Hate Crew Deathroll
At a Glance
Under the Microscope
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Heatran @ Leftovers | Calm | 252 HP / 4 SpA / 252 SpD***Lil Bloodred Ridin Hood
Stealth Rock | Lava Plume | Roar | Protect
By far my favorite Heatran set due to its unbelievable bulk; Defensive Politoed's rain-boosted Scald does about 40%. With Celebi, Ferrothorn and Draco Meteors running around, this dude gets a ton of free switches to set up Stealth Rock - the most crucial hazard in the game, since it severely limits the damage Multiscale Dragonite can do. Lava Plume's burn rate is sweet for catching Rotom-W on the switch, which is crucial because the washing machine is a royal pain in the ass - it doesn't get hit by Toxic Spikes and none of my mons bar Heatran (who obviously hates Hydro Pump) like taking burns.
Protect is an amazing move - it sort of makes up for Heatran's lack of recovery, it racks up residual damage, and it scouts the intentions of choice users. Roar is more of a general move, to force hazard damage, but its biggest use is phazing out SubCM Rachi under rain. The last thing Heatran does is fuck sun teams, hard - sacrifice Tyranitar to bring Dugtrio to its Sash, lay up hazards with Forry, bring Tran in, and start Roaring; once that happens, it's usually gg.
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Forretress @ Leftovers | Sassy | 252 HP / 4 Def / 252 SpD***Needled 24/7
Spikes | Toxic Spikes | Rapid Spin | Volt Switch
Forretress is often overlooked, but he's deadly. He gets a ton of free set-up opportunities with the abundance of Ferrothorn and Skarmory. With many spike-stacking teams neglecting a spin blocker nowadays, Forry easily foils their main source of damage. If I do see a ghost in team preview, I just Volt Switch out on the switch and trap with Tyranitar. Volt Switch also lets me escape from Magnezone, eliminating the need for Shed Shell.
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Jellicent @ Leftovers | Bold | 252 HP / 252 Def / 4 SpA***Bodom Beach Terror
Taunt | Scald | Will-O-Wisp | Recover
Jellicent's main role is to block Rapid Spin; with max HP and max defense, he avoids a 2HKO from even the mighty Excadrill (unless it has Life Orb, but in that case it doesn't have Rapid Spin so Tangrowth is a great counter). I can often get in unscathed because my opponents rarely use Swords Dance when they see I have Growth - the mentality is "spin now, sweep later".
Jellicent is also a fantastic weapon against opposing stall; Taunt shuts down any attempts at healing off hazard damage while simultaneously preventing any attempts to wear me down with status. Will-O-Wisp may seem to overlap with Toxic Spikes but it's good for hitting steels like Ferrothorn; its main use, however, is beating Toxicroak, who would otherwise sweep me cleanly. Sub variants only carry Sucker Punch + Drain Punch, so I can simply PP stall it with Taunt.
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Tangrowth @ Leftovers | Bold | 252 HP / 252 Def / 4 SpA***Chokehold
Sleep Powder | Leech Seed | Giga Drain | Hidden Power Ice
My previous stall teams all had trouble with SD Gliscor; I asked around and was told to try out Quagsire. So I did, but he sucked. Then one day, I faced a fellow on the ladder who frustrated the hell out of me because no matter what my Gliscor did, it couldn't break his Tangrowth. I decided to try the plant monster and the results have been excellent. In addition to beating Gliscor, he counters DD Dragonite - a +1 Fire Punch does around 55% at max - and Terrakion. The Regenerator ability is amazing; between it, Leech Seed, and Jirachi's Wish-passing, Growth tends to stick around awhile.
With BW's mechanics re-setting the sleep counter every time the afflicted Pokemon switches out, Sleep Powder pretty much guarantees I'll put one Pokemon on their team out of commission. The only complaint I have about this dude is that his SpD is piss weak and therefore I can nearly never risk taking random HP Fires. However, Tang's overall defensive performance is so good that I can overlook a minor weakness like that.
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Jirachi @ Leftovers | Careful | 252 HP / 4 Atk / 252 SpD***Sixpounder
Wish | U-turn | Body Slam | Iron Head
Jirachi is my primary special wall that also extends my team's longevity with Wish, and [unlike Blissey] provides some pretty fierce offense when combined with full hazard support. U-turn is a great move for keeping momentum on my side and, more importantly, escaping from Magnezone. Iron Head is a great way to break opposing stall with Toxic Spikes support. Body Slam is the first part of the para-flinch technique used to make sure Rachi can recieve its own Wishes, but in a pinch, I can abuse Jirachi's extremely gay ability to gain Leftovers recovery.
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Tyranitar @ Choice Scarf | Jolly | 252 Atk / 4 SpD / 252 Spe***Triple Corpse Hammerblow
Crunch | Pursuit | Earthquake | Rock Slide
This is Tyranitar's most effective set imo. It's a backup check to so many dangerous threats - most notably Thundurus and Tornadus. This makes facing rain teams alot easier. He also defeats Chlorophyll sweepers (Venusaur, Sawsbuck) in the same way that Scarf Politoed defeats Excadrill - it changes the weather upon entry and then uses the Scarf to outspeed. Rock Slide is used over Stone Edge because the former has shitty accuracy, and Tar can abuse RS's flinch rate with its newfound speed. Earthquake is used over Superpower to finish off weakened Jirachi, and to assure a KO against Heatran / Infernape.
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So thats my team, any rates are appreciated. The biggest threats are HP Ice Landorus and Nasty Plot Lucario but I'm not sure how I can patch these weaknesses up. Thanks for reading.