May 20, 2017, 08:00 PM
(This post was last modified: May 20, 2017, 09:22 PM by ToxicTarrn.
Edit Reason: Hanging indents are stressful.
)
Here, I set up a trio to be used together:
Lycanroc (Midday) @ Smooth Rock
Nature: Jolly
Ability: Sand Rush
IVs: 31 HP/31 Atk/31 Def/31 Spe/31 Sp.Def/0 Sp.Atk
EVs: 252 Atk/4 HP/252 Spe
- Accelerock or Sucker Punch
In case of being outsped. STAB for Accelerock, coverage and power for Sucker Punch.
- Stone Edge or Rock Climb
STAB. Rock Climb for accuracy, Stone Edge for power.
- Sandstorm
Sand Rush ability doubles Speed in a sandstorm. Also, extra damage on non
Ground-, Steel-, or Rock-types. Win-win.
- Bulk Up
Raises Attack and Defense. Attack boost for power, Defense boost in hopes that
those irritating Fighting-types don't OHKO your Lycanroc.
Heliolisk @ Damp Rock
Nature: Timid or Modest
Ability: Dry Skin
IVs: 31 HP/0 Atk/31 Def/31 Spe/31 Sp.Def/31 Sp.Atk
EVs: 252 Sp.Atk./4 HP/252 Spe
- Parabolic Charge
Healing. This one's a big self-healer. STAB.
- Volt Switch
When you come across a Water-type and have your Lycanroc out, switch to this
one, use Volt Switch, then switch right back to Lycanroc. STAB.
- Rain Dance
Dry Skin and Thunder. Lasts for 8 turns with Damp Rock.
- Thunder
Power. Never misses in Rain. STAB.
Sharpedo @ Sharpedonite
Nature: Jolly or Adamant
Ability: Speed Boost (Changes to Strong Jaw upon Mega Evolving)
IVs: 31 HP/31 Atk/31 Def/31 Spe/31 Sp.Def/0 Sp.Atk
- Crunch
Strong Jaw + STAB.
- Psychic Fangs
Get rid of those pesky Fighting-types. Strong Jaw.
- Waterfall
Wipe those Ground-types that Helioptile's so weak to down the drain. STAB.
- Ice Fang
Anti-Grass-types, Strong Jaw, and STAB.
Lycanroc (Midday) @ Smooth Rock
Nature: Jolly
Ability: Sand Rush
IVs: 31 HP/31 Atk/31 Def/31 Spe/31 Sp.Def/0 Sp.Atk
EVs: 252 Atk/4 HP/252 Spe
- Accelerock or Sucker Punch
In case of being outsped. STAB for Accelerock, coverage and power for Sucker Punch.
- Stone Edge or Rock Climb
STAB. Rock Climb for accuracy, Stone Edge for power.
- Sandstorm
Sand Rush ability doubles Speed in a sandstorm. Also, extra damage on non
Ground-, Steel-, or Rock-types. Win-win.
- Bulk Up
Raises Attack and Defense. Attack boost for power, Defense boost in hopes that
those irritating Fighting-types don't OHKO your Lycanroc.
Heliolisk @ Damp Rock
Nature: Timid or Modest
Ability: Dry Skin
IVs: 31 HP/0 Atk/31 Def/31 Spe/31 Sp.Def/31 Sp.Atk
EVs: 252 Sp.Atk./4 HP/252 Spe
- Parabolic Charge
Healing. This one's a big self-healer. STAB.
- Volt Switch
When you come across a Water-type and have your Lycanroc out, switch to this
one, use Volt Switch, then switch right back to Lycanroc. STAB.
- Rain Dance
Dry Skin and Thunder. Lasts for 8 turns with Damp Rock.
- Thunder
Power. Never misses in Rain. STAB.
Sharpedo @ Sharpedonite
Nature: Jolly or Adamant
Ability: Speed Boost (Changes to Strong Jaw upon Mega Evolving)
IVs: 31 HP/31 Atk/31 Def/31 Spe/31 Sp.Def/0 Sp.Atk
- Crunch
Strong Jaw + STAB.
- Psychic Fangs
Get rid of those pesky Fighting-types. Strong Jaw.
- Waterfall
Wipe those Ground-types that Helioptile's so weak to down the drain. STAB.
- Ice Fang
Anti-Grass-types, Strong Jaw, and STAB.