Haruno
Skadi :)
[youtube]0NKUpo_xKyQ[/youtube]
Introduction
Well this is my first rmt and after a few years of just lurking smogon I decided to make an account here. Then I somehow stumbled upon volbeat probably one of the most underlooked pokemon in game and decided to build a team around it. So yeah hope you like it.
Closer Look
Volbeat @ Leftovers
Ability: Prankster
EVs: 248 HP / 252 D / 8 SpD
Bold Nature (+Def, -A)
- Substitute
- Tail Glow
- Baton Pass
- Encore
Here it is the star of the team or rather the light of the team. Volbeat being near useless in gen III/IV now has access to possibly the best stat boost in game in the form of tail glow. Tail glow boosting your spec attack by a whopping three stages is easily baton passed to anything else on the team. Thanks to prankster it can setup incredibly easily thanks to sub + encore and also possessing enough bulk to manage to pass at least one tail glow. Thanks to its new found moves and ability it's excellent for setting up a early or a late game sweep.
Politoad @ Leftovers
Ability: Drizzle
EVs: 252 HP / 252 Def / 4 SpD
Sassy (+SpD, -Spd)
- Scald
- Toxic
- Perish Song
- Ice Beam
Politoad acts as the weather support of this team. Not only as a powerful counter to Ninetales/ty-tar/hippowdon and their weather inducing effects but also provides the team with much needed rain support. Scald helps with the potential burn and stab + rain makes it hit quite hard even without any spec attack ev's invested. Toxic and perish song are both used as support in which they wear out the opponent and perish song gives volbeat a free sub assuming toad dies during the 3 turns of perish song. Ice beam is just for punishing common threats like d-nite or landorus.
Jirachi @ Leftovers ***Getting lost within myself
EVs: 4 HP / 200 Def / 252 SpA / 52 SpD
Bold (+Def, -Atk)
- Thunder
- Calm Mind
- PsyShock
- Substitute
Typical subcm set that does a good job of countering genesect/skarm/forretress/ferrathorn that none of my other pokes are capable of doing. Also works as a good wall breaker. It's also a good sweeper late game though its speed is quite lacking. Also thunder + rain + serene grace is full of win and raging opponents.
Tornadus-T @ Life Orb
EVs: 4 HP / 252 SpA / 252 Spe
Timid (+Spe, -Atk)
- Hurricane
- Hidden Power Ice
- Focus Miss..... I mean Blast
- U-turn
Hurricane in rain is pretty beastly and it's also a good check for ran/zor and various steel types. The Hidden Power Ice stops common threats like dragons/landorus/scor. Focus Blast is for the occasional steel type since nothing else on the team can SE steels. U-turn might seem kinda random but it's a decent scout however frail it may be. Also since most of the time I expect at least a +3 SpA boost speed has to be maximized.
Jolteon @ Flame Orb
Ability: Quick Feet
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature (+Spe, -Atk)
- Thunder
- Volt Switch
- Hidden Power Ice
- Shadow Ball
The first thing you noticed is probably the quick feet. Why quick feet over volt absorb? The answer is simply that Quick feet does the exact same job as volt absorb does to an opponent and with quick feet absolutely nothing without priority or a +2 Spe boost has a chance of outspeeding it. That and your opponents thinking you have volt absorb jolt will unconsciously stop them from spamming electric attacks till they see the Burn orb. Jolt tends to be the target of choice for Volbeat's baton pass since it can outspeed essentially anything in the metagame. Thunder and rain is it's stab move of choice. Volt switch is used for scouting. Hp Ice is for the dragons/lando/gliscor. And shadow ball takes care of the rest for excellent coverage.
Latios @ Choice Scarf ***Need the end to set me free
EVs: 4 Hp / 252 SpA / 252 Spe
Timid Nature (+Spe, -Atk)
- Psyshock
- Dragon pulse
- Hidden Power Fire
- Surf
Latios is my last resort. This pokemon has many important resistances, especially grass/water/fire. It has the speed, bulk and the power needed to sweep through things late game that nothing else can provide. Essentially he's the main crux of my team in case I can't get a Tail Glow off or I just need to kill something.
Conclusion
Well, that's pretty much it for this team, It seems to work pretty well from my experience. Again this is my first rmt so please don't judge me too harshly. This team does seem to have some problems with tornadus-T but other than that I can't really think of anything. Any advice is helpful. Thanks for your time.
[/QUOTE]
Introduction
Well this is my first rmt and after a few years of just lurking smogon I decided to make an account here. Then I somehow stumbled upon volbeat probably one of the most underlooked pokemon in game and decided to build a team around it. So yeah hope you like it.
Closer Look
Volbeat @ Leftovers
Ability: Prankster
EVs: 248 HP / 252 D / 8 SpD
Bold Nature (+Def, -A)
- Substitute
- Tail Glow
- Baton Pass
- Encore
Here it is the star of the team or rather the light of the team. Volbeat being near useless in gen III/IV now has access to possibly the best stat boost in game in the form of tail glow. Tail glow boosting your spec attack by a whopping three stages is easily baton passed to anything else on the team. Thanks to prankster it can setup incredibly easily thanks to sub + encore and also possessing enough bulk to manage to pass at least one tail glow. Thanks to its new found moves and ability it's excellent for setting up a early or a late game sweep.
Politoad @ Leftovers
Ability: Drizzle
EVs: 252 HP / 252 Def / 4 SpD
Sassy (+SpD, -Spd)
- Scald
- Toxic
- Perish Song
- Ice Beam
Politoad acts as the weather support of this team. Not only as a powerful counter to Ninetales/ty-tar/hippowdon and their weather inducing effects but also provides the team with much needed rain support. Scald helps with the potential burn and stab + rain makes it hit quite hard even without any spec attack ev's invested. Toxic and perish song are both used as support in which they wear out the opponent and perish song gives volbeat a free sub assuming toad dies during the 3 turns of perish song. Ice beam is just for punishing common threats like d-nite or landorus.
Jirachi @ Leftovers ***Getting lost within myself
EVs: 4 HP / 200 Def / 252 SpA / 52 SpD
Bold (+Def, -Atk)
- Thunder
- Calm Mind
- PsyShock
- Substitute
Typical subcm set that does a good job of countering genesect/skarm/forretress/ferrathorn that none of my other pokes are capable of doing. Also works as a good wall breaker. It's also a good sweeper late game though its speed is quite lacking. Also thunder + rain + serene grace is full of win and raging opponents.
Tornadus-T @ Life Orb
EVs: 4 HP / 252 SpA / 252 Spe
Timid (+Spe, -Atk)
- Hurricane
- Hidden Power Ice
- Focus Miss..... I mean Blast
- U-turn
Hurricane in rain is pretty beastly and it's also a good check for ran/zor and various steel types. The Hidden Power Ice stops common threats like dragons/landorus/scor. Focus Blast is for the occasional steel type since nothing else on the team can SE steels. U-turn might seem kinda random but it's a decent scout however frail it may be. Also since most of the time I expect at least a +3 SpA boost speed has to be maximized.
Jolteon @ Flame Orb
Ability: Quick Feet
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature (+Spe, -Atk)
- Thunder
- Volt Switch
- Hidden Power Ice
- Shadow Ball
The first thing you noticed is probably the quick feet. Why quick feet over volt absorb? The answer is simply that Quick feet does the exact same job as volt absorb does to an opponent and with quick feet absolutely nothing without priority or a +2 Spe boost has a chance of outspeeding it. That and your opponents thinking you have volt absorb jolt will unconsciously stop them from spamming electric attacks till they see the Burn orb. Jolt tends to be the target of choice for Volbeat's baton pass since it can outspeed essentially anything in the metagame. Thunder and rain is it's stab move of choice. Volt switch is used for scouting. Hp Ice is for the dragons/lando/gliscor. And shadow ball takes care of the rest for excellent coverage.
Latios @ Choice Scarf ***Need the end to set me free
EVs: 4 Hp / 252 SpA / 252 Spe
Timid Nature (+Spe, -Atk)
- Psyshock
- Dragon pulse
- Hidden Power Fire
- Surf
Latios is my last resort. This pokemon has many important resistances, especially grass/water/fire. It has the speed, bulk and the power needed to sweep through things late game that nothing else can provide. Essentially he's the main crux of my team in case I can't get a Tail Glow off or I just need to kill something.
Conclusion
Well, that's pretty much it for this team, It seems to work pretty well from my experience. Again this is my first rmt so please don't judge me too harshly. This team does seem to have some problems with tornadus-T but other than that I can't really think of anything. Any advice is helpful. Thanks for your time.
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