Intro
This is just an old team I've been using for months now, with minor edits over time. It's become a bit stale and, although it's my most effective team, it definitely could use some help. I'm open to anything for the smallest changes to a significant revamp of the whole thing.
Oh and edits will be in Blue because that's a good color...
Team at a Glance
There's my team. I'm sure the synergy improve, but these guys seem to cover each other's weaknesses pretty well. There are a few holes that could be patched, and a few changes I could probably make... Now, onto the team.
---The Team---
Infernape (M) @ Focus Sash
Ability: Blaze
EVs: 252 SAtk/252 Spd/4 Atk
Timid nature (+Spd, -Atk)
- Stealth Rock
- Endeavor
- Overheat
- Vacuum Wave
Description
I started off with Infernape as the lead on my first team several months ago, and I really love it. Originally I used the older Infernape lead set, but this one, or something similar, was suggested a while ago. I knew I wanted something to set up an entry hazard at the beginning, but I wasn't sure what to do after that. This set allows for a clear strategy that often earns at least one KO in a match. The timid nature allows it to outspeed many other non-scarfed leads, and I went with the obvious choice of timid over naive for the extra bit of defense. Max speed for a higher chance to outrun other common leads, max special attack for max power on overheat.
Stealth Rock is basically a necessity on teams these days, it seems. I usually start of with that and, thanks to the Sash, reliably get SR up in 90% of my matches (as long as I'm not hit with some Taunt or Fake Out lead). Endeavor is pretty obvious. Since Infernape is faster than a bunch of leads, I can get many opponents down to 1% before they kill me. If I'm slower and predict, I can still get them down after they attack me. I can also switch out at 1% if they clearly aren't setting up rocks, and if I get an opportunity I can come in and endeavor on something that I have trouble with. Overheat was my most powerful option; I usually just use this for damage if I'm in a bad matchup or if I expect a taunt. I can also use that if I survive and come in later in the match. Vacuum Wave for priority, allowing me to KO whatever I just hit with endeavor.
Synergy
Water -
Ground -
Flying -
Psychic -
Metagross @ Life Orb
Ability: Clear Body
EVs: 64 HP/252 Atk/192 Spd
Adamant nature (+Atk, -SAtk)
- Agility
- Thunderpunch
- Earthquake
- Meteor Mash
Description
Metagross... One of my favorite competitive pokemon. His spot on my team is actually inspired by a choice scarf Metagross I saw in one of my first battles on Shoddy. I recently moved on from the ScarfGross (I wasn't a fan of its limitations on Metagross, because he was still beaten by several key pokemon anyway) and I'm trying an Agiligross in its place. Adamant nature allows for a lot of power, along with maximum attack EVs, and Life Orb. It won't outspeed much before an Agility anyway, but outspeeds a ton after one or two, so I didn't bother with Jolly or even max speed EVs. I'm not entirely sure of the significance of these HP/Speed EV numbers, but they've worked well.
Agility is the key move in the set, boosting my speed and making me much more likely to sweep with this guy. The one thing I lose with this over Scarf is the immediate threat to opponents. I'm not nearly as effective unless I get a good switch-in and get an agility, but with the scarf the effects were immediate, but more more limiting. Thunderpunch was chosen over the other options basically for some better coverage, and it's nice to have for things like Gyarados. Earthquake is just an excellent move, generally considered one of the best competitive moves in the game. It's very easy to find chances to use this, specifically against threats that I can beat with an Agility. Meteor Mash is an awesome STAB move. Since this set should achieve plenty of speed, again I went with power over priority (Bullet Punch). Steel really doesn't have wonderful type coverage, but it's still an excellent STAB move for Metagross.
Synergy
Fire -
Ground -
Scizor (M) @ Choice Band
Ability: Technician
EVs: 160 HP/176 Atk/4 Spd/168 SDef
Adamant nature (+Atk, -SAtk)
- Bullet Punch
- Pursuit
- U-turn
- Superpower
Description
Ahh, CB Scizor. Such an easy addition to almost any team. You've heard all of the qualifications a million times... Technician Bullet Punch/Pursuit/U-Turn, Choice Band for insane attack power. Adamant nature and plenty of attack EVs. Special defense for bulkiness, along with HP EVs.
Bullet Punch is one of the most dynamic moves we've seen throughout DPPt's metagame, and is essential on every Scizor set. Priority, STAB, Technician boost... This move is just amazing. Pursuit is incredibly helpful on something like Rotom (if it isn't the heat form... I hate those), Gengar, Latias, or anything that's threatened by Scizor. It's dangerous though because a lot of things carry HP Fire which owns Scizor completely. U-turn is useful for scouting and taking out things like Celebi (if it isn't carrying HP Fire like mine...), and the ability to switch after use is also nice. Superpower is, well, super-powerful, but I really don't seem to use this move very often... Hmm...
Synergy
Fire
Gyarados (M) @ Leftovers
Ability: Intimidate
EVs: 156 HP/72 Atk/96 Def/184 Spd
Adamant nature (+Atk, -SAtk)
- Dragon Dance
- Taunt
- Waterfall
- Earthquake
Description
BulkyGyara is a wonderful pokemon, and whoever created it is awesome. Anyway... Leftovers and EVs for bulk, while providing the oportunity to sweep as well. Adamant nature for more power. For a bit more on the EVs I'll just take a bit from the set description:
Synergy (or perhaps a lack of synergy here... hmm...)
Electric
Rock
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP/216 Def/40 Spd
Bold nature (+Def, -Atk)
- Hidden Power [Fire]
- Recover
- Thunder Wave
- Grass Knot
Description
*sigh* (I really hate typing these descriptions)
Defensive Celebi. Natural Cure is an awesome ability. EVs give it great defenses and it still outruns Jolly Tyranitar. Bold nature for even more defense. This is the only real defensive pokemon on the team. (Sorry if these descriptions are getting too brief, I can add more if I must)
Hidden Power Fire is incredible. The amount of Scizors this move has killed is astounding. It's the first suggestion on the standard Smogon analysis, but for whatever reason I still see tons of Scizor switch-ins to U-turn, presumably. That's fine with me though. Anyway, recover allows this thing to stay around longer, but I usually end up using this just to come in to kill a Scizor, spread parahax, or Grass Knot on something. Thunder Wave is the only status on the team, but it gets the job done. The speed reduction is really helpful for some of the guys with sub-par speed on my team. Grass Knot for STAB, helpful mostly against random specific threats. Swampert. Tyranitar. Etc.
Synergy (wow this thing has a ton of weaknesses)
Bug
Fire
Ice
Poison
Flying
Ghost
Dark
Salamence (M) @ Life Orb
Ability: Intimidate
EVs: 40 Atk/252 Spd/216 SAtk
Naive nature (+Spd, -SDef)
- Draco Meteor
- Flamethrower
- Roost
- Brick Break
Description
MixMence. Not entirely sure where I got these EVs, but they work well. Plenty of speed (I switched to Rash for a while but that was just not good. I need speed.) Plenty of special attack. Life Orb for more damage.
Draco Meteor for ridiculous power. STAB + LO + DM's power = Wow. Yeah, anyway, I'm pretty sure I switched from Fire Blast to Flamethrower after I had a Fire Blast miss that cost me a match. Lol. Not sure if that's really worth it... Roost to repair LO damage and generally to help me recover. Salamence's defenses are respectable so it can take a couple of hits. Brick Break kills screens and offers another fighting move for me to use.
Synergy
Ice
Dragon
Rock
This is just an old team I've been using for months now, with minor edits over time. It's become a bit stale and, although it's my most effective team, it definitely could use some help. I'm open to anything for the smallest changes to a significant revamp of the whole thing.
Oh and edits will be in Blue because that's a good color...
Team at a Glance
There's my team. I'm sure the synergy improve, but these guys seem to cover each other's weaknesses pretty well. There are a few holes that could be patched, and a few changes I could probably make... Now, onto the team.
---The Team---
Infernape (M) @ Focus Sash
Ability: Blaze
EVs: 252 SAtk/252 Spd/4 Atk
Timid nature (+Spd, -Atk)
- Stealth Rock
- Endeavor
- Overheat
- Vacuum Wave
Description
I started off with Infernape as the lead on my first team several months ago, and I really love it. Originally I used the older Infernape lead set, but this one, or something similar, was suggested a while ago. I knew I wanted something to set up an entry hazard at the beginning, but I wasn't sure what to do after that. This set allows for a clear strategy that often earns at least one KO in a match. The timid nature allows it to outspeed many other non-scarfed leads, and I went with the obvious choice of timid over naive for the extra bit of defense. Max speed for a higher chance to outrun other common leads, max special attack for max power on overheat.
Stealth Rock is basically a necessity on teams these days, it seems. I usually start of with that and, thanks to the Sash, reliably get SR up in 90% of my matches (as long as I'm not hit with some Taunt or Fake Out lead). Endeavor is pretty obvious. Since Infernape is faster than a bunch of leads, I can get many opponents down to 1% before they kill me. If I'm slower and predict, I can still get them down after they attack me. I can also switch out at 1% if they clearly aren't setting up rocks, and if I get an opportunity I can come in and endeavor on something that I have trouble with. Overheat was my most powerful option; I usually just use this for damage if I'm in a bad matchup or if I expect a taunt. I can also use that if I survive and come in later in the match. Vacuum Wave for priority, allowing me to KO whatever I just hit with endeavor.
Synergy
Water -
Ground -
Flying -
Psychic -
Metagross @ Life Orb
Ability: Clear Body
EVs: 64 HP/252 Atk/192 Spd
Adamant nature (+Atk, -SAtk)
- Agility
- Thunderpunch
- Earthquake
- Meteor Mash
Description
Metagross... One of my favorite competitive pokemon. His spot on my team is actually inspired by a choice scarf Metagross I saw in one of my first battles on Shoddy. I recently moved on from the ScarfGross (I wasn't a fan of its limitations on Metagross, because he was still beaten by several key pokemon anyway) and I'm trying an Agiligross in its place. Adamant nature allows for a lot of power, along with maximum attack EVs, and Life Orb. It won't outspeed much before an Agility anyway, but outspeeds a ton after one or two, so I didn't bother with Jolly or even max speed EVs. I'm not entirely sure of the significance of these HP/Speed EV numbers, but they've worked well.
Agility is the key move in the set, boosting my speed and making me much more likely to sweep with this guy. The one thing I lose with this over Scarf is the immediate threat to opponents. I'm not nearly as effective unless I get a good switch-in and get an agility, but with the scarf the effects were immediate, but more more limiting. Thunderpunch was chosen over the other options basically for some better coverage, and it's nice to have for things like Gyarados. Earthquake is just an excellent move, generally considered one of the best competitive moves in the game. It's very easy to find chances to use this, specifically against threats that I can beat with an Agility. Meteor Mash is an awesome STAB move. Since this set should achieve plenty of speed, again I went with power over priority (Bullet Punch). Steel really doesn't have wonderful type coverage, but it's still an excellent STAB move for Metagross.
Synergy
Fire -
Ground -
Scizor (M) @ Choice Band
Ability: Technician
EVs: 160 HP/176 Atk/4 Spd/168 SDef
Adamant nature (+Atk, -SAtk)
- Bullet Punch
- Pursuit
- U-turn
- Superpower
Description
Ahh, CB Scizor. Such an easy addition to almost any team. You've heard all of the qualifications a million times... Technician Bullet Punch/Pursuit/U-Turn, Choice Band for insane attack power. Adamant nature and plenty of attack EVs. Special defense for bulkiness, along with HP EVs.
Bullet Punch is one of the most dynamic moves we've seen throughout DPPt's metagame, and is essential on every Scizor set. Priority, STAB, Technician boost... This move is just amazing. Pursuit is incredibly helpful on something like Rotom (if it isn't the heat form... I hate those), Gengar, Latias, or anything that's threatened by Scizor. It's dangerous though because a lot of things carry HP Fire which owns Scizor completely. U-turn is useful for scouting and taking out things like Celebi (if it isn't carrying HP Fire like mine...), and the ability to switch after use is also nice. Superpower is, well, super-powerful, but I really don't seem to use this move very often... Hmm...
Synergy
Fire
Gyarados (M) @ Leftovers
Ability: Intimidate
EVs: 156 HP/72 Atk/96 Def/184 Spd
Adamant nature (+Atk, -SAtk)
- Dragon Dance
- Taunt
- Waterfall
- Earthquake
Description
BulkyGyara is a wonderful pokemon, and whoever created it is awesome. Anyway... Leftovers and EVs for bulk, while providing the oportunity to sweep as well. Adamant nature for more power. For a bit more on the EVs I'll just take a bit from the set description:
Dragon Dance is a great stat-booster, and has allowed me to sweep entire teams before (which is awesome for a mediocre battler like me :nerd:). It makes up for the lack of investment in speed/attack after one use, and is easy to use because of the bulky set. Taunt on this Gyarados is easily my best (only?) option to help prevent stall, and if I'm lucky it will result in a switch, and an extra DD from me. Waterfall is a requirement for physical STAB (and I need a water move on the team anyway). I went with Earthquake instead of the current standards (Return and Bounce, I think) because it's unexpected. After a DD or two, I can use it to outspeed some counters who are either electric type or resistant to water and determind to KO me with an electric move. It's one of the few non-standard parts of this team, sadly, but it's very effective in my personal use.Bulky Gyarados aims to maximize the advantages of Gyarados's unique typing, respectable defenses, and Intimidate to set up on and kill a variety of threats, including many variants of Infernape, Heatran, Lucario, and Scizor. The EVs given balance out Gyarados's defensive and offensive capabilities. 156 HP ensures that Gyarados is never 2HKOed by Timid Life Orb Heatran Fire Blast, after SR and Leftovers. 96 EVs are placed in Defense to ensure that Scizor will never 2HKO Gyarados with a Choice Band Quick Attack after Sandstorm, SR, and Leftovers, helping ensure that Scizor cannot score a revenge kill. 184 Speed outruns Jolly Tyranitar before a Dragon Dance and +Speed Starmie and Azelf after a Dragon Dance. The remaining EVs are placed in Attack to increase damage against foes like Celebi.
Synergy (or perhaps a lack of synergy here... hmm...)
Electric
Rock
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP/216 Def/40 Spd
Bold nature (+Def, -Atk)
- Hidden Power [Fire]
- Recover
- Thunder Wave
- Grass Knot
Description
*sigh* (I really hate typing these descriptions)
Defensive Celebi. Natural Cure is an awesome ability. EVs give it great defenses and it still outruns Jolly Tyranitar. Bold nature for even more defense. This is the only real defensive pokemon on the team. (Sorry if these descriptions are getting too brief, I can add more if I must)
Hidden Power Fire is incredible. The amount of Scizors this move has killed is astounding. It's the first suggestion on the standard Smogon analysis, but for whatever reason I still see tons of Scizor switch-ins to U-turn, presumably. That's fine with me though. Anyway, recover allows this thing to stay around longer, but I usually end up using this just to come in to kill a Scizor, spread parahax, or Grass Knot on something. Thunder Wave is the only status on the team, but it gets the job done. The speed reduction is really helpful for some of the guys with sub-par speed on my team. Grass Knot for STAB, helpful mostly against random specific threats. Swampert. Tyranitar. Etc.
Synergy (wow this thing has a ton of weaknesses)
Bug
Fire
Ice
Poison
Flying
Ghost
Dark
Salamence (M) @ Life Orb
Ability: Intimidate
EVs: 40 Atk/252 Spd/216 SAtk
Naive nature (+Spd, -SDef)
- Draco Meteor
- Flamethrower
- Roost
- Brick Break
Description
MixMence. Not entirely sure where I got these EVs, but they work well. Plenty of speed (I switched to Rash for a while but that was just not good. I need speed.) Plenty of special attack. Life Orb for more damage.
Draco Meteor for ridiculous power. STAB + LO + DM's power = Wow. Yeah, anyway, I'm pretty sure I switched from Fire Blast to Flamethrower after I had a Fire Blast miss that cost me a match. Lol. Not sure if that's really worth it... Roost to repair LO damage and generally to help me recover. Salamence's defenses are respectable so it can take a couple of hits. Brick Break kills screens and offers another fighting move for me to use.
Synergy
Ice
Dragon
Rock
Conclusion
Overall, this has been a really solid team for me. I don't play this game a whole lot, so I could be missing a few things in terms of threats or pokemon that I think I cover well, so any advice on the real threats would be great, along with any other general fixes you can think of.









