Team Megan Fox Is NOT Hot! [Peaked #28 on Leaderboard]

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<-Welcome!->
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Introduction:

I made this team on the 8th April, this year, for a competitive tournament on IRC. After Play-Testing it in 82 Battles [Yes, 82!] the day before the tourney, I found myself #28 on the Smogon Ladder with a CRE of 1542 and a record of 59-23. I've always trusted this team to do well.
You could consider this as a Team Retirement, since the Metagame has changed quite a bit.

I apologize in advance for the amount of writing in this RMT!

At a glance;

machamp.png
heatran.png
jirachi.png
salamence.png
tyranitar.png
245.png

An In-Depth Look;

Machamp *Nuisance
machamp.png

Item: Lum Berry
Ability: No Guard
Nature: Adamant
EVs: 176HP / 252Atk / 60SpDef / 20Spe
Moves:
- Dynamicpunch
- Ice Punch
- Bullet Punch
- Payback

Why this pokémon?

- Machamp is an extremely effective Anti-Lead. It starts the game off with High Momentum and tackles the most common leads used. Dynamicpunch is a 100% Accuracy 100% Confusion move which helps in any battle. Although Machamp has lost it's Surprise factor, it doesn't lose it's effectiveness, and devestates other teams often. Machamp's incredible Bulk let's it take most unboosted hits and return back with 394 Attack and three moves with excellent coverage.

Item, Ability and Nature:

- Lum Berry is used to prevent status such as Sleep, Paralysis and Burn. The first one, Sleep is commonly used on leads. Roserade, Smeargle and Breloom are the most common sleep leads. The Lum Berry allows Machamp to take a Sleep Powder or Spore, and proceed to OHKO the opposing pokémon. There are also some leads using Paralysis, such as Celebi and Uxie. This protects me from there first Thunder Wave. As Machamp is physically based, many things come in to Burn machamp with Will-o-wisp (mainly Rotom-A). The Lum Berry allows me to take a WoW and do a lot of damage back with Payback.
Machamp's ability in No Guard makes all of his, and his opponents moves 100% Accuracy. This makes Dynamicpunch a ferocious force to deal with.
Adamant is fairly obvious. To do as much damage as possible to the opponents pokémon.

EVs:


- The EVs given are to maximize Machamp's tanking ability. 252 Attack EVs allow it to do as much damage as possible to the opposing lead. The EVs in HP and SpDef mean:
  • It always lives Neutral 252SpAtk Azelf Psychic.
  • It always lives Modest 252SpAtk Heatran Fire Blast.
  • It always lives Neutral 252SpAtk Heatran Overheat.
  • It always lives Neutral 0Atk Skarmory Brave Bird.
  • It always lives Anti Lead Dragonite Draco Meteor.
  • It always lives Old+New MixMence Draco Meteor.
The 20 given speed EVs ensure I outspeed other Machamp leads and Blissey.

Moveset:

  • Dynamicpunch - 100 Base Power, 100% Accuracy, 100% Confusion rate, what's bad about it? Dynamicpunch is usually my first move against pokémon that don't resist it, and annoys people with the incredible confusion rate.
  • Payback - 100 Base Power aganst anything that outspeeds it (Only 7/50 OU Pokémon fail to). Because ghosts absorb Dynamicpunch, they are a common switch in. Payback utilizes that by dealing great damage on the likes of Rotom-H, Gengar and Starmie.
  • Ice Punch - Ice Punch is here to round off the coverage. This move is used against Dragonite Anti-leads, Salamence and Flygon switch ins and Roserade. Some people don't expect an Ice Punch, so it can have a surprise factor.
  • Bullet Punch - This move helps me pick off Sashed leads such as, Infernape, Azelf, Aerodactyl, Weavile, Roserade, Mamoswine and Smeargle.
Overall thoughts:

- Machamp is an incredible lead, that powers through the most common leads in the metagame with relative ease. The ability to take on status leads, and the amazing bulk Machamp has is a great addition.

Synergy:
Psychic - Tyranitar, Jirachi, Heatran.
Flying - Tyranitar, Jirachi, Heatran.

Heatran *IEatBugs
heatran.png

Item: Passho Berry
Ability: Flash Fire
Nature: Rash
EVs: 124HP / 216SpAtk / 168Spe
Moves:
- Stealth Rock
- Explosion
- Hidden Power [Grass]
- Fire Blast

Why this pokémon?

- I originally had a Swampert in this spot, but I found Breloom had too many oppurtunities to come in and set up, Jirachi wasn't handled that well and CB and SD Scizor ran through the team pretty easily. Heatran's Flash Fire ability and useful resistsances provide good Synergy for the rest of the team. It also helps clear the way for Suicune to sweep, getting rid of Bulky waters with Passho Berry and Explosion / HP Grass.

Item, Ability, Nature:

- Passho Berry lets me survive some of the following (After SR Damage):
- Neutral 252SpAtk Starmie Surf
- +1 Bulky Gyarados Waterfall
- +1 CroCune Surf
The ability Flash Fire means heatran can safely switch into Fire moves unscathed.
The Rash nature is provided for SpAtk'ing power, without the Atk drop because of Explosion.

EVs:

- SpAtk and Spe EVs are given for a simple reason, to outspeed and damage as many different pokémon as possible. The EVs in HP are given to survive the things I listed^. The 8 Atk EVs increase the power of Explosion further, as it's used quite a lot to get rid of Bulky Water types like Starmie and Gyarados.


Moveset:
  • Stealth Rock - Standard staple move. Makes sure flying types don't get a chance to switch in repeatedly.
  • Fire Blast - Standard STAB move on Heatran. Used over Flamethrower because of the raw power given.
  • Hidden Power [Grass] - This is to deal with weakened Bulky Waters like Vaporeon and Starmie. Also helps against Swampert, who doesn't take as much from Explosion.
  • Explosion - Explosion gets a surprise KO on water types, because Passho Berry ensures I live all Unboosted Water Type moves in OU. Explosion can also hit Blissey switch ins who think i'm scarfed (No Leftovers or Life Orb damage).
Overall thoughts:

- Heatran is a great addition with it's ability to deal with Skarmory, Foretress and Jirachi leads, and also being able to switch into CB Scizor easily. Heatra brings a welcomed Fire Absorber for other Heatrans who want to sweep through my team.

Synergy:
Ground - Salamence.
Fighting - Salamence.
Water - Suicune, Salamence.

Jirachi *Make A Wish
jirachi.png

Item: Leftovers
Ability: Serene Grace
Nature: Bold
EVs: 252HP / 216Def / 40Spe
Moves:
- Calm Mind
- Wish
- Psychic
- Thunderbolt

Why this pokémon?

- Jirachi is possibly one of my favourite OU pokémon. With plenty of sets, like CM Sub, CM Wish, Flinch abuse, and the new Sub Twave set, Jirachi's unpredictability is it's main weapon. After the opponent figures out the set, it could be over already. I always enjoy using Wish on Jirachi, as it passes Wish to members of the team with relative ease.

Item, Ability and Nature:

- Leftovers increases Jirachi's longevity.
The ability Serene Grace is amazing. Doubling all rates based on luck. This boosts Thunderbolts chance to Paralyze and opponent to 20% and Psychic's ability to lower SpDef to 60%!
The Bold nature gives Jirachi great defence, failing to be 2HKOd by Swampert, Hippowdon, Gliscor, and Standard MixMence with Earthquake.

EVs:

- 252HP and 216 Def is used to increase Jirachi's bulk and help it set up Calm Minds. 40 Speed is used to outrun Breloom [And OHKO with Psychic] and defensive Zapdos [To set up a CM before it Heat Waves].

Moveset:

  • Calm Mind - Calm Mind raises SpAtk and SpDef by +1. True, Jirachi lacks the power to sweep at +2 or +3, but it's not that hard to get +6 late game in a match.
  • Wish - Wish is a great recovery move, that geals 50% of HP on the next turn. Not only does this help Jirachi in setting up, but it supports the team, who can come in to recieve the recovery.
  • Psychic - STAB move. Psychic helps in beating Blissey and Celebi using the 60% chance SpDef drop. Helps me revenge Breloom with an OHKO.
  • Thunderbolt - Thunderbolt is used for coverage. Hitting all dark types for Neutral damage. The paralysis rate of 20% allows me to cripple switch ins and common pokémon.
Overall thoughts:

- Calm Mind Rachi is a great addition to this team. 4 of my other pokémon lack a recovery move, so Jirachi can Wish to heal them. Psychic and Thunderbolt are great Coverage moves, only stopped by Celebi, Magnezone [And whilst using it, Latias], so it's pretty easy to sweep a team with 4 or 5 Calm Minds.

Synergy:
Ground - Salamence.
Fire - Heatran, Tyranitar, Salamence, Suicune.

Salamence *Surprise!
salamence.png

Item: Lum Berry
Ability: Intimidate
Nature: Naive
EVs: 240Atk / 128SpAtk / 140Spe
Moves:
- Dragon Dance
- Earthquake
- Outrage
- Fire Blast

Why this pokémon?

- Salamence is arguably the best sweeper in OU. It's incredibly unpredictable, with the MixMence set being the most commonly used. Dragon Dance puts his impressive Attack to astronomical levels. The only pokersmon that resist both of his moves are Skarmory and Bronzong. Fire Blast is used to deal with them effectively. {I can also bluff a Mix set, switching into Skarmory, and getting a DD up!}. This has become my favourite Salamence set.

Item, Ability and Nature:

- The item is a tough one. I find that Life Orb does too much Recoil damage, and isn't really needed after a DD. Leftovers could be used, bluffing a Bulky DD Set, but I feel it lacks the offensive power I want Salamence to have. I've settled on Lum Berry. ShucaTran and Rotom-H have tried to Will-o-wisp me a lot, only to fail to Lum Berry. This Salamence is a great switch in to Celebi, Lum Berry taking the thunder wave and hitting back with Fire Blast or setting up a DD.
Intimidate is Salamence' only nature, and a good one. I can switch into Scizor to take the U-Turn and many Fighting types.
A Naive nature is used purely to outrun other Base 100's with a Neutral Speed nature.

EVs:

- The SpAtk EVs mean I do more damage on pokémon like Skarmory and Bronzong. The speed EVs given give Salamence 300 Speed, outspeeding Neutral Base 100 pokémon.

Moveset:

  • Dragon Dance - Increasing Salamence' Attack and Speed by +1 is nothing to laugh about. The extra boost allows it to deal with most of it's OU "Counters" and it's unpredictability causes countless switches, making for an easy DD.
  • Fire Blast - This is to make sure i'm not walled by Steels such as Bronzong and Skarmory, and I don't have to Outrage on pokémon like Breloom and Rotom-A.
  • Outrage - After a Dragon Dance, Outrage 2HKO's all pokémon in OU except physically defensive Skarmory. This is a destructive move, and would be stupid not to include on this set.
  • Earthquake - Along with Outrage and Fire Blast, Earthquake has excellent coverage, hitting Heatran and Empoleon for super effective damage.
Overall thoughts:


- This Salamence is the reason my record is that good. It causes tons of switches and sweeps many teams with ease. Now that Latias is Uber, this Salamence will be able to do a lot better, which I can't even imagine.

Synergy:
Ice - Jirachi, Suicune, Heatran.
Dragon - Jirachi, Heatran.
Rock - Jirachi, Machamp.

Tyranitar *OhSoObvious
tyranitar.png

Item: Choice Scarf
Ability: Sand Stream
Nature: Jolly
EVs: 4HP / 252Atk / 252Spe
Moves:
- Crunch
- Stone Edge
- Pursuit
- Earthquake

Why this pokémon?

- Scarf Tyranitar is the No.1 Counter to Latias and Scarf Rotom-A / Gengar. Most people are using tyranitar at the moment, as it's an extremely effective pokémon in today's metagame. Stone Edge helps revenge Salamence and Zapdos. Crunch deals with psychic types and ghosts. The Number 1 Azelf lead counter helps aswell, as it's used so often.

Item, Ability, Nature:

- Choice Scarf is neccessary on Tyranitar to outspeed Starmie, Gengar, Azelf, Infernape and non Choice Scarf Latias. Choice Scarf Tyranitar works really well as a revenge killer, effectively Pursuit Trapping Psychic and ghost Type threats, while not taking a lot of damage.
Sand Stream is it's only ability. Swampert and Jirachi benefit from the Sandstorm as they are not affected by it.
A jolly nature ensures I outspeed Gengar, Latias, Azelf and Latias. Even though the drop in power isn't ideal.

EVs:

- Straight forward EVs given to outspeed and damage other pokémon.

Moveset:

  • Crunch - STA B Move. Crunch if a very powerful move to hit Ghost and Psychic type pokémon that it can switch into so easily.
  • Pursuit - If I predict a switch from something that fears Crunch, i'll pursuit them for a lot of damage.
  • Stone Edge - Stone Edge is a great STAB move to hit Flying types. The added crit bonus is a good thing to have.
  • Earthquake - Superpower may have superior damage straight away, but Earthquake has great late game usage, and serves as a good check to Specially Based MixApe and Lucario.
Overall thoughts:

- It's a ScarfTar. Although Latias going Uber is going to lower it's effectiveness, it can still be used against Starmie, Gengar, Azelf and to revenge kill pokémon like Infernape and Lucario.

Synergy:
Ground - Salamence.

Fighting - Salamence.
Grass - Salamence, Jirachi, Heatran.

Bug - Salamence, Machamp, Heatran.
Water - Suicune, Salamence.
Steel - Jirachi, Suicune, Heatran.

Suicune *NoChance
suicune.png

Item: Leftovers
Ability: Pressure
Nature: Timid
EVs: 108HP / 164SpAtk / 216Spe
Moves:
- Calm Mind
- Surf
- Ice Beam
- Hidden Power [Electric]

Why this pokémon?

- Was previously a CroCune. Thanks to suggestions, Suicune's set has been changed to deal with the following:
- Helps Check DDMence and DDGyarados
- Outspeed Adamant Lucario and OHKO's.
- Outspeeds LO Mamoswine, who has been outlined as giving this team some problems.

Item, Ability and Nature:

- Leftovers means Suicune can keep it's bulk and recover, while still attackin offensively.
Pressure is Suicunes only ability.
Timid outspeeds Lucario and Mamoswine.

EVs:

- The Speed EVs are to outrun Adamant Lucario and Mamoswine. The HP EVs give me more bulk and help me to take Gyarados Stone Edge' and Salamence Outrage better. The SpAtk EVs are to OHKO Gyarados and Lucario who deal a potent threat to my team.

Moveset:

  • Calm Mind - Boosts Suicune's SpAtk and Spdef so it has amazing Sweeping capabilities.
  • Surf - STAB Move. Used against most things that don't resist it.
  • Ice Beam - Hits pokémon such as Salamence and Gliscor for more damage.
  • Hidden Power [Electric] - Helps me deal with pokémon who resist both Water and ice type moves such as Vaporeon, other Suicune, Empoleon and helps me OHKO Gyarados.
Overall thoughts:


- Suicune is a great late game sweeper in today's metagame. Possesses the same move coverage as Starmie with Water + Ice + Electric, which is unresisted apart from Shedinja. [Lol Shedinja]. Suicune is the direction to a lot of opponents Water and Ice Type moves, and the bit of Synergic Glue that keeps the team together.

Synergy:
Electric - ---------------
Grass - Jirachi, Salamence, Heatran.

The match is always started off in good momentum with Machamp, and it's usually carried on until the end of the match.

If Salamence goes down, I have a big problem with Stall with no pokémon with Taunt or Trick, and most of my pokémon are vulnerable to Spikes and Toxic Spikes with no Rapid Spinner.

With Swampert switched out for Heatran, I have no Electric Resist. Although I don't usually play against opponents with Electric moves, and only one pokémon takes Electric moves Super Effectively.

Thankyou for Reading,

All Comments are welcome!

~ Salad ~
 
I'm sorry to anyone reading this that their are loads of un-neccesarry spaces.
I've edited this RMT about 5 times now and they can't be sorted out.
 
I'd max salamence's speed out, to tie with scarfgon and scarfrachi. Solid team otherwise. Just don't lose swampert or switch it on DM because then mence can cause some problems.
 
I prefer not to run the risk of a speed tie, especially when I have 3 pokemon that can switch into ScarfGon or ScarfRachi so easily. I'll consider it, but it has never been a problem for me.

Yes mence, can cause a few problems, like it can for any team. Playing around it is my best bet.
 
Changing swampert to shuca tran is a must!! you have nothing to take sd scizor, + if you ever vs a skarm/metagross/fort lead you can switch on turn one, scare it off and scout its team.. + get a stealth rock!

252 spatt 252speed 6 attk fireblast earthpower explosion stealth rock

grats on leaderboard
 
After Swampert, your team looks VERY threatened by Gyarados...
i mean, stone edge cleans out practically any Mence, and your lack of electric type moves lack the pwer to stop him. so i'm just saying. be careful of a Gyara sweep
 
Swampert should consider putting those 4 leftover EVs into speed. Or even shifting a point of Def or Hp to have 8 speed. Considering how common Swampert is, it's worth it to be able to Earthquake or Roar them first.

And you realize Psychic has only a 10% chance of dropping Special Defense, yes?? Doubled that makes 20, not 60.

Your comments are really really simplistic despite how good the team is.... Especially when you list what each move does. Oh, and rarely should you go for +6 when using Jirachi. Unless you're facing down a Blissey, +4 does everything that +6 does, except you lower your chances of getting CH'ed.

Oh, and you have a CB scizor problem. Nothing on your team likes taking a UTurn, especially considering one of your resists (Champ) dies early and the other one doesn't like taking SR and then facing down a counter.
 
Jirachi destorys Gyarados and the only pokémon it can safely switch into is Machamp, who gives it confusion.

Shuca tran... Thinking about it, looks like a good idea. I'll test it out in battles in the near future.

The only problem I see with using Shuca Tran is the Incapability of taking on DDMence, although Rachi can deal with it when at ~40%.

EDIT: I was just emphasising that Jirach isn't always used for sweeping and that it's Wish is a great supporting move to utilize. I'll sort the 4 Speed EVs on Swampert... Wait. I guess Shuca Tran would be a good idea. It deals with Skarmory and Rachi leads, sets up a quicker SR, and gives me a powerul STAB Fire Attack. Not to mention the power to beat Scizor.
 
I'd definitely move the 4 left over EV's into speed. Winning mirror-match Roars is very beneficial. ;)

And consider decreasing the size of your text. I like the detailed commentary, but the length combined with the size makes it a little hard for me to view this.
 
Your team looks well balanced with each covering for each other but there are two things that bother me. One is that the EVs on Salamence don't add up to 510/508 (You are missing ten) idk if that's just a typo or what but just thought I point it out. The next thing that I noticed is you're running Wish on your Jirachi. Wish is nice especially cuz you can pass it but what about Substitute? I recently ran against a CM Jirachi and Substitute is amazing because if you get it on the switch and hit CM then you can potentially keep your Substitute as they think you are running TWave set and don't want to get T Waved or you will get a free CM without having to switch out should they switch in a decent counter and you hit wish. It's not too much of an upgrade honestly but it could help with surprising an opponent as the T Wave Sub set is currently the most annoying and somewhat common.
 
I tested this team out (hope thats ok?) and on the only and single battle i did i only found one problem. EQ on TTar would be so much better. Superpower to deal with other ones? Nah, if Machamp happens to live trough he can DynamicPunch it to a pulp, Cune could possibly CM and then surf its ass and so on. EQ works better.
 
That's what I do with my Scarftars. Earthquake serves as a check for Special-based MixApes, too, so I'd definitely consider the change. ;o
 
This team has some issues with Offensive Suicune. Your only hope of dealing with him is Jirachi, whose thunderbolts do pathetic damage after Suicune has used calm mind. If Jirachi is dead, it should have no trouble sweeping.

Lucario with bullet punch, how ever rare they may be, can also sweep through this team.

Rotom-H is one of the best Suicune counters around, and it helps you deal with annoying bulky waters and bullet punch Lucario. Here's my favorite Rotom set:

Rotom-H @ Leftovers
Timid Nature
EVs: 252 HP/68 Def/188 Spe (You may consider running more speed because of your specific offensive suicune weakness)
-Thunderbolt
-Will-O-Wisp
-Substitute/Shadow Ball
-Pain Split/Shadow Ball

I would place him over Salamence, as your team already has 2 other sweepers. It's ultimately your call, though.

Good luck, and very nice team :)
 
RMT Format changed slightly, writing smaller size.

Swampert's EVs changed.

Thankyou all for your rates. Firstly I'd like to say one of the main points of Jirachi is to pass wishes around, while keeping good synergy with the rest of the team. Sub seems a good idea and I will test, although i'm not sure it will be needed.

Now I have an important decision to make. Heatran > Swampert OR Rotom-H > Salamence. Swampert sets up a reliable SR, since Grass Type moves are covered very well by my team. Salamence is an amazing sweeper. I'm sure Rotom-H will help me check Lucario, but if I run Heatran, although gaining another Ground and Fighting weakness, i'll be able to check SD Lucario, all Scizors and CM Jirachi, which the team has said to have a problem with.

I'll get a few more feedbacks on the ShucaTran vs Rotom-H issue then i'll decide which one will help more..
 
Got your PM

Well Its a nice Team however both Swampert and Salamence have important roles on the team.
Swampert checks DD mecne which is a very large issue with Latias gone. It also can take hits much better than Heatran. Jirachi I feel is not so much of an Issue. CM + Psychic versions are delt with by T-tar and CM + Flash Cannon are checked nicely by Swampert. I suggest a Stall breaker Gliscor over machamp an making swampert your lead. Gliscor handles Lucario, most Jirachi thanks to Taunt, Scizor and others. With TOxic it provides a reliable way to weaken your opponients walls which makes it very easy for Suicune adn Jirachi to sweep. Alternativly an Offensive Suicune or your own or a CM shuffle set can help dea with other CM'ers and you can CM up with them and then Roar them out. If you run an offenisve suicune running 216 speed allows you to outrun Adament Lucario so its an option.

However I do believe that Gliscor is the best solution and it even has its own recovery and can last for a very long time.

Have a Nice Day!
 
Rotom-H is one of the best Suicune counters around, and it helps you deal with annoying bulky waters and bullet punch Lucario. Here's my favorite Rotom set:

Rotom-H @ Leftovers
Timid Nature
EVs: 252 HP/68 Def/188 Spe (You may consider running more speed because of your specific offensive suicune weakness)
-Thunderbolt
-Will-O-Wisp
-Substitute/Shadow Ball
-Pain Split/Shadow Ball

That rotom cannot 2hko offensive Cune (assuming you switch on as it CMs which is what will happen most of the time) whilst it gets 2hkoed back. Rotom is definetely not a counter to Suicune. Tbh a 'counter' of Suicune consists of stuff like Haze Milotic and Blissey. Its always going to hurt something on a team without something like those 2. This team isn't even very weak to it. Every team member bar Suicune itself can hit opposing Suicune for decent damage / roar it out in Swamperts case. Heck, even pert can hit the offensive one for 30-35%. I see no reason for that Mence to go, it can actually hit Suicune harder than your Rotom and I get the impression for reading the RMT that it is an integral part of Fiction's offensive core. Keep Salamence

EDIT:

On another note, I think you are quite breloom weak, giving it ample opportunity to setup in Swampert, Suicune and Tyranitar. It is going to straight up slapdown those 3, whilst muscling its way through Salamence if you attempt to DD (which you obviously don't...) and leaving you with 25% even if you don't. Jirachi is your most solid defence against SporePunch, so yeah I'd watch out for them. I support Heatran as it provides better 'beating leads' synergy with Machamp than Swampert. Also provides a check to Breloom if you have broken the sub. BUT I would instead make it a Passho Tran to open holes for Suicune to exploit by taking out bulky waters. I'd reccomend something along the lines of

Heatran@passho berry
Rash | Flash Fire
128HP/252SpA/168Spe
Stealth Rock
Fire blast
Dragon Pulse/Hp grass (bit swampert weak)
Explosion

Evs are largely up to preference.
 
Thanx for rating.

Machamp is an incredible lead, dealing with most common leads. I'm considering swapping out Jirachi and putting in a Heatran with Sub Toxic and think of putting in a Stall Breaker Gliscor over Machamp. If I use gliscor as the lead, I can bait a trick from Rachi to switch in Tyranitar and have an easier time agains Stall. (Hippowdon and Foretress leads).

Machamp really does help though so it may not be a good optin to remove that offensive power.

EDIT: I like the idea of Passho tran, as it's been used to good effect by other people. So I will definitely put your Heatran suggestion in, to help deal with Starmie, Suicune, Jirachi and Scizor much better. I'll use HP Grass as I have a big problem KOing Swampert except for my own.
 
I was just taking a second look at Salamence and I think you should alter the EVs. Even with that much special attack the OHKO isn't guaranteed on even a 252HP/252SpDef Impish Skarm and you never get the OHKO on Careful Skarmory after lefties recovery, and Skarmory isn't doing much back at all anyway. You should definetely consider going the standard 252Atk/24SpAtk/252Spe with a Naive nature. I feel like this can only be a positive change for your team. You still get the 2HKO on careful 252/252 Skarmory whilst now being able to outspeed alot more crucial things before and after a DD (hint: you are currently outsped by 252Spe Suicune ;) ). Speed is arguably the most valuable asset in the current Metagame.

Edit: Apologies for my horrible posting >_>....

You should change Machamps EVS to 240HP/16SpDef/20Spe/234Atk. Just a quick demonstration of the difference this will make below:

Standard leadelf psychic to:

Your spread - 83.8% - 99.2%
My spread - 84% - 99.7%

Barely noticable.

Scarftar EQ to:

Your spread - 37% - 43.6%
My spread - 35.4% - 41.7%

Breloom seed bomb to:

Your spread - 47.8% - 56.3%
My spread - 45.7% - 53.8%

I'm no good with how much more physical bulk you get in % or anything like that, but I'm sure you can see you barely lose any special bulk, but gain what could be an important amount of physical bulk. This spread does everything yours does basically whilst giving you more physical bulk. The Atk loss is not noticeable incase you were wondering.
 
The attack loss is notable, meaning I can't 2HKO Gliscor with Ice Punch + Bullet Punch, but I doubt that's a problem with Swampert and Suicune. The things is, being able to survive Dragonite and Salamence Draco Meteor is a big plus, as they often come in, or stay in, to take the dynamicpunch, expceting a OHKO.

As for salamence, i'll change the EVs so I outrun suicune. But since I don't have trouble with Scarf Rachi or Flygon so I won't be using 252Spe.
 
232 Atk EVS vs 252/40 Gliscor /w Ice Punch 80.2% - 94.9%
232 Atk EVS vs 252/40 Gliscor /w Bullet Punch 11% - 13%

You do have a small chance after lefties

252 Atk EVs vs 252/40 Gliscor /w Ice Punch 81.4% - 96%
252 Atk EVs vs 252/40 Gliscor /w Ice Punch 11% - 13%

Still only a small chance after lefties.

Hopefully this reassures you a bit.

Edit:Oh and regarding Mence, its not so much speed after a DD that I was reccomending the speed for, it was more about threats before the speed boost. Just throwing some examples out there, Jolly Lucario, tying with base 100s in an unvoidable situation (Mence on Mence). Fire blast is rarely used other than for Skarmory,Bronzong,Scizor,Breloom. Those special attack evs do not change any KOs. Speed is going to help you more than those Spec.atk Evs.

Anyway, thats all from me, so GL with the team and climbing the leaderboard.

Edit2: (so much editing....) You still survive anti lead Dragonite and Mixmence Draco Meteors with Machamp , so there shouldn't be an issue there. Then ko back (once again no guaranteed ko on mence at -1, but thats the same with 252 Atk. Bullet punch finishes the job)
 
If someone has suggested this already, I don't know why you're not taking it. If it hasn't been suggested yet, here goes anyway. Your Jirachi's nickname reveals the set it's running (Make a Wish). Heck, I would even change that to SubCM to fool people into thinking that it's a SubCM set or just don't give it a nickname at all. Revealing what set you are running via nickname isn't good competitively, IMO.
 
I don't use nicknames. Their just added to provide a brief analysis of what they do for the team, and their effectiveness.

I'm edit-ing Heatran in now and changing a few things such as Earthquake > Superpower on Tyranitar.
 
I'm butting in again. That seems like an unnecessary amount of HP on Heatran. Did you take Passho into account? Because LO starmie surf only does 47.7% - 56.3% after Passho. This Heatran is primarily meant to be used as a water lure meaning its normally going to come in after Machamp has died. From experience, their water will run straight in. This means Heatran should be at 88% after the rocks. You should run at least enough speed to outrun SD Scizor also. So I reccomend moving that out of HP. You also want your spec atk as high as you can spare to bring you closer to the ohko on Swampert.

Try 168Spe which is enough to outpace adamant Scizor and those aiming to outrun it like Magnezone.

Then 216SpAtk so you have a hefty amount of power and it is also a stat jump point.

The remaining gives 124HP so you still have a nice amount of bulk for things like CB Scizor Uturn etc. should you need to take those hits.

Tried and tested this spread alot.
 
It would seem that Mamo slipped past you when you were building. It always seems to be a forgotten threat these days. After Champ and Cune are gone, Life orb Mamo can come in and wreck you. I ran some calcs and every single one of your other pokes loses one on one against it. Tran is outsped and OHKO'd by EQ, Rachi is 2hko'd by EQ, failing to do enough damage even with +1 psychic to kill (counting life orb), Mence (duh), and as your T-tar lacks superpower, it is in the same position as Rachi. Though you would be able to stop it before it swept your entire team, you would be sacrificing 2-3 pokes in the process.

My suggestion? Scizor. I know it's not the same as Scarftar, but I think it could help out your team a lot with it's ability to revenge. It can check many of the same threats as Scarftar, including Rotom-A and Gengar by pursuit trapping, and also can revenge a wider spectrum of threats than Scarftar can with its CB bullet punches. Also the rest of your team does a fine job of protecting its fire weakness, though T-tar's special walling capabilities will be missed. If losing T-tar is a problem for you, you should switch EQ back to Superpower, as you will be able to effectively revenge Mamo, though you will have to sacrifice a poke in the process unless you can get T-tar in without it eating an EQ.
 
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