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<-Rolling the Seven-Sided Dice-> (A UU RMT)

DarkSlay

Guess who's back? Na na na! *breakdances*
is a CAP Contributor Alumnus
Rolling the Seven-Sided Dice

Introduction


Nowadays, it's rare to see originality on teams. Even in the unpredictable UU environment, things have been becoming...well, too predictable. Same walls, same moveset choices, same results. Not to say that this method isn't successful, but it just seems that people are relying too heavily on the same four or so Pokemon to be a part of every UU team and do the same exact job to a "T". It's time to turn this method on its head, and use some common sense to overturn the predictability of the present UU tier. So, with this in mind, I've decided to create a team that involved unusual movesets and assigning unusual jobs to some usual Pokemon that allowed for a one-Pokemon stall set-up sweep. Now, if that makes little sense to you (as in, "what the heck are you smoking" sense), don't worry, it'll all be explained in a little bit.

The Team at a Glance

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  • We have a resistance to every type in the game except Water, which is hit for neutral for all six Pokemon.
  • We have two major weaknesses in Dark and Ghost (Uxie, Alakazam, and Rotom), but actually, these two weakness are both resisted and covered by our main purpose Pokemon, Drapion, which is helpful.
  • On top of this, we have five Immuntities and three 25% resistances, all of different types.
In-Depth Analysis


To Trick, or Not to Trick?
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Uxie @ Choice Scarf
Ability: Levitate
EV's: 252 HP/104 Def/152 Spe
Nature: Impish

Moveset:

Trick - This is meant to be a ScarfTrick lead that actually has a purpose other than Tricking a Pokemon into continuing Stealth Rock. Trick allows Drapion to accomplish his goal easily and effectively later in the game.

Thunder Wave - In case a Lead stays in and tries to be a wise cracker with their new Scarf, I TWave it, making the speed boost useless while still locking it into one attack.

Stealth Rock - Makes sure that Pokemon who wish to switch in on my Pokes are punished for it one way or another, plain and simple.

U-Turn - Allows for Uxie to take advantage of opposing Leads who have been locked into Stealth Rock or Taunt, and prepare for a switch to a perfect counter or opprotune set-up Poke.

Uxie as a lead is far from unordinary, and even Trick leads aren't unheard of. However, no one has really been able to benefit well from Trick Uxie outside of locking leads into a move just once. This team requires a nice Defensive wall, and Levitate abuser for a semi-Earthquake prone team. Uxie gives my team great opportunities to switch around and set up appropriately. The EV's are pretty basic. Plenty of HP to allow it to survive for multiple resisted or normal hits, high Defense, and enough Speed to outrun other Leads with its TrickScarf.

Against Top Leads in the UU Metagame

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Ambipom - I outspeed and Trick it a Scarf, which then Uxie takes a Taunt either before or after a Fake-Out. The usual Lead is taken care of handily by TrickUxie. Either TWave on the switch and set up Rocks (if not taunted somehow), or U-Turn to a great counter on the switch.

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Froslass - I outspeed and Trick it a Scarf, and I'm Taunted in return. U-Turn to a great counter. Pretty much the same situation as Ambipom.

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Uxie -If it's the Standard Uxie, I Trick its Rocks, and TWave/set up Rocks on my own. Works perfectly. If it is also a Trick variant, we always use Trick on the first turn. I also opt to use Trick on the second turn, making my opponent think I wish to TrickStall our Trick PP's. Then, on the third turn, I switch to Alakazam (my second Trickster) to lock it into Trick, and either obtain a nice Scarf revenge killer or Trick on the expected switch.


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Moltres - This is in the red zone simply because most leads are running Scarf. I TWave and switch out to either Omastar (if Flamethrower) or Magneton (if Air Slash). The good news is that Uxie is slower than ScarfTres, which means I can still hide the fact that I'm holding a Scarf for later usage. Good news also is that Moltres is already Scarved, helping Drapion quite a bit. Uxie just takes a nasty hit, that's all. If its a Stalltres for some reason, I TWave, switch to Omastar, and Rain Dance to TSpikes/Surf.

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Alakazam - I love 'Kazam leads, and I use them frequently. So, I know that a LeadZam's first move is either Taunt or Substitute. I outspeed Max Speed Timid variants, which includes pretty much every Kazam lead, and give them a nice Scarf, rendering half of their movesets useless (Sub + Encore/Taunt, most likely).

How Does This Help Drapion?

  • In short, Uxie cripples opposing leads by Trick forcing them into one move and setting up TWave opportunities and Rocks. Uxie gets me off to a great start almost every time.
The Small Wall of Toxic Shame

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Omastar @ Leftovers
Ability: Swift Swim
EV's: 252 HP/176 Def/80 SpD
Nature: Bold

Moveset:

TSpikes -
Now, normally TSpikes are not exactly reccomended in UU play, mostly because of the plethora of Poison-types found in play. However, with that being said, if TSpikes is active, it's pretty much good game if Drapion can manage to get his business done fast. TSpikes also helps things like Chansey and Milotic die faster. A more reliable user of TSpikes is Drapion...but, it can't be chosen, as it's already on the team as the core.

Rain Dance - Again, an ususual choice for a non-RD team, right? However, Rain Dance does a few things for my team that is pretty unexpected. One, it eliminates Sandstorm and Hail from Hippopotas and Snover leads, crippling things like Stallrein Hail teams and other basic UU SS Stall teams. Two, it powers down Fire moves, helping Magneton create some havoc. Third, it speeds up Omastar to a point so that it's easy to get out one or two layers of TSpikes at one time. No Damp Rock ensures that Rain isn't up for too long, so that it can't be taken advantage of.

Surf - Your basic STAB Rain boosted move, building on Omastar's generally high base Special Attack. Helps prevent my opponent from coming in and Taunting my butt without any reprocussion.

Knock-Off - It's a great last-ditch effort to screw over Life Orb sweepers and Leftover-dependent stallers. Helps the team dispose of opponent's Pokemon much more easily, and gives Drapion an easier time stall boost sweeping.

Omastar is an unusual choice for this non-Rain Dance oriented team, but the riddiculously Defensive snail star in a half shell provides the team with a lifetime of support in the five or six turns its out there. The moveset is extremely unusual, but effective nonetheless in benefiting the team. Omastar is designed to do his job, and relax. Omastar also is a nice way to counter Rain Dance teams, taking at least three turns from the rainstorm. The EV's make this guy almost impossible to 2HKO physically, with high defense and HP, and some Special Defense to help take neutral attacks from other walls and such.

How Does This Help Drapion?


  • Toxic Spikes are almost a must when Drapion hits the field, so that it gives counters a hard time switching in at the end.
  • This guy is mainly a utility supporter that completely screws over opposing gameplans that hinder my Drapion, like Stall tactics.
...and Did We Mention Some Tricks?

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Alakazam @ Choice Specs
Ability: Synchronize
EV's: 4 HP/252 SpA/252 Spe
Nature: Timid

Moveset:

Trick -
Again, we have a second Trickster on the team, this time crippling Physical walls and attackers rather than just giving them more speed with a Scarf. Alakazam's speed also allows it to make up for mistakes, like Tricking a Houndoom switch-in and OHKO'ing it.

Psychic - Your basic STAB power move for a Specs user. Hits really, really hard. Dark immunities are annoying, but anything neutral is 2HKO'd by it.

Signal Beam - Signal Beam hits opposing Psychics and Darks for Super Effective damage. Pretty much a safe coverage move.

Focus Blast - This is for those Steels that get in Psychic's way, and with Specs, this thing is deadly. Also drills holes into Dark types like Honchcrow and Houndoom.

We have a second Trickster on this team, which is pretty unusual for itself. I'm also using Alakazam as a Trick-first option rather than a Specs Sweeper, which is never really expected from the fast, powerful, frail 'Kazam. Alakzam is also my reserve sweeper, in case Drapion is taken out early. Alakazam has enough strength to take on Pokes on its own, which makes for a nice safety net. While something like Hypno or Grumpig might last longer, I really crave some sort of back-up option in case my major plan fails. The EV's are basic, max SpA and Speed. Nothing new for the EV's, but how it plays is indeed surprising.

How Does This Help Drapion?

  • Pretty much the same reason as Uxie when it comes to Tricking. Getting an opponent locked into one move is crucial for Drapion, especially its counters.
  • As my back-up safety net, Alakazam can help pick off the last two or so foes for the win.
The Old Bait and Switch

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Magneton @ Lum Berry
Ability: Magnet Pull
EV's: 108 HP/148 Spe/252 Spa
Nature: Modest

Moveset:

Thunderbolt -
Simple, yet effective. This STAB move rips apart bulky Waters and Flying types that stand in its way, OHKO'ing Milotic and Blastoise with Stealth Rocks in play and 2HKO'ing Registeel at -2 SpD. Neutral hits are devastating as well.

HP Fire/HP Water/HP Grass - Steels are the bane of this team's main purpose, and Magneton is the solution. HP Fire 2HKO's Steelix at -2 SpD, which is awesome, and 2HKO's Venusaur as well. However, with Omastar's Rain, Steelix is OHKO'd most of the time with SR and without the -2 SpD, which Magneton under Rain happens frequently. While he loses the 2HKO on Venusaur at -2 SpD with HP Water, TBolt is still a 3HKO after Stealth Rock damage. Note that Quagsire pretty much walls either choice, which also makes HP Grass viable. It's just depending on your team needs and such.

Magnet Rise - The standard on Steel Trapper sets, this allows Magneton to evade Registeel's and Steelix's EQ and hit back hard. Pretty simple selection.

Metal Sound - Now, here's the wild card move. While it sounds like trapping Steels is a breeze, most Steels that are trappable have naturally high Special Defense, and have access to Roar/WW. So, Magneton can only do so much before he's Roared right out of the match. So, what to do? Metal Sound gives opponents a loss of two stages for Special Defense, and with three out of five of my Pokes running Special Attacks (besides Magneton), Roaring him away won't be as easy as first thought. Steelix won't like Roaring in Alakazam at -2 SpD, as Psychic (let alone other things) is a 2HKO. It provides the team with a way to force out an opponent's Pokemon and turn it into an advantageous situation.

Magneton is the glue of this team, being able to deal with the Steels that plague Drapion and this team and providing multiple switches that give its teammates time to set up and complete their duties. Rather than going with the normal Steel Trapper set (which I find slightly flawed due to today's UU trends of phazers), I created a pseudo-Sub with Lum Berry and added Metal Sound to help dish out KO's to the Steels it traps and to other Pokemon who wish to switch into it. The EV's are the same as the regular Steel Trapper set, with max Special Attack to crush opposing Steels, some Speed to outrun said Steels and slower Pokes, and some HP to stay alive to score some 2HKO's and 3HKO's.

What Does This Do For Drapion?

  • Magnet Pull traps the Steels that otherwise wall Drapion's set, which is a huge plus. In fact, the whole team benefits from this.
  • Not to be underrated, Magneton's typing helps deal with boosting sweepers like Altaria well, absorbing +1 Outrage like a pro.
  • Metal Sound forces a lot of switches, so many switches in fact it gives the whole team lots and lots of opportunities to put down traps, status, and screens.
Woah, Wait...This Isn't a Trick?

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Rotom
@ Light Clay
Ability: Levitate
EV's: 252 HP/4 SpA/252 Spe
Nature: Timid

Moveset:

Reflect -
One of the two mandatory moves of a Dual Screener, Reflect is a little bit more helpful to Drapion, as his major counters run Earthquake, which normally 2HKO's. Reflect for eight turns is a godsend at any time in the game, enabling the team to create a lot of havoc fast and efficiently.

Light Screen - The other move that's seen on the Dual Screen set. A lot of my team is hit for neutral from a lot of basic Special attacks. Reflect lessens the worry for my Pokes, allowing for more turns to set up.

Shadow Ball/Thunderbolt - The only attacking option on Rotom. Shadow Ball (I find) is better for late game, and against the Physical Ground-types saved for last, like Donphan and Rhyperior. TBolt, however, has its use as well. Both are viable options that I use.

Will-O-Wisp - For the Steel and Flying types that are immune to TSpikes. WoW cripples switch-ins like Honchcrow, and is pretty reliable in the late game, in case a Spinner gets through unexpectedly. It also powers down physical menaces that like to come in and set up on the expected ScarfRotom.

Rotom is the newest addition to the team (it was previously home to a Specially Defensive Hitmontop who had Rapid Spin and Rest to absorb status, but it wasn't really useful). It is optimal that Rotom is the second to last Pokemon alive, so that it can set up screens for Drapion. Screen usage, however, benefits pretty much the whole team, and five and six turns of a Screen can make or break the match. Rotom is also obviously my spin blocker, keeping TSpikes out on the field while giving it a free opportunity to set up screens. The EV's allow Rotom to outspeed most of the tier (base 90's and below) and set up screens with ease while giving it a few chances to do so over the course of the match.

How Does This Help Drapion?

  • Screens are a huge plus, giving Drapion enough turns to accomplish its goals with ease.
  • A Spin Blocker is huge when TSpikes are out successfully. This ensures that Rocks and Spikes are always on without fail.
A Gambler on the Defensive

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Drapion @ Black Sludge
Ability: Battle Armor
EV's: 244 HP/52 Def/ 172 SpD/42 Spe
Nature: Careful

Moveset:

Torment -
Here-a we go! The star of the show gets a new signature move. Let's look at Drapion: he has five resistances and one weakness in Ground. With Torment, let's say we eliminate the Ground weakness. Drapion now becomes extremely hard to take down, and that's even before the possible boosts this Drapion can get. Combine this with the two Choice items we've tricked, and whatever Choice items the opponent has, and we have a Struggle winner!

Protect -
This is the second part of the Torment combo, enabling Drapion to dodge Ground moves and the signature moves on all of the possible counters. No Explosion, no Earthquake, no nothing. Protect also enables Drapion to get a free round of Black Sludge healing in, which helps tremendously.

Accupressure/Substitute - So, what move makes Torment Heatran forced to add to his New Year's Resolutions list "get cracking on a stat boosting move"? Accupressure is normally very unreliable, but if all goes right and with Torment, Drapion will have plenty of opportunities to score a jackpot and get a helpful boost. If you still don't agree with this, I'll explain just how "terrible" Accupressure is on this Drapion in a little bit. If you're playing conservatively or are deathly afraid of status, Substitute works well. However, note that without the chance at Defensive boosts, this set is a little less useful, and that since its saved for late game, not too many late game sweepers carry status. Plus, Drapion is immune to Toxic, Will-O-Wisp is infrequent, and TWave doesn't ruin the purpose of this set.

Crunch - Drapion's faithful STAB option, Crunch is invaluable on this set. Not one Pokemon is immune to Dark moves, so Dark is chosen over Poison attacks. Crunch is also chosen much like Heatran chooses Lava Plume for his Torment set. Crunch has higher PP than Night Slash, and has a chance to lower Defense, which helps a lot when fighting late game against bulky sweepers.

NOTE: You may be confused about the EV's. In a few parts, so am I. I'll take any suggestions about good EV's for this set, as I'm not too sure what exactly I need to outrun or outlast. I do have an explanation as to why I have these EV's, though.

Talk about a rage-quitting machine. There is nothing like forcing luck to be on your side for a Pokemon match. By eliminating Super Effective and strong attacks, utilizing its friend's help, and boosting with Accupressure, this guy rocks. With its high natural Defense, near perfect typing, and access to some really frustrating moves, Drapion becomes the annoyer it was meant to be. The EV's are placed to near max out HP (necessary for staying alive, of course, while stalling for Accupressures), high Special Defense and a Careful nature (to counter his low Special Defense, this makes a STAB Earth Power from Utility Claydol a 3HKO after Black Sludge. Pretty good for a STAB SE move. It can also survive a +1 CM TBolt from Raikou as well.), and Defense EVs for added bulk. Not sure what I'm outspeeding with those Speed EV's, though.

Accupressure Stinks, DrkSlay!

Okay, okay, I know I'm going to get this from someone. Accupressure sure does seem unstable. I mean, you're going to get a random +2 boost in one of seven areas, which seems unreliable. While many argue that Accupressure is way too unreliable, let's take a look at what can be boosted and how well Drapion does with the boost:

Attack: Positive: Attack boosts help Crunch hit hard, and combined with an above average Base Attack and possible Defense drops, Drapion becomes pretty powerful for a Defensive Poke. Will-O-Wisp is pretty uncommon by the time Drapion comes out in UU.

Defense: Positive: One of the three greatest boosts Drapion can get with Accupressure concerning this set. A +2 Defense makes it hard for anything to 3HKO this thing with Earthquake, let alone any other attack, and two boosts is just ridiculous.

Special Attack: Negative: Obviously ineffective, since Drapion does not have any Special moves.

Special Defense: Positive: Another great boost for Drapion, as Earth Power is more common in UU, and Drapion's below average Special Defense gets better and better. UU's Special Attackers have a hard time with Drapion with this boost.

Speed: Effective: Speed comes in handy for getting in additional boosts before faster enemies can attack, which is a huge plus, and allows Drapion to outspeed things like Mismagius. However, TWave is very common in UU, which while minimally affecting Drapion's overall purpose, it ruins Speed boosts.

Accuracy: Negative: Obviously not useful, as Crunch has 100 accuracy already. No real benefit for me, unless I'm up against Froslass or Glaceon in the Hail.

Evasion: Positive: Winner! Evasion boosts are ridiculous when paired with Torment and Protect, and is one of Drapion's best boosts to deal with RP Rhyperior, his main enemy. You gotta love Evasion boosts!

So, looking at this list, we have four great boosts, one decent boost, and two ineffective boosts. So, five out of seven times, the boost will be at least effective, thus making Acupressure more viable. Plus, with Battle Armor, there is no worries about Critical Hits ruining my defensive boosts - another thing Heatran is jealous of. It's a lot more reliable than most people think, and thanks to Drapion being...well, Drapion, it only makes it harder for my opponent to take me down.

Team Dangers

Bulky Grounds (Donphan and Rhyperior): These two Pokes, especially RP Rhyperior, give Drapion and his friends some trouble. If I can manage a Defensive boost plus Torment, which can be possible, it's a much more manageable situation. With an Evasion boost, facing Rhyperior under Torment is a lot of fun, as when I use Protect on Earthquake, he'll struggle to hit with the unreliable Megahorn and Aqua Tail or Stone Edge. Donphan has a lot more bulk defensively, but when under Torment, he's left with a paltry Ice Shard and Rapid Spin/Assurance. Crunch helps lower his defense as well over time, which makes him a smaller threat than Rhyperior. Still can be a nuisance, though.

Curse (Registeel and Quagsire): Registeel and Quagsire in particular, since they have access to powerful Earthquakes. Registeel is more of a problem, since he resists Crunch while boosting his own Defense, and has STAB Iron Head. However, one thing positive coming out of an opponent Cursing is the possible boosts I too can get. Registeel can get six Curses in a row, while in that same time span, I can get six +2 boosts in Defense, Attack, or Evasion. Torment helps keep me alive longer and allow me to get in safe boosts as well. Quagsire is easier, since it doesn't resist Crunch. Don't forget that Drapion can get Critical Hits while they can't due to Battle Armor, so them scoring a Crit is not an issue.

In Conclusion

This team is all about setting up a Pokemon that can turn the tables on any basic UU team, be it stall, attacking or anything in between. So go ahead, try it out. It's risky, yes, but it sure is fun. And I can almost guarantee you some sort of success if you play this team right. :)

 
Defensive Threats
(taken from xianglongfa's and Heysup's thread)​

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Blastoise -- Magneton scores a OHKO with Thunderbolt, with Rocks down. Rotom can also hit with STAB TBolts and can block Rapid Spin. Not a problem.

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Chansey-- If Toxic Spikes are out, Chansey is much less of a threat, if at all, as Drapion is immune to Chansey with Toxic and TWave is minimal. Without, it's still pretty much set-up bait for Drapion, although Seismic Toss variants are a pain.

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Claydol -- Uxie can U-Turn, Omastar can Surf, Alakazam can Signal Beam, Rotom can block spins and set up screens, Magneton can Magnet Rise + Hidden Power, Drapion can Crunch and/or set up. Not a threat.

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Clefable -- More of an annoying version of Chansey, although locking me into Accupressure with Encore is never really a great idea. Alakazam can net a 2HKO always with Psychic, if Rocks are down. Tricking it renders it pretty useless, too.

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Cloyster -- Magneton and Rotom both have TBolt. In fact, Special attacks pretty much maim this whole thing. Set-up bait for Drapion, as long as I can predict and Protect an Explosion.

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Cradily -- TSpikes work wonders. Omastar's high defense and STAB Surf is a great counter. Drapion absorbs ToxicStall variants while he sets up.

Donphan -- Bulky Physical Ground-based Wall with a STAB EQ. And, he can Spin my Spikes. Omastar handles it pretty much to a T, Alakazam hurts it badly, Rotom outspeeds and can Burn/Screen it. The Pokemon that are not "Drapion" have been created to ruin this Poke, but even then, it can cause problems late game.

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Kangaskhan
-- Omastar's high Defense and resistance to Normal moves helps. Heck, Focus Punch has a chance to not 2HKO Omastar, let alone other things. Rarely see this guy, though.

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Lanturn -- Special Tanks are 2HKO's by Alakazam, let alone other variants. Tricking this guy also renders it useless, although I'd rather give it Scarf than Specs.

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Lapras -- Another Bulky Water, another Magneton OHKO. Rotom also hits hard, and Drapion can set up.

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Mesprit -- As a lead, I Trick a Scarf. Plays identically to Lead Uxie. As a sweeper, Magneton resists all of its attacks (BoltBeam plus Psychic). Trick ruins Calm Mind variants, although Scarf is optimal.

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Milotic -- Another Bulky Wall, another OHKO by Magneton with Rocks. Rotom also works, as does Uxie.

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Miltank -- Not too concerning. Almost everything bar Uxie can do something beneficial to this thing.

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Nidoqueen -- Omastar needs to be wary of Earth Power, as does Drapion, but it's a decent choice. Leads are crippled by Scarf, which is what Nidoqueen is seen as the most.

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Quagsire -- Oh boy. Defensive Cursing Wall with STAB Earthquake? Not great. If Alakazam can stay alive for when this guy comes out, it's a OHKO with Psychic and Rocks. If my Magneton happens to run HP Grass, it's a OHKO. Cursing ones are always trouble in the late game, though. Drapion has a chance, but it's tough.

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Regirock -- Omastar and Alakazam each dent this thing. Rotom can set up Reflect and Light Screen easily.

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Registeel --Is trapped by Magneton. If TWave, Lum takes it like a pro. If Whirlwind, I'm not too sure Registeel would want to be out there at against Alakazam or Rotom. Anything else is KO'd by HP Fire and Thunderbolt. Curse variants are really a pain, though.

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Rotom -- Magneton resists both TBolt and Shadow Ball and can Metal Sound it for a 2HKO with TBolt. Will-O-Wisp can be taken by things like Omastar, Rotom, Magneton, and Alakazam with little consequence.

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Slowbro -- Another Bulky Water...another OHKO with Magneton. Rotom also deals a lot with TBolt.

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Spiritomb -- Sending in Magneton is usually my best bet. Metal Sound makes this a near OHKO with TBolt, plus I have Lum for WoW and Steels resist Dark and Ghost attacks. CM variants can be tricked.

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Umbreon -- Alakazam nets a OHKO most of the time with Signal Beam + Rocks, and OHKO's all of the time with Focus Blast. Magneton nets a 2HKO and resists Payback. Tricking this thing is a win in my book, guaranteed.

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Uxie -- See: Top Five Leads. It's Trick bait if it's used as a support Poke.

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Weezing -- Alakazam. Magneton is immune to Poison and resists Dark and Explosion, but must be aware of Fire Blast. Rotom outspeeds and is immune to Explosion.


Offensive Threats


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Absol-- Good prediction is key here. Not a whole lot Absol can safely switch into, however. If it gets in for a good SD somehow, I switch to Rotom. I outspeed obviously and OHKO with TBolt, but Sucker Punch is annoying. I usually Will O Wisp it if its not Poisoned, or Reflect if it is on the first turn.

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Alakazam --
See: Top Five Leads. Offensive versions usually take prediction, but I can speed tie with my own Kazam and OHKO with Signal Beam. Magneton resists two out of three of its normal attacks, but must be cautious of Focus Blast. Uxie can take Psychic and Focus Blast and TWave it.

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Altaria -- Before a DD + Outrage or non-DD versions, Alakazam can hit it for essentially a OHKO with Altaria's recoil damage from Life Orb. Omastar can keep up with a boost and Knock Off its Life Orb. Magneton resists and is 3HKO'd by a +1 Outrage, and KO's with TBolt.

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Ambipom -- See: Top Five Leads. Lead Ambipom is pretty much the only variant, so Trick and Rotom do nicely.

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Arcanine -- As a lead, it is Tricked. TWave is my next move, as it usualy Flare Blitzes twice. Omastar pretty much walls this thing if it's not the Lead variant, since only the Lead runs HP Grass commonly. Even a +6 ThunderFang doesn't OHKO. Alakazam and Rotom are faster and can Trick/Screen with ease.


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Azumarill -- Omastar can Knock Off the Choice Band while suffering very little from Waterfall in the process. Or he can keep it on and get 5-6HKO'd, while providing Drapion with a great Torment candidate. He just needs to be aware of a Superpower, as it's a 3HKO with a Band and the power drops (Heh...). Everyting else bar Magneton is faster, which means any move other than Aqua Jet is a KO.

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Blaziken -- Alakazam's Psychic says bye-bye to this guy. Omastar's Defense also comes in handy, but must be wary of Mixed sets with HP Grass, as it's a OHKO. Rotom is faster and can set up both screens in the process.

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Drapion -- Omastar's natural bulk makes it a great switch in, and even a +2 Earthquake doesn't 3HKO after Leftovers. Surf is a 2HKO. If Omastar is out of commission, Alakazam is faster and can OHKO with Focus Blast after Stealth Rock damage. Scope Lens and Sniper is always threatening, though, especially with Swords Dance. Hard not to put this down as some sort of a threat for any team thanks to Sniper.

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Feraligatr -- The only reason this isn't a threat is because it's kind of hard to get this thing switched in on somthing. Omastar and Knock Off is a good option, to be rid of Life Orb. If not, on SD variants, Rotom comes in on a Swords Dance, is not OHKO'd by Aqua Jet, and pretty much KO's it considering Life Orb damage or sends out a Will-O-Wisp on bulkier sets. DD sets are much harder, but Omastar can still take hits like a champ after Knock Off's help, and Uxie can TWave this, making even Magneton a decent choice.

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Froslass -- See: Top Five Leads. I've never seen Froslass used as anything else, but if so, I'm sure she won't like to be Tricked.

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Gallade -- Eh...Rotom outspeeds and gets up Reflect and/or Will-O-Wisp. Once it's burned, it's useless. After that, and if it's not Burned...hope that I can get Drapion a Torment in, as he can Protect Close Combat, and is resistant/immune to two out of four of the other possible attack choices. Alakazam can also outspeed and OHKO with Psychic, if Rocks and LO Recoil are factored in. 'Kazam is sacrificed, though.

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Hariyama -- Alakazam OHKO's, with Rocks, the Special Wall with Psychic, let alone other variants. Rotom is also a good choice to set up Screens and hit with TBolt. Not a problem.

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Hitmonlee -- Rotom is immune to three out of four attacks of the usual Choice variant, so it can set up Screens as it switches out. It outspeeds all non-Choice variants as well.

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Hitmontop -- Rotom says "No spin for you!" Gives me a good time to set up screens and WoW as it tries to Sucker Punch my Rotom. Alakazam + Psychic = KO.

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Honchkrow -- Both Omastar and Magneton eat these attacks, but both must be cautious of Superpower (although, Omastar easily eats anything thrown at him by Honchcrow). Rotom outspeeds non-Scarf variants and sets up Reflect or WoW's it.

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Houndoom -- The only time Houndoom can come out is on Magneton, really. I frequently see it coming in on Kazam, which I usually Trick it my Specs. Bad idea, right? With Rocks, Focus Blast is a OHKO and I'm faster, and now I have a Live Orb. Not too shabby.

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Kabutops -- Out of rain, Magneton can hit it with TBolt or HP Grass. Rotom outspeeds and hits with TBolt. In Rain, Omastar can eat a few turns away from it as I set up Spikes or take out its Life Orb. Uxie can TWave it.

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Leafeon -- Rotom can outspeed, come in, burn it, and set up Reflect. Magneton has HP Fire and resists its Grass attacks, and can Metal Sound him. I have no real direct moves to deal with Grass types, but I can manage.

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Magmortar -- Alakazam outspeeds and KO's with Psychic and Rocks or Life Orb recoil. Don't see much of these.

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Medicham -- I've honestly never seen a Medicham, but it looks physical. Physical means Omastar. Rotom walls half of his usual moves, and if it dies from Psycho Cut, Drapion gets a free Torment or Accupressure.

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Mismagius -- Most run NP + Shadow Ball + TBolt or HP Fighting. Rotom outspeeds and either hits for good damage or sets up Light Screen and hits with TBolt. If it's Shadow Ball & TBolt, Magneton resists both, which is minimal damage with Light Screen up. Drapion does well, as it resists its STAB move, and has good Special Defense numbers to survive two or three Hidden Powers. Alakazam outspeeds and OHKO's.

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Moltres --
See: Top Five Leads.
Stalltres is set-up bait for Drapion, especially under Torment. Immunity to Toxix, he has two Support moves, and one Attack that can be Protected. Too easy. Special Attack variants seem tough, but it's actually pretty slow. Rotom can come in, Screen, and TBolt it for a OHKO with Rocks. It's a mild threat because of Lead variants.

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Nidoking -- Alakazam outspeeds and either Tricks it Specs, or OHKO's with Psychic. Rotom resists three out of five of the possible moves on the normal Mixed set, making it optimal for Screens.

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Omastar -- Magneton, Rotom, Alakazam, my own Omastar - I have this little guy covered. Under Rain, Omastar is my best bet, to try and speed tie in Rain.

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Pinsir -- Rotom outspeeds and Burns or sets up Reflect. Alakazam outspeeds and OHKO's with Psychic. If it's Choiced, it just makes Drapion's job easier as the match goes on with Torment. Easy to switch into as well, if it holds a Scarf.

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Raikou -- I hope this guy goes to BL soon. Alakazam can outspeed and hit it hard with Psychic, lessening its rampage if it holds Life Orb. Drapion is designed to survive a +1 TBolt, which is never expected and can clean up a kill on Raikou with Crunch. If I'm lucky and it carries TBolt and HP Grass, Magneton can semi-come in and Metal Sound it, although HP Fighting seems to be more popular. If Rhyperior is the ultimate Physical tango for Drapion, then Raikou is the tango on the Special side. Hard, but possible.

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Rhyperior -- This is the big show. The big dance. Rhyperior generally crushes Drapion, but this set gives Drapion a chance to annoy or shut down it, which is very risky. Normally, you'd think the likes of Omastar and Alakazam can finish this guy off, but who brings out Rhyperior earlier than last? If this thing can get Tormented, and I can get in a Positive boost (Defense or Evasion is nice), it's at an advantage for Drapion. It just takes a lot of planning, and a little luck. :) If for some reason it's sent out early, see Donphan.

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Sceptile
-- It's a fast Grass-based Special attacker. Specs Leaf Storm hurts a lot, except on Magneton and Drapion. Most of the time, it's Choiced, so that's a plus for Drapion. If it's SubSeed, Magneton is the best choice, as it resists unboosted Grass attacks well. It's pretty frail, though, which is a plus.

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Scyther -- Rotom resists Bug, Flying, and Fighting, which makes it the greatest counter with STAB TBolts. Magneton resists Flying and Bug, but must be aware of Brick Break.

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Swellow -- Omastar walls this guy. High Defense, resistance to Facade and Brave Bird, and can fight back. Magneton also works well, but with less Defense.

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Tauros
-- Tauros is strong and fast with a Band, but is handled easily with Omastar. Earthquake is barely a chance for a 2HKO, and I can just switch to Rotom or Uxie. Any other attack is resisted by Omastar and Magneton.

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Torterra -- No Ice moves, which is unusual, so it's a little tough to take down after a RP. Kind of hard for it to get a Rock Polish in, though. SpecsTrick is perfect, but WoW is good, as is Reflect, HP Fire, etc. If I can Magnet Rise on a RP, HP Fire is a 2HKO.

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Typhlosion -- As a lead, it plays pretty much like Moltres. Most are Scarved, so it gives Omastar an easy time setting up his Spikes. Also gives Drapion an advantage.

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Ursaring -- I outspeed this slow guy. Alakazam outspeeds and OHKO's. Rotom outspeeds and is pretty much just hit with Fire Punch or Crunch.

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Venusaur --Magneton is my best bet, as it eats a Sleep Powder as it uses Metal Sound, and can essentially KO with HP Fire (if I have it handy, which it's my first choice). Alakazam outspeeds and OHKO's most variants with Psychic. Rotom outspeeds and can set up Screens quickly. Stupid Poison typing does ruin my Spikes, though.
 
DrkSlay i really do like this team A LOT. In saying that, i must also praise you for going outside of the "status quo" so to speak and coming up with an innovative team and set in Drapion. My one nitpick with this team is the use of toxic spikes. Sure, it helps to provide a way to bring down milotic and chansey, BUT.. with Venusaurs running all over the place, if they absorb it and omastar is gone, you have no viable entry hazards. Chansey also has natural cure, so it can heal itself on the switch, still providing wish support.

Once again, very nice team and best of luck with it! :)
Smurf.
 
First, very nice team for using sets that aren't common as well as a cool strategy with Drapion.

I do have several things I'd like to address however, and I'd like to start with the first thing I noticed. Being that I myself use a Rain team, I'd like to point out your massive weakness to it. You claim on your by the way nice threat list, that Omastar in Rain is taken on by your own. The interesting thing about this is that a regular Omastar Swift Swim set in Rain can systematically KO every Pokemon you have AND outspeed with Surf except Uxie (who needs to have at least 82% to survive one). Here are calculations for each of your Pokemon:

Uxie
360 Atk vs 296 Def & 354 HP (95 Base Power): 243 - 286 (68.64% - 80.79%)

Omastar
360 Atk vs 196 Def & 344 HP (95 Base Power): 364 - 430 (105.81% - 125.00%)

Alakazam
Not necessary... lol

Magneton
Do you really want to know?

Rotom (behind a screen)
360 Atk vs 190 Def & 304 HP (95 Base Power): 189 - 223 (62.17% - 73.36%)

Drapion
360 Atk vs 251 Def & 342 HP (95 Base Power): 285 - 336 (83.33% - 98.25%)

My only point is that you have only two Pokemon are going to save you from being slaughtered by a good rain team, Uxie (using ThunderWave) and Rotom (Light Screen/Reflect). Omastar takes 50% from Kabutops' unboosted Waterfall (yes, your own Surf KO's next turn), and that is enough to make sure the next incoming sweeper kills you (i.e. Ludicolo, who also murderers your team). So, my suggestion to you is to heed the growing threat that is rain (I would know), and have a couple good answers for it. I think the only thing I can suggest is Toxicroak over Drapion, even though that might ruin your initial plan of stalling. Anyhow, you have a nice gimmick that is bound to work, but often your opponent's threat needs to be answered before you start lollygagging with your own (such a terrible word).

Apart from Rain, I see no issues your team has uncovered, and if your team has no problems with Rain teams because of your crippler Uxie, then by all means ignore what I just said.

Now that I take another look at your team, I can see some other threats that might give you issues. Part of this is because your team is very slow, and anything with enough power and speed to KO some of your members makes a threat. I'm not sure what to suggest without changing your gimmick too much, as that is your focus more or less.
 
@ Smurf:

Thank you very much! I'm glad you like the team a lot. Venusaur, as well as any other Poison-type, has the ability to screw up my TSpikes, which is obviously bad, you are correct. With that being said, if TSpikes are active (even just one layer), Drapion's job gets a whole lot easier. Venusaur isn't a threat otherwise, remember, as Rotom outspeeds and can Burn it, rendering the common Physical Tank Standard versions useless. I'm pretty sure that I can take out Venusaur before Omastar dies, considering my switches. Here's also an interesting calculation: if Venusaur is Burned, a Power Whip cannot 2HKO Omastar with Power Whip, let alone anything else. Omastar will last long enough for at least one TSpikes.

Thanks for the rate!

@ DarkCyberElf

Thanks a lot. I'm really happy with its unique success, and thanks a lot for the rate.

I thought someone might catch that. :) I have no Water resists (or weaknesses), which means I do have a hard time with Rain Dance teams in general. I think, however, you brought up a different weakness with your assessment of my Rain Dance weakness (ironically): boosted Special Attackers. My team has great Physical defense, but no one can really absorb Special Attacks well. Ludicolo is ridiculous under Rain, as well as Omastar. I usually have no resort other than TWaving it, making it a lot more manageable, and very rarely is Uxie taken out early in the game. Also, it's common to have Uxie at 87%, as Rocks are pretty much the only damage it takes. If I can predict switches and when Rain ends, I can handle it well. Drapion can also take advantage if the Rain ends on a switch to a Rain user.

Ludicolo and Omastar under Torment is a disaster, however, as the only thing it can do is Ice Beam for a 3-4HKO with Black Sludge factored in, and if I get a Special Defense or Evasion boost on the Ice Beam (again, a risk, but possible), either Surf turns into a 3-4HKO and the other moves puny, or now his moves have a low chance to hit, giving me free recovery for a few turns (possibly). It's a lot of "maybe"s and "if"s, but that's what this Drapion set is all about.

You're correct, my team is not fast. However, I'm not too sure that this fact will deter my whole purpose at all. It's about status, screens, counters, and stalling with boosts and sweeping. Alakazam is here if I absolutely need a speedy killer, but with TSpikes, TWave, Will-O-Wisp, and my Drapion, pure speed is not my biggest concern.

Thanks for the rate!
 
Thunderbolt - Simple, yet effective. This STAB move rips apart bulky Waters and Flying types that stand in its way, OHKO'ing Milotic and Blastoise with Stealth Rocks in play and 2HKO'ing Registeel at -2 SpD.

Not a big issue, but Registeel has Clear Body, preventing Metal Sound from working.

I like the way this team works. The only issue with this team is how Taunt- and Encore-weak it is, but I'm sure you've already figured out a way to deal with those types of Pokemon. Life Orb Dugtrio (although I haven't seen many of them) could cause you some major pain, though. Just be careful and predict correctly, and it shouldn't be much of a problem.

Nice work!
 
Hey. On Drapion, try an Impish nature and move the EVs from Def to SDef. Doing this will give you better stats in both your defences! I really like this team; it's an inspiration!
 
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