I HATE SCARFTAR.
( Team Building )
The release of the April statistics confirmed many of the changes in the OU metagame I had experienced. With the new trends having rendered traditional strategies and playstyles obsolete, I deleted my old team files to make a new one that could cope with the demands of the new metagame. Here are the results of my analysis:
Scarf Tyranitar is common (very, very common)
Pursuit-weak Pokemon (Latias, Starmie, Gengar etc) are much less viable
CB, DD and Mixtar are not expected
More openings for bulky stat-uppers (Gyarados, Suicune etc)
Machamp, Lum Metagross and Aerodactyl are rising as leads
Sleep leads (Roserade, Smeargle) and slow defensive leads (Swampert, Skarmory etc) are much less viable
Offensive anti-leads like Specs Heatran, Yanmega and Starmie are much more viable
Spikers (Skarmory, Forretress) are steadily rising in usage
Choice item users like Scizor and Tyranitar are being exploited
Bulky Pokemon with recovery moves are much more viable
Conclusion:
Use an offensive lead to gain momentum from the start
Use a bulky set-up sweeper
No choice users that will surrender the momentum
No weak support Pokemon that give stall teams chances to set-up
Maximize recovery options
( Team Line-Up )
( Miscellaneous )
Ambidexterity refers to being equally adept with both hands. Each of my six Pokemon bear multiple roles and responsibilities on the team, contributing to its success in their respective ways.
Note: all my Pokemon who can be female are female because of random stuff like Attract and Rivalry. It also boosts my ego to think that I have five girls at my beck and call. (Just kidding) I have therefore conscientiously referred to them with “she” instead of “he” or “it” throughout this RMT.
( Comments )
Metagross @ Life Orb
Ability: Clear Body
EVs: 220 Atk/40 Spd/248 SAtk
Naughty nature (+Atk, -SDef)
- Zen Headbutt
- Grass Knot
- Hidden Power [Fire]
- Bullet Punch
I wanted an offensive lead that could take on many of the popular leads today, and preferably be able to last long enough into the game to deal/tank some damage. I first looked for one that could either OHKO Machamp or at least come out tops 100% of the time. This, I realized, was a pretty tall order and the choices were very limited (unless you count a first-turn boomer but I didn’t want that). I looked for users of Flying and Psychic attacks and identified Azelf and Metagross as the only viable ones. I was drawn towards Metagross because of the sheer surprise factor + its ability to shake off the Tyranitar leads that would trouble Azelf, and tested a four-attack mixed variant that could hit many of the common leads super-effectively.
Mixed Metagross is one of the more potent attackers thanks to its useful type coverage and decent strength on both physical and special sides. I’ve never really considered this variant as anything but a gimmick but it works pretty well in the lead spot (and outside as well). Although it can’t take on quite a few leads one-on-one, it easily deals with those which my team has more trouble with – Swampert and Machamp, for example. I really appreciate its natural bulk and power (although I wish I could accommodate more than four moves).
Azelf: I go to Heatran to set-up SR because I can’t 2HKO it without Meteor Mash, and I don’t want to reveal my Life Orb anyway. Heatran can absorb any moves Azelf throws at it, including Trick. I don't consider this a loss because it almost guarantees Stealth Rock for my team.
Aerodactyl: Zen Headbutt + Bullet Punch for a 2HKO, no issues whatsoever.
Swampert: Outspeed and Zen Headbutt + Grass Knot for a 2HKO. The glitch is irritating because otherwise I would be able to OHKO it and prevent the opponent from getting SR down ever. PLEASE FIX THE GRASS KNOT GLITCH IN SHODDY 2! :]
Metagross: HP Fire is usually a 2HKO on those without Occa Berry, and I outspeed most variants. If it is faster and hits me with Earthquake first turn I am forced to run to Gliscor.
Jirachi: HP Fire is usually a 2HKO, and I don’t really mind picking up a Scarf. If not for the increasing use of Thunder Wave, this would be a perfect chance for Heatran to switch in.
Infernape: Switch to Dragonite and hit with Extremespeed twice to block Endeavour.
Machamp: OHKO a few times over with Zen Headbutt (YAY).
Ninjask: Spam Bullet Punch to retain the surprise factor of Zen Headbutt (just in case a Heracross comes in or something). 2HKO not guaranteed, especially for bulkier versions, but the pressure prevents Ninjask from setting up Swords Dances.
Roserade: Lucky these are getting less common, since I hate losing a member to sleep. Bullet Punch twice, and go to Dragonite to KO with Extremespeed if I get slept.
Tyranitar: Grass Knot for a 2HKO for both Scarftar and bulky mixed Leadtar, and I can survive its attacks. Good match-up for me.
Aerodactyl: Zen Headbutt + Bullet Punch for a 2HKO, no issues whatsoever.
Swampert: Outspeed and Zen Headbutt + Grass Knot for a 2HKO. The glitch is irritating because otherwise I would be able to OHKO it and prevent the opponent from getting SR down ever. PLEASE FIX THE GRASS KNOT GLITCH IN SHODDY 2! :]
Metagross: HP Fire is usually a 2HKO on those without Occa Berry, and I outspeed most variants. If it is faster and hits me with Earthquake first turn I am forced to run to Gliscor.
Jirachi: HP Fire is usually a 2HKO, and I don’t really mind picking up a Scarf. If not for the increasing use of Thunder Wave, this would be a perfect chance for Heatran to switch in.
Infernape: Switch to Dragonite and hit with Extremespeed twice to block Endeavour.
Machamp: OHKO a few times over with Zen Headbutt (YAY).
Ninjask: Spam Bullet Punch to retain the surprise factor of Zen Headbutt (just in case a Heracross comes in or something). 2HKO not guaranteed, especially for bulkier versions, but the pressure prevents Ninjask from setting up Swords Dances.
Roserade: Lucky these are getting less common, since I hate losing a member to sleep. Bullet Punch twice, and go to Dragonite to KO with Extremespeed if I get slept.
Tyranitar: Grass Knot for a 2HKO for both Scarftar and bulky mixed Leadtar, and I can survive its attacks. Good match-up for me.
My four attacks have good coverage, and although I’m walled pathetically by Heatran I have pretty decent cover for it already. HP Fire means no Skarmory or Forretress setting up on me, while Zen Headbutt deals with Tentacruel and can hit Rotom-A hard on the switch. This means that Metagross doesn’t leave gaps for opposing teams to set-up entry hazards.
Bullet Punch has been chosen over Explosion because Metagross won't be able to survive +1 Earthquakes from Salamence and Gyarados and stuff anyway. The priority helps out a lot against some Dragon Dancers like Tyranitar and Salamence and helps me beat a lot more leads than previously.
The Spe EVs help me get the jump on most other base 70s that don’t invest in speed, like Skarmory and Metagross, while maximum SpA is preferred to stun Swampert and incoming Forretress/Skamory. The leftover EVs were pumped into Atk, and conveniently result in a bonus point.
......
Heatran (F) @ Life Orb
Ability: Flash Fire
EVs: 56 Atk/200 Spd/252 SAtk
Hasty nature (+Spd, -Def)
- Flamethrower
- Earth Power
- Explosion
- Stealth Rock
Life Orb Heatran is an offensive powerhouse, coming in on a fire attack or one of her many resistances to launch a devasting onslaught. My priority with this girl, however, is setting up Stealth Rock which really helps an offensive team like mine, and I need to get it up ASAP. If I can squeeze Heatran in on a locked Bullet Punch or something like that I always choose Stealth Rock first, which also conceals my Life Orb. This allows me to bluff Choice Scarf and KO incoming bulky waters.
Other than that, Heatran is a devastating sweeper in her own right. If I don’t have to blow up on something I can still wreak some major havoc with her high-powered fire attacks.
The Spe EVs are enough for Adamant Gyarados which like to switch in on me immediately, which allows me to explode in its whiskers for a KO. SpA was maxed out to give her attacks major bite, while the Atk EVs guarantee a OHKO on Blissey with Explosion.
......
Gliscor (F) @ Leftovers
Ability: Sand Veil
EVs: 252 HP/32 Def/224 Spd
Jolly nature (+Spd, -SAtk)
- Taunt
- Roost
- Toxic
- Earthquake
I was keen to work with Gliscor because of her ability to almost single-handedly dismantle stall. I have also found her extremely useful in dealing with balanced teams because of the Taunt + Toxic + Roost combination, coupled with her impressive speed, defences and array of resistances/immunities. Against stall, I can status and shut down Hippowdon, Rest + Sleep Talk Rotom, Ice Beam-less Blissey and many others. It also works well versus the Rest + Sleep Talk Heatran that have been popping up here and there. I have to be careful with this girl due to her weakness to Water and Ice, two common attacking types. If I mispredict and Taunt a Gyarados or Suicune I would have lost a valuable team member.
Gliscor provides a valuable immunity to Ground and a resistance to Fighting, as Salamence is too frail to cover such threats adequately. Thanks to Taunt (and the Water and Ice attacks she attracts), Gliscor also allows Kingdra easy switch-ins without fear of status or disabling moves.
I LOVE GLISCOR.
......
Dragonite (F) @ Life Orb
Dragonite (F) @ Life Orb
Ability: Inner Focus
EVs: 56 Atk/200 Spd/252 SAtk
Naughty nature (+Atk, -SDef)
- Extremespeed
- Draco Meteor
- Superpower
- Flamethrower
Salamence has been ditched for a MixNite because I desparately needed priority that could deal with DD Gyarados and DD Kingdra (somewhat). Dragonite packs just as much punch as Salamence did, though I do admit that I found the drop in speed rather sharp. This is, unfortunately, a small prize I have to pay; it's not that bad either when you consider that the faster walls like Gliscor and Zapdos can't really do much back to you.
Dragonite is my early game wall-breaker, since its tremendous synergy with Metagross and Heatran (usually the second guy I head to) mean I can get her in on an attack she resists or is immune to. The REAL THING that sets her apart from Salamence are her two physical attacks, Extremespeed and Superpower. While I used to find both Earthquake and Brick Break lacking on Salamence, Superpower's high base power really punishes Blissey, Snorlax and incoming Heatran. Extremespeed, on the other hand, checks so many Pokemon that rely on speed-boosting moves to sweep. It also turns Dragonite into a handy revenge killer, but unlike Scizor/Mamoswine she does not become instant set-up fodder for spike-stacking teams.
The EVs were tweaked slightly to maximize Dragonite's healthy base attack to boost Extremespeed's power output. Draco Meteor still packs a massive punch so I don't really want to go +SpA like the analysis recommended.
......
Jolteon (F) @ Life Orb
Ability: Volt Absorb
EVs: 4 Def/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Thunderbolt
- Hidden Power [Grass]
- Shadow Ball
- Wish
I had never used any non-myopic Jolteon in my life prior to this, but I didn’t want my Specs limiting my options and allowing stall teams to exploit my frequent switches. Life Orb Jolteon still packs a punch but is able to change moves, which is really a godsend. Thunderbolt, HP Grass and Shadow Ball are standard on an offensive set due to the good coverage they provide together.
Jolteon is an efficient special attacker, but she does fill other roles on this team. If I’m sure my opponent is going to switch out but I have no idea what is coming in, I can open with Wish to heal up the rest of my team, especially with her synergy with the rest of my team. She is also a great asset against the bulky waters that threaten Gliscor and wall Kingdra thanks to her moderate SpD stat and Volt Absorb. Finally, her naturally high speed allows me to revenge kill +1 Adamant Gyarados, Gengar, Starmie, Infernape and various other sweepers that could really dent my team otherwise.
......
Kingdra (F) @ Leftovers
Ability: Swift Swim
EVs: 184 HP/204 Atk/116 Spd/4 SDef
Adamant nature (+Atk, -SAtk)
- Dragon Dance
- Waterfall
- Outrage
- Substitute
Kingdra is the Pokemon I wanted to base this team around. When bulky waters and steels have been eliminated or weakened, she can sweep entire teams on her own. I sometimes introduce her early game because her bulk and resistances mean she can absorb a few hits while I scout for counters. SubDD is the most used set (at 32%) which means players usually expect it once they see Kingdra, but there’s little they can do about it even then.
I have to credit RaikouLover for the EV spread, which has been the key to many of my victories. With 184 EVs in HP and 4 in SpD, defensive Starmie can’t break my sub with any of her attacks, which means free Dragon Dances for me. Choice-locked Steel/Water/Fire attacks are also easy set-up fodder, and once powered up my dual STAB attacks can power through what remains of my opponent’s team. I try to avoid using Outrage as long as possible, since the lack of Lum Berry usually forces me out once my rampage ends. However, Leftovers allow me to create many more Substitutes and is helpful when I introduce this earlier to absorb some resisted hits.
The SpE EVs allow me to outspeed all base 115s after a single Dragon Dance, and the leftovers from HP and SpD were pumped into Atk (where else would you expect me to put them). I think this EV spread is really efficient and I would never use the standard 252/252.
......
( Highly Uncomprehensive Threat List )
*I interpreted threat list as a list of threats, so I won't include the Pokemon that this team has no problems with. Here are a few problems which I hope you guys can help me solve :]
Jolteon can outspeed and KO Adamant variants but how am I supposed to know what their nature is? Although this guy doesn't get many chances to DD up, my lack of a bulky water or scarfer means I have to rely on Dragonite's Extremespeed to kill it off.
Jolteon can revenge-kill MixMence but I usually have to bait DD Mence into an Outrage or smack it with Bullet Punch on Metagross + Extremespeed on Dragonite. Bulky DD versions with Roost are a terror to face though.
Agiligross with Ice Punch really screws me up. Only Kingdra can withstand a hit but if it's weakened then GG. Luckily only 15% of them ran Ice Punch in April. The rest are handled adequately with Gliscor.
Latias is difficult to handle because Heatran has to BOOM to kill it while my other Steel is -SpD. This is compounded by the fact that it can switch in on half my team with its immunities/resistances. Specs can be worked around through sacrifices and finding a chance for Kingdra to DD up on a Surf, and Scarf can be outmaneuvered before I kill it off with dual priority, but both sets can cripple one of my key members with a well-timed Trick. Jolteon can threaten LO versions with Shadow Ball but against Calm Mind variants I face a bit of trouble.
The new-fangled 3-attack Suicune can hit a lot of my team super effectively, something I'm concerned about. I have to rely on Kingdra + Jolteon to take it down, but it can cause major damage in the process.
Empoleon can rape my team if it manages to find and opening. Although the only Pokemon it can safely switch in on is Kingdra, I can have issues coping if it is set up. My best bet is (ironically) Kingdra, and I try not to bring it into Petaya and Torrent range (KO it from >33%)
Mamoswine's dual STAB makes it a pretty serious threat. Early game Kingdra can take its hits and Jolteon can revenge kill, but LO variants are pretty tricky. I usually rely on Intimidate and prediction to beat it.
( Conclusion )
Okay that's it; this team doesn't have any laddering accomplishments and I think it's built on a sturdy enough principle but I need a bit of help from you guys (the experts). I get the feeling that while I made an effort to combat many of the rising threats, I am under-equipped to handle traditional powerhouses like DD Gyarados and DD Salamence.
Please RMT!