I still haven't jumped on the Weather Wars bandwagon. Maybe I will one day. But as it stands now? No weather! This time I decided to focus my weatherless team a bit more. Rather than go Weatherless Balanced (which was admittedly hard to pull off) I'm going a bit more on the offense. Let me know what you guys think, and how it can be improved. :)
All changes to the team will be stated in bold.
Let's take a look at the team!
First up, I had to decide on a win condition. I'd never used Scarf MoxieMence before, so I was bound and determined to have the bruiser on a team.
Next I wanted to try out Deoxys-D. I used to have metaphorical allergic reactions to using legendaries. I'm starting to get past that. Deo-D seemed like a great bulky lead and plenty of people suggested using it on a weatherless team. So Deo-D joined the ranks.
Next, I needed ways to get rid of steel types and 8r8k H34DS... I mean walls. . So Band Terrakion and Magnezone came to mind.
From here, I really wanted to up the offensive pressure of the team. VoltTurn seemed like a great idea, so I thought of Rotom-W...but I already had an electric. Scizor seemed like he'd be a great backup win condition, so I went with Bulky Attacker Rotom-W and Bulky SD Scizor. Magnezone wasn't really working for me, so he had to go.
I'd be an moron to let Deo-D's hard work go to waste, so I needed a spin blocker. Someone who can stop the spin, and add craptons of offensive pressure to a team. Someone who can throw off the strategies of entire sets...Of course. Sub Disable Gengar. And thus, we arrive at the current state of things.
So here's the breakdown!
Deoxys-D @ Rocky Helmet
Trait: Pressure
EVs: 252 HP / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Spikes
- Taunt
- Stealth Rock
- Magic Coat
Went with the Speedy Spiker variant. Looking at its stats, I realized this thing has the bulk to survive a few hits without even investing in defensive stats. Stealth Rock + 1 layer of Spikes is usually enough to ensure that Salamence and/or Scizor can complete a full sweep. Taunt shuts down opposing entry hazard layers, and keeps my field clear of Stealth Rocks, with hurt Salamence deeply. Magic Coat is an additional layer of troll. Using Magic Coat ensures that, with proper prediction, I have nothing to worry about from opposing Taunters. Taunt me and I'll Taunt you back. You know the drill.
Terrakion @ Choice Band
Trait: Justified
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Close Combat
- Stone Edge
- X-Scissor
- Quick Attack
I have come to learn that you just don't switch in on CBand Terrakion. You don't. Mons that resist his stabs still take average of 30% damage. He 8r8ks HE4DS. I know Earthquake provides redundant coverage, but I see it similarly to those who run both Outrage + Dragon Claw or Draco Meteor + Dragon Pulse. I enjoyed Earthquake for some time, but came to find Quick Attack useful, although not particularly strong. Having the priority really helps take out weakened threats. His STABs hit like trucks and X-Scissor helps me give Reuniclus headaches. I also use it to give Dark-types a hard time without worry of the predicted Ghost switch in. You switch in, you take damage, Period.
Salamence (F) @ Choice Scarf
Trait: Moxie
EVs: 4 HP / 252 Atk / 252 Spd
Naive Nature (+Spd, -SDef)
- Outrage
- Dragon Claw
- Earthquake
- Fire Blast
This ridiculous thing is my main win condition. I've watched it sweep so many times it completely uncalled for. Outrage + Dragon Claw, for those times when I don't wanna be locked and unable to switch...or don't want to deal with the confusion. Earthquake to hit Steel switch ins or walk through Fire types. I've learned that Earthquake is a great attack to use once I've removed all the fliers and 'mons with levitate from the opposing team. Fire Blast to hit Scizor and Ferrothorn...because eff those d-bags. Mixed stats are high enough that no Special Attack investment is needed to get a good hit out of Fire Blast. Naive nature to avoid the attack cuts from using anything else that boosts speed. She's not living through an Ice Beam anyway, so screw Special Defense. Clever Girl.
Gengar (M) @ Black Sludge
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Substitute
- Disable
- Shadow Ball
- Focus Blast
Troll. Troll. Troll. Trollmoar. GRAAAHH!! TormenTran's older brother. He blocks the spin, he irritates the soul. This thing will grate on your last nerve, if you aren't prepared for it. Black Sludge is fun for predicting a Trick. Enjoy losing HP. I've had plenty of people get that "eff this thing" feeling when dealing with SubDisable Gengar. Sure, it can be beaten - but you will have a hard time.
Rotom-W @ Leftovers
Trait: Levitate
EVs: 232 HP / 56 SpA / 220 Spe
Modest Nature (+SAtk, -Atk)
- Volt Switch
- Hydro Pump
- Will-o-wisp
- Pain Split
Scizor (F) @ Choice Scarf
Trait: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature (+Spd, -SAtk)
- U-Turn
- Iron Head
- Superpower
- Aerial Ace
So, this is the crew! Let me know what I can do to improve it. I'm always looking for constructive criticism as I get better and better with this whole team building thing. :)
All changes to the team will be stated in bold.
Let's take a look at the team!
First up, I had to decide on a win condition. I'd never used Scarf MoxieMence before, so I was bound and determined to have the bruiser on a team.
Next I wanted to try out Deoxys-D. I used to have metaphorical allergic reactions to using legendaries. I'm starting to get past that. Deo-D seemed like a great bulky lead and plenty of people suggested using it on a weatherless team. So Deo-D joined the ranks.
Next, I needed ways to get rid of steel types and 8r8k H34DS... I mean walls. . So Band Terrakion and Magnezone came to mind.
From here, I really wanted to up the offensive pressure of the team. VoltTurn seemed like a great idea, so I thought of Rotom-W...but I already had an electric. Scizor seemed like he'd be a great backup win condition, so I went with Bulky Attacker Rotom-W and Bulky SD Scizor. Magnezone wasn't really working for me, so he had to go.
I'd be an moron to let Deo-D's hard work go to waste, so I needed a spin blocker. Someone who can stop the spin, and add craptons of offensive pressure to a team. Someone who can throw off the strategies of entire sets...Of course. Sub Disable Gengar. And thus, we arrive at the current state of things.
So here's the breakdown!
Deoxys-D @ Rocky Helmet
Trait: Pressure
EVs: 252 HP / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Spikes
- Taunt
- Stealth Rock
- Magic Coat
Went with the Speedy Spiker variant. Looking at its stats, I realized this thing has the bulk to survive a few hits without even investing in defensive stats. Stealth Rock + 1 layer of Spikes is usually enough to ensure that Salamence and/or Scizor can complete a full sweep. Taunt shuts down opposing entry hazard layers, and keeps my field clear of Stealth Rocks, with hurt Salamence deeply. Magic Coat is an additional layer of troll. Using Magic Coat ensures that, with proper prediction, I have nothing to worry about from opposing Taunters. Taunt me and I'll Taunt you back. You know the drill.
Terrakion @ Choice Band
Trait: Justified
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Close Combat
- Stone Edge
- X-Scissor
- Quick Attack
I have come to learn that you just don't switch in on CBand Terrakion. You don't. Mons that resist his stabs still take average of 30% damage. He 8r8ks HE4DS. I know Earthquake provides redundant coverage, but I see it similarly to those who run both Outrage + Dragon Claw or Draco Meteor + Dragon Pulse. I enjoyed Earthquake for some time, but came to find Quick Attack useful, although not particularly strong. Having the priority really helps take out weakened threats. His STABs hit like trucks and X-Scissor helps me give Reuniclus headaches. I also use it to give Dark-types a hard time without worry of the predicted Ghost switch in. You switch in, you take damage, Period.
Salamence (F) @ Choice Scarf
Trait: Moxie
EVs: 4 HP / 252 Atk / 252 Spd
Naive Nature (+Spd, -SDef)
- Outrage
- Dragon Claw
- Earthquake
- Fire Blast
This ridiculous thing is my main win condition. I've watched it sweep so many times it completely uncalled for. Outrage + Dragon Claw, for those times when I don't wanna be locked and unable to switch...or don't want to deal with the confusion. Earthquake to hit Steel switch ins or walk through Fire types. I've learned that Earthquake is a great attack to use once I've removed all the fliers and 'mons with levitate from the opposing team. Fire Blast to hit Scizor and Ferrothorn...because eff those d-bags. Mixed stats are high enough that no Special Attack investment is needed to get a good hit out of Fire Blast. Naive nature to avoid the attack cuts from using anything else that boosts speed. She's not living through an Ice Beam anyway, so screw Special Defense. Clever Girl.
Gengar (M) @ Black Sludge
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Substitute
- Disable
- Shadow Ball
- Focus Blast
Troll. Troll. Troll. Trollmoar. GRAAAHH!! TormenTran's older brother. He blocks the spin, he irritates the soul. This thing will grate on your last nerve, if you aren't prepared for it. Black Sludge is fun for predicting a Trick. Enjoy losing HP. I've had plenty of people get that "eff this thing" feeling when dealing with SubDisable Gengar. Sure, it can be beaten - but you will have a hard time.
Rotom-W @ Leftovers
Trait: Levitate
EVs: 232 HP / 56 SpA / 220 Spe
Modest Nature (+SAtk, -Atk)
- Volt Switch
- Hydro Pump
- Will-o-wisp
- Pain Split
Part one of the VoltTurn combo. Classic pairing, with the ability to neuter threats. Pain Split aids in wallbreaking. Will-O-Wisp stops Scizor, screws with Parahax Jirachi and others. Bulk for taking those hits and returning with a STAB. Hydro Pump because RAIN IS EVERYWHERE. This move hits hard as all crap without the need for heavy investment. Still learning what it does and doesn't outspeed, but Rotom-W has been great.
Scizor (F) @ Choice Scarf
Trait: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature (+Spd, -SAtk)
- U-Turn
- Iron Head
- Superpower
- Aerial Ace
Scizor's set has completely changed since I started this team. Some posters pointed out a huge weakness to Starmie, so I went with this set. Scarfing him may lower the power, but he now checks offensive Starmie pretty well, along with other Psychics. Went Iron Head instead of Bullet Punch, due to the increase in speed from Scarf. I may change back, but still testing. Aerial Ace helps me out alot against fighting types and grass types, specifically causes headaches for the unsuspecting Breloom. Superpower to shut down the non-scarfed Heatrans and other things expecting to be able to outspeed and roast my Scizor. U-Turn maintains the ability to keep offensive pressure - actually does so a little better now that he can outspeed alot of common counters.
So, this is the crew! Let me know what I can do to improve it. I'm always looking for constructive criticism as I get better and better with this whole team building thing. :)
Deoxys-D @ Rocky Helmet
Trait: Pressure
EVs: 252 HP / 4 SDef / 252 Spd
Timid Nature
- Spikes
- Taunt
- Stealth Rock
- Magic Coat
Terrakion @ Choice Band
Trait: Justified
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Close Combat
- Stone Edge
- X-Scissor
- Quick Attack
Salamence (M) @ Choice Scarf
Trait: Moxie
EVs: 4 HP / 252 Atk / 252 Spd
Naive Nature
- Outrage
- Dragon Claw
- Earthquake
- Fire Blast
Gengar (F) @ Black Sludge
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Substitute
- Disable
- Shadow Ball
- Focus Blast
Rotom-W @ Leftovers
Trait: Levitate
EVs: 232 HP / 56 SAtk / 220 Spd
Modest Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Scizor (F) @ Choice Scarf
Trait: Technician
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- U-turn
- Iron Head
- Superpower
- Aerial Ace
Trait: Pressure
EVs: 252 HP / 4 SDef / 252 Spd
Timid Nature
- Spikes
- Taunt
- Stealth Rock
- Magic Coat
Terrakion @ Choice Band
Trait: Justified
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Close Combat
- Stone Edge
- X-Scissor
- Quick Attack
Salamence (M) @ Choice Scarf
Trait: Moxie
EVs: 4 HP / 252 Atk / 252 Spd
Naive Nature
- Outrage
- Dragon Claw
- Earthquake
- Fire Blast
Gengar (F) @ Black Sludge
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Substitute
- Disable
- Shadow Ball
- Focus Blast
Rotom-W @ Leftovers
Trait: Levitate
EVs: 232 HP / 56 SAtk / 220 Spd
Modest Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Scizor (F) @ Choice Scarf
Trait: Technician
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- U-turn
- Iron Head
- Superpower
- Aerial Ace