INTRODUCTION
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Usually I'd start off a RMT with something catchy that makes you laugh, or something that guilts you into rating it...well it's late, and I got nothing. So how 'bout we just start this thing right away. Cool. So what is this team trying to accomplish? Honestly, it's one and only purpose is to act as a counter to the greatest -and even the smallest- threats/concepts that have risen from Gen 5. Despite the many pokemon a given person can potentially use, there are only so many ideas and concepts that can be used with these combination. I've taken a good piece of my time evaluating the different forms of teams that have made an appearance in Gen 5, and from my observations this team was born. As I was pulling together this team, what I realized was that a lot of pokemon -even if they gained nothing from the new generation- came out amazingly well. Sets that we used to laugh at are now the epicenter of the metagame, since their once-useless potential has now reached the extreme. This team is made of the ashes of pokemon who never got to show their true colors until now, and even new pokemon who have impacted the metagame incredibly. Well is the perfect? Absolutely not! However it has worked out amazing and its FAR from retirement. So lets go on to the team...and the chart thingy which i'm really proud of and HAD to show off.
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Type Chart
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A Closer Look
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Azelf @ Focus Sash
- Levitate
- 252 SpAtk | 4 SpDef | 252 Spe
- Naive Nature [+Speed, -SpDef ]
- Moveset:
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Why this Pokemon?:
The new gen has introduced some amazing new pokemon to us, many of which could make some remarkable leads. So why use an old Gen 4 pokemon that is growing outdated? While its true that Offensive Azelf is quite an old trick, the new metagame has actually allowed my friend to show its true colors once again. Honestly, who expects their Burungeru to be 2HKO'd by Grass Knot, or for the Nattorie to be dead from one Flamethrower? Not to mention all the new fighting type pokemon who just LOVE being pelted down by Psychic. When my opponent sees that I'm leading with an Azelf -which I do in most situations- they ultimately decide that I'm going to set up one them, and then I watch as Azelf does its thing. The choice of item on Azelf is one that just sort of stuck as it lets me do a lot more with the (somewhat) poor defenses I'm provided with. A scizor, for example, may come in for the Bullet Punch only to find that I live with my sash, leaving them fainted from the Flamethrower. I go by the idea that being able to attack just one more time in a match is a lot better than a 30% boost from life orb, or a 50% boost from choice specs making a Focus Sash the ultimate choice for me.
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EVs & Nature:
252 Speed and a Naive nature is pretty self explanatory. I needed speed, so I gave it speed.
252 Special Attack, again, is a pretty basic concept in a SPECIAL ATTACK Azelf, as it allows Azelf to do what's it's meant to do.
4 Attack is there mostly because of U-Turn and you never know when it may help in the long run!
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Considered Changes
Completely open to other options, but Azelf's special movepool isn't THAT great so I think I chose the most effective moveset.
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Heatran @ Balloon
- Flash Fire
- 4 HP | 252 SpAtk | 252 Spe
- Timid (+Speed, -Attack)
- Moveset:
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Why this Pokemon?:
So Heatran in itself filled in for several weaknesses in my team, especially my Fire weaknesses that my two walls unfortunately shared. But I felt as if I was wasting a perfectly good Heatran by only putting it on the team so that it could fill up my weaknesses. At the same time, taking a fully offensive Heatran seemed to break through the style of the team, and it just wasn't flowing well. Yet by taking out Heatran all together from the team, I was left with these massive gaps that left my team pretty vulnerable to some very common threats. I decided to take a risk, and take on the task of maintaining a Nitro Charge Heatran. When I came into this set, I was looking for something fast but flexible and thats just what I got. Nitro Charge gave me to speed but more options than a Scarf, and I could still switch in or out anytime I felt as if I could be threatened. Yet Nitro Charge still left me vulnerable to the biggest threat that any Heatran may ever face...an opposing Heatran. Yet thank goodness, Gen 5 provided me with a tool that -in my opinion- is an indirect blessing sent down to all the Heatrans of the world. The BALLOON! (seriously though, you'd think someone would of invented this 3 generations ago.) Putting any kind of Choiced item on Heatran is virtually pointless on top of Nitro Charge, and keeping a Life Orb on me just wasted my health with Every Nitro Charge since it wouldn't do much anyways. While leftovers seemed tempting, they didn't stop me from being OHKO'd by another Heatran's Earth Power, or a Doryuzzu's deadly Earthquake. Thus the balloon was put on Heatran, establishing a solid yet powerful Heatran.
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EVs & Nature:
Huh, I'm wondering if this EV section is even worth doing on sets as obvious as Heatran's...
252 Special Attack EVs lets me hit my opponent for max damage.
252 Speed and a Timid Nature is so that I can match a Choice Scarf's set with Nitro Blast.
4 HP is there because someone is gonna yell at me if I don't max out my EVs, and I'm sure one day I'll live by only 1HP, and i'll be very happy I put it on there. (Seriously though, never EVER think that 4 EVs won't help ya somewhere in life)
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Considered Changes
Well there have been times Hidden Power Grass seems superior over Dragon Pulse, but I think Dragon Pulse has helped me moreover.
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Skarmory @ Leftovers
- Sturdy
- 252 HP | 236 Sp.Def | 20 Spe
- Careful Nature (+SpDef, -SpAtk)
- Moveset:
-
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Why this Pokemon?:
IT'S A SKARMORY. IT'S GOOD AT WHAT IT DOES, AND FORRETRESS ANNOYS ME TOO MUCH TO USE AS A SPIKER. There. Summary done. Lets move on...no? Fine. So when you looked at my team, it probably looked seriously repetitive between Nattorei and Skarmory, who both are known to do the same thing(put out Spikes), but only in different styles. So why use Skarmory for this? Well the truth is, I feel as if Nattorei simply has more options. Now I'm not at all saying that Skarmory is bad, but -for what I want this team to do- Nattorei's time can be better spent. Being able to switch in and out at will, Skarmory has an amazing number of chances to set up its Spikes, heal, etc., and that's all it needs to do. Doryuzu, for example, can only dream to beat Skarmory through Rock Slide flinches, and any attempt it makes to set up Swords Dance will be countered by Whirlwind. If there is one thing I may regret in my move set, it's my lack of actual attacking moves in it, making me extremely vulnerable to Taunt. However predicting a Taunt is fairly easy since very few movesets remain secrets these days, and usually I'll switch a more appropriate member of my team in for these situations.
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EVs & Nature:
252 HP enchances Skarmory's already killer defenses, increasing my overall time on the field
236 Spc. Def and a Careful nature brings my Special Defense almost to where my Defense should be, creating an all around great wall to cover both ends of the offensive spectrum.
20 Speed gives Skarmory only 4 EVs more than the "average" Skarmory, but its just enough to beat their Whirlwind with my own. Yeah it's unlikely, but it's also possible and extremely helpful.
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Considered Changes
N/A
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Nidoking @ Choice Scarf
- Encourage
- 4 HP | 252 SpAtk | 252 Spe
- Timid (+Speed, -Attack)
- Moveset:
-
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Why this Pokemon?:
Gimmicky? Probably. Original? Most likely. Absolutely astounding? Yes. So you see a choice Scarf Nidoking. Or well i guess if you're my opponent, then all you see is a fat dinosaur that looks like it can't outspeed a thing...but off topic. Nidoking always struck me as one of those pokemon that looks the part, but simply couldn't play the part with what it was given. However Gen 5 gave it a new toy to play with. Encourage. Giving up a 10% chance of status or Spc. Def. Drop is certainly worth the (say it with me) THIRTY PERCENT increase of encourage. Having access to each of the elemental (blasts?) attacks may seem a little old school all things considered, but it's simply...amazing. But here was the problem. While it now had the power to do what I needed it to do, Nidoking was...slow. I mean, not REALLY slow, just...slow. Putting on a Scarf was risky, and I new that. But when I tested it out, I was amazed. Having so many resistances on my team (will i ever shut up about that), Nidoking can always switch out if I'm locked into an un-ideal move. Through the Choice Scarf, I can revenge kill almost all the Dragons of OU with Ice Beam, and actually just about anything else now that you mention it. And while I'm not entirely sure how much longer Skymin is going to be in OU, Choice Scarf allows Nidoking to outspeed Skymin by just 0.5, which is more than enough for me.
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EVs & Nature:
4 HP is here because...well not quite sure where else I may want to put it, but 1 HP may always come in handy at some point
252 Special Attack could never have been provided more usefully, allowing me to KO many pokemon after accumulated Entry Hazard Damage
252 Speed...well its a revenge killer, right?
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Considered Changes
None as of now.
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Gyarados @ Leftovers
- Intimidate
- 156 HP | 72 Atk | 96 Def | 184 Speed
- Jolly Nature (+Speed, -Special Attack)
- Moveset:
-
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Why this Pokemon?:
*Sigh* So many pokemon have stood in this slot, but this Gyarados easily was the most spectacular of them all, and has just as easily become the MVP of the team. Gyarados on its own has Bulk, Attack, and even considerable Speed. But with Dragon Dance, I can bring Gyarados's attack and speed to inconsiderable heights, creating a nearly perfect sweeper. So why not give Gyarados more bulk, thus allowing it to set up moreover with Dragon Dance, thus allowing it to become one of the best sweepers I have actually seen. Oh, while we're at it lets throw Taunt on it to stop me from becoming the victim of Toxic or Burn. Did I mention that Intimidate only increases its incredible bulk. Even the wretched Doryuzu can't do more than 50% to me with Rock Slide without being OHKO'd by Waterfall. There was a brief while where this Gyarados was completely bulk, but I found that the extra EVs didn't really change whether or not I lived a STAB thunderbolt from Jolteon, and overall it seemed like a waste of one of the best pokemon to ever enter my team. This set literally stops 99% of the walls that were meant to stop other variants of Gyarados, allowing me to have an aggravating surprise if I use it correctly.
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EVs & Nature:
56 HP may not seems all too amazing, but it does get me all around bulk without dominating most of the EVs
72 Atk...I have Dragon Dance, not to mention 125 base Attack. Who cares if I don't max it out? The lack of power is definitely worth the extra playing time on the field I get.
96 Def, just like for HP, only increases upon my already incredible bulk.
184 Speed lets Gyarados have a bit more in its only lacking stat (bar spc. attack), and increases the speed I gain from DD.
*EVs are bound to change in the near future. These were from Generation 4, with Generation 4 calculations. I'll try to change these in the next 24 hours, but if anyone has a better spread then that'd be great!*
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Considered Changes
Working on EVs, and perhaps a replacement for Bounce though I've been overall satisfied with it.
Nattorei @ Rugged Helmet- Iron Barbs
- 252 HP | 160 Def | 96 Spc Def | -31 Speed EVs
- Relaxed Nature [+Defense, -Speed]
- Moveset:
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Why this Pokemon?:
Nattorei is one of those pokemon that you look at and automatically give it a stereotype. You assume that it's gonna set up Spikes, and then just sorta sit there waiting for a Heatran or Shanderaa to finish it off. And yes, Nattorei is indeed one of the best spikers in the current metagame, but obviously I'm not proving this in my move set. What people don't consider is how well defensive Nattorei can be once you've gotten your hazards set up, and how -when played late game- it can actually lead to the end of some very common sweepers. Most physical sweepers will take nearly 30% damage everytime they touch my pretty-little-weed, which isn't even factoring in Leech Seed Damage, Toxic, etc. Now let the record show that I'm not expecting Nattorei to be the primary cause of damage on my team. However it is good at what it does, and I intend to make the best of it. I also must make a point of saying that Nattorei works amazingly with the rest of my team, as any problems Nattorei may face are just as easily fixed by the synergy it has with the other members of my team, mainly Heatran and Gyarados. I needed something to make some major dents in my opponents team before I broke through it, and it seemed as if Nattorei had the equipped means to get this job done the way I wanted it.
EVs & Nature:
252 HP has become the standard for almost any wall, as it provides all around coverage against all sorta of moves. Nattorei is no exception.
160 Defense with a Relaxed Nature lets me take on almost all physical hits, making my item and ability do their jobs all the more better.
96 Sp Def is there mostly so that it can still take hits from the special side of things, though having 11 resistances means Nattorei doesn't require the full 252 EVs for success.
0 Speed IVs...GYRO BALL!
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Considered Changes
None at the moment, though I'm completely open to suggestions.