My PBR Team

My Singles Team for PBR (Surprise and Counter Team)

Okay, I'd like to show you guys what my team in Pokémon Battle Revolution is like. This team was formed after critically analyzing my older team's failings, as well as some counters towards some of the more popular and effective strategies out there. Some of the Pokémon may be a bit experimental though.

Please note that this team was designed with 3 vs 3 battles on PBR (where you're able to see which Pokémon your opponents are using while you decide which Pokémon to choose from your battle pass), with the item, species, sleep, freeze, self-destruction, and uber clauses in mind (though could still operate well with those clauses turned off as well). The primary theme with this team is offensive, with the life expectancy of my Pokémon usually being low (though the same could be said for my opponent's Pokémon as well given my team's offensive capabilities). This team may not be suitable for 6 vs 6 battles, as aragornbird+ mentioned 1 post down.

Moreover, this team was designed to acommodate a player that has a significant degree of knowledge about a great variety of Pokémon, strategies, and combos (especially the more popular and/or effective ones), so that the team would be able to adapt to whatever situation may be needed.

Pokémon on my team:
Infernape
Ambipom
Porygon-Z
Hitmontop
Drifblim
Swellow


Infernape
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Role: Mixed Sweeper with a Potentially Nasty Surprise
Nature: Lonely or Naughty (+Attack, -Defense and Special Defense respectively)
EVs: 252 Speed, 252 Attack, 4 Special Attack
Held Item: Focus Sash
Ability: Blaze
Moves:
Overheat
Mach Punch
Close Combat
Counter

I partially designed this Infernape to use a rather unpopular, but surprisingly effective, combo that, when pulled off successfully, could give those opponents that would dare try to 1HKO (and maybe even wall) Infernape with their physical attacks a very nasty surprise as Infernape survives their attempts to 1HKO it with their physical attacks, only for Infernape to survive thanks to its Focus Sash and deal a potential 1HKO of its own to its attacker. However, this shouldn't have as much priority over Close Combat or Overheat.

As for the other moves, I also designed Infernape as a primary physical attacker and a "Skarmbliss counter," as it has Close Combat to take care of the likes of Blissey, and Overheat to roast any Skarmories, Steelixes, and such that try to wall its physical attacks. Finally, Mach Punch is there to give Infernape the ability to pick off any already-weakened Pokémon, including other Focus Sashed Pokémon.

Contrary to what some of you might think of at 1st, Infernape should usually not be used as the 1st Pokémon in a 3 vs 3 battle. If it is used 1st, then it'll then have fewer worthwhile opportunities to use Mach Punch. Because of this, I tend to send out Infernape when an opponent already has a weakened Pokémon out on the field that it could KO with its Mach Punch.

If a sandstorm or hailstorm is in effect, or if Spikes, Stealth Rocks, or Toxic Spikes are on your side of the field, then you can kiss your chances to use Counter goodbye, as those kinds of things can effectively neutralize Focus Sash's effect, making Infernape unable to survive against 1HKOs.

Ambipom
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Role: Common Lead, Sash Breaker, Hit-and-Run, Taunter
Nature: Adamant (+Attack, -Special Attack)
EVs: 252 Speed, 252 Attack, 4 HP
Held Item: Life Orb
Ability: Technician
Moves:
Fake Out
Double Hit/Return
Taunt
U-Turn

This moveset was partially inspired by an Ambipom that one of my opponents used during our battle. It used its Technician-boosted Fake Out to deal a significant amount of damage (as well as negating the effects of any Focus Sashes that its victims were holding), and used U-Turn to switch with another Pokémon in reserve (that can hopefully resist the opponent's attack to some degree).

U-Turn can be used to switch out of Dugtrio or Wobbuffet, despite their abilities normally prohibiting such measures, though Drifblim would most likely be needed for Wobbuffet as well due to the fact that it's immune to Counter (as well as any other Fighting Type moves). It also makes a fairly good finishing move, as it can allow Ambipom to return to the field with another fresh Fake Out to use.

As for why I chose Double Hit over Return, it's so that Ambipom would be capable of possibly hitting through 1 of an opponent's Substitutes, while the other hit hits the opponent directly after the Substitute disappears. Return, however, sacrifices a tiny amount of power for better accuracy.

Finally, Ambipom can use Taunt to shut down the usage of status moves, which can be quite devastating to opponents that tend to rely on such moves in their strategies (such as stallers, Stealth Rockers, and Trick Room teams). Coupled with Fake Out and U-Turn, Ambipom could be a nightmare towards support Pokémon, as it leaves them wide open for either Ambipom's own attacks, or the mischief of its teammates.

Of note is that the combined efforts of both Ambipom and Drifblim can be effective in taking down a Wobbuffet without much harm. Ambipom could flinch Wobbuffet with Fake Out, Taunt it to keep it from using Encore or Destiny Bond, and finally, use U-Turn to deal some more damage to it while Drifblim comes in to absorb Wobbuffet's Counter without any harm, only to later finish it off with a STABbed Shadow Ball.

Because of its hit-and-run capabilities, Ambipom is probably my best lead in a 3 vs 3 battle. If it faces an opponent that can be flinched, it can abuse Fake Out. If the opponent is slower than Ambipom and doesn't have any increased priority moves, it can get in a U-Turn if the matchup isn't in its favor and switch with a more proper counter.

Porygon-Z
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Role: Special Sweeper
Nature: Modest (+Special Attack, -Attack)
EVs: 252 Speed, 252 Special Attack, 4 Defense
Held Item: Choice Scarf
Ability: Adaptability
Moves:
Tri Attack
Dark Pulse (formerly Thunderbolt)
Ice Beam
Hyper Beam

Whenever I need some serious firepower in the Special field, who better than to turn to Porygon-Z? Factoring in Adaptability's boost, its STABbed Special Attacks should have more power than Mewtwo's (whom has the highest base Special Attack stat out of all Pokémon) STABbed Special Attacks assuming that both have the same nature, EVs, and IVs in the Special Attack stat.

However, there seems to be much confusion between sources as to how much of a bonus to attacks of the same type that Adaptability provides, as whereas Smogon, for example, states that the STAB bonus increases from 1.5X to 2X, Bulbapedia claims that it increases to 3X. Therefore, I'll most likely need a live demonstration (aka, a video clip) of this kind of experiment in order to prove whether Adaptability supplements the normal STAB (effectively making attacks of the same type as the user 3X as powerful), or merely replaces it (thus making attacks of the same type as the user 2X as powerful).

Obviously, this set might require some switching due to Choice Scarf's nature, though when you know what Pokémon your opponent has (as is the case in PBR), then it's more of a matter of some forethought, as ghosts are immune to Tri Attack and Hyper Beam, but not Dark Pulse, while Blissey could wall it entirely (though even she might have trouble surviving a Hyper Beam).

Hitmontop
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Role: Increased Priority Sweeper
Nature: Adamant (+Attack, -Special Attack)
EVs: 252 Speed, 252 Attack, 4 Defense
Held Item: Liechi Berry
Ability: Technician
Moves:
Fake Out
Mach Punch
Bullet Punch
Endure

What I had in mind for this little bugger is a speedy Pokémon to counter, well, other speedsters (especially those that lack increased priority moves as well). Fake Out is a nice opening move, while Mach Punch essentially has a power of 90 thanks to both STAB and Technician. Bullet Punch is for ghosts, which, sadly, Hitmontop can't touch with its other attacks.

As for why Endure is there, it's so that Hitmontop could survive a normally lethal blow which would cause its Liechi Berry to activate and give him the extra Attack that could allow him to finish off some Pokémon that he couldn't do otherwise. Also, one advantage that Endure has over a Focus Sash is that it can be used even if the user has already taken some damage before during the battle (including from Stealth Rock, Spikes, or Fake Out).

While Hitmontop is designed to battle against faster foes, he may have a harder time against Pokémon with better defenses. Status Ailments can likewise screw him over in various ways. Sandstorms, Hail, Burns, Poison, and Leech Seed would keep him from using Endure, and increased priority moves from faster Pokémon would likewise be effective against Hitmontop should he already be low on health.

Drifblim
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Role: Bomber, Special Sweeper
Nature: Rash (+Special Attack, -Special Defense)
EVs: 252 Speed, 252 Special Attack, 4 Attack
Held Item: Petaya Berry
Ability: Unburden
Moves:
Thunderbolt (formerly Psychic)
Endure
Shadow Ball
Explosion

I always wanted to see if I could experiment with a mix of certain moves, combos, etc. together, and me mixing the Endure/Salac strategy with the Unburden ability is no exception (though with a Petaya Berry instead of a Salac Berry, as the ability alone would provide enough of a speed boost to potentially outspeed most of Drifblim's faster counters, unless they use increased priority moves on Drifblim). With the speed boost, I could then attempt to take out my opponent(s) with either a boosted Shadow Ball or Psychic, or with Explosion.

This Drifblim shares many of the same vulnerabilities as Hitmontop, meaning that increased priority moves, Burns, Poison, Sandstorm, Hail, and Leech Seed would be effective in discouraging the usage of the Endure/Unburden/Petaya Berry combo.

One other notable quality about Drifblim is that it, along with Ambipom, is effective at taking down Wobbuffet, as mentioned above.

Swellow
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Role: Anti-Status Sweeper
Nature: Jolly (+Speed, -Special Attack)
EVs: 252 Speed, 252 Attack, 4 Special Defense
Held Item: Toxic Orb
Ability: Guts
Moves:
Protect
Facade
Brave Bird
U-Turn

I replaced my Shuckle with this build because, prior to that, my team seemed to have some vulnerabilities towards those fast Pokémon that like to annoy my team with moves like Hypnosis. Therefore, I developed this set as an attempt to help supplement my existing counters, which are my Ambipom and Porygon-Z.

Before anyone gives me any suggestions to switch to a Flame Orb, please note that I've yet to see proof in that Guts cancels out the burn affect. If I do get enough proof, THEN I may consider it, though given Swellow's already-fragile defenses and the presence of U-Turn, I might still decide to keep a Toxic Orb on it.

Pokémon that were dropped:

Shuckle
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Role: Stealth Rocker, Setup
Nature: Bold or Calm (+Defense and Special Defense respectively, -Attack)
Primarily EV Trained in: HP, Defense, Special Defense
Held Item: Chesto Berry
Ability: Sturdy
Moves:
Knock Off
Stealth Rock
Encore
Rest

Basically, this Shuckle is, more-or-less, your cookie-cutter Supporting Wall (from the strategy Pokédex from Smogon) whose usage of Stealth Rock helps keep an opponent's Pokémon's Focus Sashes from ruining its teammates' sweeping sprees. However, what sets this Shuckle apart from others is its Chesto Berry, which can keep it from being put to sleep by opponents (which could've ruined Shuckle's chances of setting up Stealth Rocks on the opponent's side otherwise).

Reasons why it was dropped:
I already had enough counters to Focus Sashed Pokémon as it is, so that's one reason why Shuckle's out of the team.
My team was still vulnerable to status ailments, and my Shuckle wasn't helping as much anyways, so I replaced it with my new Swellow build.

Also, I agree with aragornbird+ in that Shuckle basically invites the opponents to set up.


Feel free to ask me any questions that you'd like about my team, including those about what my team would do if faced with a team with certain Pokémon on them. I may also consider making a FAQ if I get too many comments that basically reiterate the same thing that another person has said in an earlier post.
 
I'm assuming you're playing 6 vs. 6 with this team.
Well, it's nice that you've put so much thought into this team...except for the EVs. You can't just say, oh, I'm going to put EVs mostly in this and this stat. NO. EVs are NUMBERS that should be LISTED, because otherwise, people won't know if you're using your EVs correctly.
Even when you ignore the EVs, your team is still terribly flawed.

You're relying to much on Focus Sash/Endure to save you, which means Sandstorm and Hail will totally screw you over.

Infernape
- CounterSash looks great on paper, but in reality, will only really work against inexperienced players, who tend to be a bit reckless. Experienced players can overcome this set even if they don't know you have Counter, due to what lead they use and their expectation of you using a standard set.

Leads like Tyranitar, Hippowdon, Swampert, Bronzong, Weavile, Breloom, and Abomasnow will be afraid of you and switch to a counter, forcing you to switch out. During that time, your opponent has oppurtunity to set up some Stealth Rock or Spikes. If it's a weather changer, well, you're already screwed.

Leads like Yanmega, Gengar, and Scarf Roserade will be faster and put you to sleep.

Gyarados and Salamence won't be afraid of you (unless they expect Thunderpunch/HP Ice) and will either Dragon Dance, potentially sweeping your whole team, or in Mence's case, hit you with a special attack that you can't Counter.

CounterSashing might work better if Infernape was immune to Sandstorm/Hail. But it isn't.

Ampibom - This monkey would in fact, be a much better lead than the other monkey. Most Focus Sashers are also lead Pokemon (you've proven this yourself).

Porygon-Z - Haha, Bulbapedia is wrong. Adaptibility boosts STAB by 2x, not 3x. Otherwise, Porygon-Z would be uber.

Hitmontop - The second worst set on your team. It will only work if there's no Sandstorm, and no Hail, and your opponent hasn't used Toxic Spikes, and they don't have a Ghost and don't have Flying type and don't have a Psychic type and don't have a Bug type and don't have Weezing or any other physical wall and they don't use priority moves of their own and...well, you get the idea.

Basically, this set won't work unless your opponent only uses a team of like, 6 Weaviles or something (and even Weaviles have Ice Shard). Otherwise, you're better off using Choice Band. You still get the 50% boost, but you won't die to weather effects and you get to use much stronger moves (Close Combat, Stone Edge, etc.)

Drifblim - the WORST set on your team. Even if you ignore everything that can screw up your Hitmontop set, you have virtually no coverage with this set. Dark types still screw you over and Steels laugh at you. And not even Blissey is afraid of your Explosion when you have only 176 Attack.
Drifblim is basically useless to your team.

Shuckle - Standard, but if Shuckle is the only wall on your team, then that's not a good thing. Walls are supposed to stop sweepers from sweeping , but Shuckle just invites everything to begin setting up on you.


So in conclusion, even though you have more things to say than most new people, your team is still severely lacking and can't handle most of the common threats out there.
 
I'm assuming you're playing 6 vs. 6 with this team.
That's where you're wrong, as this team was more developed with 3 vs 3 matches in mind (like in the matches that are in random Wi-Fi battles in PBR). You are right that this team would struggle through 6 vs 6 a bit more often than the usual team though. I probably should've mentioned that earlier, huh?
Well, it's nice that you've put so much thought into this team...except for the EVs. You can't just say, oh, I'm going to put EVs mostly in this and this stat. NO. EVs are NUMBERS that should be LISTED, because otherwise, people won't know if you're using your EVs correctly.
Even when you ignore the EVs, your team is still terribly flawed.
I'm not as experienced with the whole concept, so I'm only focusing on stuff more generally.
You're relying to much on Focus Sash/Endure to save you, which means Sandstorm and Hail will totally screw you over.
Again, true, but when you're doing 3 vs 3 matches, that seems to matter a bit less, right?
Infernape - CounterSash looks great on paper, but in reality, will only really work against inexperienced players, who tend to be a bit reckless. Experienced players can overcome this set even if they don't know you have Counter, due to what lead they use and their expectation of you using a standard set.
I'd only use CounterSash when Infernape doesn't have much of an option against the likes of Gyarados, Salamence, and Hippowdon, who would be able to resist Overheat and Close Combat with relative ease. It's more of a surprise combo that would work well against the more aggressive players (though you might've already pointed that out).
Leads like Tyranitar, Hippowdon, Swampert, Bronzong, Weavile, Breloom, and Abomasnow will be afraid of you and switch to a counter, forcing you to switch out. During that time, your opponent has oppurtunity to set up some Stealth Rock or Spikes. If it's a weather changer, well, you're already screwed.
I could understand having to switch out of a counter that specializes in special attacks, but when a counter specializes in physical attacks, then that's a different story if Infernape is at full health. Besides, with the Pokémon being switched in taking a hit from Infernape (or several of my other Pokémon for that matter) that could still leave a pretty good dent, I think that it could still be finished off by my other Pokémon.
Leads like Yanmega, Gengar, and Scarf Roserade will be faster and put you to sleep.
Which is why I won't always lead with Infernape.
Gyarados and Salamence won't be afraid of you (unless they expect Thunderpunch/HP Ice) and will either Dragon Dance, potentially sweeping your whole team, or in Mence's case, hit you with a special attack that you can't Counter.
I'll have to be more careful around Salamence and Dragonite then.
CounterSashing might work better if Infernape was immune to Sandstorm/Hail. But it isn't.
Duh. I've been a victim of Sash Breaking strategies before, and I know how to watch for such strategies.
Ampibom - This monkey would in fact, be a much better lead than the other monkey. Most Focus Sashers are also lead Pokemon (you've proven this yourself).
I think so too.
Porygon-Z - Haha, Bulbapedia is wrong. Adaptibility boosts STAB by 2x, not 3x. Otherwise, Porygon-Z would be uber.
I've yet to see some proof on that part.
Hitmontop - The second worst set on your team. It will only work if there's no Sandstorm, and no Hail, and your opponent hasn't used Toxic Spikes, and they don't have a Ghost and don't have Flying type and don't have a Psychic type and don't have a Bug type and don't have Weezing or any other physical wall and they don't use priority moves of their own and...well, you get the idea.

Basically, this set won't work unless your opponent only uses a team of like, 6 Weaviles or something (and even Weaviles have Ice Shard). Otherwise, you're better off using Choice Band. You still get the 50% boost, but you won't die to weather effects and you get to use much stronger moves (Close Combat, Stone Edge, etc.)
This set was designed with battling against speedsters in mind. If the opponent's team doesn't have any speedsters, then I don't see much point in using him in a 3 vs 3 battle.
Drifblim - the WORST set on your team. Even if you ignore everything that can screw up your Hitmontop set, you have virtually no coverage with this set. Dark types still screw you over and Steels laugh at you. And not even Blissey is afraid of your Explosion when you have only 176 Attack.
Drifblim is basically useless to your team.
At least it covers Ghost, Psychic, Fighting, and Poison Types, which the others seem to be less able to.
Shuckle - Standard, but if Shuckle is the only wall on your team, then that's not a good thing. Walls are supposed to stop sweepers from sweeping , but Shuckle just invites everything to begin setting up on you.
I'm also considering using it as one of my most common leads.
So in conclusion, even though you have more things to say than most new people, your team is still severely lacking and can't handle most of the common threats out there.
I don't know if you're already aware of this, but 3 vs 3 battles on PBR are much different than the 6 vs 6 battles that you may be more familiar with.

During the start of a battle, while you're trying to decide which Pokémon to use, you can also check out the opponent's team to see what Pokémon are on his/her team (and whether or not those Pokémon are holding any items as well). With that information in mind, you can decide which Pokémon to choose to counter what you anticipate your opponent's Pokémon are capable of doing to your own team. For example, if you see a bunch of slow Pokémon, with at least one of them potentially knowing Trick Room, then you can assume that your opponent would lead with any of the Pokémon that knows Trick Room and try to lead with a proper counter of your own.

Sorry if I may sound arrogant or whatnot, but I'm just posting a rebuttal of my own to help tell what this team is like and how it would work in 3 vs 3 battles in PBR. After all, I did post that you should ask some questions, so I appreciate the feedback that you've given me, even though it may seem a bit... harsh.
 
Alright. I've decided to replace Shuckle with Swellow since I already have enough Pokémon that can nullify an opponent's Focus Sashes with Fake Out. Taking its place (for now that is) is this Swellow build:

Swellow
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Role: Anti-Status Sweeper
Nature: Jolly (+Speed, -Special Attack)
Primarily EV Trained in: Speed, Attack
Held Item: Toxic Orb
Ability: Guts
Moves:
Protect
Facade
Brave Bird
U-Turn

My team seems to have some vulnerabilities towards those fast Pokémon that like to annoy my team with moves like Hypnosis, so I developed this set as an attempt to help supplement my existing counters, which are my Ambipom and Porygon-Z.

Before anyone gives me any suggestions to switch to a Flame Orb, please note that I've yet to see proof in that Guts cancels out the burn affect. If I do get enough proof, THEN I may consider it, though given Swellow's already-fragile defenses and the presence of U-Turn, I might still decide to keep a Toxic Orb on it.

I'm also considering adding either one of the following 2 Pokémon to my team:

Rampardos
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Role: Sweeper
Nature: Jolly (+Speed, -Special Attack)
Primarily EV Trained in: Speed, Attack
Held Item: ???
Ability: Mold Breaker
Moves:
Rock Slide/Head Smash
Earthquake
Zen Headbutt/Crunch/Brick Break
???

Machamp
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Role: Sweeper
Nature: Jolly (+Speed, -Special Attack)
Primarily EV Trained in: Speed, Attack
Held Item: ???
Ability: No Guard
Moves:
Dynamicpunch
Stone Edge
Earthquake
???

The problem with me deciding to put either one on my team is that I don't know whom to replace. Also, I'm uncomfortable with putting moves with an accuracy that's less than 90 on any of my movesets (unless the Pokémon has the Compoundeyes or No Guard abilities), so Stone Edge is almost certainly out of the question in Rampardos's case. Finally, I would've wanted to put a Choice Scarf on either one of them, but Porygon-Z needs it more in my opinion, as it helps it outspeed Choice Scarfed Rampardos, Machamp, Medicham, and Azumarill, so I'd have to substitute the Choice Scarf for an Endure/Salac Berry combo or (in Rampardos's case) a Rock Polish/Focus Sash combo.

Reasons why I can't replace the following Pokémon:

Infernape:
Infernape is my best bet at taking out Bronzong, even though it lacks any EVs in Special Attack. It's also one of my best counters to Skarmory, Steelix, Blissey, Metagross, and maybe Cloyster and Registeel as well due to the presence of both Close Combat and Overheat in its moveset. Infernape is one of the few Pokémon on my team with an increased priority move, so it can counter Agility/Focus Sash and Endure/Salac Berry combos. Finally, while there might be a more versatile move than Counter out there for Infernape (like Thunderpunch, Stone Edge, or Hidden Power Ice), I still like the fact that it's so uncommonly used that Infernape's possible counters might find themselves in for a nasty surprise should they try to use physical attacks on him. Besides, I'm uncomfortable with Stone Edge's accuracy rating, and breeding for a certain Hidden Power while still having the right nature and acceptable IVs is just too much of a hassle for me, even with an Action Replay DS.

Ambipom:
Ambipom is one of my 2 best Sash Breakers thanks to Fake Out, which gets a huge boost in power (from 40 to 90!) thanks to both STAB and Technician. With Return or Double Hit, Ambipom could potentially follow up a Fake Out with a KO. U-Turn is there to help Ambipom flee from opponents before they could try to KO it while also dealing damage to them. Taunt is there to try to keep the opponent from using non-attacking moves like Hypnosis and Trick Room just to name a few.

Finally, although I'm aware that Wobbuffet's considered an uber (over here at least), Ambipom is 1 of my 2 Wobbuffet counters, as it can flinch with Fake Out (if it hasn't already used it that is), Taunt it to keep it from using Encore or Destiny Bond, and then use U-Turn on it to switch with a Ghost Type like Drifblim or Gengar, who is immune to Counter. From there, the Ghost Type could finish Wobbuffet off with a nice Ghost Type move such as Shadow Ball.

Porygon-Z:
Porygon-Z absolutely NEEDS the Choice Scarf in order for it to be able to outspeed most threats right off the bat, including Pokémon like Gengar and Crobat, who would just love to annoy the hell out of their opponents with Hypnosis and Confuse Ray, and some more dangerous Scarfed Pokémon like Machamp, Rampardos, and Medicham. Other than that, Porygon-Z is one of my few Special Attackers (and my best as well).

Hitmontop:
I forgot to mention that I designed him to replace my old Togekiss, whom seems to be not as useful as I had previously hoped. Anyways, although Scizor (with Technician), Arcanine, and Lucario all have harder hitting increased priority moves than Hitmontop, Hitmontop happens to be the Pokémon with the hardest hitting increased priority moves that can also learn Fake Out. Because of this, it's effective against fast Pokémon like Weavile, Aerodactyl, Jolteon... the list goes on.

Drifblim:
I'm now considering replacing it with another Ghost Type that's normally immune to Ground Type attacks, though Drifblim may be a bit difficult for me to replace. Gengar is one candidate, though Gengar just doesn't have as much Attack as Drifblim, making Explosion less feasible on it. Mismagius is another, though it can't learn Explosion (though I could substitute it with Destiny Bond). However, neither one has Unburden, which can allow Drifblim to gain a Speed boost that's equal to that gained from a Salac Berry whenever it loses its held item. Combined with a Petaya Berry, Drifblim could become faster than before while also potentially giving it enough of a Special Attack boost to be able to finish off opponents with a single move that would've otherwise been impossible to do short of a critical hit.

In any case, I need a Pokémon that could resist Normal, Fighting, and Ground Types so that I can more safely switch out anyone whom I expect to get hit with an attack of one of those types. Also, I need a Ghost Type that can help Ambipom safely take out the occasional Wobbuffet.

Swellow:
I've already replaced my Shuckle with Swellow because I needed to cover a vulnerability to sleep and paralysis inducing moves like Hypnosis and Thunder Wave. Besides, an Endure/Salac Berry or Rock Polish/Focus Sash combo would easily fall to pieces to status ailments, so that's one advantage that Swellow has over Machamp and Rampardos, though at the cost of some Attack power (that's mostly made up thanks to Guts and Facade) and a large deficiency of some defenses (which wouldn't matter much given Swellow's Attack and Speed). Finally, U-Turn gives Swellow some hit-and-run capabilities, which also aids in its preservation.
 
Hey nice team. It's good that you put a lot of effort into it.

A couple quick suggestions:

Change U-turn on Swellow into Quick Attack. Trust me, I have a Swellow as well and this set works so much better if your opponent has a priority move.

Counter Infernape is too unreliable. Many teams are centered around sandstorm/hail or entry hazards which ruin this strategy. It is a good concept, but it is too unreliable to fill up a move slot. My Alakazam had this, but it never served its purpose too well.

Be sure to use Ambipom as a lead. Similar to most focus sashers, don't switch this guy in unless you have to. Technician is awesome and he really does make an effective starter. If you want to go for Fake Out + Hypnosis + U-Turn, switch to Persian (for less power, but more support).

Hope I've helped - PM me if you would like to battle on PBR sometime.
 
Hey nice team. It's good that you put a lot of effort into it.

A couple quick suggestions:

Change U-turn on Swellow into Quick Attack. Trust me, I have a Swellow as well and this set works so much better if your opponent has a priority move.
Thanks, but no thanks. I've got alot of increased priority moves on my team as it is. Besides, Swellow's fast enough as it is, and U-Turn helps it switch out of unfavorable situations while dealing a bit of damage in the process (and reducing the impact of Toxic as well).
Counter Infernape is too unreliable. Many teams are centered around sandstorm/hail or entry hazards which ruin this strategy. It is a good concept, but it is too unreliable to fill up a move slot. My Alakazam had this, but it never served its purpose too well.
I do agree that the reliability of a Counter Infernape is somewhat questionable, as Counter is so situational. Therefore, I'd only use it when the weather's clear and when Infernape is unlikely to at least 2HKO its opponent with its other moves while at full health.
Be sure to use Ambipom as a lead. Similar to most focus sashers, don't switch this guy in unless you have to. Technician is awesome and he really does make an effective starter. If you want to go for Fake Out + Hypnosis + U-Turn, switch to Persian (for less power, but more support).
I totally agree with you there. In fact, Ambipom might be my most common lead on my team. As for the Persian build, thanks, but I'm not interested at this time.
Hope I've helped - PM me if you would like to battle on PBR sometime.
I have an account on YouTube with my username as "ShadowWolfTJC." You could either PM me a message on YouTube or post on my channel if you're interested in a battle.
 
Decided to bump this topic because I've decided to switch Porygon-Z's Thunderbolt for Dark Pulse and Drifblim's Psychic with Thunderbolt in an attempt to give them both some better Type Coverage.
 
Hey Shadow Wolf your wrong, Adaptapility changes STAB to X2 not X3
go check adaptapilty on the search thing
 
Sorry, but like the "Guts cancels out the Burn's negative impact on the Attack Stat" claim, I'll need proof about whether Adaptability boosts STAB to 3X or 2X, and by proof, I'm talking about proof that can't be disproved. And what better proof then a video of the experiment?
 
but Shuckle just invites everything to begin setting up on you.

HAHA. I LOLed so much at that. But what AragornBird said was all true. IMO, it's very hard to incorporate UU into OU. Although some Pokemon can actually transfer quite easily, like Ambipom, but even then. You should consider a few OU Pokemon here besides Infernape and PZ.
 
"Adaptability increases STAB from 1.5x to 2x."

This is from http://bulbapedia.bulbagarden.net/wiki/Adaptability_%28ability%29 on bulbapedia, so you don't have to worry anymore, because Bulbapedia says the same thing as Smogon (although I would trust Smogon's more in the first place as people here review over things like that in DP research thread)

However, I would suggest you run Download over Adaptability. Why you might say, it is less efficient. It is because usually Porygon-Z will either come in to revenge kill, or when you want it to. Therefore, it is substantially easier to get the Download boost. Not to mention, things nowdays are constantly EVing more in Defense for Scizor and the likes. In UU, I have run Download Porygon-2 to some success, so Porygon-Z should work to if you are careful with it's fragile defenses.

Also, for the Burn Orb, consult someone in Simple Quesitons and Answers. However, since you are running U-Turn, it might be better just to use Toxic Orb instead (you can get out to avoid getting high damage).

Note though, that Swellow is highly outclassed, mainly by Staraptor. It might be better to use that to get around the common Steel Types in OU that run Earth moves to get around Infernape. (focus sash should be gone by then).

Also, I'm just curious why Togekiss wasn't performing to it's best, it has always worked well for me.
 
OK. I've been reviewing whether Adaptability or Download would be better for my Porygon-Z, and I've decided to keep Adaptability, even if STAB changes from 1.5x to 2x instead of 3x. My main reason is that with Adaptability, this cuts down on the amount of move types to consider for Porygon-Z, since a Tri Attack would do as much damage to a purely Psychic-Type Pokémon (such as Hypno) or a Rock-Type (such as Golem) as a Dark Pulse. In fact, the main reason why I have Dark Pulse, Ice Beam, and Hyper Beam are for various reasons that are meant to supplement Tri Attack.

Dark Pulse was added on to allow Porygon-Z to deal super-effective damage to Ghost Types, as Tri Attack can't touch them. Ice Beam was added to deal heavier damage to the Rock/Ground, Rock/Grass, Grass/Flying, Dragon/Flying, and Dragon/Ground hybrids (especially the latter 2). Finally, Hyper Beam was added in if Porygon-Z isn't expected to survive against an opponent that it's matched up against.
 
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