I knew for a few weeks that mence would be leaving to ubers, so I decided to prepare for it. I looked around at the suspect stats and saw infernape would become a huge threat, particularly the nasty plot set. So I wanted to take a spin at using it, and this is what came out of it.
Metagross @ Lum Berry
Ability: Clear Body
EVs: 248 HP/236 Atk/24 Spd
Adamant nature (+Atk, -SAtk)
- Bullet Punch
- Earthquake
- Meteor Mash
- Stealth Rock
So I believe I had the rest of my team done, and I just needed a lead. I didn't want anything that brought in many weaknesses, but I wanted something reliable. I definitely needed a stealth rock lead, so machamp or dragonite were out of the question. The most reliable rocker IMO in todays metagame is lum berry metagross. With the lum, it can beat machamp and roserade, and then with its attack combo beat most common leads, barring gliscor and swampert. So mash for strong STAB, EQ to compliment mash, BP for the sash kill to compliment either move, and rocks because that’s the point of it leading.
Starmie @ Leftovers
Ability: Natural Cure
EVs: 136 HP/216 Spd/158 SAtk
Timid nature (+Spd, -Atk)
- Surf
- Thunderbolt
- Rapid Spin
- Recover
I had everything below this already in my team, and I noticed fire types (mainly ape) being able to do massive damage to my team. Starmie seemed like the best fit choice to deal with these threats. This will also help with grounds and rocks that ape can’t deal with. The EV spread is a bit different. I can’t remember if it was when I was sav’ing the team I made a mistake, or I did it on purpose, but it has helped me greatly. Since I have the rotom-a later on, the defense to take on gyarados and a couple other things isn’t as needed, but I still wanted some bulk to starmie with the HP evs. With the sp atk evs, I gain a bit of power, and can net some surprise kills. Surf for the obligatory STAB, T-Bolt for hitting waters that try to come in, Rapid spin because with the next two guys, dragons didn’t seem like a huge concern, and sometimes having rocks gone in nice, even with no weak guys, and Recover to keep this thing lasting.
Flygon (M) @ Choice Scarf
Ability: Levitate
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Earthquake
- Outrage
- Stone Edge
- U-turn
So at the time I added this, I believe I had rotom and ape. I wanted some form of revenge killer, and something to compliment both. I noticed heatran could be a pain, and I saw how much flygon could disrupt the grasses coming into the metagame, so I added him right in. So with flygon, I gain checks to starmie, ape, and heatran, and gain revenge killing power. EQ for STAB and hit the fire types, Outrage for powerful STAB and to help beat opposing dragons, Stone Edge beats fliers, U-Turn scouts out.
Scizor (M) @ Choice Band
Ability: Technician
EVs: 184 HP/252 Atk/74 Spd
Adamant nature (+Atk, -SAtk)
- Bullet Punch
- Pursuit
- Superpower
- U-turn
Right as I added flygon, I noticed I had nothing to take its weaknesses. I also saw I had no real physical strength, so I had to come up with something. I then looked at scizor, who even in the metagame with tons of heatran, starmie, and infernape, could still do major damage to the increase in dragons, which I also needed a decent check for. Since flygon and scizor compliment eachothers weaknesses and lures out eachothers checks/counters, having them as U-Turn partners seemed like a wise choice. So obligatory bullet punch (need I explain it), pursuit to kill trapped ghost/psychics, superpower to hit steels/normal’s, U-Turn to scout and powerful STAB.
Rotom-c @ Leftovers
Ability: Levitate
EVs: 188 HP/168 Def/154 Spd
Bold nature (+Def, -Atk)
- Thunderbolt
- Will-o-wisp
- Shadow Ball
- Pain Split
This was the second member of my team. My main concern first was to find a check/counter to flygon, as I tried a team or two before this one, and flygon became a bother. I also knew a metagross check, among other guys, would be helpful to the team. Plus, I have a fairly good track record with rotom, so he was an obvious candidate. The EV’s are a bit different than usual. I took some EV’s out of HP and put them into speed. With that speed investment, it hits 246 speed, which out-paces pokemon who hit 245 to outrun DDTar before a dance and outspeed those who only run 244. I only miss out on 16 hit points, so it didn’t seem like a huge loss. So T-Bolt for STAB, Shadow Ball for more STAB, wisp to cripple physical attackers and get residual damage, and pain split for some recovery, even if unreliable.
Infernape (M) @ Life Orb
Ability: Blaze
EVs: 6 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Fire Blast
- Grass Knot
- Vacuum Wave
- Nasty Plot
The base of my team, one of the biggest threats to the metagame right now, nasty plot infernape. Once this gets a plot up, there isn’t much that can stop him later game once I clear out its main threats. So Fire Blast for more power than flamethrower that is needed to net some kills, Grass Knot to hit ground types, Vacuum Wave for priority to stop frail things that are faster.
So that is my team. I have used it a bunch, and is one of my more favorite teams I have made. If you have any suggestions, they will be welcome. Thank you!
Metagross @ Lum Berry
Ability: Clear Body
EVs: 248 HP/236 Atk/24 Spd
Adamant nature (+Atk, -SAtk)
- Bullet Punch
- Earthquake
- Meteor Mash
- Stealth Rock
So I believe I had the rest of my team done, and I just needed a lead. I didn't want anything that brought in many weaknesses, but I wanted something reliable. I definitely needed a stealth rock lead, so machamp or dragonite were out of the question. The most reliable rocker IMO in todays metagame is lum berry metagross. With the lum, it can beat machamp and roserade, and then with its attack combo beat most common leads, barring gliscor and swampert. So mash for strong STAB, EQ to compliment mash, BP for the sash kill to compliment either move, and rocks because that’s the point of it leading.
Starmie @ Leftovers
Ability: Natural Cure
EVs: 136 HP/216 Spd/158 SAtk
Timid nature (+Spd, -Atk)
- Surf
- Thunderbolt
- Rapid Spin
- Recover
I had everything below this already in my team, and I noticed fire types (mainly ape) being able to do massive damage to my team. Starmie seemed like the best fit choice to deal with these threats. This will also help with grounds and rocks that ape can’t deal with. The EV spread is a bit different. I can’t remember if it was when I was sav’ing the team I made a mistake, or I did it on purpose, but it has helped me greatly. Since I have the rotom-a later on, the defense to take on gyarados and a couple other things isn’t as needed, but I still wanted some bulk to starmie with the HP evs. With the sp atk evs, I gain a bit of power, and can net some surprise kills. Surf for the obligatory STAB, T-Bolt for hitting waters that try to come in, Rapid spin because with the next two guys, dragons didn’t seem like a huge concern, and sometimes having rocks gone in nice, even with no weak guys, and Recover to keep this thing lasting.
Flygon (M) @ Choice Scarf
Ability: Levitate
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Earthquake
- Outrage
- Stone Edge
- U-turn
So at the time I added this, I believe I had rotom and ape. I wanted some form of revenge killer, and something to compliment both. I noticed heatran could be a pain, and I saw how much flygon could disrupt the grasses coming into the metagame, so I added him right in. So with flygon, I gain checks to starmie, ape, and heatran, and gain revenge killing power. EQ for STAB and hit the fire types, Outrage for powerful STAB and to help beat opposing dragons, Stone Edge beats fliers, U-Turn scouts out.
Scizor (M) @ Choice Band
Ability: Technician
EVs: 184 HP/252 Atk/74 Spd
Adamant nature (+Atk, -SAtk)
- Bullet Punch
- Pursuit
- Superpower
- U-turn
Right as I added flygon, I noticed I had nothing to take its weaknesses. I also saw I had no real physical strength, so I had to come up with something. I then looked at scizor, who even in the metagame with tons of heatran, starmie, and infernape, could still do major damage to the increase in dragons, which I also needed a decent check for. Since flygon and scizor compliment eachothers weaknesses and lures out eachothers checks/counters, having them as U-Turn partners seemed like a wise choice. So obligatory bullet punch (need I explain it), pursuit to kill trapped ghost/psychics, superpower to hit steels/normal’s, U-Turn to scout and powerful STAB.
Rotom-c @ Leftovers
Ability: Levitate
EVs: 188 HP/168 Def/154 Spd
Bold nature (+Def, -Atk)
- Thunderbolt
- Will-o-wisp
- Shadow Ball
- Pain Split
This was the second member of my team. My main concern first was to find a check/counter to flygon, as I tried a team or two before this one, and flygon became a bother. I also knew a metagross check, among other guys, would be helpful to the team. Plus, I have a fairly good track record with rotom, so he was an obvious candidate. The EV’s are a bit different than usual. I took some EV’s out of HP and put them into speed. With that speed investment, it hits 246 speed, which out-paces pokemon who hit 245 to outrun DDTar before a dance and outspeed those who only run 244. I only miss out on 16 hit points, so it didn’t seem like a huge loss. So T-Bolt for STAB, Shadow Ball for more STAB, wisp to cripple physical attackers and get residual damage, and pain split for some recovery, even if unreliable.
Infernape (M) @ Life Orb
Ability: Blaze
EVs: 6 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Fire Blast
- Grass Knot
- Vacuum Wave
- Nasty Plot
The base of my team, one of the biggest threats to the metagame right now, nasty plot infernape. Once this gets a plot up, there isn’t much that can stop him later game once I clear out its main threats. So Fire Blast for more power than flamethrower that is needed to net some kills, Grass Knot to hit ground types, Vacuum Wave for priority to stop frail things that are faster.
So that is my team. I have used it a bunch, and is one of my more favorite teams I have made. If you have any suggestions, they will be welcome. Thank you!