Hey Smogon, it's been a while, haven't been around much save my last RMT in Gen 4. Anyway, onto it! I keep seeing Scrafty wreck people left and right, and I never really paid any attention to him. But I started to get really interested in trying it out.
Now as I said, I'm still basically new at this, so the formatting, sprites, etc. may or may not be to standard; as well as the team building process and threat lists. This team has performed average at best and I'm looking for upgrades to push it to the next level or two(and I'm not against revamping most of the team aside from Scrafty obviously)Aside from that, onto the Madness!
2Fast4U!(Deoxys-S)@Lifeorb
Timid Nature
Ability: Pressure
EVs: 252 Spd, 252 SpAtk, 6 HP(Important IVs:30 Atk, Spd, SpAtk)
Taunt
Psycho Boost
Hidden Power(Fire)
Thunder
More than likely this thing leads off, taunt if it's required. If not then either switch out to something to take the probable move. If I'm up against a weather lead, such as TTar, I try best to predict his counter to a superpower and use the appropriate move. Ice Beam is definitely not getting replaced, it's invaluable against dragons, especially the set-up variety. HP fire is for those darn scizors or bulky steels who think they'll take advantage of me. Thunderbolt because quite frankly Gyrados and other water types are a pain. He does well at this job of taunt lead/revenge killer. However, with the rirdiculous invention of the wi-fi pre-battle team preview he doesn't go up against many leads where taunt is useful. So I'm thinking of swapping taunt out with trick and giving him a choice specs. The problem regardless of which route I go is the moves I need him to have, the three above are useful, but I find myself needing a psychic move and to a lesser extent a fighting move also. Main problem, too many needs, not enough slots...
A few changes here, Thunder has been working great it strokes politoed mainly, it also does quite well vs starmie. Psycho Boost, is absolutely amazing, maiming rotom and everything that doesn't resist it. HP Fire for ferro and scizor thinking they can wall me. Lastly taunt in case chansey/any said status user/set-up poke comes in. Then switch out if i can't hurt it. I played without taunt for a bit, wasn't very handy. Also havign two taunters let's me pretty well deal with status and set-up. After that, functions as a great revenge killer as stated before.
Heatran @ Leftovers
Calm Nature
Ability: Flash Fire
EVs: 252 HP, 252 SpDef, 4 Spd
Lava Plume
Stealth Rocks
Protect
Roar
Pretty basic here, attempt to soak up a flash fire, other than that just fire off super effective moves and pain split off the lifeorb damage. Hoping Shadow Tag gets officially released into standard metagame as trapping those pesky steels and overheating has proven extremely useful. Energyball is for those bulky waters would think they can come in risk free, shadowball of course for stab. PainSplit for a bit of survivability.
Was suggested that Heatran replace Chandelure as the fire absorber. With Chansey gone, someone needs to set-up rocks This all in all will work better I think. As despite his moves, overheating on pokes is all that Chand really did and the added bulk(especially with no easy way to take electric attacks with Chansey out) will be helpful, protect for lefties recovery and scouting/choice locking. Roar to phaze around the set-ups and add residual damage. Lava Plume of course to melt the steels and burn pokes.
(Where's the East Coast animated sprites?!)
Gastrodon @ Leftovers
Calm Nature
Ability: Storm Drain
252 Hp, 252 SpDef, 4 SpAtk
Earth Power/ Scald/ Ice Beam
Recover
Toxic
Special Wall here, main goal, come in on any special attack, set-up rocks, and hope to paralyze as many pokes as possible and stall them with softboiled SToss. It works wonders most of the time, but I've had a problem I've never really ran into before. Everytime this thing is on the field, it just doesn't feel like it belongs with the team, like everything is rolling found but when I send it out we hit a speed bump. Definitely looking for a replacement here.
This thing was suggested to be replaced over Jellicent, and I was hesitant at first, because I didn't want to lose the spin blocker, and also it shut down SkarmBliss by it self. But I was eventually able to come off of it and gastro has been doing great. Although toxicroak kind of gives me problems so I have to go back to EarthPower over scald. double status isn't healthy anyway...
Skarmory (M) @ Shed Shell.
Impish Nature
Ability: Sturdy
EVs: 252 HP, 216 Def, 40 Spd
Spikes
Whirlwind
Roost
Brave Bird
Physical wall here, same goal as Chansey, except on the physical side, come in and take a hit, paralyze things and seed em up for easy recovery. I used this EV spread to make him more versatile defensively. The main goal is to get as many hazards down as I can before a threat comes in. Power Whip I feel is more useful as the only attacking move.
Helps Heatran with phazing out and racking up residual damage as well as sets its own hazards up. I love brave bird over taunt, always end up getting screwed when running no attacks. Roost for recovery, shed shell for those pesky Mags. Serves as a much greater physical wall than Ferrothorn due to a few different key resists and immunities.
Latias @ Leftovers
Nature: Timid
Ability: Levitate
EVs: 252 HP, 4 Def, 252 Spd
Dragon Pulse
Calm Mind
Recover
Substitute
Bulky water type for the team, completes the FWG core, main purpose is phazer. Takes hits, sleeps it off, throw surfs around against non threatening foes and dragon tails the threats away and rack up on residual damage.
With Jelli milo was no longer needed, nor was a third phazer, this was the last suggestion for the team, adds in some more bulk and defensice synergy, as well as great offense in the set-up variety. Sub added in over roar because as I said, 2 phazers is plenty.
Madness(Scrafty)@Lifeorb
Jolly Nature
Ability: Moxie
EVs: 252 Atk, 252 Spd, 6 HP
Crunch
Ice Punch
Drain Punch
Dragon Dance
Purpose of the team right here. If anyone has ever watched the Madness Combat vids, you know this guys inspiration then. Basic set-up here, come in on something that can't hurt/deal with him, DD on the switch and say bye to everything else. Crunch is amazingly useful especially with STAB, Drain Punch for main STAB and heal, Ice Punch here for dragons and the ever common gliscor.
Really interested to see how the changes go. As always, thanks for the help, and new suggestions, comments, rate etc are welcomed. :)
Former Members:
All of these guys had their own fun times, but in the end, there turned out to be better suited pokes for the job...
Haven't really done one of these before but here goes...
Offensive Threats
Aerodactyl -Haven't really seen it, but either a Tbolt or IB from Deoxys will do fine...
Breloom - Deoxys, Latias
Conkeldurr -Again, not as common as it should be, Jellicent barring payback/skarmory
Darmanitan -jellicent
Deoxys-S -pending its move set, Latias/Jellicent
Dragonite -Deoxys main, Scrafty
Empoleon - Jellicent/Deoxys(TBolt)
Espeon - Scrafty, Jellicent
Excadrill - Skarm laghs at this
Gengar - Problem varies pending moveset
Gyarados - Deoxys
Haxorus -Deoxys
Heatran - jellicent
Heracross - skarm
Hydreigon -Deoxy(IBeam)/life orb can be a problem, specs: heatran/jellicent
Infernape - Jellicent/Latias
Jirachi - Scrafty/heatran
Jolteon - Latias/Jellicent
Kingdra - Jellicent/Skarm if locked into outrage or DM
Kyurem - not sure, never faced it, prolly Jellicent
Landorus -Deoxys
Latios - jellicent/heatran if no surf
Lilligant - heatran
Lucario - skarm
Machamp - skarm
Magnezone - heatran
Mamoswine - skarm
Metagross - skarm
Mienshao - skarm
Reuniclus - jellicent/scafty
Roserade -Deoxys
Salamence -Deoxys/ scrafty/ appropriate wall based on set
Sawsbuck - Not sure never faced it
Scizor - skarm/heatran
Scrafty- skarm
Shaymin - latias
Sigilyph -??? another of those havent seen ones
Smeargle - not a real big threat
Starmie - Problem, deoxys Tbolt
Terakion - skarm
Thundurus -deoxys
Tornadus -deoxys
Tyranitar - scrafty, skarm
Venusaur - skarm/heatran pending EQ
Victini - latias
Virizion - skarm
Volcarona - :o could be a big problem
Weavile - skarm
Zoroark - Problem
Defensive Threats
Blissey - scafty(def avoid the status)
Bronzong - heatran/jellicent
Celebi - heatran
Chansey - scrafty
Deoxys-D -scrafty/jellicent
Dusclops - scrafty(no will-o)
Ferrothorn - heatran/skarm
Forretress - heatran/skarm
Gliscor - deoxys, scrafty
Hippowdon - skarm
Jellicent - scrafty
Latias - jellicent
Murkrow - havent encountered it, doexys
Ninetales - jellicent
Politoed - deoxys, jellicent
Porygon2 - scrafty
Rotom-W - latias
Skarmory - heatran
Snorlax - scrafty
Suicune - problem here aside from stall wars, chansey?
Swampert -ferro/chand
Tentacruel - deoxys/chansey
Vaporeon -chansey
Whimsicott - chand
Xatu - chand
Zapdos - chansey
Now as I said, I'm still basically new at this, so the formatting, sprites, etc. may or may not be to standard; as well as the team building process and threat lists. This team has performed average at best and I'm looking for upgrades to push it to the next level or two(and I'm not against revamping most of the team aside from Scrafty obviously)Aside from that, onto the Madness!
2Fast4U!(Deoxys-S)@Lifeorb
Timid Nature
Ability: Pressure
EVs: 252 Spd, 252 SpAtk, 6 HP(Important IVs:30 Atk, Spd, SpAtk)
Taunt
Psycho Boost
Hidden Power(Fire)
Thunder
More than likely this thing leads off, taunt if it's required. If not then either switch out to something to take the probable move. If I'm up against a weather lead, such as TTar, I try best to predict his counter to a superpower and use the appropriate move. Ice Beam is definitely not getting replaced, it's invaluable against dragons, especially the set-up variety. HP fire is for those darn scizors or bulky steels who think they'll take advantage of me. Thunderbolt because quite frankly Gyrados and other water types are a pain. He does well at this job of taunt lead/revenge killer. However, with the rirdiculous invention of the wi-fi pre-battle team preview he doesn't go up against many leads where taunt is useful. So I'm thinking of swapping taunt out with trick and giving him a choice specs. The problem regardless of which route I go is the moves I need him to have, the three above are useful, but I find myself needing a psychic move and to a lesser extent a fighting move also. Main problem, too many needs, not enough slots...
A few changes here, Thunder has been working great it strokes politoed mainly, it also does quite well vs starmie. Psycho Boost, is absolutely amazing, maiming rotom and everything that doesn't resist it. HP Fire for ferro and scizor thinking they can wall me. Lastly taunt in case chansey/any said status user/set-up poke comes in. Then switch out if i can't hurt it. I played without taunt for a bit, wasn't very handy. Also havign two taunters let's me pretty well deal with status and set-up. After that, functions as a great revenge killer as stated before.
Heatran @ Leftovers
Calm Nature
Ability: Flash Fire
EVs: 252 HP, 252 SpDef, 4 Spd
Lava Plume
Stealth Rocks
Protect
Roar
Pretty basic here, attempt to soak up a flash fire, other than that just fire off super effective moves and pain split off the lifeorb damage. Hoping Shadow Tag gets officially released into standard metagame as trapping those pesky steels and overheating has proven extremely useful. Energyball is for those bulky waters would think they can come in risk free, shadowball of course for stab. PainSplit for a bit of survivability.
Was suggested that Heatran replace Chandelure as the fire absorber. With Chansey gone, someone needs to set-up rocks This all in all will work better I think. As despite his moves, overheating on pokes is all that Chand really did and the added bulk(especially with no easy way to take electric attacks with Chansey out) will be helpful, protect for lefties recovery and scouting/choice locking. Roar to phaze around the set-ups and add residual damage. Lava Plume of course to melt the steels and burn pokes.
Gastrodon @ Leftovers
Calm Nature
Ability: Storm Drain
252 Hp, 252 SpDef, 4 SpAtk
Earth Power/ Scald/ Ice Beam
Recover
Toxic
Special Wall here, main goal, come in on any special attack, set-up rocks, and hope to paralyze as many pokes as possible and stall them with softboiled SToss. It works wonders most of the time, but I've had a problem I've never really ran into before. Everytime this thing is on the field, it just doesn't feel like it belongs with the team, like everything is rolling found but when I send it out we hit a speed bump. Definitely looking for a replacement here.
This thing was suggested to be replaced over Jellicent, and I was hesitant at first, because I didn't want to lose the spin blocker, and also it shut down SkarmBliss by it self. But I was eventually able to come off of it and gastro has been doing great. Although toxicroak kind of gives me problems so I have to go back to EarthPower over scald. double status isn't healthy anyway...
Skarmory (M) @ Shed Shell.
Impish Nature
Ability: Sturdy
EVs: 252 HP, 216 Def, 40 Spd
Spikes
Whirlwind
Roost
Brave Bird
Physical wall here, same goal as Chansey, except on the physical side, come in and take a hit, paralyze things and seed em up for easy recovery. I used this EV spread to make him more versatile defensively. The main goal is to get as many hazards down as I can before a threat comes in. Power Whip I feel is more useful as the only attacking move.
Helps Heatran with phazing out and racking up residual damage as well as sets its own hazards up. I love brave bird over taunt, always end up getting screwed when running no attacks. Roost for recovery, shed shell for those pesky Mags. Serves as a much greater physical wall than Ferrothorn due to a few different key resists and immunities.
Latias @ Leftovers
Nature: Timid
Ability: Levitate
EVs: 252 HP, 4 Def, 252 Spd
Dragon Pulse
Calm Mind
Recover
Substitute
Bulky water type for the team, completes the FWG core, main purpose is phazer. Takes hits, sleeps it off, throw surfs around against non threatening foes and dragon tails the threats away and rack up on residual damage.
With Jelli milo was no longer needed, nor was a third phazer, this was the last suggestion for the team, adds in some more bulk and defensice synergy, as well as great offense in the set-up variety. Sub added in over roar because as I said, 2 phazers is plenty.
Madness(Scrafty)@Lifeorb
Jolly Nature
Ability: Moxie
EVs: 252 Atk, 252 Spd, 6 HP
Crunch
Ice Punch
Drain Punch
Dragon Dance
Purpose of the team right here. If anyone has ever watched the Madness Combat vids, you know this guys inspiration then. Basic set-up here, come in on something that can't hurt/deal with him, DD on the switch and say bye to everything else. Crunch is amazingly useful especially with STAB, Drain Punch for main STAB and heal, Ice Punch here for dragons and the ever common gliscor.
Really interested to see how the changes go. As always, thanks for the help, and new suggestions, comments, rate etc are welcomed. :)
Former Members:
All of these guys had their own fun times, but in the end, there turned out to be better suited pokes for the job...
Haven't really done one of these before but here goes...
Offensive Threats
Defensive Threats