Deck Knight
Blast Off At The Speed Of Light! That's Right!
Hello folks. Let me give you the backstory behind this team. I was at work sitting on the John and I came up with a wacky, implausible idea for a team. I built it, and its done surprisingly well. It isn't a standard team by any stretch of the imagination, and unless your prediction skills are solid it can be somewhat difficult to use. Nonetheless I have found it a great pleasure.
If I had to characterize it, it's a Choice team but it probably leans more towards stall in the general sense that you'll be employing turns scouting your opponent and then switching for maximum advantage. What it tries to do is lock down an opponents options until their chances of victory are nigh hopeless. Please enjoy.
Lead:
Kitsunoh @ Choice Scarf
16 HP / 252 Atk / 240 Spe
Jolly Nature (+Spe, -SA)
Ability: Frisk
~ ShadowStrike
~ Earthquake
~ Trick
~ Taunt
Kitsunoh provides vital information on my opponents lead. Then I decide which move benefits me more: Stopping an initial Stealth Rock or other setup move with Taunt or Trickscarfing their lead. Outspeeds all Infernape even if it loses it's Scarf (unless it gives it to said Ape). If it is not sacrificed early it can also provide vital mid-game item data.
Defensive Info
Immune: Normal, Fighting, Poison
Resists: Grass, Ice, Bug (4x), Flying, Rock, Psychic, Steel, Dragon
SR damage: 6%
Immune to Toxic Spikes
Immune to Sandstorm
Deck's Notes:
Initially I had Ice Punch over Taunt, but I saw so many BP teams that the additional coverage did not justify itself over a dead stop to stat-up moves and Baton Pass itself.
Scarfer Two:
Togekiss @ Choice Scarf
252 HP / 76 SA / 180 Spe
Timid Nature (+Spe, -Atk)
Ability: Serene Grace
~ Air Slash
~ Aura Sphere
~ Trick
~ Thunder Wave
Togekiss provides a second TrickScarfer. I have it set at 397 Speed, just for the heck of outspeeding 396 Scarfers, what few there are. Essentially this is a bulky Scarfkiss.
Defensive Info:
Immune: Ghost, Ground
Resists: Grass, Bug
Immune to Spikes, Toxic Spikes
Deck's Notes:
Initially I had Roost over Thunder Wave to provide durability. However, I ran into the problem that I'd end up getting outsped by the Scarves I put on opponents. Thunder Wave helps mitigate that and turns into a lovely option when my opponent is locked into a choiced Ghost or Ground move.
Scarfer Three:
Rotom-H @ Choice Scarf
188 HP / 224 Spe / 96 SA
Modest Nature (+SA, -Atk)
Ability: Levitate
~ Overheat
~ Shadow Ball
~ Thunderbolt
~ Trick
My third and final Trickscarfer. Set at 396 Spe it can outrun anything except the sparse Electrode and Ninjask, which is good enough for my purposes. I chose Rotom-H for the additional coverage Overheat gives me.
Defensive Info:
Immune: Normal, Fighting, Ground
Resists: Electric, Flying, Poison, Bug, Steel
Immune to Spikes, Toxic Spikes
Deck's Notes:
The only thing I've tweaked around with here is EVs. Now it outspeeds all Adamant Gyarados and Jolly Breloom without it's Scarf, and thus outspeeds all Adamant Gyarados after 1DD.
SR Support / Protecter One:
Heatran @ Leftovers
252 HP / 96 SA / 160 Spe
Modest Nature (+SA, -Atk)
Ability: Flash Fire
~ Stealth Rock
~ Protect
~ Fire Blast
~ Earth Power
This beefy Heatran sets up Stealth Rocks. Because of the bulk and this team's MO, I have never run into a match where I could not set SR up, though in some I wish I had been more daring and set it up earlier. This Heatran sits at 230 Speed, Outrunning all Adamant Scizor.
Defensive Info:
Immune: Fire, Poison
Resists: Grass(4x), Ice (4x), Bug(4x), Flying, Psychic, Dragon, Steel(4x), Dark
Immune to Toxic Spikes
Immune to Sandstorm
Deck's Notes:
EVs are the only real change here too. Initially I had was more SA focused, but realized that the extra bulk served my strategy more effectively. Heatran is no slouch on offense either, with 352 SA and the hope some courteous opponent may hit it with a choiced fire move.
Wish Support / Protector Two:
Vaporeon @ Leftovers
252 HP / 252 Defense / 4 SA
Modest (+SA, -Attack)
Ability: Water Absorb
~ Protect
~ Wish
~ Surf
~ Toxic
Wish support is what makes this team amazing. Vaporeon's standard set fits the mold very well. While not hosting many resistances, Vaporeon's sheer bulk and healing make it a valuable asset in and of itself. Ironically, it is the most entry hazard prone member of the team. I always go Modest on my Vaporeon. Just like Bold Blissey has gone out of vogue, I prefer boosting Surf's damage to credible levels over a little less damage from physical attacks.
Defensive Info:
Immune: Water
Resists: Fire, Ice, Steel
Deck's Notes:
cyberzero actually suggested Vappy to me, I initially had Lapras as my Water Absorber on the theory it was statistically bulkier and could ward off other waters with Thunderbolt. I've not regretted making the switch; Lapras' SR weak was a no go.
Wall Breaker / Protector Three:
Flygon @ Life Orb
32 HP / 252 Atk / 4 Def / 220 Spe
Jolly Nature (+Spe, -SA)
Ability: Levitate
~ Protect
~ Earthquake
~ Dragon Claw
~ Roost
Words cannot describe how awesome Flygon is. It sits on a lofty 320 Spe perch just above Adamant Kitsunoh, has unparalleled coverage with its two STABs, near immunity to hazards, and even has a reliable recovery move. It provides the team some breaking power and can use the free attacks this team attempts to enable to restore its HP for more LO action. The errant Defense point is there because Life Orb works in multiples of 10 and Flygon has 309 HP with 32 EVs.
Defensive Info:
Immune: Electric, Ground
Resists: Fire, Rock, Poison
SR Damage: 6%
Immune to Spikes, Toxic Spikes
Immune to Sandstorm
Deck's Notes:
I briefly experimented with U-Turn after switching from Lapras to Vaporeon, but it didn't serve me very well. I ran into some Phazers I had Scarved and kept getting blown around with no way to heal.
Summary:
This team employs 3 Choice Scarfers with 3 Protect pokemon, and focuses heavily on immunities. The idea is to wear an opponent down and force them into irrelevancy with the core of immunities and resistances provided by Vaporeon, Heatran, and Flygon. The only possible immunity not covered by this team is Psychic immunity. I was unable to find a suitable substitute for any pokemon that would provide such an immunity that could function as well as the current choice. I am open to suggestions on the matter.
If I had to characterize it, it's a Choice team but it probably leans more towards stall in the general sense that you'll be employing turns scouting your opponent and then switching for maximum advantage. What it tries to do is lock down an opponents options until their chances of victory are nigh hopeless. Please enjoy.
Lead:
Kitsunoh @ Choice Scarf
16 HP / 252 Atk / 240 Spe
Jolly Nature (+Spe, -SA)
Ability: Frisk
~ ShadowStrike
~ Earthquake
~ Trick
~ Taunt
Kitsunoh provides vital information on my opponents lead. Then I decide which move benefits me more: Stopping an initial Stealth Rock or other setup move with Taunt or Trickscarfing their lead. Outspeeds all Infernape even if it loses it's Scarf (unless it gives it to said Ape). If it is not sacrificed early it can also provide vital mid-game item data.
Defensive Info
Immune: Normal, Fighting, Poison
Resists: Grass, Ice, Bug (4x), Flying, Rock, Psychic, Steel, Dragon
SR damage: 6%
Immune to Toxic Spikes
Immune to Sandstorm
Deck's Notes:
Initially I had Ice Punch over Taunt, but I saw so many BP teams that the additional coverage did not justify itself over a dead stop to stat-up moves and Baton Pass itself.
Scarfer Two:
Togekiss @ Choice Scarf
252 HP / 76 SA / 180 Spe
Timid Nature (+Spe, -Atk)
Ability: Serene Grace
~ Air Slash
~ Aura Sphere
~ Trick
~ Thunder Wave
Togekiss provides a second TrickScarfer. I have it set at 397 Speed, just for the heck of outspeeding 396 Scarfers, what few there are. Essentially this is a bulky Scarfkiss.
Defensive Info:
Immune: Ghost, Ground
Resists: Grass, Bug
Immune to Spikes, Toxic Spikes
Deck's Notes:
Initially I had Roost over Thunder Wave to provide durability. However, I ran into the problem that I'd end up getting outsped by the Scarves I put on opponents. Thunder Wave helps mitigate that and turns into a lovely option when my opponent is locked into a choiced Ghost or Ground move.
Scarfer Three:
Rotom-H @ Choice Scarf
188 HP / 224 Spe / 96 SA
Modest Nature (+SA, -Atk)
Ability: Levitate
~ Overheat
~ Shadow Ball
~ Thunderbolt
~ Trick
My third and final Trickscarfer. Set at 396 Spe it can outrun anything except the sparse Electrode and Ninjask, which is good enough for my purposes. I chose Rotom-H for the additional coverage Overheat gives me.
Defensive Info:
Immune: Normal, Fighting, Ground
Resists: Electric, Flying, Poison, Bug, Steel
Immune to Spikes, Toxic Spikes
Deck's Notes:
The only thing I've tweaked around with here is EVs. Now it outspeeds all Adamant Gyarados and Jolly Breloom without it's Scarf, and thus outspeeds all Adamant Gyarados after 1DD.
SR Support / Protecter One:
Heatran @ Leftovers
252 HP / 96 SA / 160 Spe
Modest Nature (+SA, -Atk)
Ability: Flash Fire
~ Stealth Rock
~ Protect
~ Fire Blast
~ Earth Power
This beefy Heatran sets up Stealth Rocks. Because of the bulk and this team's MO, I have never run into a match where I could not set SR up, though in some I wish I had been more daring and set it up earlier. This Heatran sits at 230 Speed, Outrunning all Adamant Scizor.
Defensive Info:
Immune: Fire, Poison
Resists: Grass(4x), Ice (4x), Bug(4x), Flying, Psychic, Dragon, Steel(4x), Dark
Immune to Toxic Spikes
Immune to Sandstorm
Deck's Notes:
EVs are the only real change here too. Initially I had was more SA focused, but realized that the extra bulk served my strategy more effectively. Heatran is no slouch on offense either, with 352 SA and the hope some courteous opponent may hit it with a choiced fire move.
Wish Support / Protector Two:
Vaporeon @ Leftovers
252 HP / 252 Defense / 4 SA
Modest (+SA, -Attack)
Ability: Water Absorb
~ Protect
~ Wish
~ Surf
~ Toxic
Wish support is what makes this team amazing. Vaporeon's standard set fits the mold very well. While not hosting many resistances, Vaporeon's sheer bulk and healing make it a valuable asset in and of itself. Ironically, it is the most entry hazard prone member of the team. I always go Modest on my Vaporeon. Just like Bold Blissey has gone out of vogue, I prefer boosting Surf's damage to credible levels over a little less damage from physical attacks.
Defensive Info:
Immune: Water
Resists: Fire, Ice, Steel
Deck's Notes:
cyberzero actually suggested Vappy to me, I initially had Lapras as my Water Absorber on the theory it was statistically bulkier and could ward off other waters with Thunderbolt. I've not regretted making the switch; Lapras' SR weak was a no go.
Wall Breaker / Protector Three:
Flygon @ Life Orb
32 HP / 252 Atk / 4 Def / 220 Spe
Jolly Nature (+Spe, -SA)
Ability: Levitate
~ Protect
~ Earthquake
~ Dragon Claw
~ Roost
Words cannot describe how awesome Flygon is. It sits on a lofty 320 Spe perch just above Adamant Kitsunoh, has unparalleled coverage with its two STABs, near immunity to hazards, and even has a reliable recovery move. It provides the team some breaking power and can use the free attacks this team attempts to enable to restore its HP for more LO action. The errant Defense point is there because Life Orb works in multiples of 10 and Flygon has 309 HP with 32 EVs.
Defensive Info:
Immune: Electric, Ground
Resists: Fire, Rock, Poison
SR Damage: 6%
Immune to Spikes, Toxic Spikes
Immune to Sandstorm
Deck's Notes:
I briefly experimented with U-Turn after switching from Lapras to Vaporeon, but it didn't serve me very well. I ran into some Phazers I had Scarved and kept getting blown around with no way to heal.
Summary:
This team employs 3 Choice Scarfers with 3 Protect pokemon, and focuses heavily on immunities. The idea is to wear an opponent down and force them into irrelevancy with the core of immunities and resistances provided by Vaporeon, Heatran, and Flygon. The only possible immunity not covered by this team is Psychic immunity. I was unable to find a suitable substitute for any pokemon that would provide such an immunity that could function as well as the current choice. I am open to suggestions on the matter.