Intro
This is based on the first team I ever made. I made it with my friend and have been improving it ever since. I've changed the lead once, removed all walls and sort of given this team a bigger offense. Like most offensive teams, this one involves Stealth Rock. As to why none of these pokemon have choice items, I prefer freedom over power or speed. So here it is, my very first (improved) RMT:
The Team
Ability: Levitate
EVs: 252 HP/4 Atk/252 Def
Impish nature (+Def, -SAtk)
- Stealth Rock
- U-turn
- Yawn
- Psychic
Suggested by george182, his guy not necessarily beats the opposing lead, but Yawns the first turn, either forcing a switch while letting me use SR, or putting an opponent's pokemon to sleep, which is an enormous plus. Then I can U-turn to an appropriate counter. Psychic gets STAB, but I don't know if anyhting else is better.
Ability: Natural Cure
EVs: 136 HP/156 Def/216 Spd
Timid nature (+Spd, -Atk)
- Rapid Spin
- Surf
- Thunderbolt
- Recover
My Rapid Spinner. Starmie can use Rapid Spin to get rid of Stealth Rock, Spikes and Toxic Spikes. Suggesed by a couple of raters, this Starmie can stand up to SD Lucario and Recover off the damage. It also has nice type coverage and packs quite a punch. I wish there was more to say, but I've only started using this Starmie.
Ability: Technician
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Bullet Punch
- Swords Dance
- Bug Bite
- Superpower
My set up sweeper and Revenge killer. I tend to reserve him for late game sweeps unless I can revenge kill, or I see Blissey. One Swords Dance is enough to devastate my opponent and pick off what Salamence has let survive. Two Swords Dances and Scizor is assassinating my opponents team. Three Swords dances: don't get me started.
Ability: Levitate
EVs: 252 HP/168 Def/88 SAtk
Modest nature (+SAtk, -Atk)
- Will-o-wisp
- Thunderbolt
- Shadow Ball
- Substitute
Rotom is unique because it can bluff something it doesn't have: Leaf Storm. While this isn't a huge advantage, it does confuse my opponent a bit. Rotom loves coming in on a Fortress as the Fortress will usually faint, It can't Rapid Spin, Rotom is probably behind a substitute when Fortress faints, and all entry hazards are removed courtesy of Starmie. Surprisingly, this pokémon actually causes Tyranitar problems. With one will-o-wisp, Tyranitar, Scizor, Rest-less Snorlaxes and various what-not are all crippled. Rotom also functions as a mediocre sweeper once it is behind a substitute.
Ability: Intimidate
EVs: 16 Atk/252 Spd/240 SAtk
Naive nature (+Spd, -SDef)
- Flamethrower
- Draco Meteor
- Earthquake
- Outrage
this is one pokemon who you would call a kamikaze sweeper. Salamence just fires off attacks out the whazoo. Almost anything is severely hurt by it and anything that lives (quite a lot actually) is easily picked off by Scizor's bullet punch. The Lum Berry allows Salamence to recover from Self-induced confusion, acts a status barrier and lets me bluff a choice item in order to trick my opponents.
EVs: 4 HP/252 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Explosion
- Fire Blast
- Earth Power
- Hidden Power [Grass]
Suggested by BreTran, this guy is my revenge killer. Fire Blast KO's Scizor, Earth Power hits other Heatran for 4x damage and also causes opposing Jolteon and Magnezone demise. Hidden Power [Grass] allows me to revenge kill Water types that would normally cause Heatran problems (i.e. Swampert, Starmie, and sometimes a sketchy counter for Gyrados). Explosion rounds it off with a bang.
Problems
Crocune is a pain in the rear as I can't kill it before it calm minds ump-teen tmies. Other then that, I despise weather teams as I don't have anyway to disrupt their synergy. Other then that, Stall is some-what of an issue, but Salamence can do hefty damage to them.
Other
Please help me improve my team. Any advice would greatly appreciated.
Thankyou,
-Marble 101 (Changes are in bold)