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Heya Smogon, this is the team that I achieved quite a bit of success with on the Shoddy Ladder..with a stay at #1 of almost two weeks. But that was a looooonnnggg time ago, especially in terms of pokemon time. The OU metagame has changed quite a bit since I was really "serious" about playing, and it has changed even more since this team was at its high point, and I am really having difficulty getting back into the swing of things. To put it in perspective, the Smogon tier list has been updated twice since I was using this team with a high success rate. So I figured instead of making a new team it would be better to revamp my old one that I loved using so much. I hope some of you guys can help!
The main idea is to get a jump on the opponent and keep rolling downhill with just enough defense to brace for an opponent's onslaught, then finish them off before they can regroup. Most of the time, the pokemon will be revealed in this order and when I win it is usually 2-0 or 1-0. Doing this allows me some room for error (though I will almost never "predict" so this isn't usually a factor) and it also gives me some breathing room if I get unlucky.
Here it is, at a glance:
Let's get started!
Zapdos @ Choice Scarf
Ability: Pressure
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- U-turn
In all of my D/P experience, this is the best lead I have used. Hilarity ensues when facing a Yanmega or Ninjask lead. The best part is that it can beat Salamence even after one DD, and slow Gyarados after two DDs. I made it Timid just so I could beat pretty much every other scarfer, and Deoxys-Speed as well. It always helps to have a Ground immune. Thunder Wave is there because I hate Infernape and Gengar, and getting a TWave off before they attack me is usually worth sacking Zapdos for. Plus, Zapdos doesn't really have any other moves worth using. If the opposing lead looks dangerous, I just U-turn out to safety while scouting their switch-in. Usually, they will go to Blissey which allows me to set up this next guy:
Tyranitar (M) @ Leftovers
Ability: Sand Stream
EVs: 252 HP/60 Atk/196 SAtk
Naughty nature (+Atk, -SDef)
- Crunch
- Ice Beam
- Focus Punch
- Substitute
D/P Tyraniboah variant with a wonderfully effective EV spread given to me by Curt. If something should be changed on it, let me know. Basically, it sets a sub up on Blissey and then batters the opposing switch-in. It's pretty strong, self-explanatory, and really easy to use. -SDef nature since physical hits are far more common, and because Sand Stream pumps its SDef enough to make the difference negligible. I would rather survive an Outrage or a weak EQ than a Surf.
Gliscor (M) @ Leftovers
Ability: Sand Veil
EVs: 252 HP/252 Def/4 Spd
Careful nature (+SDef, -SAtk)
- Earthquake
- Roost
- Ice Fang
- Stealth Rock
Heracross and other fighting type counter that I so desperately need. It cover's most of Tyranitar's weaknesses very well. Again, this guy's job is self-explanatory. Sets up Stealth Rock for great support (I find that Gliscor gets a lot of free turns), and since I really don't care about my opponent's item, Knock Off is pretty useless here. Careful nature is for funny guys that want to use HP Ice Lucario for an OHKO, although more SpDef might be necessary.
Forretress (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP/136 Atk/120 Def
Relaxed nature (+Def, -Spd)
- Zap Cannon
- Spikes
- Rapid Spin
- Gyro Ball
The spiker and spinner of my team. I've considered removing Rapid Spin for Earthquake, since SR/Spikes/TSpikes really don't hurt me that much, but it really gets in the way of Zapdos' mind games which are key to forcing the opponent into switching. The Atk EVs are to do a solid amount of damage to Gengar and Mismagius. I don't have to worry about Dusknoir or Spiritomb since I have both Heracross and Tyranitar. Zap Cannon is a last resort against Gyarados, and random paras are always fun :)
Heracross (M) @ Choice Band
Ability: Guts
EVs: 72 Atk/200 Def/236 Spd
Adamant nature (+Atk, -SAtk)
- Close Combat
- Megahorn
- Stone Edge
- Pursuit
This thing is a BEAST. The defense EVs look funny, but I really can't stop Swampert and Mamoswine/Weavile without them here. Having a defensive investment is always good when you have awesome Ground, Dark and Fighting resists like Heracross does. With this spread and Choice Band, Heracross will always 2HKO Skarmory with SR up with Close Combat (at least it has never failed to do so for me). 200 Defense EVs is just a number I picked that looked good after ipl told me the wonders of a 501 attack stat. If there is something better to shoot for, please tell me.
Pursuit, along with its high base SpDef makes it a solid Gengar stopper. The 236 speed EVs gives me just enough speed to beat out smarty pants users that want to run max speed Breloom, Machamp and Magnezone. I don't really care about that chump Gliscor, since it cant do anything to any one of my pokemon without a serious health risk to itself. It can Roost off the damage all it wants, its just giving me free switches. The main job of this thing is to slam the other team around juuussttt enough for the next "bulky sweeper" to work its magic.
Garchomp (M) @ Choice Scarf
Ability: Sand Veil
EVs: 176 HP/80 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Dragon Claw
- Earthquake
- Outrage
- Fire Blast
...And here's the cleaner. This is almost always the last pokemon I reveal, since without max attack or adamant, it will not be sweeping without some help from Spikes/SR/Heracross beatdowns. 176 HP EVs gives it 401 HP, allowing me to come in on 3 layers of Spikes 4 times, or any other combo of residual damage that adds to 25% (they usually do). It also allows me to comfortably survive Ice Beams from people who just shoot for magic numbers. Dragon Claw is there for when I get paranoid that they may have a Weavile/Mamoswine in reserve and don't want to get stuck in an Outrage. Also, it plays mindgames by making my opponent think that I might have a Yache Berry or Brightpowder equipped instead of Choice Scarf when they get hit by a fairly weak DC.
Threats that are giving me some serious issues:
Salamence- SpecsMence takes a huge chunk out of pretty much everything. MixMence is similar. Normally I go to Tyranitar to take the Draco Meteor, exposing its item, then to Zapdos to take the Brick Break, EQ, or weakened Draco Meteor. Salamence is hard to get in against this team though, with Stealth Rock and the fact that all of my pokemon can hit it pretty hard. If worse comes to worst I can just sacrifice something and punish the switch-in after.
Swampert- Lack of a phazer for CursePert and having no Water resist kind of screws me over. Heracross can stop it a few times with an easy 2hko, but takes a big dent from Hydro Pump and it can be whittled down easily. Again, with Spikes down it is very difficult to bring in but it can wreak havoc when played well.
Vaporeon/Milotic- I can absorb quite a few hits from them and smack them around quite a bit, but the fact that they never frickin die is what usually gets me. If my opponent is extremely careful with them, they will cause trouble. Again, it makes me think that I could use a solid Water resist but I'm not sure where to fit it in. Surprisingly though, Suicune doesnt give me problems since most of my team can 2hko it while it cant do much offensively with Spikes, SR and its usually weak SpAtk stat.
Fighting types with an Ice move (Machamp, Gallade and some Lucario)- Since I'm not using a bulky Zapdos, I have to be pretty careful with Fighting types. Gliscor can usually wall them because of Roost, even with the 4x weakness, but an untimely freeze or crit against it will cause me some issues.
This team is about as old school as D/P can get, but that's pretty much the problem. People have figured out how to stop scarfChomp and CBHera, and pretty much everything I've tried hasn't really done any good. Please help!!
The main idea is to get a jump on the opponent and keep rolling downhill with just enough defense to brace for an opponent's onslaught, then finish them off before they can regroup. Most of the time, the pokemon will be revealed in this order and when I win it is usually 2-0 or 1-0. Doing this allows me some room for error (though I will almost never "predict" so this isn't usually a factor) and it also gives me some breathing room if I get unlucky.
Here it is, at a glance:
Let's get started!
Zapdos @ Choice Scarf
Ability: Pressure
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- U-turn
In all of my D/P experience, this is the best lead I have used. Hilarity ensues when facing a Yanmega or Ninjask lead. The best part is that it can beat Salamence even after one DD, and slow Gyarados after two DDs. I made it Timid just so I could beat pretty much every other scarfer, and Deoxys-Speed as well. It always helps to have a Ground immune. Thunder Wave is there because I hate Infernape and Gengar, and getting a TWave off before they attack me is usually worth sacking Zapdos for. Plus, Zapdos doesn't really have any other moves worth using. If the opposing lead looks dangerous, I just U-turn out to safety while scouting their switch-in. Usually, they will go to Blissey which allows me to set up this next guy:
Tyranitar (M) @ Leftovers
Ability: Sand Stream
EVs: 252 HP/60 Atk/196 SAtk
Naughty nature (+Atk, -SDef)
- Crunch
- Ice Beam
- Focus Punch
- Substitute
D/P Tyraniboah variant with a wonderfully effective EV spread given to me by Curt. If something should be changed on it, let me know. Basically, it sets a sub up on Blissey and then batters the opposing switch-in. It's pretty strong, self-explanatory, and really easy to use. -SDef nature since physical hits are far more common, and because Sand Stream pumps its SDef enough to make the difference negligible. I would rather survive an Outrage or a weak EQ than a Surf.
Gliscor (M) @ Leftovers
Ability: Sand Veil
EVs: 252 HP/252 Def/4 Spd
Careful nature (+SDef, -SAtk)
- Earthquake
- Roost
- Ice Fang
- Stealth Rock
Heracross and other fighting type counter that I so desperately need. It cover's most of Tyranitar's weaknesses very well. Again, this guy's job is self-explanatory. Sets up Stealth Rock for great support (I find that Gliscor gets a lot of free turns), and since I really don't care about my opponent's item, Knock Off is pretty useless here. Careful nature is for funny guys that want to use HP Ice Lucario for an OHKO, although more SpDef might be necessary.
Forretress (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP/136 Atk/120 Def
Relaxed nature (+Def, -Spd)
- Zap Cannon
- Spikes
- Rapid Spin
- Gyro Ball
The spiker and spinner of my team. I've considered removing Rapid Spin for Earthquake, since SR/Spikes/TSpikes really don't hurt me that much, but it really gets in the way of Zapdos' mind games which are key to forcing the opponent into switching. The Atk EVs are to do a solid amount of damage to Gengar and Mismagius. I don't have to worry about Dusknoir or Spiritomb since I have both Heracross and Tyranitar. Zap Cannon is a last resort against Gyarados, and random paras are always fun :)
Heracross (M) @ Choice Band
Ability: Guts
EVs: 72 Atk/200 Def/236 Spd
Adamant nature (+Atk, -SAtk)
- Close Combat
- Megahorn
- Stone Edge
- Pursuit
This thing is a BEAST. The defense EVs look funny, but I really can't stop Swampert and Mamoswine/Weavile without them here. Having a defensive investment is always good when you have awesome Ground, Dark and Fighting resists like Heracross does. With this spread and Choice Band, Heracross will always 2HKO Skarmory with SR up with Close Combat (at least it has never failed to do so for me). 200 Defense EVs is just a number I picked that looked good after ipl told me the wonders of a 501 attack stat. If there is something better to shoot for, please tell me.
Pursuit, along with its high base SpDef makes it a solid Gengar stopper. The 236 speed EVs gives me just enough speed to beat out smarty pants users that want to run max speed Breloom, Machamp and Magnezone. I don't really care about that chump Gliscor, since it cant do anything to any one of my pokemon without a serious health risk to itself. It can Roost off the damage all it wants, its just giving me free switches. The main job of this thing is to slam the other team around juuussttt enough for the next "bulky sweeper" to work its magic.
Garchomp (M) @ Choice Scarf
Ability: Sand Veil
EVs: 176 HP/80 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Dragon Claw
- Earthquake
- Outrage
- Fire Blast
...And here's the cleaner. This is almost always the last pokemon I reveal, since without max attack or adamant, it will not be sweeping without some help from Spikes/SR/Heracross beatdowns. 176 HP EVs gives it 401 HP, allowing me to come in on 3 layers of Spikes 4 times, or any other combo of residual damage that adds to 25% (they usually do). It also allows me to comfortably survive Ice Beams from people who just shoot for magic numbers. Dragon Claw is there for when I get paranoid that they may have a Weavile/Mamoswine in reserve and don't want to get stuck in an Outrage. Also, it plays mindgames by making my opponent think that I might have a Yache Berry or Brightpowder equipped instead of Choice Scarf when they get hit by a fairly weak DC.
Threats that are giving me some serious issues:
Salamence- SpecsMence takes a huge chunk out of pretty much everything. MixMence is similar. Normally I go to Tyranitar to take the Draco Meteor, exposing its item, then to Zapdos to take the Brick Break, EQ, or weakened Draco Meteor. Salamence is hard to get in against this team though, with Stealth Rock and the fact that all of my pokemon can hit it pretty hard. If worse comes to worst I can just sacrifice something and punish the switch-in after.
Swampert- Lack of a phazer for CursePert and having no Water resist kind of screws me over. Heracross can stop it a few times with an easy 2hko, but takes a big dent from Hydro Pump and it can be whittled down easily. Again, with Spikes down it is very difficult to bring in but it can wreak havoc when played well.
Vaporeon/Milotic- I can absorb quite a few hits from them and smack them around quite a bit, but the fact that they never frickin die is what usually gets me. If my opponent is extremely careful with them, they will cause trouble. Again, it makes me think that I could use a solid Water resist but I'm not sure where to fit it in. Surprisingly though, Suicune doesnt give me problems since most of my team can 2hko it while it cant do much offensively with Spikes, SR and its usually weak SpAtk stat.
Fighting types with an Ice move (Machamp, Gallade and some Lucario)- Since I'm not using a bulky Zapdos, I have to be pretty careful with Fighting types. Gliscor can usually wall them because of Roost, even with the 4x weakness, but an untimely freeze or crit against it will cause me some issues.
This team is about as old school as D/P can get, but that's pretty much the problem. People have figured out how to stop scarfChomp and CBHera, and pretty much everything I've tried hasn't really done any good. Please help!!