beej
everybody walk the dinosaur
Well I was on the CAP server and people were discussing the Skymin vote. Tacho then did a battle with Bass in which he exhibited the massive power of Skymin. It killed Bass' entire team with Seed Flare finishing off all the "counters" as they switched in. I immediately rushed to the team builder and constructed this team to take advantage of the little wonder.
At a glance:
Details:
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 80 HP/252 Atk/176 Spd
Adamant nature (+Atk, -SAtk)
- Trick
- Stealth Rock
- Iron Head
- Ice Punch
Description: Jirachi leads the team. It's very similar to the Trick Metagross leads, but I like Jira better for its increased Speed and the 60% flinch rate of Iron Head. The EVs allow me to outspeed Adamant Lucario after tricking away the Scarf and with it I reach 420 Speed, which goes only a little bit above the rare Electrode, the fastest support lead you'll find. This means it goes before anything with Taunt that doesn't have a scarf for some reason and SR. Against slower leads, however, I can trick my scarf on them and cripple them for the rest of the match while using SR afterwards. A good way to start off the match, and SR is important to my strategy. Iron Head can flinchax later in the game and Ice Punch is for enemy Skymin/Salamence that don't run over 176 Speed.
Vaporeon (M) @ Leftovers
Ability: Water Absorb
EVs: 212 HP/252 Def/44 SAtk
Bold nature (+Def, -Atk)
- Wish
- Protect
- Surf
- HP Electric
Description: Gives Wish support to the team, counters Gyarados and is my best response to Heatran and Infernape, who can give me a bit of trouble. It's also my best response to bulky Grounds other than Skymin, who usually isn't going to come out in the beginning. I'd use Ice Beam but I really like Wish/Protect, and Protect eases up on prediction for my other Pokemon when I'm dealing with Choice Band Tyranitar and such.
Magnezone @ Leftovers
Ability: Magnet Pull
EVs: 36 HP/220 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Magnet Rise
- Thunderbolt
- HP Fire
- Thunder Wave
Description: This is a key member of the team. One of the most annoying things for Skymin is Steel-types like Bronzong and Scizor. This takes them out rather easily with Magnet Pull. The EVs/nature allow me to outrun Adamant 252 Speed Scizor (factoring in the 30 Speed IV for Hidden Power) and kill it with HP Fire before it can strike. Magnet Rise makes me generally safe against Bronzong. Thunder Wave is there as a surprise. Many of the things that will come in on Magnezone after a kill will often attempt to set up on it, like DD Mence, so I paralyze them and turn them into sitting ducks against other members of the team. This is one of the ways I can "check" Mence, speaking of the thing. The other way is this:
Tyranitar (M) @ Life Orb
Ability: Sand Stream
EVs: 116 Atk/248 Spd/144 SAtk
Hasty nature (+Spd, -Def)
- Dragon Dance
- Crunch
- Fire Blast
- Ice Beam
Description: This is my first switch-in to Zapdos. Most of the time they will switch out to something that's ordinarily a counter, perhaps predicting a CBTar, only to be faced with a Dragon Dancer. However, this one packs Ice Beam and Fire Blast to severely cripple its counters, like Gliscor and Hippowdon. Its only boosted move may be Crunch, but it works slightly like Agiligross in that it can now outspeed and kill things that it couldn't before, like Lucario (as long as it doesn't have Bullet Punch) with Fire Blast and Salamence with Ice Beam.
Rotom-w @ Leftovers
Ability: Levitate
EVs: 252 HP/68 Def/188 Spd
Timid nature (+Spd, -Atk)
- Rest
- Sleep Talk
- Discharge
- Will-o-wisp
Description: I have to admit, this is probably the weakest link on the team. It has use in that it absorbs status and does well against certain Pokemon that cause me some trouble like Metagross, Lucario (the EVs allow me to outspeed Adamant) and Yanmega. It also blocks spin which is nice. I haven't been able to find a replacement for it yet, because it does have its uses.
Shaymin-s @ Choice Specs
Ability: Serene Grace
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Air Slash
- Seed Flare
- Earth Power
- HP Ice
Description: The star of the show. Specs Shaymin is gamebreakingly good with its ability to 2HKO just about everything with its moves. Once its checks have been either dealt with or damaged enough by my other Pokemon, Skymin comes in the second there's an opening and wreaks havoc with its moves. There are very few things that can switch into Seed Flare without dying the next turn. Not even 252 HP/SpD Calm Blissey is going to last very long with the drops. Air Slash and Earth Power are my main other coverage moves. HP Ice does slightly better against Zapdos who doesn't switch in, and using HP Fire will require me to lose a Speed IV. In the event that this is my last Pokemon, I would like to at least tie another Skymin. It might win me a game I otherwise would've lost.
---
That's about it. Rate away. I've found my success rate with this team to be quite high, but there are some obvious flaws and I'm always looking for improvement. Thanks. :) Pictures were done by aragornbird.
At a glance:
Details:
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 80 HP/252 Atk/176 Spd
Adamant nature (+Atk, -SAtk)
- Trick
- Stealth Rock
- Iron Head
- Ice Punch
Description: Jirachi leads the team. It's very similar to the Trick Metagross leads, but I like Jira better for its increased Speed and the 60% flinch rate of Iron Head. The EVs allow me to outspeed Adamant Lucario after tricking away the Scarf and with it I reach 420 Speed, which goes only a little bit above the rare Electrode, the fastest support lead you'll find. This means it goes before anything with Taunt that doesn't have a scarf for some reason and SR. Against slower leads, however, I can trick my scarf on them and cripple them for the rest of the match while using SR afterwards. A good way to start off the match, and SR is important to my strategy. Iron Head can flinchax later in the game and Ice Punch is for enemy Skymin/Salamence that don't run over 176 Speed.
Vaporeon (M) @ Leftovers
Ability: Water Absorb
EVs: 212 HP/252 Def/44 SAtk
Bold nature (+Def, -Atk)
- Wish
- Protect
- Surf
- HP Electric
Description: Gives Wish support to the team, counters Gyarados and is my best response to Heatran and Infernape, who can give me a bit of trouble. It's also my best response to bulky Grounds other than Skymin, who usually isn't going to come out in the beginning. I'd use Ice Beam but I really like Wish/Protect, and Protect eases up on prediction for my other Pokemon when I'm dealing with Choice Band Tyranitar and such.
Magnezone @ Leftovers
Ability: Magnet Pull
EVs: 36 HP/220 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Magnet Rise
- Thunderbolt
- HP Fire
- Thunder Wave
Description: This is a key member of the team. One of the most annoying things for Skymin is Steel-types like Bronzong and Scizor. This takes them out rather easily with Magnet Pull. The EVs/nature allow me to outrun Adamant 252 Speed Scizor (factoring in the 30 Speed IV for Hidden Power) and kill it with HP Fire before it can strike. Magnet Rise makes me generally safe against Bronzong. Thunder Wave is there as a surprise. Many of the things that will come in on Magnezone after a kill will often attempt to set up on it, like DD Mence, so I paralyze them and turn them into sitting ducks against other members of the team. This is one of the ways I can "check" Mence, speaking of the thing. The other way is this:
Tyranitar (M) @ Life Orb
Ability: Sand Stream
EVs: 116 Atk/248 Spd/144 SAtk
Hasty nature (+Spd, -Def)
- Dragon Dance
- Crunch
- Fire Blast
- Ice Beam
Description: This is my first switch-in to Zapdos. Most of the time they will switch out to something that's ordinarily a counter, perhaps predicting a CBTar, only to be faced with a Dragon Dancer. However, this one packs Ice Beam and Fire Blast to severely cripple its counters, like Gliscor and Hippowdon. Its only boosted move may be Crunch, but it works slightly like Agiligross in that it can now outspeed and kill things that it couldn't before, like Lucario (as long as it doesn't have Bullet Punch) with Fire Blast and Salamence with Ice Beam.
Rotom-w @ Leftovers
Ability: Levitate
EVs: 252 HP/68 Def/188 Spd
Timid nature (+Spd, -Atk)
- Rest
- Sleep Talk
- Discharge
- Will-o-wisp
Description: I have to admit, this is probably the weakest link on the team. It has use in that it absorbs status and does well against certain Pokemon that cause me some trouble like Metagross, Lucario (the EVs allow me to outspeed Adamant) and Yanmega. It also blocks spin which is nice. I haven't been able to find a replacement for it yet, because it does have its uses.
Shaymin-s @ Choice Specs
Ability: Serene Grace
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Air Slash
- Seed Flare
- Earth Power
- HP Ice
Description: The star of the show. Specs Shaymin is gamebreakingly good with its ability to 2HKO just about everything with its moves. Once its checks have been either dealt with or damaged enough by my other Pokemon, Skymin comes in the second there's an opening and wreaks havoc with its moves. There are very few things that can switch into Seed Flare without dying the next turn. Not even 252 HP/SpD Calm Blissey is going to last very long with the drops. Air Slash and Earth Power are my main other coverage moves. HP Ice does slightly better against Zapdos who doesn't switch in, and using HP Fire will require me to lose a Speed IV. In the event that this is my last Pokemon, I would like to at least tie another Skymin. It might win me a game I otherwise would've lost.
---
That's about it. Rate away. I've found my success rate with this team to be quite high, but there are some obvious flaws and I'm always looking for improvement. Thanks. :) Pictures were done by aragornbird.