Lanturn(light of dead)@live orb
volt absorb
modest
252sp.att/100sp.def/158spe
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agility~boosts my speed to OVER (9000!) 416 beaning i can outspeed everythink in NU and UU(basically everythink in OU exept ninjask but i dont care about OU anyway)
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thunderbolt~very reliable stab attack
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hydro pump~very powerfull stab attack
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ice beam/toxic~cover/wall melter(in case i cant do any damage to the target i give him aids before i switch)
Lanturns unique typing (and ability) gives it many chances to switch in and scare away opponents to set up agility.
Last move gives me a little trouble (like always
) electric and water type attcaks cant touch grass types(i have counters for them on all my teams...everyone does
) if i give her ice beam she will be able to deal some damage to them ... but not ko them (she has trouble dealing with a stupid victribel ,sceptail or shiftry) but she can survive stab energy balls even after live orb recoil and finish the job on the next turn... she will propably kill herself doing that however.
Toxic cant hurt poison grass types but can help dealing with walls who have recover and think they can stall me with my lice orb recoil and generally helps dealing damage to opponents with above avrage defencive stats
It is for PBR so i generally dont use stealf rocks (waste of turns... maches are generally too short to make use of them) i sometimes use them in friend maches(6vs.6) however