So, considering my early attempts at stall and HO during 4th Gen crashed miserably, I've pretty much always used some variations of bulky offense. However, now that I'm not as bad as I used to be, I wanted to try a faster pace in this brave new metagame, especially since 5th gen has brought HO the great gift that is team preview. That's why I designed this team with the few following principles in mind :
Team at a glance:
I laddered up to 1450 pretty quickly with this team on PO's server, but mostly because HO plays fast, is consistent thanks to team preview and many don't seem to be prepared for it. The previous criterias are not even completely met and there is a lot of room for improvements, so any advice is welcome.
Deoxys-S @ Light Clay
Nature:Timid
Ev's:252 HP / 252 Spe / 4 Def
Standard Dual Screen Deoxys for the most part, and it's actually surprisingly bulky. As my absolute priority is setting up screens, i don't even use Spikes against most offensive teams : if Deo-S is still alive after screening, i find it more rewardful to switch out and let it set up one last screen later than to sac it for a layer of Spikes. Against stall teams, however, Spikes let me gain some neat OHKOes, and I don't lose much because screens aren't that necessary anyway.
The only common pokemon this guy have troubles with is Thundurus, but it really gives me a really tough time. Getting rid of Taunt isn't an option because I can't afford a setup fodder, and Magic Coat is unreliable anyway, so I usually just try to Light Screen in case it's a TWave version then switch to Reuniclus. The ones carrying Taunt get an early advantadge, but at the very least they can't priority-TWave my sweepers. That's definitely one of the main problems I need to address.
Salamence @ Life Orb
Nature: Jolly
Ev's: 252 Atk / 252 Spe / 4HP
Cloyster @ Life Orb / White Herb
Ability: Skill Link
Nature: Naive
Ev's: 252 Atk / 252 Spe / 4 HP
Who would have thought Cloyster would one day be used in HO ? Anyway, this set packs a lot of punch, but its main use is to lure in and KO priority users who would otherwise stop cold its frailer teammates. I'm constantly switching between LO and Whiter Herb, as they both have their advantadges and I don't really know which one is best. LO won't sweep but really dents bulky waters and OHKO literraly everything else (including Ferrothorns and 1-HP-damaged Skarm) to let Blaziken rampage a little more, while Whiter Herb makes for a fearsome, unstoppable sweeper once I got rid of bulky waters, as it laughs to even choiced Mach Punches. Speaking of Blaziken, Cloyster's synergy with him is amazing, as they both remove and benefit from having removed bulky waters and priority. I also use it to lure in and Hydro Pump steels to oblivion. BTW, Ferrothorn is always OHKOed by LO and its Power Whip only does 30% to White Herb behind Reflect. Yeah.
Blaziken @ Life Orb
Ability: Speed Boost
Nature: Adamant
Ev's:252 Atk / 252 Spe / 4 HP
Even though it may not have lived up to its hype, Blaziken is deadly behind screens, but doesn't last long... Pretty much Salamence on steroid : once it has set up, it can OHKO the whole metagame, until it kills itself... The trickiest part being to actually get the boost, so I always try to use it behind screens, preferably after Deo's second round, once these annoying fast scarfers and priority users are gone (usually thanks to Cloyster, sometimes Salamence). Tyranitar being everywhere also helps a lot, since the only variant that could hurt Blaziken will always choie-lock itself in Crunch/Pursuit while Deoxys sets-up its last screen. It somewhat compensates the trouble Excadrill gives me by outspeeding me, even at +2. I hate the accuracy, but Blaziken's way too good to ignore.
These were the MVPs, and I'm pretty satisfied about them. Salamence might be replaceable, though... Now, the weaker links :
Scizor @ Life Orb
Ability: Technician
Nature: Adamant
Ev's:252 Atk / 252 Spe / 4 HP
Offensive Scizor provides much needed strong priority against fast scarfers and is especially good against Latios who would otherwise give me a lot of troubles. Its steel typing helps me at the same time against opposing scizors and Extremespeed users. That makes it more of a glue, as it can't really dent its counters like its teammates can, but since most teams strangely don't seem very prepared for it, it's still good... for now.
Reuniclus @ Life Orb
Ability: Magic Guard
Nature: Quiet, 0 Spe IV
Ev's: 252 HP / 252 SpA / 4 Def
I'm not so sure about this one. One one hand, it has served me really well due to its anti-metagame prowess. It single-handedly destroys sun offense and easily takes on the strong scarfers that give me so much trouble thanks to its bulk. This team doesn't fear set-up sweepers but cleaners, and he's my best bet against them, should they manage to get in and live. I chose Psycho Shock because I definitely can't afford being walled by Blissey but don't really mind physical walls coming in, as the point of this team is to break through them. It's also very useful at absorbing status, especially the ever-annoying Voltolos' priority T-Wave, and is my best switch-in to Whimsicott.
On the other hand, it doesn't really pack as much punch as its teammates, has a 4-turn timer and isn't very good at wallbreaking, but I don't see what could replace it.
So, this is my first RMT, I really welcome and appreciate any criticism, but please keep in mind the few principles i want this team to be based on. Up until now, no single opposing pokemon has been able to set up on this team and sweep so the basic concept has been achieved, but it's still far from completion as many common threats still give me trouble.
- It doesn't matter that +2 Excadrill outspeeds and OHKOEs all of my team as long as it can't get to +2.
- I won't use choice items, as one setup opportunity for the opponent equals one Game Over for me.
- None of my pokemons can be setup fodder to anything, unless it's outsped and OHKOed by the rest of my team.
- None of my pokemons should be completely shut down by anything. Being countered is fine, as long as said counter lost half his health to do so.
Team at a glance:
I laddered up to 1450 pretty quickly with this team on PO's server, but mostly because HO plays fast, is consistent thanks to team preview and many don't seem to be prepared for it. The previous criterias are not even completely met and there is a lot of room for improvements, so any advice is welcome.
The Team
Deoxys-S @ Light Clay
Nature:Timid
Ev's:252 HP / 252 Spe / 4 Def
- Reflect
- Light Screen
- Taunt
- Spikes
Standard Dual Screen Deoxys for the most part, and it's actually surprisingly bulky. As my absolute priority is setting up screens, i don't even use Spikes against most offensive teams : if Deo-S is still alive after screening, i find it more rewardful to switch out and let it set up one last screen later than to sac it for a layer of Spikes. Against stall teams, however, Spikes let me gain some neat OHKOes, and I don't lose much because screens aren't that necessary anyway.
The only common pokemon this guy have troubles with is Thundurus, but it really gives me a really tough time. Getting rid of Taunt isn't an option because I can't afford a setup fodder, and Magic Coat is unreliable anyway, so I usually just try to Light Screen in case it's a TWave version then switch to Reuniclus. The ones carrying Taunt get an early advantadge, but at the very least they can't priority-TWave my sweepers. That's definitely one of the main problems I need to address.
Salamence @ Life Orb
Nature: Jolly
Ev's: 252 Atk / 252 Spe / 4HP
- Dragon Dance
- Outrage
- Earthquake
- Fire Blast
Cloyster @ Life Orb / White Herb
Ability: Skill Link
Nature: Naive
Ev's: 252 Atk / 252 Spe / 4 HP
- Shell Break
- Icicle Spear
- Rock Blast
- Hydro Pump
Who would have thought Cloyster would one day be used in HO ? Anyway, this set packs a lot of punch, but its main use is to lure in and KO priority users who would otherwise stop cold its frailer teammates. I'm constantly switching between LO and Whiter Herb, as they both have their advantadges and I don't really know which one is best. LO won't sweep but really dents bulky waters and OHKO literraly everything else (including Ferrothorns and 1-HP-damaged Skarm) to let Blaziken rampage a little more, while Whiter Herb makes for a fearsome, unstoppable sweeper once I got rid of bulky waters, as it laughs to even choiced Mach Punches. Speaking of Blaziken, Cloyster's synergy with him is amazing, as they both remove and benefit from having removed bulky waters and priority. I also use it to lure in and Hydro Pump steels to oblivion. BTW, Ferrothorn is always OHKOed by LO and its Power Whip only does 30% to White Herb behind Reflect. Yeah.
Blaziken @ Life Orb
Ability: Speed Boost
Nature: Adamant
Ev's:252 Atk / 252 Spe / 4 HP
- Swords Dance
- Hi Jump Kick
- Flare Blitz
- Stone Edge
Even though it may not have lived up to its hype, Blaziken is deadly behind screens, but doesn't last long... Pretty much Salamence on steroid : once it has set up, it can OHKO the whole metagame, until it kills itself... The trickiest part being to actually get the boost, so I always try to use it behind screens, preferably after Deo's second round, once these annoying fast scarfers and priority users are gone (usually thanks to Cloyster, sometimes Salamence). Tyranitar being everywhere also helps a lot, since the only variant that could hurt Blaziken will always choie-lock itself in Crunch/Pursuit while Deoxys sets-up its last screen. It somewhat compensates the trouble Excadrill gives me by outspeeding me, even at +2. I hate the accuracy, but Blaziken's way too good to ignore.
These were the MVPs, and I'm pretty satisfied about them. Salamence might be replaceable, though... Now, the weaker links :
Scizor @ Life Orb
Ability: Technician
Nature: Adamant
Ev's:252 Atk / 252 Spe / 4 HP
- Swords Dance
- Bullet Punch
- Bug Bite
- Superpower
Offensive Scizor provides much needed strong priority against fast scarfers and is especially good against Latios who would otherwise give me a lot of troubles. Its steel typing helps me at the same time against opposing scizors and Extremespeed users. That makes it more of a glue, as it can't really dent its counters like its teammates can, but since most teams strangely don't seem very prepared for it, it's still good... for now.
Reuniclus @ Life Orb
Ability: Magic Guard
Nature: Quiet, 0 Spe IV
Ev's: 252 HP / 252 SpA / 4 Def
- Trick Room
- Psycho Shock
- Focus Blast
- Shadow Ball
I'm not so sure about this one. One one hand, it has served me really well due to its anti-metagame prowess. It single-handedly destroys sun offense and easily takes on the strong scarfers that give me so much trouble thanks to its bulk. This team doesn't fear set-up sweepers but cleaners, and he's my best bet against them, should they manage to get in and live. I chose Psycho Shock because I definitely can't afford being walled by Blissey but don't really mind physical walls coming in, as the point of this team is to break through them. It's also very useful at absorbing status, especially the ever-annoying Voltolos' priority T-Wave, and is my best switch-in to Whimsicott.
On the other hand, it doesn't really pack as much punch as its teammates, has a 4-turn timer and isn't very good at wallbreaking, but I don't see what could replace it.
So, this is my first RMT, I really welcome and appreciate any criticism, but please keep in mind the few principles i want this team to be based on. Up until now, no single opposing pokemon has been able to set up on this team and sweep so the basic concept has been achieved, but it's still far from completion as many common threats still give me trouble.