Trainer used Troll! The opponent rage-quit!
What I did here was make a Paraflinch team. As I like to annoy people, I decided to make a team that was built for annoying people. Good thing Smogon came out with that list of 10 annoying pokemon. See how you like it, all suggestions are welcomed as long as they are useful.
The team utilizes three pokemon that are meant to troll the opponent through paralyzation, mainly. Two sweepers then utilize flinching tactics, and the last poke is for support, mainly rapid spin.
Changes in Bold.
The parashufflers:
Myu the Mew @ Leftovers
Ability- Synchronize
Impish Nature. 252 HP, 252 Def, 4 spd.
Roost
Stealth Rock
Dragon Tail
Thunder Wave
Pretty much a backup parashuffler, aside from Dragonite. Still, it can induce a lot of rage with its attacks. Lower defenses due to not having Multiscale, but it is quite damn bulky. Stealth Rock is for early hazards, which helps a lot.
Typhoon the Dragonite @ Leftovers
Ability- Multiscale
Careful Nature. 252 sp. def, 252 HP, 4 Atk
Roost
Substitute
Dragon Tail
Thunder Wave
Not as common as Dragon Dance users, but damn annoying. It is pretty easy to find what set it is running after one sees the Thunder Wave, but that won't make things a lot easier. The Multiscale ability allows Dragonite to become a defensive behemoth, allowing it to tank hits it would normally not be able to take. Dragon Tail is so that it isn't complete taunt bait, and Substitutes can be made as a frustrated opponent switches out.
Cotton the Whimsicott @ Leftovers
Ability- Prankster
Timid Nature. 252 def, 252 sp. def, 4 spd.
Leech Seed
Substitute
Stun Spore
Protect
Another pokemon great for trolling, Whimsicott's Prankster ability allows it to set up Substitutes before it can be taunted. I then go for either a stun spore to paralyze ground types or leech seed if they were already paralyzed before. The reason she's got no HP EVs is so that she can leech away health from the enemy and regain more health in the process to get more HP for more subs. Protect allows her to stall. Annoying, isn't she?
The paraflinchers:
Egg the Togekiss @ Leftovers
Ability- Serene Grace
Calm Nature. 252 HP, 4 def, 252 sp. def
Heal Bell
Air Slash
Aura Sphere
Roost
The normal Togekiss set, only instead of a paralyzing move (as the parashufflers got that down), she utilizes Heal Bell to help out the entire team. Air Slash is to troll. Aura Sphere nails those pesky steel types who don't give a second damn about the flinching moves.
Sheldon the Cloyster @ King's Rock
Ability- Skill Link
Impish Nature. 252 HP, 252 sp. def, 4 def.
Icicle Spear
Rock Blast
Shell Smash
Rapid Spin
Cloyster can rapid spin to get rid of pesky hazards, as half my team hates Stealth Rock. I use King's Rock and Skill Link to form a strategy I have used with my Cinccino before, named King's Link. What this does is that with a 5-hit move, the opponent has a 41% chance of flinching. Combined with paralyzation, the opponent has around a 55% chance of not moving, slightly lower than Jirachi's Iron Head flinch chance. Shell Smash allows Sheldon to be a sweeper if needed
Gin the Jirachi @ Leftovers
Ability- Serene Grace
Careful Nature. 252 HP, 224 sp. def, 32 spd.
Iron Head
Protect
Wish
Fire Punch/Body Slam/Thunderpunch
Biggest problem with this set is that I'm not able to acquire a Jirachi with Body Slam T-T. Well, Fire Punch is there for coverage, so.... Whatever. Wish is to heal itself as well as Sheldon, who has no other way to heal. Protect makes it more reliable
So, what do you think?



. See how you like it, all suggestions are welcomed as long as they are useful.





, Shiny relaxed
, Sassy
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, 2
(one docile, one lax),
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(DW event),
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