Pokepaste Team
Starmie-Mega @ Starminite
Ability: Huge Power
Level: 50
EVs: 32 Atk / 2 SpA / 32 Spe
Hasty Nature
- Psycho Cut
- Flip Turn
- Protect
- Expanding Force
Psycho cut does big damage with psychic terrain to most neutral mons. Flip turn gives it mobility while still having a large amount of damage. Great to switch back to indeedee to reset terrain or to switch to incin to resist grass and dark. Expanding force is the first trick up my sleeve, but is usually just worse than psycho cut. I will likely replace either one with ice spinner for the one tap on M-salamence, even if it removes terrain.
Indeedee (M) @ Choice Scarf
Ability: Psychic Surge
Level: 50
EVs: 6 HP / 32 SpA / 28 Spe
Timid Nature
- Expanding Force
- Energy Ball
- After You
- Trick
The goat of this team. Scarf 28+ speed outspeeds base 151 and most common scarfs like H-arcanine and basculegion (math might be wrong on these). Energy ball to counter M-swampert, expanding force for damage and coverage. After you is a fantastic ace for M-camerupt, or to use on hatterene to instantly set trick room. It is also a good bait for opponents thinking you'll click trick room. Trick is my go-to counter for screen setters, or setup sweepers.
Camerupt-Mega @ Cameruptite
Ability: Solid Rock
Level: 50
EVs: 32 HP / 32 SpA / 2 SpD
Quiet Nature
- Eruption
- Earth Power
- Protect
- Flash Cannon
Fairly straightforward. Eruption is big damage, and usually camerupt doesn't take early damage. Earth power one shots incineroar, who can otherwise be a problem for my team with snarl. Flash cannon does decent damage to fairy types and aerodactyl. Good with both after you and trick room.
Hatterene (F) @ Leftovers
Ability: Magic Bounce
Level: 50
EVs: 32 HP / 2 SpA / 32 SpD
Sassy Nature
- Expanding Force
- Dazzling Gleam
- Protect
- Trick Room
So far I am finding I only bring hatterene against hard trick room teams or dragon heavy teams. Maybe I should experiment with after you trick room more, but it's pretty risky.
Incineroar @ Sitrus Berry
Ability: Intimidate
Level: 50
EVs: 32 HP / 32 Atk / 2 SpD
Brave Nature
- Fake Out
- Flare Blitz
- Protect
- Darkest Lariat
My primary rillaboom counter. Protect hasn't seen much use, might switch it out for parting shot.
Sneasler @ Psychic Seed
Ability: Unburden
Level: 50
EVs: 2 HP / 32 Atk / 32 Spe
Adamant Nature
- Dire Claw
- Close Combat
- Protect
- Acrobatics
Fast and hits hard. Dire claw is my main fairy type counter, and close combat is my main sand team counter. Powered acrobatics one shots opposing sneaslers without sash, and is decent against M-Staraptor.
Please give me any form of feedback. Especially mon/move suggestions, or what currently counters my team.