Overview:
I just love the awkwardness of the second frame sprites, but that's just me. Now that you've seen the team, you should decide if you want to stay or not. If you did, thank you. I have never really been active in the forums here, but I've lurked for a hell of a long time. That said, I'd like you to take a closer look at the team, and help me out if you can. This team can be used effectively online, but I want to build it for Wifi, so I'd like to get it right the first time.
Intro:
As far as teams go, this one is pretty damn standard. It is called Team AA Battery because it is a common, reliable team. It is also named as such because it uses what is essentially a double core centered around Tyranitar. It consists of two groups of pokemon that have great synergy together, one being the Tyranitar/Swampert/Vaporeon combination which forms a great defensive core, coupled with the Tyranitar/Heatran/Gengar core, which provides an offensive approach and many useful checks to various threats. The last spot went to Roserade to clean up Toxic Spikes for Tyranitar and Vappy whilst laying down her own Spikes. Also as a side note, this team sports a number of immunities which makes switching into attacks much easier in general.
Game Plan:
The idea of this team is to force many switches through offensive and defensive pressure. The first part of the core, Swampert/Vaporeon/Tyranitar, will provide good stability and the defensive backbone of the team with wish support as well as checking and countering certain threats like Dragonite, Gyarados, and Infernape. The second half is focused on eliminating pokemon that would hinder another, complementing each other and striving toward a common purpose. This team also welcomes passive damage and hazards, as laying down spikes, the rocks and having sandstorm will help make short work of teams with many life orb users or that rely on continuous switching and checking. It also enjoys the benefits of paralysis to get an edge on the opponent and make up for the low speed of its members. Through rating and editing, this team has come to function more as a specially based team than a balanced team based on Tyranitar. There are also elements that are characteristic in the now popularized Fire/Water/Grass core teams with Heatran, Vappy and Roserade.
I get kind of annoyed at the repetitive images seen in RMT's so I made my own; I hope you like them.
Changes in BOLD
In Depth
Swampert (F) @ Leftovers
Ability: Torrent
EVs: 240HP | 216Def | 52SpD
Nature: Jolly
- Earthquake
- Ice Beam
- Protect
- Stealth Rock
Description: After much testing, Swampert was decidedly better for the team because it could check Tyranitar, Mixed Dragonite, and boosted Electivire, which wrecked my team nearly every time I faced them. He is also able to block explosions from the likes of lead Metagross, Azelf, and mid-game Magnezone and Heatran with a minimal amount of prediction thanks to Protect. Stealth Rock rounds out the set with the near mandatory entry hazard. The only loss which I truly mourn is that of a second Ground Immunity, which makes my life harder.
EVs: Pretty standard EVs off of smogon's strategy guide, referred to by G NuBz. Great defensive potential with some added SpD to help against Dragonite and possibly Heatran.
Teamwork: Provides a very useful Electric immunity and Rock resist. He is the teams go-to Dragonite and Tyranitar check and has surprising longevity thanks to wish support and protect. He also has a wonderfully large amount of wasteable stealth rock PP for when stalling and outlasting other pokemon's PP.
Vaporeon (F) @ leftovers
Ability: Water Absorb
EVs: 188HP | 252Def | 70Spd
Nature: Bold
- Wish
- Protect
- Surf
- HP [electric]
Description: Vaporeon has been and will be my favorite pokemon ever. It is incredibly useful on this team, providing wish support and giving other team members a new lease on life. He checks so many things it's not even funny. Protect is very helpful to scout out choiced opponents and block explosions, most notably from Heatran. Surf is STAB and is most useful against the things that Vappy is used against, Heatran and Infernape being two of them. HP [electric] is for Gyarados, who is an enormous threat and would 6-0 me quite often otherwise.
EVs: I saw these EVs on Scofield's RMT: Welcome to Fabletown. Good lefties number in HP and max Def to tank hits. The speed EVs let me outrun weakened Tyranitar, Metagross, Magnezone and Scizor who do not invest in much speed.
Teamwork: Vappy is useful in countering Gyarados and fire types. Water Absorb lets me survive Rain Dance teams and stall the 8 turns. It is also who I go to first to check Swampert, because it does decently against it.
Tyranitar (F) @ choice band
Ability: Sand Stream
EVs: 248HP | 104Atk | 156SpD
Nature: Adamant
- Stone Edge
- Crunch
- Earthquake
- Pursuit
Description: Tyranitar is the man (woman) of the team and what keeps it going, giving an incredible offensive and defensive behemoth to work with. Many pokemon such as Forretress and Skarm now invest heavily in Special Defense, which causes them to lose a lot more damage when they switch in. He is there to blow holes in the opposing team mid game, and is often there to clean up when the other team is either sufficiently weakened or plagued by paralysis.
EVs: Credit goes to Kingdrom from his RMT: Bury the Hatchet. Just to give you some perspective on how great these are, I quote:
Teamwork: This guy is invaluable to the team. He starts Sandstorm, gives Roserade a 100 base power rock move in the form of weather ball. He also beats on the other team until they're about ready to give up, then gets a wish passed and beats on them some more. He also takes out opposing Heatran and Blissey that would otherwise wall Magnezone. I can't get over how great this guy is.
Heatran (F) @ Shuca Berry
Ability: Flash Fire
EVs: 36HP | 252SpA | 220Spe
Nature: Mild (+SpA, -Def)
- Explosion
- Fire Blast
- Earth Power
- Hidden Power Grass
Description: Heatran took over in the place of Magnezone. What Heatran brings to the table is quite significant also, because it allows me to keep constant offensive pressure while it is out, threatening numerous pokemon with its high powered and versatile moves. Heatran also allows me to threaten Scizor, Skarmory through Fire Blast and Blissey through Explosion, who would otherwise prove to be problematic for the team. Shuca Berry was chosen over Passho Berry because Earthquake is a much too common move and is too threatening, especially since I have only one Immunity and two weaknesses to it.
EVs: The given EVs set this Heatran at 245 speed, a number that outruns Jolly Tyranitar, as well as all those who EV to outspeed it by one point. Max special attack for obvious reasons and A few HP EVs give it more bulk.
Teamwork: Heatran helps this team out a lot thanks to the pressure it puts on my opponent to never make the wrong switch in and always be having second guesses. The coverage it gets, especially from HP (Grass) allows it to get many surprise KOs against the likes of Swampert expecting me not being able to touch it. The team has taken a turn towards being very specially oriented, and Blissey would be a pain in the ass without Explosion (I relied on Tyranitar and Gengar, but that wasnt always sufficient, especially with the pokemon Blissey is usually paired with), which frees up the other team members to wreak havoc.
Gengar (F) @ leftovers
Ability: Levitate
EVs: 4HP | 252SpA | 252Spe
Nature: Timid
- Substitute
- Pain Split
- Shadow Ball
- Focus Blast
Description: This guy has the other guy tearing his hair out. Substitute and Pain Split make him impossibly hard to hit, and give him some longevity with relatively reliable recovery, sapping the opponent's health. The combination of Shadow Ball and Focus Blast hits everything for full neutral coverage, and so he can't easily be walled. Possibly by Blissey, but she is taken care of by Tyranitar. Also a great spin blocker, and loves the free switch-ins.
EVs: Standard stuff. Max Speed so I'm not lagging, and max SpA so I can hit stuff hard.
Teamwork: An all around pain in the ass, Gengar has some real staying power once he sets up. He has been very useful in countering Lucario and luring out Scizor to be dealt with by Magnezone. He often causes many frustration switches which racks up even more damage from spikes and stealth rock and sandstorm.
Roserade: (F) @ leftovers
Ability: Natural Cure
EVs: 252HP | 120Def | 136SpD
Nature: Calm
- Grass Knot
- Weather Ball
- Spikes
- Stun Spore
Description: I don't really know what I was doing when I got this guy, he lays down spikes which is nice to have considering the number of switches this team causes. He also has stun spore, which, for those of you who do not know, hits ground types. That means I can hit Flygon, Gliscor and Hippowdon with paralysis and severely hamper their ability to do their jobs, scouting and stallbreaking, respectively. Grass Knot is understandable, it hits bulky waters and gives me a fallback plan against Swampert and Gyarados. Weather Ball becomes a 100BP rock attack which is very helpful against many threats such as Zapdos, Dragonite, and Scizor. It can also be used effectively against Rain Dance teams as a 150BP move with which to bash Bronzong and the like.
EVs: Many people overlook Roserade's special bulk, so this set makes the best of it. It can survive a CB Scizor bullet punch after SR, and can tank some special hits.
Teamwork: Roserade was the last addition to the team, and has a lot on its plate, maybe too much. Anyways, it provides Spikes support, which the team welcomes. It gives Para support which is also helpful. But the reason which makes it most welcome is that it cleans up the Toxic Spikes that would make Vaporeon's and Tyranitar's lives miserable.
So that seems to be it. The team that can abuses switching to gain the advantage on the opponent while pressuring them offensively and parrying their attacks defensively. Spikes, Paralysis, Substitutes and reliable recovery all make this team a bitch to face. So please rate, and for some closure, let's have the sprites at their best:
____________________________________________________________
____________________________________________________________
The Ones Without Staying Power:
Magnezone @ leftovers
Ability: Magnet Pull
EVs: 172HP | 252SpA | 84Spe
Nature: Modest
- Thunderbolt
- HP [grass]
- Substitute
- Thunder Wave
NOTE: I am changing this set to Shuca Heatran as displayed in Faladran's post below. I do not have time to update this right now, but please refer to it when rating until I can make the change
Description: Providing the first paralysis support, Magnezone helps slow down the other guy's game while allowing my guys to go first most of the time. Substitute is extremely useful in giving me a pseudo-scouting move to hide behind. He takes out most troublesome steels, such as Skarm and Forretress, unless they have Shed Shell, which hasn't been too common lately. All the special attack EVs and boosting nature coming off one of the highest base special attack stats in the game really hurts, and most people underestimate what this guy can do.
EVs: I saw this on the Smog, and I do not really know what they do. All I know is that they've been working damn fine.
Teamwork: He takes out the defensive steels hindering Tyranitar and Gengar whilst slowing down the opposition where he can. Not that much else to be said. Substitute gives me a safety net, so he can get off after his job is done without much hassle. Thunder Wave has proven to be invaluable for team support.
Gliscor (F) @ Leftovers
Ability: Sand Veil
EVs: 252HP | 4Def | 252Spd
Nature: Jolly
- Earthquake
- Taunt
- Roost
- Stealth Rock
Description: Gliscor is best suited to lead the team. He can reliably set up stealth rock and can often stop other leads from doing the same with taunt. He is best against slower leads, and is never kept out for long at the start, especially since he is most effective late game when sandstorm has been set up and the opponent gets frustrated enough to give me certain opportunities to set up my other pokemon.
EVs: Pretty standard EVs. Didn't want to be outpaced by other Gliscor while retaining a decent amount of bulk, etc.
Teamwork: He is the teams go-to lucario check and stall breaker. He can do so easily by alternating taunting and roosting. He also has a wonderfully large amount of wasteable stealth rock PP for when stalling and outlasting other pokemon's PP.
Credit goes to PokemonElite2000 for the sprites






I just love the awkwardness of the second frame sprites, but that's just me. Now that you've seen the team, you should decide if you want to stay or not. If you did, thank you. I have never really been active in the forums here, but I've lurked for a hell of a long time. That said, I'd like you to take a closer look at the team, and help me out if you can. This team can be used effectively online, but I want to build it for Wifi, so I'd like to get it right the first time.
Intro:
As far as teams go, this one is pretty damn standard. It is called Team AA Battery because it is a common, reliable team. It is also named as such because it uses what is essentially a double core centered around Tyranitar. It consists of two groups of pokemon that have great synergy together, one being the Tyranitar/Swampert/Vaporeon combination which forms a great defensive core, coupled with the Tyranitar/Heatran/Gengar core, which provides an offensive approach and many useful checks to various threats. The last spot went to Roserade to clean up Toxic Spikes for Tyranitar and Vappy whilst laying down her own Spikes. Also as a side note, this team sports a number of immunities which makes switching into attacks much easier in general.
Game Plan:
The idea of this team is to force many switches through offensive and defensive pressure. The first part of the core, Swampert/Vaporeon/Tyranitar, will provide good stability and the defensive backbone of the team with wish support as well as checking and countering certain threats like Dragonite, Gyarados, and Infernape. The second half is focused on eliminating pokemon that would hinder another, complementing each other and striving toward a common purpose. This team also welcomes passive damage and hazards, as laying down spikes, the rocks and having sandstorm will help make short work of teams with many life orb users or that rely on continuous switching and checking. It also enjoys the benefits of paralysis to get an edge on the opponent and make up for the low speed of its members. Through rating and editing, this team has come to function more as a specially based team than a balanced team based on Tyranitar. There are also elements that are characteristic in the now popularized Fire/Water/Grass core teams with Heatran, Vappy and Roserade.
I get kind of annoyed at the repetitive images seen in RMT's so I made my own; I hope you like them.
Changes in BOLD
In Depth
Swampert (F) @ Leftovers
Ability: Torrent
EVs: 240HP | 216Def | 52SpD
Nature: Jolly
- Earthquake
- Ice Beam
- Protect
- Stealth Rock
Description: After much testing, Swampert was decidedly better for the team because it could check Tyranitar, Mixed Dragonite, and boosted Electivire, which wrecked my team nearly every time I faced them. He is also able to block explosions from the likes of lead Metagross, Azelf, and mid-game Magnezone and Heatran with a minimal amount of prediction thanks to Protect. Stealth Rock rounds out the set with the near mandatory entry hazard. The only loss which I truly mourn is that of a second Ground Immunity, which makes my life harder.
EVs: Pretty standard EVs off of smogon's strategy guide, referred to by G NuBz. Great defensive potential with some added SpD to help against Dragonite and possibly Heatran.
Teamwork: Provides a very useful Electric immunity and Rock resist. He is the teams go-to Dragonite and Tyranitar check and has surprising longevity thanks to wish support and protect. He also has a wonderfully large amount of wasteable stealth rock PP for when stalling and outlasting other pokemon's PP.
Vaporeon (F) @ leftovers
Ability: Water Absorb
EVs: 188HP | 252Def | 70Spd
Nature: Bold
- Wish
- Protect
- Surf
- HP [electric]
Description: Vaporeon has been and will be my favorite pokemon ever. It is incredibly useful on this team, providing wish support and giving other team members a new lease on life. He checks so many things it's not even funny. Protect is very helpful to scout out choiced opponents and block explosions, most notably from Heatran. Surf is STAB and is most useful against the things that Vappy is used against, Heatran and Infernape being two of them. HP [electric] is for Gyarados, who is an enormous threat and would 6-0 me quite often otherwise.
EVs: I saw these EVs on Scofield's RMT: Welcome to Fabletown. Good lefties number in HP and max Def to tank hits. The speed EVs let me outrun weakened Tyranitar, Metagross, Magnezone and Scizor who do not invest in much speed.
Teamwork: Vappy is useful in countering Gyarados and fire types. Water Absorb lets me survive Rain Dance teams and stall the 8 turns. It is also who I go to first to check Swampert, because it does decently against it.
Tyranitar (F) @ choice band
Ability: Sand Stream
EVs: 248HP | 104Atk | 156SpD
Nature: Adamant
- Stone Edge
- Crunch
- Earthquake
- Pursuit
Description: Tyranitar is the man (woman) of the team and what keeps it going, giving an incredible offensive and defensive behemoth to work with. Many pokemon such as Forretress and Skarm now invest heavily in Special Defense, which causes them to lose a lot more damage when they switch in. He is there to blow holes in the opposing team mid game, and is often there to clean up when the other team is either sufficiently weakened or plagued by paralysis.
EVs: Credit goes to Kingdrom from his RMT: Bury the Hatchet. Just to give you some perspective on how great these are, I quote:
First, 252 Ev's were invested in Hp, which ensures survival of CB Scizor Bullet Punch after SR over 90% of the time, as well as contributing to general bulkiness. The SDef Ev's allow him to survive two Surfs from 299 SAtk (Leftovers Starmie) as well as never falling from three consecutive Earth Powers from Timid Heatran after SR. The rest was placed into attack, with an extra point taken from Hp (because it happened to be insignificant in the above objectives) and put into attack to yield a jump point. Overall, this Tyranitar reaches 403 Hp, 544 Attack, and 412 SDef. To give a comparison, this Tyranitar gives up roughly 10% of its power when compared to max attack CB Tar, but is 16% more defensive on the special side.
Teamwork: This guy is invaluable to the team. He starts Sandstorm, gives Roserade a 100 base power rock move in the form of weather ball. He also beats on the other team until they're about ready to give up, then gets a wish passed and beats on them some more. He also takes out opposing Heatran and Blissey that would otherwise wall Magnezone. I can't get over how great this guy is.
Heatran (F) @ Shuca Berry
Ability: Flash Fire
EVs: 36HP | 252SpA | 220Spe
Nature: Mild (+SpA, -Def)
- Explosion
- Fire Blast
- Earth Power
- Hidden Power Grass
Description: Heatran took over in the place of Magnezone. What Heatran brings to the table is quite significant also, because it allows me to keep constant offensive pressure while it is out, threatening numerous pokemon with its high powered and versatile moves. Heatran also allows me to threaten Scizor, Skarmory through Fire Blast and Blissey through Explosion, who would otherwise prove to be problematic for the team. Shuca Berry was chosen over Passho Berry because Earthquake is a much too common move and is too threatening, especially since I have only one Immunity and two weaknesses to it.
EVs: The given EVs set this Heatran at 245 speed, a number that outruns Jolly Tyranitar, as well as all those who EV to outspeed it by one point. Max special attack for obvious reasons and A few HP EVs give it more bulk.
Teamwork: Heatran helps this team out a lot thanks to the pressure it puts on my opponent to never make the wrong switch in and always be having second guesses. The coverage it gets, especially from HP (Grass) allows it to get many surprise KOs against the likes of Swampert expecting me not being able to touch it. The team has taken a turn towards being very specially oriented, and Blissey would be a pain in the ass without Explosion (I relied on Tyranitar and Gengar, but that wasnt always sufficient, especially with the pokemon Blissey is usually paired with), which frees up the other team members to wreak havoc.
Gengar (F) @ leftovers
Ability: Levitate
EVs: 4HP | 252SpA | 252Spe
Nature: Timid
- Substitute
- Pain Split
- Shadow Ball
- Focus Blast
Description: This guy has the other guy tearing his hair out. Substitute and Pain Split make him impossibly hard to hit, and give him some longevity with relatively reliable recovery, sapping the opponent's health. The combination of Shadow Ball and Focus Blast hits everything for full neutral coverage, and so he can't easily be walled. Possibly by Blissey, but she is taken care of by Tyranitar. Also a great spin blocker, and loves the free switch-ins.
EVs: Standard stuff. Max Speed so I'm not lagging, and max SpA so I can hit stuff hard.
Teamwork: An all around pain in the ass, Gengar has some real staying power once he sets up. He has been very useful in countering Lucario and luring out Scizor to be dealt with by Magnezone. He often causes many frustration switches which racks up even more damage from spikes and stealth rock and sandstorm.
Roserade: (F) @ leftovers
Ability: Natural Cure
EVs: 252HP | 120Def | 136SpD
Nature: Calm
- Grass Knot
- Weather Ball
- Spikes
- Stun Spore
Description: I don't really know what I was doing when I got this guy, he lays down spikes which is nice to have considering the number of switches this team causes. He also has stun spore, which, for those of you who do not know, hits ground types. That means I can hit Flygon, Gliscor and Hippowdon with paralysis and severely hamper their ability to do their jobs, scouting and stallbreaking, respectively. Grass Knot is understandable, it hits bulky waters and gives me a fallback plan against Swampert and Gyarados. Weather Ball becomes a 100BP rock attack which is very helpful against many threats such as Zapdos, Dragonite, and Scizor. It can also be used effectively against Rain Dance teams as a 150BP move with which to bash Bronzong and the like.
EVs: Many people overlook Roserade's special bulk, so this set makes the best of it. It can survive a CB Scizor bullet punch after SR, and can tank some special hits.
Teamwork: Roserade was the last addition to the team, and has a lot on its plate, maybe too much. Anyways, it provides Spikes support, which the team welcomes. It gives Para support which is also helpful. But the reason which makes it most welcome is that it cleans up the Toxic Spikes that would make Vaporeon's and Tyranitar's lives miserable.
So that seems to be it. The team that can abuses switching to gain the advantage on the opponent while pressuring them offensively and parrying their attacks defensively. Spikes, Paralysis, Substitutes and reliable recovery all make this team a bitch to face. So please rate, and for some closure, let's have the sprites at their best:
____________________________________________________________






____________________________________________________________
The Ones Without Staying Power:
Magnezone @ leftovers
Ability: Magnet Pull
EVs: 172HP | 252SpA | 84Spe
Nature: Modest
- Thunderbolt
- HP [grass]
- Substitute
- Thunder Wave
NOTE: I am changing this set to Shuca Heatran as displayed in Faladran's post below. I do not have time to update this right now, but please refer to it when rating until I can make the change
Description: Providing the first paralysis support, Magnezone helps slow down the other guy's game while allowing my guys to go first most of the time. Substitute is extremely useful in giving me a pseudo-scouting move to hide behind. He takes out most troublesome steels, such as Skarm and Forretress, unless they have Shed Shell, which hasn't been too common lately. All the special attack EVs and boosting nature coming off one of the highest base special attack stats in the game really hurts, and most people underestimate what this guy can do.
EVs: I saw this on the Smog, and I do not really know what they do. All I know is that they've been working damn fine.
Teamwork: He takes out the defensive steels hindering Tyranitar and Gengar whilst slowing down the opposition where he can. Not that much else to be said. Substitute gives me a safety net, so he can get off after his job is done without much hassle. Thunder Wave has proven to be invaluable for team support.
Gliscor (F) @ Leftovers
Ability: Sand Veil
EVs: 252HP | 4Def | 252Spd
Nature: Jolly
- Earthquake
- Taunt
- Roost
- Stealth Rock
Description: Gliscor is best suited to lead the team. He can reliably set up stealth rock and can often stop other leads from doing the same with taunt. He is best against slower leads, and is never kept out for long at the start, especially since he is most effective late game when sandstorm has been set up and the opponent gets frustrated enough to give me certain opportunities to set up my other pokemon.
EVs: Pretty standard EVs. Didn't want to be outpaced by other Gliscor while retaining a decent amount of bulk, etc.
Teamwork: He is the teams go-to lucario check and stall breaker. He can do so easily by alternating taunting and roosting. He also has a wonderfully large amount of wasteable stealth rock PP for when stalling and outlasting other pokemon's PP.
Credit goes to PokemonElite2000 for the sprites