
Stats
HP- 75/Att.-90/Def.-140/Sp.Att.-60/Sp.Def.-60/Spe.-40
Ability- Sturdy: Can't be knocked out in 1 hit, leaves with 1 HP
Build
Forretress @ Custap Berry
Ability: Sturdy
EVs: 88 HP / 252 Atk / 168 SpD
Adamant Nature
- Spikes
- Explosion
- Stealth Rock
- Toxic Spikes/Rapid Spin
Offensive Calculations
Defensive Calculations
Entry Hazard Damage
Common Threats
Summary
So I just like the was this little guy was built stat-wise, so I thought this would be fun. The way he works is you lead with him (in most situations), and set up as many entry hazards as possible. Even if they do take him down to his sturdy on turn 1, he still got something done at least. The goal is to get him below 1/4 of his health. One he does this, he can get off a priority Explosion, and go into the next Pokemon. If that next revenge killer is a counter and the opponent switches out, the next one they send in (given they are not flying/levitate, hand have all layers of spikes and toxic spikes set up, with a neutral hit on stealth rocks), they will be losing 37% upon entering, as well as being badly poisoned. In a singles situation where switching to gain a type advantage is key, forcing your opponent to stay in so they won't be crippling themselves harshly upon entering will give you the edge. This can be shut down hard by fire attacks, or many special atackers, but getting something set up is still not bad. Overall, I think this as a creative set and hope it gets some play
Credit to @Black117 for me stealing his format :D