|Aug 23rd, 2012, 9:33:23 PM||#1|
Join Date: Jul 2009
Presto Power (BW2 OU RMT)
Hi guys, this is my first RMT. I have been battling competitively for a while now, but never got really good (my best ranking is around 700ish). This team has had decent success and on the PO server (I haven't gotten around to PS) is currently ranked #823 with 1280 points. I was hoping the battling community here could help me improve my team.
Rotom-W @ Choice Scarf Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Volt Switch
- Hydro Pump
- Hidden Power [Ice]
Rotom provides a key pivot point for my team. He functions as a hit & run attacker, and a semi-counter to rain. Choice Scarf is the necessary item, raising his less than spectacular base 85 speed to more dangerous levels. The nature and evs are simple, allowing him to hit hard, while being as fast as possible. He can outspeed many threats, such as +1 Dragonite and Gyarados, and +0 Starmie, Gengar, and Lati@s. Volt Turn is the crux of this set, allowing my team to keep momentum by placing my other pokes in favorable positions. Hydro Pump provides a powerful stab, necessary on any offensive set. Hidden Power [Ice] allows me to take out many important pokes such as Dragonite, Gliscor, and weakened Grass types. Finally, Trick allows me to essentially incapacitate many opposing pokes, such as Blissey and Chansey, Skarmory, Ferrothorn, Forretress, Skarmory, Deoxys-D etc. Basically any slow boosting attacker, or wall/hazard poke.
Alakazam (M) @ Life Orb
Trait: Magic Guard
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Charge Beam
- Focus Blast
- Shadow Ball
Alakazam is the initial special attacker. His ability Magic Guard allows him to come in through hazards unscathed and stop any leech seeders or toxic stallers in their tracks. It also pair incredibly well with LO essentially allowing him to hit like a truck with no recoil. Nature and evs are self-explained. Charge Beam is an important attack, allowing him to take out weakened threats while potentially netting a key sp. atk boost. Focust Blast and Shadow Ball provide important coverage alongside Psychic, the necessary STAB. I chose Psychic over Psyshock as I rarely found Blisseys or Chanseys on the opposing team, and the increase in power helped.
Scizor (M) @ Life Orb
EVs: 164 HP / 40 Atk / 196 SDef / 108 Spd
Adamant Nature (+Atk, -SAtk)
- Swords Dance
- Bullet Punch
- Bug Bite
Scizor is an amazing boosting sweeper. His ability Technician is key, allowing him to hit hard with priority STAB Bullet Punch. The evs are a little strange, I added just enough speed evs to outrun the standard calm Lava Plume Heatran who previously destroyed this set. I'm not sure if the current HP and sp. def EVs do anything, so if someone could help me figure them out, I would be grateful. Nature is understandable to gain the most power. Swords dance turns Scizor into a terrifying monster after 1 turn of boosting, a turn that comes easily, with the number of pokes Scizor forces out due to having only 1 weakness. Pullet Punch is the move that makes this set so fearful. Scizor is hard to revenge kill since his buffed priority can take out many usual revenge killers before they can strike. Bug Bite provides a strong STAB, buffed by Technician. I chose Superpower over Roost since I never found myself using Roost. Superpower allows Scizor to hit many more pokes, especially Heatran, very hard.
Salamence (M) @ Lum Berry
EVs: 4 HP / 252 Atk / 252 Spd
Naive Nature (+Spd, -SDef)
- Dragon Dance
- Fire Blast
Salamence is a monstrous attacker, more so due to the addition of his new ability, Moxie. Nature and evs are standard for a mixed set. I chose Lum Berry as the item as I found that many opponents would try to status Salamence, giving me a free turn of setup, or, if they didn't, allowed me to instantly recover from confusion after Outrage. Dragon Dance is the boosting move, allowing Salamence to become a fast, powerful truck. Outrage is ridiculously powerful, and with every kill it gets grows even more so, due to Moxie. Fire Blast is to take out the multitude of pokes that would otherwise wall Salamence, almost all of whom are weak to fire. Earthquake provides important coverage in addition to Outrage.
Heracross (M) @ Choice Scarf
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Close Combat
- Stone Edge
Heracross is awesome. I can't say how many times he's allowed me to switch the tempo of a battle and give me the win. Choice Scarf turns him into a revenge killer allowing him to outspeed many pokes. He's even faster than a freaking Jolteon! Adamant nature gives him lots of power, and a Jolly nature would not allow him to outspeed many notable pokes, falling quite short of the multitude of +1 base 100 pokes. Close Combat and Megahorn are ridiculously strong STABs, both with base 120 power. Stone Edge provides important coverage especially against flying types. I opted with Earthquake over Night Slash because I found it allowed him to counter many more threats. A key one was Tentacruel, who he previously had no way of beating. Also, as stated earlier, he could outspeed and KO the occasional Jolteon.
Heatran (M) @ Leftovers
Trait: Flash Fire
EVs: 248 HP / 252 SDef / 8 Spd
Calm Nature (+SDef, -Atk)
- Lava Plume
- Stealth Rock
Heatran is extremely important for countering fire types and laying down Stealth Rock. Leftovers provides important recovery for a special wall. Calm nature and the given evs make him into a special tank. Flash Fire makes him a surefire fire-counter, not even taking damage from fire attacks, actually gaining a boost. Lava Plume was chosen for its 30% burn rate along with STAB. Protect pairs with Toxic and Leftovers to make him into a toxic-stalling tank. I found taht he was even able to provide status among many potential threats such as Jellicent and Slowbro, as their Scalds did paltry damage. Toxic eventually whittles away their health. Stealth Rock is an important hazard, damaging every poke that doesn't have Magic Guard. It is important against many foes such as Volcarona, Dragonite and Salamence.
Overall, I think this team functions pretty well. I seem to have problems with rain teams and basically any poke with water and ice attacks, as Rotom is my only counter. Additionally, any boosting sweeper that gets to +2 speed can essentially sweep my whole team. Hazards, might seem to be a problem as I have no Rapid Spinner, but usually they don't matter that much. I hope that the community here can help me raise this team to new heights.
Thanks for your time. :)
Last edited by ixin; Aug 23rd, 2012 at 10:25:35 PM.
|Aug 23rd, 2012, 11:10:10 PM||#2|
Welcome to the new age
Join Date: Jul 2012
I'm radioactive, radioactive
This is a farely solid team- there aren't many holes offensively that you couldn't play around. I can see Gliscor as a kind-of-big defensive threat that can SubStall your team to death (bar Rotom) ScarfNape is also a threat; it outspeeds your whole team and can hit everyone super effectively with CC/SE/U-Turn (bar, again, Rotom) Flying types are also a bit hard for you to deal with- should Tornadus-T come in on CC locked Heracross, you'd be pretty screwed, because it hits your whole team hard with Hurricane/Superpower (again, bar Rotom) Are you seeing what I'm getting to? Rotom-W is your only counter to a lot of pokemon- simply put, it's got way too much defensive need by itself- should it go down, a lot of opposing pokemon will quickly become major threats. To aid Rotom-W in countering your team's counters, there are a few changes I think would help you.
I think Rotom-W needs a better set. It's typing forces it to take a lot of hits for your team, so having a bulkier spread will help your team a lot.
Rotom-W @ Leftovers
252 HP / 4 SpA / 252 Spe
~Wil o Wisp / Toxic
This set allows you to take hits from a lot of threats better- including infernape and Gliscor. You can still pivot, and this time slowly- so the pokemon you want in won't take damage. Thunderbolt hits Tornadus and Water types hard- which is especially important because a lot of them wall your team. Hydro Pump also still hits decently hard- it deals massive damage to Nape and Gliscor, and other pokemon in the rain. Toxic/WoW can be used to cripple the opponent even further.
Salamence needs Intimidate instead of Moxie. You have a freat Moxie user, Heracross, so adding an extra layer of 'physical defense' is preferred here. Intimidate is extremely useful against almost all fighting types- Salamence's reasonable bulk and flying typing mean that without an Ice type move even Terrakion can't OHKO. Intimidate also gives you some bulk, so you can set up easier.
Heatran needs Roar instead of Toxic. Roar allows you to phaze and utilitze your Stealth Rock to damage your opponents. It also gives you a last minute resort to set up sweepers- by phazing them, you elminate them as threats. With Rotom to help you throw around status, Toxic isn't as necessary anymore.
I think Pursuit is a better idea over Bug Bite- it allows you to trap choiced Lati@s, who are crrently really top threats to your team. Pursuit also allows you to dispose of other Psychics like Reuniclus or opposing Alakazam.
Nice team, hope I helped!
Member of the LC QC Team! VM me for an approval! OU / LC team rater- VM me for a rate! My C&C Work
|Aug 24th, 2012, 12:35:33 AM||#3|
A coward dies a thousand deaths, a soldier dies but one
Join Date: Mar 2010
Hello, nice team you got here!
First off I suggest switching those 4 EVs into Special Attack to improve the power of Fire Blast. This also allows you to switch into Stealth Rock 5 times instead of 4 thanks to the odd HP number, which will surely help you.
I also notice how much trouble you have with stuff like Thundurus -T, Jolteon, Swords Dance Lucario, Rotom-W, and basically any other strong electric type. To fix this, I suggest trying Calm Mind Latias over Alakazam. Not only does this solve your issue with those annoying electric types, it also provides extra speed to your team like Alakazam did, meaning this doesn't slow down your team very much. Latias also helps break the VoltTurn core easily, which your team has some problems with.
I also suggest trying out Scarf Terrakion over Heracross. Terrakion has much more speed and can actually revenge stuff like Tornadus -T, Swords Dance Lucario, and also aids in defeating Dragon Dance Dragonite that may carry Superpower or Earthquake. With the addition of Scarf Terrakion, I suggest changing your Rotom-W to a Bulkier Version to aid you in taking care of ground types such as Landorus and Mamoswine. I suggest switching to an EV Spread of 112 HP / 252 SAtk / 144 Spe @ Leftovers with Will-O-Wisp and Pain Split over Trick and Hidden Power Ice.
Also, on the above rate, I suggest keeping Bug Bite over Pursuit on a set like that. The same thing with Moxie on Salamene.
Leave me a visitor message if you want me to rate your team!
Last edited by PDC; Aug 24th, 2012 at 12:49:19 AM.
|Aug 24th, 2012, 12:45:06 AM||#4|
Tyger Tyger, burning bright, In the forests of the night; What immortal hand or eye, Could frame thy fearful symmetry?
Join Date: Nov 2011
Hey ixin, nice team!
First of all I recommend you change Salamence's EVs spread to: 252 Atk / 4 SDef / 252 Spe. This is only moving 4 EVs, which may seem insignificant, but you current HP is divisible by 4, meaning you on your 4th turn of switching into Stealth Rock Salamence will die, without those 4 HP EVs you can switch into Stealth Rocks 4 times and still be alive. The reason I suggest you put them into Special Defense instead of Defense or Special Attack is so that Genesect can't download a Special Attack boost whenever it switches in on Salamence. You can also move those 4 HP EVs into SDef on Rotom-W so that, again, Genesect can't download a Special Attack boost.
You mentioned your team can be swept by anything that gets to +2 speed. I also noticed that things like opposing DD Salamence's can very easily sweep your team, Salamence can come in on Heracross locked into Close Combat and get up a Dragon Dance, after that it outspeeds your entire team and OHKOs with the correct move, and it can live a Bullet Punch from Scizor. Although Salamence won't always be able to sweep your team if you play smart enough, it will however put you into a heavily losing position. To help remedy this, you may want to try Focus Sash over Life Orb and Hidden Power [Ice] over Charge Beam on Alakazam. The loss of Charge Beam and immediate power provded by Life Orb is made up for with the awesome coverage and an emergency option against sweepers, especially Salamence. Focus Sash guarentees you'll live any hit from Salamence with 1 HP and then KO back with a suprise Hidden Power [Ice].
Another problem with your team is sun, sun sweepers such as Victreebel can come in and revenge kill almost any member of your team, with your only counter being Heatran, who is easily trapped by Dugtrio, who is incredibly common on sun. Although Sash on Alakazam means you're not down right swept once Heatran is gone, it's still a huge problem. I suggest you run Shed Shell or Air Balloon over Leftovers on Heatran. Shed Shell is amazing for permanently escaping Dugtrio, whereas Air Balloon, although a much more temporary and risky solution, it's alot less situational and provides you with the ability to be temporarily immune to ground. Although you'll miss leftovers recovery, Heatran's main goal is checking sun and setting up Stealth Rocks, once it's done that it won't need to be around for much longer, and using Heatran as a wall is not such a good idea in an offensive team such as this one.
With the loss of Leftovers recovery, Protect is only for Scouting, meaning it only has a small purpose and it's one that's much less useful in an offensive orientated team such as this one than a defensive team, and although Electrolyte's suggestion of Roar over Toxic was on the right track, Toxic is needed for Volcarona. I suggest you run Roar over Protect. As Electrolyte said, is a good emergency option against sweepers and lets you spread Stealth Rock damage.
Anyway, I hope this rate helped, and GL with the team :)
|Aug 24th, 2012, 4:13:01 AM||#5|
Join Date: Jul 2012
Hi there, this team seems to be highly offensive, so I will do my best to keep that in mind as I rate this team. PDC has a fantastic rate and has most of what I wanted to say in there. However, consider putting a LO Latias over Alakazam with an Ev spread of 148 HP/108 SpA/ 252 Sp Timid instead. This spread puts you at a great speed tier, enough power to KO Terrakion after one round of LO recoil with Psyshock, enables you to OHKO Rotom-W with Draco Meteor, while still offering a good amount of bulk. I believe this is a better fit for this team due to the fact that Calm Mind Latias usually can only set up once in a game, and has little offensive presence before setting up. LO Latias can use it's solid coverage and speed to put holes in opposing team, while still taking the hits that this team struggles with throughout the game thanks to Recover. The moves should be Draco Meteor/Surf/Psyshock/Recover. HP Fire can be used, but it really comes down to preference.
Bulky Rotom-W of course, would also be a good choice and would like for you to consider Discharge over Volt Switch. You may be losing the pivoting/scouting, but let's say you're facing a Sub DD Gyarados who outspeeds you. It can simply Sub to block your Volt Switch and then continue it's onslaught. This is not good at all, and Discharge also has a 30% chance to inflict Paralysis, which is helpful all the time, and benefits Scizor. An increased Base Power is also nice. I would also like to second Choice Scarf Terrakion.
Finally, if you decide to keep Alakazam I would recommend HP Fire or Ice with Focus Sash. This will allow you to kill Scizor or Dragons reliably, who would otherwise cause huge problems for this team, and overall has better utility than Charge Beam. Just to wrap things up, Roar over Protect on Heatran, Air Balloon on Heatran (I know it's not appealing, but with smart play it is really annoying to bring down), and definitely keep Bug Bite and Moxie.
I believe all of these changes will make the team better suited to the current metagame while still keeping up it's offensive nature. Hope this will help and GL.
|Aug 24th, 2012, 5:49:57 AM||#6|
Join Date: Mar 2012
Hey man nice team
Looking over this team i noticed you were running Salamence without a spinner. This isn't really ideal because with Stealthrock taking of 25% of his Hp when he switches in he will have a have time trying to Dragon Dance. Entry hazard damage also wears down Heracross quickly severly hampering its ability to revenge kill and sweep late game. Forretress>Scizor is a good suggestion. You gain a spinner and lose absolutely nothing typing wise. While you do lose a powerful physical attacker you still have Heracross and Salamence to fufill that role. Forretress also can set up Spikes for your team which is a godsend to any team that uses two Moxie pokemon. The reason being Salamence and Heracross can pick up Moxie boosts more easily. Forretress can also lure in Fire-Types then Volt-Switch to Rotom-W who can threaten them with a powerul Hydro Pump or Volt-Switch again.
With this change you can no longer revenge Terrakion with Scizor's Bullet Punch. as many people suggested Focus Sash Alakazam>Current Alakazam is much better. This Alakazam set can easily revenge kill dragon dancing dragons and Terakion with Hidden Power Ice and Pyschic respectivly. This obviously means that Hidden Power [Ice]>Charge Beam Is the way to go as well. Life Orb is not really needed on Alakazam with your teams offesive nature.
Good luck with the team i hope i helped!
Join #dogbirds on irc!!!
Last edited by Superpowerdude; Aug 24th, 2012 at 6:17:35 AM.