The Deadly Sins -- Sloth, Greed, Lust, Envy, Pride, and Wrath
Newly Updated, Changes in Red
Platinum Changes in Blue
Acedia (Suicune) @ Leftovers
Ability: Pressure
EVs: 252 HP/240 Def/16 SAtk
Bold nature (+Def, -Atk)
- Calm Mind
- Rest
- Sleep Talk
- Surf
Acedia -- apathy and inactivity in the practice of virtue (personified as one of the deadly sins) [syn: sloth]
Suicune is a very sturdy beast. If the opposing team lacks a phazing move, whether due to the loss of a Pokemon or neglecting the concept altogether, they are in for a lot of trouble. After a few stat-ups, Suicune can completely rampage through a team. The only thing that stops it completely in its tracks is, of course, Pokemon with Water Absorb or Dry Skin -- the former completely fall to Zapdos (Thunderbolt) or Celebi (Grass Knot), while the latter stand no chance against Heatran (Lava Plume). The reason for using this as a lead is because it has the ability to scare many common leads away. Its typing, by itself, causes Gyarados a lot of problems, and many flee in fear of Hidden Power [Electric]. Salamence -- all variations, included -- is afraid of the likelihood of Ice Beam. Gengar can only use Thunderbolt or Hypnosis. The former fails against a Suicune that has netted a couple of stat-ups, while the latter fails due to the viability of Rest and Sleep Talk. Tyranitar cannot realistically set up a Substitute, nor can it afford to just start wailing on Suicune with a Choice Band in fear of simply being taken down by Surf. Hippowdon loses that free turn of Stealth Rock. Without reliable recovery, Swampert cannot afford to stay in to Stealth Rock and lose a decent chunk of its HP. Simply put, Suicune helps me "counter" most leads and immediately start scouting their team.
Right away, you will notice that my team does not rely on immediate damage against the opponent. Instead -- as if crippling the opponent as his or her very sins would, hence the theme of the team -- many of the Pokemon have the ability to build themselves up given slight windows of opportunity. Suicune obviously has many opportunities given its bulkiness, and has seen its fair share of sweeps to unprepared teams.
On a side note, this spot used to be reserved for a Calm Mind, Hidden Power [Electric] Slowbro, hence the original sin it personified. But, hell, it still works. Somewhat.
Suicune is still kicking just the same as it was in Diamond and Pearl. Nothing really changed for the guy, from what I have experienced thus far. He also is very handy in resisting those annoying Bullet Punches from Scizor, now, seeing as it out-speeds most variations. I could run enough speed to out-run Tyranitar comfortably, but I generally do not fear Tyranitar all that much.
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Avaritia (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 252 HP/140 Def/36 Spd/16 SAtk/64 SDef
Bold nature (+Def, -Atk)
- Grass Knot
- Hidden Power [Ice]
- Recover
- Thunder Wave
Avaritia -- reprehensible acquisitiveness; insatiable desire for wealth (personified as one of the deadly sins) [syn: greed]
Celebi is a very sturdy little faerie that makes great use of this particular set. I have been using this set for around three weeks now, and I have found great success with it. Hidden Power [Ice] catches a lot of dragons off-guard, specifically Garchomp. It also deals very swiftly with physically-oriented Salamence. Thunder Wave is a great move and catches a lot of Celebi's counters with very unwanted status, namely Heatran, Infernape, Weavile, and the like. The EVs are designed to take hits from both sides of the spectrum -- 140 Defensive EVs grant a bonus point (with Hidden Power taken into account) and still leave 68 EVs to pump up its Special Defense. The EVs in Speed hit 244 Speed, enough to out-speed Jolly Tyranitar and dispatch it with Grass Knot if it is low on health. Finally, the other 16 EVs in Special Attack satisfy by personal obsessiveness with nice round numbers for attack statistics.
In addition to taking on Garchomp, Celebi can also face off against almost every Fighting-type in the game (minus Heracross), and is a great counter to most Gyarados. You will see that Gyarados has nothing on this team, and that is for sure. Variations with Taunt most often taunt only to eat a Grass Knot for around 40% of their HP, and even Ice Fang variations -- often without Taunt -- will meet a swift end to their prospective hopes as they eat a Thunder Wave.
After the Platinum changes, many thought that Celebi might become a lot less powerful than it was in Diamond and Pearl. Well, that is further reason for the Special Defense EVs. With them, I can always survive the random Signal Beams, Zapdos' Heat Waves, and the like, and meanwhile return paralysis, which often screws over the opposing Pokemon. Even if Celebi is to die, it never dies alone. Also, Hidden Power [Ice] and Thunder Wave make Skymin's switch-ins a little scarier than they should probably be. Most Skymin love to switch in on Celebi's Grass Knot, Recover, Reflect, Heal Bell, and Leech Seed, only to cry a little on the inside. This can also take any hit that Salamence can throw at it, even after switching in on Stealth Rock, and cripple it with Thunder Wave or take it down with Hidden Power [Ice]. I pumped the speed another point to ensure that I out-speed everything that tries to out-speed Tyranitar.
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Luxuria (Machamp) (♂) @ Leftovers
Ability: No Guard
EVs: 252 HP/216 Atk/40 Def
Adamant nature (+Atk, -SAtk)
- Dynamicpunch
- Rest
- Sleep Talk
- Stone Edge
Luxuria -- self-indulgent sexual desire (personified as one of the deadly sins) [syn: lust]
Machamp is one of the most underrated Pokemon the entire game. With Celebi spreading paralysis throughout the opposing team, Machamp can find a great opportunity to sweep through the opposing team. Dynamicpunch is simply a fantastic move, and paired with paralysis, it can spell death for its counters. The only things in the game that can counter Machamp 100% of the time are extremely bulky Ghost-types and Slowbro due to its often underrated ability. Maximum HP offers a great number for Leftovers recovery, while 216 EVs in Attack net its last possible bonus point. Finally, the leftover 40 Defensive EVs conveniently even out Machamp's Defense and Special Defense, helping it take hits from Tyranitar and company slightly better. This is obviously my team's best answer to Blissey, as there is absolutely nothing that it can do to stop Machamp. Any status is happily absorbed through Rest and Sleep Talk, Seismic Toss fails to do any notable damage, and Ice Beam and friends are simply not strong enough to break Machamp's defenses.
To be honest, I have found that Machamp is more often than not the single most important member of the team. This could very well have to do with the initial lack of power that most of the Pokemon possess, and I may have to do something to correct this. Feel free to offer suggestions, as they would be very much appreciated.
Many people have told me to switch to Ice Punch over Stone Edge, but I disagree. I have three solid Pokemon utilizing Ice-typed attacks to deal with the dragons, Gliscor, and Skymin, and I do not have any other Rock-typed moves. Besides, Stone Edge still lets me take out Skymin, Salamence, and Gyarados simultaneously.
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Invidia (Zapdos) @ Leftovers
Ability: Pressure
EVs: 252 HP/140 Def/36 Spd/80 SDef
Bold nature (+Def, -Atk)
- Charge Beam
- Hidden Power [Ice]
- Roost
- Thunderbolt
Invidia -- spite and resentment at seeing the success of another (personified as one of the deadly sins) [syn: envy]
Zapdos, previously, was a somewhat replaceable Pokemon on the team lacking the ability to really hurt the opposition. However, with the addition of Charge Beam, this is no longer an issue. With excellent adjusted defenses and resistances and the ability to negate its two weaknesses with its reliable method of healing, Zapdos has plenty of opportunities to pump its impressive special attack through the roof, easily managing to cut through teams that allow it even a few meager boosts.
Along with its key resistances and excellent mixed defenses, helping it take on most mixed variations of Salamence, absolutely shutting down Gyarados, and annoying the hell out of Heracross, it can also really beat down an opposing team geared more toward offense. It can beat most Garchomp, Salamence, and Dragonite one-on-one thanks to Hidden Power [Ice], and stays around a long while thanks to its ability to Roost and, consequentially, rid itself of its weaknesses for that specific turn. Zapdos complements a lot of Pokemon extremely well, and it is not afraid to take on some of the most threatening Pokemon in the game.
The change in speed gives me another reliable Pokemon that can out-run the "we beat Tyranitar" group, while helping in a sweep with Charge Beam. Sure, I have thought about Heat Wave many times, but I always come back to the potential that Charge Beam allows me. Besides, I have a certain prideful son-of-a-bitch to take care of the flames. Zapdos is another awesome counter to most Skymin if played correctly.
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Superbia (Heatran) (♂) @ Leftovers
Ability: Flash Fire
EVs: 252 HP/8 Def/248 SDef
Calm nature (+SDef, -Atk)
- Earth Power
- Lava Plume
- Rest
- Sleep Talk
Superbia -- unreasonable and inordinate self-esteem (personified as one of the deadly sins) [syn: pride]
So far, the team has focuses primarily on physical defense and physical-oriented resistances. This all changes with the addition of Heatran, a very underestimated special wall. When you consider Heatran's weaknesses, you will quickly realize that they most typically lie on the physical side of things. Hell, this thing can even take on most Gengar, even considering Focus Blast. Only Special Fighting-type STAB or Water-type STAB can even dream of touching this beat. Earth Power, of course, is typically an issue, but very easily seen from a mile away. Pokemon like Yanmega, for instance, stand absolutely no chance here. Heatran has some of the best resistances in the game, and with such a defensive build, can very effectively abuse them. Obviously, the most common switch-in to Heatran -- Blissey -- remains fairly unharmed, so I may have to address that at some point. So far, the only variations of Blissey that have ever causes any trouble have been those with Aromatherapy (which I will further discuss at the tail end of the post). Between Fire and Ground-typed attacks, Heatran can deal a lot of damage and pick up a burn or two against the opposing team. Plus, it can come in on predicted fire attacks aimed at Celebi or Scizor and eat that shit up.
Most special threats without super-effective STAB simply cannot break the wall that is Heatran, and with such a high base Special Attack paired with nearly unresisted duel-attacks, not much can afford to stay in and try. In fact, Heatran is one of the best counters in the game to SpecsMence -- even if I get a little unlucky and switch in on Hydro Pump, I can survive with around 20%-25% and pop back in against many threats that cannot deal that much damage to me and Rest it back off. As all of you know, it provides great duel-resistance with Celebi. Heh, GrowthTran ...
Very little has changed with Heatran since I first brought it along to the team. I have thought many times of making it Modest and powering it up a bit, but never have I gone through with it. Heatran is not very concerned with pummeling the other team, here. It relies on super-effective hits, burns, and longevity to do its work. Suicune, Zapdos, Scizor, they all have ways to boost themselves up. Heatran is here to be the special wall. I can even survive an Earth Power from Skymin with this spread and hit it back with Lava Plume, and it completely walls the SubSeed variation.
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Ira (Heracross) (♂) @ Leftovers
Ability: Guts
EVs: 204 HP/136 Atk/152 Speed
Adamant nature (+Atk, -SAtk)
- Close Combat
- Megahorn
- Rest
- Sleep Talk
Ira -- belligerence aroused by a real or supposed wrong (personified as one of the deadly sins) [syn: wrath]
The newest member of my team: meet Heracross. Before Heracross joined the team, a Rest and Sleep Talk Metagross occupied this spot, and then a Sword Dance Scizor with Roost after that. It worked fairly well, but it did not really offer anything that the rest of my team did not, so it was replaced to aid in destroying opposing Blissey. While I miss Scizor's resistances, I really liked the idea of having something to take advantage of Toxic Spikes, status switch-ins, and overall idea of "RestTalk" which is obviously the fun idea behind this team. Heracross also gives me a reliable way of still taking out Cresselia, as well as some extra firepower behind Machamp. Having both of them really hammers on their counters, and even though Close Combat minimizes my defenses, it's still necessary to deal the proper damage. Heracross also helps with Tyranitar, more, who causes Zapdos and Celebi a lot of problems. I'm a little flying-weak now, though, so Togekiss can be a bitch, but in helping Zapdos live longer, Zapdos can help against Togekiss.
Paired with paralysis support from Celebi, Heracross has many opportunities to pummel on the opposing team, even if it, itself, is paralyzed. It runs enough speed to outrun Jolly Tyranitar, meaning that in dual-paralysis, I still have a jump on a lot of the bulkier pokemons. Heracross also draws out some of the most predicted Fire-typed attacks in the metagame, helping Heatran receive welcomed Flash Fire boosts to make up for its more defensive spread. I also don't get screwed by Magnezones now looking to screw with my defensive fortification, and Heracross does a really good job of scaring the new Latias in town.
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Analyzing the Team
First and foremost, yes: I realize that there are seven deadly sins and that "Gluttony" is missing from the team. However, I am also aware that a team can only have six Pokemon on it. So, there. Anyway, this team operates extremely well. It is absolutely made of defense. Every single Pokemon has means of recovery, and all but two laugh at status. Every single type is resisted, and often more than once, and no single type hits more than two Pokemon super-effective. This team is built entirely with defense in mind. All but one Pokemon do not care about Toxic Spikes and, consequentially, will not be worn down. Only one type is weak to Stealth Rock while one type resists it, and most common users of Stealth Rock fall victim to most of the Pokemon on the team. Both of the most often used spikers in Skarmory and Forretress stand no chance against most of the team, as well, giving them little time to set up. Every single Pokemon has access to Leftovers, and two regain in a Sandstorm, while none take significant hits to their longevity with the perhaps sole exception of Zapdos.
While initial offense is somewhat lacking, the team has ways of building up. Suicune can use Calm Mind to send its special statistics through the roof and plummet through a team. Alongside Celebi's use of paralysis, Machamp can confuse the hell out of the opposition and lay the smack down on its candy ass. Zapdos can easily boost its special attack through the roof with Charge Beam. Heatran can receive a boost from predicted Fire-typed attacks. Scizor can boost itself with Swords Dance, one again benefitting from Celebi's access to Thunder Wave, and take down a lot of strong walls.
The team works, and it works well, being able to (theoretically, of course) counter everything in the game. It pretty much always comes down to my playing skill whether I win or lose, because the team's resilience can stand up to anything.
The Problems
This is where you as the rater enters the scene. There are a few specific problems this team currently has with dealing sufficient damage, and in most cases, it is to specific Pokemon.
The first case is Blissey. Well, not Blissey, in and of herself. Instead, it is Blissey variations that have the move Aromatherapy, or rather Clerics, in general. My team sometimes relies on that key paralysis or crucial toxin to wear down threats, and clerics really bother that. Any advice on what to do to correct this would be thankful.
Solution: Machamp, as always, can beat it with Dynamicpunch. Suicune can stall it out of its ability to heal after reaching its maximum special attack and beat it down with Surf. Heracross can easily scare the crap out of it. Celebi cannot do much, unfortunately, and neither can Heatran. Zapdos is a wild-card that solely depends on Blissey's move-set.
Secondly is Cresselia. I do not have any reliable ways to take down Cresselia, and it shows. All I can really do is Calm Mind up with Suicune and Pressure-stall it out of Charge Beams and Recovery.
Solution: With the addition of Heracross, I can easily scare off Cresselia 100% of the time. Suicune can also maximize its special attack against any Cresselia without Charge Beam and Pressure-stall even the bulkiest of builds out of recovery. If Cresselia has Charge Beam, it probably lacks Thunder Wave. In this case, Zapdos can actually beat it one-on-one with its ability to negate its weakness to Ice Beam with Roost and its massive special attack after a few Charge Beam boosts.
With my major two problems addressed by the presence of Scizor, please feel free to suggest any other changes that you think may complement the team more effectively. My only rule is that every Pokemon on my team has a way to self-heal. I do not want to rely on Wish-support to heal across my team (though self-Wish-healing is fine as a means of self-healing). A special thanks to all who have helped out, so far, in regards to Charge Beam on Zapdos and the viability of Heracross over Metagross and Scizor.
IMPORTANT UPDATE
I just came back to battling after, well, honestly a year and a half of not battling. The Platinum changes are still a little fuzzy for me, and I'm not sure of the status of, say, Skymin, Garchomp, and company. I just changed Scizor to Heracross and battled on 10/9/09 for the first time in over a year, and I was able to win all six battles. I'm not sure how well this team would fair in the long run, but it's certainly fun making opponents angry. I especially like how Toxic Spikes really doesn't do a thing to this team, outside of Celebi. I miss JabbaTheGriffin >_>
Newly Updated, Changes in Red
Platinum Changes in Blue
Acedia (Suicune) @ Leftovers
Ability: Pressure
EVs: 252 HP/240 Def/16 SAtk
Bold nature (+Def, -Atk)
- Calm Mind
- Rest
- Sleep Talk
- Surf
Acedia -- apathy and inactivity in the practice of virtue (personified as one of the deadly sins) [syn: sloth]
Suicune is a very sturdy beast. If the opposing team lacks a phazing move, whether due to the loss of a Pokemon or neglecting the concept altogether, they are in for a lot of trouble. After a few stat-ups, Suicune can completely rampage through a team. The only thing that stops it completely in its tracks is, of course, Pokemon with Water Absorb or Dry Skin -- the former completely fall to Zapdos (Thunderbolt) or Celebi (Grass Knot), while the latter stand no chance against Heatran (Lava Plume). The reason for using this as a lead is because it has the ability to scare many common leads away. Its typing, by itself, causes Gyarados a lot of problems, and many flee in fear of Hidden Power [Electric]. Salamence -- all variations, included -- is afraid of the likelihood of Ice Beam. Gengar can only use Thunderbolt or Hypnosis. The former fails against a Suicune that has netted a couple of stat-ups, while the latter fails due to the viability of Rest and Sleep Talk. Tyranitar cannot realistically set up a Substitute, nor can it afford to just start wailing on Suicune with a Choice Band in fear of simply being taken down by Surf. Hippowdon loses that free turn of Stealth Rock. Without reliable recovery, Swampert cannot afford to stay in to Stealth Rock and lose a decent chunk of its HP. Simply put, Suicune helps me "counter" most leads and immediately start scouting their team.
Right away, you will notice that my team does not rely on immediate damage against the opponent. Instead -- as if crippling the opponent as his or her very sins would, hence the theme of the team -- many of the Pokemon have the ability to build themselves up given slight windows of opportunity. Suicune obviously has many opportunities given its bulkiness, and has seen its fair share of sweeps to unprepared teams.
On a side note, this spot used to be reserved for a Calm Mind, Hidden Power [Electric] Slowbro, hence the original sin it personified. But, hell, it still works. Somewhat.
Suicune is still kicking just the same as it was in Diamond and Pearl. Nothing really changed for the guy, from what I have experienced thus far. He also is very handy in resisting those annoying Bullet Punches from Scizor, now, seeing as it out-speeds most variations. I could run enough speed to out-run Tyranitar comfortably, but I generally do not fear Tyranitar all that much.
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Avaritia (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 252 HP/140 Def/36 Spd/16 SAtk/64 SDef
Bold nature (+Def, -Atk)
- Grass Knot
- Hidden Power [Ice]
- Recover
- Thunder Wave
Avaritia -- reprehensible acquisitiveness; insatiable desire for wealth (personified as one of the deadly sins) [syn: greed]
Celebi is a very sturdy little faerie that makes great use of this particular set. I have been using this set for around three weeks now, and I have found great success with it. Hidden Power [Ice] catches a lot of dragons off-guard, specifically Garchomp. It also deals very swiftly with physically-oriented Salamence. Thunder Wave is a great move and catches a lot of Celebi's counters with very unwanted status, namely Heatran, Infernape, Weavile, and the like. The EVs are designed to take hits from both sides of the spectrum -- 140 Defensive EVs grant a bonus point (with Hidden Power taken into account) and still leave 68 EVs to pump up its Special Defense. The EVs in Speed hit 244 Speed, enough to out-speed Jolly Tyranitar and dispatch it with Grass Knot if it is low on health. Finally, the other 16 EVs in Special Attack satisfy by personal obsessiveness with nice round numbers for attack statistics.
In addition to taking on Garchomp, Celebi can also face off against almost every Fighting-type in the game (minus Heracross), and is a great counter to most Gyarados. You will see that Gyarados has nothing on this team, and that is for sure. Variations with Taunt most often taunt only to eat a Grass Knot for around 40% of their HP, and even Ice Fang variations -- often without Taunt -- will meet a swift end to their prospective hopes as they eat a Thunder Wave.
After the Platinum changes, many thought that Celebi might become a lot less powerful than it was in Diamond and Pearl. Well, that is further reason for the Special Defense EVs. With them, I can always survive the random Signal Beams, Zapdos' Heat Waves, and the like, and meanwhile return paralysis, which often screws over the opposing Pokemon. Even if Celebi is to die, it never dies alone. Also, Hidden Power [Ice] and Thunder Wave make Skymin's switch-ins a little scarier than they should probably be. Most Skymin love to switch in on Celebi's Grass Knot, Recover, Reflect, Heal Bell, and Leech Seed, only to cry a little on the inside. This can also take any hit that Salamence can throw at it, even after switching in on Stealth Rock, and cripple it with Thunder Wave or take it down with Hidden Power [Ice]. I pumped the speed another point to ensure that I out-speed everything that tries to out-speed Tyranitar.
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Luxuria (Machamp) (♂) @ Leftovers
Ability: No Guard
EVs: 252 HP/216 Atk/40 Def
Adamant nature (+Atk, -SAtk)
- Dynamicpunch
- Rest
- Sleep Talk
- Stone Edge
Luxuria -- self-indulgent sexual desire (personified as one of the deadly sins) [syn: lust]
Machamp is one of the most underrated Pokemon the entire game. With Celebi spreading paralysis throughout the opposing team, Machamp can find a great opportunity to sweep through the opposing team. Dynamicpunch is simply a fantastic move, and paired with paralysis, it can spell death for its counters. The only things in the game that can counter Machamp 100% of the time are extremely bulky Ghost-types and Slowbro due to its often underrated ability. Maximum HP offers a great number for Leftovers recovery, while 216 EVs in Attack net its last possible bonus point. Finally, the leftover 40 Defensive EVs conveniently even out Machamp's Defense and Special Defense, helping it take hits from Tyranitar and company slightly better. This is obviously my team's best answer to Blissey, as there is absolutely nothing that it can do to stop Machamp. Any status is happily absorbed through Rest and Sleep Talk, Seismic Toss fails to do any notable damage, and Ice Beam and friends are simply not strong enough to break Machamp's defenses.
To be honest, I have found that Machamp is more often than not the single most important member of the team. This could very well have to do with the initial lack of power that most of the Pokemon possess, and I may have to do something to correct this. Feel free to offer suggestions, as they would be very much appreciated.
Many people have told me to switch to Ice Punch over Stone Edge, but I disagree. I have three solid Pokemon utilizing Ice-typed attacks to deal with the dragons, Gliscor, and Skymin, and I do not have any other Rock-typed moves. Besides, Stone Edge still lets me take out Skymin, Salamence, and Gyarados simultaneously.
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Invidia (Zapdos) @ Leftovers
Ability: Pressure
EVs: 252 HP/140 Def/36 Spd/80 SDef
Bold nature (+Def, -Atk)
- Charge Beam
- Hidden Power [Ice]
- Roost
- Thunderbolt
Invidia -- spite and resentment at seeing the success of another (personified as one of the deadly sins) [syn: envy]
Zapdos, previously, was a somewhat replaceable Pokemon on the team lacking the ability to really hurt the opposition. However, with the addition of Charge Beam, this is no longer an issue. With excellent adjusted defenses and resistances and the ability to negate its two weaknesses with its reliable method of healing, Zapdos has plenty of opportunities to pump its impressive special attack through the roof, easily managing to cut through teams that allow it even a few meager boosts.
Along with its key resistances and excellent mixed defenses, helping it take on most mixed variations of Salamence, absolutely shutting down Gyarados, and annoying the hell out of Heracross, it can also really beat down an opposing team geared more toward offense. It can beat most Garchomp, Salamence, and Dragonite one-on-one thanks to Hidden Power [Ice], and stays around a long while thanks to its ability to Roost and, consequentially, rid itself of its weaknesses for that specific turn. Zapdos complements a lot of Pokemon extremely well, and it is not afraid to take on some of the most threatening Pokemon in the game.
The change in speed gives me another reliable Pokemon that can out-run the "we beat Tyranitar" group, while helping in a sweep with Charge Beam. Sure, I have thought about Heat Wave many times, but I always come back to the potential that Charge Beam allows me. Besides, I have a certain prideful son-of-a-bitch to take care of the flames. Zapdos is another awesome counter to most Skymin if played correctly.
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Superbia (Heatran) (♂) @ Leftovers
Ability: Flash Fire
EVs: 252 HP/8 Def/248 SDef
Calm nature (+SDef, -Atk)
- Earth Power
- Lava Plume
- Rest
- Sleep Talk
Superbia -- unreasonable and inordinate self-esteem (personified as one of the deadly sins) [syn: pride]
So far, the team has focuses primarily on physical defense and physical-oriented resistances. This all changes with the addition of Heatran, a very underestimated special wall. When you consider Heatran's weaknesses, you will quickly realize that they most typically lie on the physical side of things. Hell, this thing can even take on most Gengar, even considering Focus Blast. Only Special Fighting-type STAB or Water-type STAB can even dream of touching this beat. Earth Power, of course, is typically an issue, but very easily seen from a mile away. Pokemon like Yanmega, for instance, stand absolutely no chance here. Heatran has some of the best resistances in the game, and with such a defensive build, can very effectively abuse them. Obviously, the most common switch-in to Heatran -- Blissey -- remains fairly unharmed, so I may have to address that at some point. So far, the only variations of Blissey that have ever causes any trouble have been those with Aromatherapy (which I will further discuss at the tail end of the post). Between Fire and Ground-typed attacks, Heatran can deal a lot of damage and pick up a burn or two against the opposing team. Plus, it can come in on predicted fire attacks aimed at Celebi or Scizor and eat that shit up.
Most special threats without super-effective STAB simply cannot break the wall that is Heatran, and with such a high base Special Attack paired with nearly unresisted duel-attacks, not much can afford to stay in and try. In fact, Heatran is one of the best counters in the game to SpecsMence -- even if I get a little unlucky and switch in on Hydro Pump, I can survive with around 20%-25% and pop back in against many threats that cannot deal that much damage to me and Rest it back off. As all of you know, it provides great duel-resistance with Celebi. Heh, GrowthTran ...
Very little has changed with Heatran since I first brought it along to the team. I have thought many times of making it Modest and powering it up a bit, but never have I gone through with it. Heatran is not very concerned with pummeling the other team, here. It relies on super-effective hits, burns, and longevity to do its work. Suicune, Zapdos, Scizor, they all have ways to boost themselves up. Heatran is here to be the special wall. I can even survive an Earth Power from Skymin with this spread and hit it back with Lava Plume, and it completely walls the SubSeed variation.
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Ira (Heracross) (♂) @ Leftovers
Ability: Guts
EVs: 204 HP/136 Atk/152 Speed
Adamant nature (+Atk, -SAtk)
- Close Combat
- Megahorn
- Rest
- Sleep Talk
Ira -- belligerence aroused by a real or supposed wrong (personified as one of the deadly sins) [syn: wrath]
The newest member of my team: meet Heracross. Before Heracross joined the team, a Rest and Sleep Talk Metagross occupied this spot, and then a Sword Dance Scizor with Roost after that. It worked fairly well, but it did not really offer anything that the rest of my team did not, so it was replaced to aid in destroying opposing Blissey. While I miss Scizor's resistances, I really liked the idea of having something to take advantage of Toxic Spikes, status switch-ins, and overall idea of "RestTalk" which is obviously the fun idea behind this team. Heracross also gives me a reliable way of still taking out Cresselia, as well as some extra firepower behind Machamp. Having both of them really hammers on their counters, and even though Close Combat minimizes my defenses, it's still necessary to deal the proper damage. Heracross also helps with Tyranitar, more, who causes Zapdos and Celebi a lot of problems. I'm a little flying-weak now, though, so Togekiss can be a bitch, but in helping Zapdos live longer, Zapdos can help against Togekiss.
Paired with paralysis support from Celebi, Heracross has many opportunities to pummel on the opposing team, even if it, itself, is paralyzed. It runs enough speed to outrun Jolly Tyranitar, meaning that in dual-paralysis, I still have a jump on a lot of the bulkier pokemons. Heracross also draws out some of the most predicted Fire-typed attacks in the metagame, helping Heatran receive welcomed Flash Fire boosts to make up for its more defensive spread. I also don't get screwed by Magnezones now looking to screw with my defensive fortification, and Heracross does a really good job of scaring the new Latias in town.
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Analyzing the Team
First and foremost, yes: I realize that there are seven deadly sins and that "Gluttony" is missing from the team. However, I am also aware that a team can only have six Pokemon on it. So, there. Anyway, this team operates extremely well. It is absolutely made of defense. Every single Pokemon has means of recovery, and all but two laugh at status. Every single type is resisted, and often more than once, and no single type hits more than two Pokemon super-effective. This team is built entirely with defense in mind. All but one Pokemon do not care about Toxic Spikes and, consequentially, will not be worn down. Only one type is weak to Stealth Rock while one type resists it, and most common users of Stealth Rock fall victim to most of the Pokemon on the team. Both of the most often used spikers in Skarmory and Forretress stand no chance against most of the team, as well, giving them little time to set up. Every single Pokemon has access to Leftovers, and two regain in a Sandstorm, while none take significant hits to their longevity with the perhaps sole exception of Zapdos.
While initial offense is somewhat lacking, the team has ways of building up. Suicune can use Calm Mind to send its special statistics through the roof and plummet through a team. Alongside Celebi's use of paralysis, Machamp can confuse the hell out of the opposition and lay the smack down on its candy ass. Zapdos can easily boost its special attack through the roof with Charge Beam. Heatran can receive a boost from predicted Fire-typed attacks. Scizor can boost itself with Swords Dance, one again benefitting from Celebi's access to Thunder Wave, and take down a lot of strong walls.
The team works, and it works well, being able to (theoretically, of course) counter everything in the game. It pretty much always comes down to my playing skill whether I win or lose, because the team's resilience can stand up to anything.
The Problems
This is where you as the rater enters the scene. There are a few specific problems this team currently has with dealing sufficient damage, and in most cases, it is to specific Pokemon.
The first case is Blissey. Well, not Blissey, in and of herself. Instead, it is Blissey variations that have the move Aromatherapy, or rather Clerics, in general. My team sometimes relies on that key paralysis or crucial toxin to wear down threats, and clerics really bother that. Any advice on what to do to correct this would be thankful.
Solution: Machamp, as always, can beat it with Dynamicpunch. Suicune can stall it out of its ability to heal after reaching its maximum special attack and beat it down with Surf. Heracross can easily scare the crap out of it. Celebi cannot do much, unfortunately, and neither can Heatran. Zapdos is a wild-card that solely depends on Blissey's move-set.
Secondly is Cresselia. I do not have any reliable ways to take down Cresselia, and it shows. All I can really do is Calm Mind up with Suicune and Pressure-stall it out of Charge Beams and Recovery.
Solution: With the addition of Heracross, I can easily scare off Cresselia 100% of the time. Suicune can also maximize its special attack against any Cresselia without Charge Beam and Pressure-stall even the bulkiest of builds out of recovery. If Cresselia has Charge Beam, it probably lacks Thunder Wave. In this case, Zapdos can actually beat it one-on-one with its ability to negate its weakness to Ice Beam with Roost and its massive special attack after a few Charge Beam boosts.
With my major two problems addressed by the presence of Scizor, please feel free to suggest any other changes that you think may complement the team more effectively. My only rule is that every Pokemon on my team has a way to self-heal. I do not want to rely on Wish-support to heal across my team (though self-Wish-healing is fine as a means of self-healing). A special thanks to all who have helped out, so far, in regards to Charge Beam on Zapdos and the viability of Heracross over Metagross and Scizor.
IMPORTANT UPDATE
I just came back to battling after, well, honestly a year and a half of not battling. The Platinum changes are still a little fuzzy for me, and I'm not sure of the status of, say, Skymin, Garchomp, and company. I just changed Scizor to Heracross and battled on 10/9/09 for the first time in over a year, and I was able to win all six battles. I'm not sure how well this team would fair in the long run, but it's certainly fun making opponents angry. I especially like how Toxic Spikes really doesn't do a thing to this team, outside of Celebi. I miss JabbaTheGriffin >_>