Kiyo
the cowboy kid
Hey Everyone, welcome to my rmt. I'm still pretty new to smogon and competitive battling, but I definitely feel like I have a good grasp of the VGC 2012 Metagame. I'm getting really tired of going on PO and seeing literally the exact same team over and over, this really led me to screwing around and making stupid gimmicky teams. Although those teams were fun, they really didnt get much accomplished. So a new team needed to be made (story of my life) and I decided to make it with pokemon that were not traditionally used together.
So at a glance the team looks a little like this:
Granted Cresselia and Tornadus are both very commonly used, the remaining members dont fall into that category in my opinion (Toxicroak is up there as he's an asset to rain teams, but meh.) Well without further ado, lets get to the team! I'll also cover the teambuilding process along the way.
Rotom-H @ Charti Berry
Trait: Levitate
EVs: 252 HP / 252 SAtk
Modest Nature (+SAtk, -Atk)
- Discharge
- Overheat
- Will-O-Wisp
- Protect
Rotom-H was the starting member of this team due to the fact that it completely walls Zapdos! Rotom also has access to Will-O-Wisp which is great for crippling the physical attackers that are everpresent in the metagame, Charti Berry is chosen as the item to allow Rotom to survive a rock slide from any threat barring critical hits and allow him to burn them before they can do any further damage. Discharge is a great move in doubles, it has a 30 % chance to paralyze the opponent (When you do the math that means there is a 51% chance it will paralyze one of your opponents pokemon) which is crucial to slowing speedier threats down and even getting an occasional fully paralyzed (although I never use discharge to rely on the foe becoming fully paralyzed.) Overheat is a good move in general because it can hit almost anything that doesnt resist it for good damage and leave it in the range for Rotom's partner to KO. The Special Attack drop may seem like a burden at first, but it has never really come to hurt me in any match thusfar. The EV's and nature are pretty simple, Max in HP and SpA to allow rotom to tank hits and hit back hard with STAB Overheat or Discharge. Levitate is also a fun ability since those everpresent earthquakes dont even leave a scratch on the posessed toaster.
Krookodile (F) @ Chople Berry
Trait: Intimidate
EVs: 252 HP / 252 Atk
Adamant Nature (+Atk, -SAtk)
- Crunch
- Earthquake
- Low Sweep
- Protect
Krookodile was the next member of the team. Krookodile made sense to form the core for so many reasons;
1. He has intimidate support to allow Rotom to take hits even better from the likes of Tyranitar
2. He is immune to Discharge and packs Earthquake to form the infamous disquake combo
3. Krook tends to take out the pokes that Rotom has trouble handling on its own, such as Terrakion, SpD Cresselia, and the likes, that laugh off special attacks from Rotom.
DisQuake is a huge threat in the current metagame and I'm surprised more people arent running it. The combo takes out a considerably large chunk of the top 25 used pokemon in the metagame with ease. Krookodile has usable base speed and tends to outspeed most of the threats it needs to, 92 is a happy medium of sorts and hits about the average of pokemon commonly used in the meta. The EV's are fairly simple again, maximizing overall bulk and attacking prowess. The item choice is Chople due to the fact that even with Intimidate fight gem hitmontop and standard terrakion KO Krookodile before it can do anything significant.
Lanturn (M) @ Rindo Berry
Trait: Volt Absorb
EVs: 252 HP / 252 SAtk
Modest Nature (+SAtk, -Atk)
- Discharge
- Hydro Pump
- Ice Beam
- Protect
So far the team is having a lot of trouble with water type attacks, both members of the core are weak to them and Rotom only has discharge and protect to run in the rain with much effectiveness (That being said it still OHKOs Scizor in rain with Overheat.) Lanturn is a fun solution to this problem because it not only resists water and ice attacks but it also has the possibility of running water absorb too so errant scalds never really come lanturns way. Ludicolo can be a problem with Giga Drain, but Rindo and a teammate can usually aid lanturn in getting rid of that stupid thing. Lanturn functions well on this team because he can fire off discharges freely with Krookodile on the field and he can take out dragons with ice beam (usually 2HKOs) Lanturn also takes advantage of rain with STAB rain boosted Hydro Pump. The Ev's are used to maximize attacking prowess and overall bulk (noticing a trend?) and I run Volt Absorb to have a safe switch in to thunderwaves and other electric moves, its also a happy coincidence that rotom's discharge has the same healing effect on Lanturn if the two end up on the field at the same time. It's also worth mentioning that lanturn is so light that it can laugh off grass knots.
Toxicroak (M) @ Focus Sash
Trait: Dry Skin
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature (+Atk, -SAtk)
- Sucker Punch
- Drain Punch
- Protect
- Fake Out
Toxicroak is a pretty cool mon, he functions well in the rain, can abuse a focus sash with priority sucker punch and he also has access to fake out. I swear I dont know how many times I've faked out something just to have the opponent double protect, so i originally ran Swords Dance, however too many a tim edid i wish i had protect because croak would be nailed by EQ. Normally I'd run this with substitute over SD but Toxicroak is so frail i find that sash is the best item choice. Even if the opponent attacks toxicroak trheywill have to attack him again the next turn to KO (barring a rare double target or a spread move that KOs the powerful frog) which means they'll have a +2 sucker punch coming their way. Fake Out is there just in case the situation is crucial, such as breaking a suspected sash or stoping TR or Tailwind for a turn. Croak also outspeeds Hitmontop easily so being outsped on FO is not a concern. Drain Punch is there for a reliable STAB move that has the benefit of recovery. The original EV Spread had 252 in HP but i found it a waste considering croak was holding a sash, so into speed the EVs went. Toxicroak is probably the least used member of this team, but he is also a very important part of it.
Cresselia (F) @ Sitrus Berry
Trait: Levitate
EVs: 252 HP / 128 Def / 88 SAtk / 40 SDef
Calm Nature (+SDef, -Atk)
- Thunder Wave
- Ice Beam
- Psychic
- Energy Ball
Oh Cresselia, the pokemon dreaded most by all VGC players. This thing is a tank and everyone knows it. I run cress with some SpA EVs mainly just to 2HKO 252 HP Hitmontop everytime, thunder wave is an asset to my team as so far its actually pretty slow and somewhat bluffs as a tailwind team with tornadus in team preview. Ice Beam is reliable damage on dragons and flying types and Psychic is good neutral STAB for most types as well as supereffective damage on fighting types. Helping Hand is there to ensure that Cress isnt dead weight on the field when its other 3 attacks basically prove to be pointless, it also scores 2HKOs with discharge that would normally be 3HKOs.
Tornadus (M) @ Flying Gem
Trait: Prankster
EVs: 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Acrobatics
- Taunt
- Tailwind
- Protect
Ah Yeah, mah boi Tornadus. This thing is a boss on my team, Acrobatics literally cleans up the coverage on threats to my team and Hammer Arm is there to score hits on steels and Tyranitars that I dont have Krookodile for late game. Taunt is a nifty move that shuts down support pokemon, and protects (barring mental herb) for five turns, This come in handy against eviolite porygon2 and non mental herb cress and company. Protect is there to shield Tornadus from stray Discharges and Rockslides. The EVs maximize Tornadus' speed and attack since tornadus is weak to many common threats HP investment is less crucial. If there were a VGC version of a revenge killer, Tornadus is definitely mine.
DEM THREATS:
Rotom-W
This thing can be a bitch, I have nothing to hit it for SE damage and basically have to sack one of my mons to ensure it doesnt sweep my whole team. If I see Rotom-W in team preview i have to go with lanturn and hope i can KO him with Discharges before he can KO the other members of my team.
Gastrodon
Once again i have nothing to hit this thing for SE damage and it has such awesome natural bulk that Tornadus is the only thing worth attacking it with for solid neutral damage.
So at a glance the team looks a little like this:
Granted Cresselia and Tornadus are both very commonly used, the remaining members dont fall into that category in my opinion (Toxicroak is up there as he's an asset to rain teams, but meh.) Well without further ado, lets get to the team! I'll also cover the teambuilding process along the way.
Rotom-H @ Charti Berry
Trait: Levitate
EVs: 252 HP / 252 SAtk
Modest Nature (+SAtk, -Atk)
- Discharge
- Overheat
- Will-O-Wisp
- Protect
Rotom-H was the starting member of this team due to the fact that it completely walls Zapdos! Rotom also has access to Will-O-Wisp which is great for crippling the physical attackers that are everpresent in the metagame, Charti Berry is chosen as the item to allow Rotom to survive a rock slide from any threat barring critical hits and allow him to burn them before they can do any further damage. Discharge is a great move in doubles, it has a 30 % chance to paralyze the opponent (When you do the math that means there is a 51% chance it will paralyze one of your opponents pokemon) which is crucial to slowing speedier threats down and even getting an occasional fully paralyzed (although I never use discharge to rely on the foe becoming fully paralyzed.) Overheat is a good move in general because it can hit almost anything that doesnt resist it for good damage and leave it in the range for Rotom's partner to KO. The Special Attack drop may seem like a burden at first, but it has never really come to hurt me in any match thusfar. The EV's and nature are pretty simple, Max in HP and SpA to allow rotom to tank hits and hit back hard with STAB Overheat or Discharge. Levitate is also a fun ability since those everpresent earthquakes dont even leave a scratch on the posessed toaster.
Krookodile (F) @ Chople Berry
Trait: Intimidate
EVs: 252 HP / 252 Atk
Adamant Nature (+Atk, -SAtk)
- Crunch
- Earthquake
- Low Sweep
- Protect
Krookodile was the next member of the team. Krookodile made sense to form the core for so many reasons;
1. He has intimidate support to allow Rotom to take hits even better from the likes of Tyranitar
2. He is immune to Discharge and packs Earthquake to form the infamous disquake combo
3. Krook tends to take out the pokes that Rotom has trouble handling on its own, such as Terrakion, SpD Cresselia, and the likes, that laugh off special attacks from Rotom.
DisQuake is a huge threat in the current metagame and I'm surprised more people arent running it. The combo takes out a considerably large chunk of the top 25 used pokemon in the metagame with ease. Krookodile has usable base speed and tends to outspeed most of the threats it needs to, 92 is a happy medium of sorts and hits about the average of pokemon commonly used in the meta. The EV's are fairly simple again, maximizing overall bulk and attacking prowess. The item choice is Chople due to the fact that even with Intimidate fight gem hitmontop and standard terrakion KO Krookodile before it can do anything significant.
Lanturn (M) @ Rindo Berry
Trait: Volt Absorb
EVs: 252 HP / 252 SAtk
Modest Nature (+SAtk, -Atk)
- Discharge
- Hydro Pump
- Ice Beam
- Protect
So far the team is having a lot of trouble with water type attacks, both members of the core are weak to them and Rotom only has discharge and protect to run in the rain with much effectiveness (That being said it still OHKOs Scizor in rain with Overheat.) Lanturn is a fun solution to this problem because it not only resists water and ice attacks but it also has the possibility of running water absorb too so errant scalds never really come lanturns way. Ludicolo can be a problem with Giga Drain, but Rindo and a teammate can usually aid lanturn in getting rid of that stupid thing. Lanturn functions well on this team because he can fire off discharges freely with Krookodile on the field and he can take out dragons with ice beam (usually 2HKOs) Lanturn also takes advantage of rain with STAB rain boosted Hydro Pump. The Ev's are used to maximize attacking prowess and overall bulk (noticing a trend?) and I run Volt Absorb to have a safe switch in to thunderwaves and other electric moves, its also a happy coincidence that rotom's discharge has the same healing effect on Lanturn if the two end up on the field at the same time. It's also worth mentioning that lanturn is so light that it can laugh off grass knots.
Toxicroak (M) @ Focus Sash
Trait: Dry Skin
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature (+Atk, -SAtk)
- Sucker Punch
- Drain Punch
- Protect
- Fake Out
Toxicroak is a pretty cool mon, he functions well in the rain, can abuse a focus sash with priority sucker punch and he also has access to fake out. I swear I dont know how many times I've faked out something just to have the opponent double protect, so i originally ran Swords Dance, however too many a tim edid i wish i had protect because croak would be nailed by EQ. Normally I'd run this with substitute over SD but Toxicroak is so frail i find that sash is the best item choice. Even if the opponent attacks toxicroak trheywill have to attack him again the next turn to KO (barring a rare double target or a spread move that KOs the powerful frog) which means they'll have a +2 sucker punch coming their way. Fake Out is there just in case the situation is crucial, such as breaking a suspected sash or stoping TR or Tailwind for a turn. Croak also outspeeds Hitmontop easily so being outsped on FO is not a concern. Drain Punch is there for a reliable STAB move that has the benefit of recovery. The original EV Spread had 252 in HP but i found it a waste considering croak was holding a sash, so into speed the EVs went. Toxicroak is probably the least used member of this team, but he is also a very important part of it.
Cresselia (F) @ Sitrus Berry
Trait: Levitate
EVs: 252 HP / 128 Def / 88 SAtk / 40 SDef
Calm Nature (+SDef, -Atk)
- Thunder Wave
- Ice Beam
- Psychic
- Energy Ball
Oh Cresselia, the pokemon dreaded most by all VGC players. This thing is a tank and everyone knows it. I run cress with some SpA EVs mainly just to 2HKO 252 HP Hitmontop everytime, thunder wave is an asset to my team as so far its actually pretty slow and somewhat bluffs as a tailwind team with tornadus in team preview. Ice Beam is reliable damage on dragons and flying types and Psychic is good neutral STAB for most types as well as supereffective damage on fighting types. Helping Hand is there to ensure that Cress isnt dead weight on the field when its other 3 attacks basically prove to be pointless, it also scores 2HKOs with discharge that would normally be 3HKOs.
Tornadus (M) @ Flying Gem
Trait: Prankster
EVs: 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Acrobatics
- Taunt
- Tailwind
- Protect
Ah Yeah, mah boi Tornadus. This thing is a boss on my team, Acrobatics literally cleans up the coverage on threats to my team and Hammer Arm is there to score hits on steels and Tyranitars that I dont have Krookodile for late game. Taunt is a nifty move that shuts down support pokemon, and protects (barring mental herb) for five turns, This come in handy against eviolite porygon2 and non mental herb cress and company. Protect is there to shield Tornadus from stray Discharges and Rockslides. The EVs maximize Tornadus' speed and attack since tornadus is weak to many common threats HP investment is less crucial. If there were a VGC version of a revenge killer, Tornadus is definitely mine.
DEM THREATS:
Rotom-W
This thing can be a bitch, I have nothing to hit it for SE damage and basically have to sack one of my mons to ensure it doesnt sweep my whole team. If I see Rotom-W in team preview i have to go with lanturn and hope i can KO him with Discharges before he can KO the other members of my team.
Gastrodon
Once again i have nothing to hit this thing for SE damage and it has such awesome natural bulk that Tornadus is the only thing worth attacking it with for solid neutral damage.