Bring Tha HEAT! 4th gen OU
At A Glance
Introduction
This was the last team I tested on PO, so I made this RMT as detailed as possible (warning: this RMT is pretty damn long if you compare it to my other RMTs). It's been quite a journey off getting to the team I now have, until finally I had a finished product which fits my bulky offensive playstyle. This team was created like one to two months ago and I began laddering with it. This team did pretty good I think and I was really pleased with this team to use it. I also used some pokes I haven't used before; they're all OU pokes and my next step (if I make a new team) is also using UU pokes to make it a less standard team.
Game Plan
The game plan is to lay up as many hazards as possible so I can stall better and maybe getting a late game sweep. I use Azelf as Stealth Rock supporter and Forretress as Tspikes set upper whereas I also use the latter to get rid of opposing hazards. Vappy passing Wishes greatly increases the longevity of my team. I have Softboiled > Wish on Bliss for reliability, but I will come back on that later (see In Depth Analysis). Bliss also helps this team with Twaving stuff so my slower members (Forry, Vappy and Bliss itself) can outspeed Twaved pokes. Scarfed Rotom-W is just to revenge kill stuff and Tricking its Scarf to defensive threats if it is a stall vs. stall match. Rotom isn't meant as a powerhose, instead it depends on residual damage from entry hazards and other teammembers to revenge kill. Ape again is to break through teams with its powerful attacks and maybe getting a late game sweep if things are weakend enough. It has priority to deal with DD TTar and Lucario which otherwise could be problems to my team. Rotom can take on the latter decently but doesn't like coming in on a Crunch. This was some short information about my team. You can see more in the Team Building Process and In Depth Analysis.
Team Facts
Zero Pokémon weak to Stealth Rock
Three Pokémon affected by Toxic Spikes
Four Pokémon affected by Spikes
One Rapid Spinner and one spin blocker
One Status Absorber
Two Pursuit weaknesses (I know :( )
Three Pokémon affected by Toxic Spikes
Four Pokémon affected by Spikes
One Rapid Spinner and one spin blocker
One Status Absorber
Two Pursuit weaknesses (I know :( )
Type Chart if you want to analyze the team:
Team Building Process
I wanted a pretty damn good lead which is fast, strong, able to lay up rocks and that can take on other leads, especially lead Machamps and Metagorss, so here is Azelf. Many people use it as a lead but it can have many different sets, so mostly it is kinda surprising what move it will use.
Next one that came in mind was Vappy, since I did want to make a bulky offensive team like my last two and since I haven't had Vappy in my past teams I decided I wanted to try it out in this team. With access to Wish and Protect/Heal Bell this can be a really good supporter and staller of my team.
Yea I needed a poke which could lay up Toxic Spikes and one that could Rapid Spin so Forretress became my next team member. With its good defenses and able to Payback ghost types on the switch this is a pretty reliable Rapid Spinner and entry hazard set upper. It resist Dragon type moves and can come in on most physical attacks (no fire type).
With both Stealth Rock and Toxic Spikes support I needed a spin blocker off course . I don't know a better poke than Rotom-A to do that. It can have a few special moves (Overheat, Hydro Pump etc.) so you can choose the appliance that fits best into your team. It is pretty fast, especially with a Choice Scarf equipped, and still bulky enough to take hits if you compare it with the low hp stat it has.
Since I kinda wanted to make a stall team I needed another stall member (Rotom-W is Scarfed btw), so I thought Blissey would be perfect since its Fighting weakness is resisted by Azelf and Rotom-W is even immune to Fighting type attacks. Bliss also works great in combination with Forry and can come in on most special attacks.
Well my last team member would be a offensive one, since I didn't want to make a full stall team. I tried out Infernape and it did its job pretty good. As you may might have noticed, I also used Infernape in my last team. I want to note that it would be nice if there are suggestions of using another pokemon than Infernape, especially since I already used it in my last team.
In Depth Analysis
*** Lead ***
Azelf @ Expert Belt
Ability: Levitate
EVs: 8 HP/ 248 Spatt/ 252 Speed
Timid Nature (+Speed,-Att)
- Stealth Rock
- Psychic
- Fire Blast
- U-turn
Azelf @ Expert Belt
Ability: Levitate
EVs: 8 HP/ 248 Spatt/ 252 Speed
Timid Nature (+Speed,-Att)
- Stealth Rock
- Psychic
- Fire Blast
- U-turn
Description + EVs, Item and Nature:
Well this is my fast lead which is most of the time very surprising. When people see an Azelf lead in can have a shit load of sets: it can be banded, scarfed + trick, colbur berry and a few more. I mainly chose Expert Belt here just because with it I can KO Machamp with Psychic. I didn't want to go for Life Orb since when I make an attack they see the recoil, meaning they know I have Life Orb. With Expert Belt you don't see what item it is, so I might be choiced in some way. My opponent off course does know that I have Expert Belt (might also be Specs or have a Modest Nature) if I KO Machamp, since without, it doesn't. I have 8 hp ev since with it I can survive a Meteor Mash from Meta in case Fire Blast misses, so I lowered my spatt a bit since I wanted to keep max speed with Timid Nature to speed tie with other Azelfs and Starmie etc.
Well this is my fast lead which is most of the time very surprising. When people see an Azelf lead in can have a shit load of sets: it can be banded, scarfed + trick, colbur berry and a few more. I mainly chose Expert Belt here just because with it I can KO Machamp with Psychic. I didn't want to go for Life Orb since when I make an attack they see the recoil, meaning they know I have Life Orb. With Expert Belt you don't see what item it is, so I might be choiced in some way. My opponent off course does know that I have Expert Belt (might also be Specs or have a Modest Nature) if I KO Machamp, since without, it doesn't. I have 8 hp ev since with it I can survive a Meteor Mash from Meta in case Fire Blast misses, so I lowered my spatt a bit since I wanted to keep max speed with Timid Nature to speed tie with other Azelfs and Starmie etc.
Moves:
Stealth Rock because Azelf can learn it. It is a pretty damn fast lead and it is almost certain to get rocks up. Fire Blast is for steels not named Heatran, pretty sure it kills Metagross without Occa Berry and normal investment so no strange Meta ev spread like 252 hp, 252 spdef to take special hits better. U-turn so I won't get trapped by radom pursuiters like Ttar and Scizor. Max spatt and max speed for power (duhh lol). I could go for Hasty or Naive nature but I didn't want to lower respectively my defense/spdef since my only physical attack is U-turn. Sometimes I wished I had a Focus Sash but when I see a Machamp or Metagross lead and I kill them with respectively Psychic and Fire Blast it feels so good! Sometimes it is risky, for example when facing a Heatran lead since when I put up rocks up they might Overheat or Fire Blast for the kill, but sometimes you have to take a risk. Good thing is that at least they didn't get their rocks up if they killed me first turn.
Stealth Rock because Azelf can learn it. It is a pretty damn fast lead and it is almost certain to get rocks up. Fire Blast is for steels not named Heatran, pretty sure it kills Metagross without Occa Berry and normal investment so no strange Meta ev spread like 252 hp, 252 spdef to take special hits better. U-turn so I won't get trapped by radom pursuiters like Ttar and Scizor. Max spatt and max speed for power (duhh lol). I could go for Hasty or Naive nature but I didn't want to lower respectively my defense/spdef since my only physical attack is U-turn. Sometimes I wished I had a Focus Sash but when I see a Machamp or Metagross lead and I kill them with respectively Psychic and Fire Blast it feels so good! Sometimes it is risky, for example when facing a Heatran lead since when I put up rocks up they might Overheat or Fire Blast for the kill, but sometimes you have to take a risk. Good thing is that at least they didn't get their rocks up if they killed me first turn.
This Azelf set also works great late game, since with its high special attack and speed stat it can outrun a lot of stuff and hit with a strong Psychic or Fire Blast. Explosion could work if I am at low health and want to blow up on something annoying like Suicune or DD Kingdra, but to me this is an inferior option to U-turn.
*** Supporter ***
Vaporeon (M) @ Leftovers
Ability: Water Absorb
EVs: 188 HP/ 252 Def/ 56 Spdef/ 8 Spatt/ 4 Speed
Bold Nature (+Def,-Att)
- Wish
- Roar/Heal Bell/Protect
- Surf
- Hidden Power [Electric]
Vaporeon (M) @ Leftovers
Ability: Water Absorb
EVs: 188 HP/ 252 Def/ 56 Spdef/ 8 Spatt/ 4 Speed
Bold Nature (+Def,-Att)
- Wish
- Roar/Heal Bell/Protect
- Surf
- Hidden Power [Electric]
Description + EVs, Item and Nature:
This is my supporter with Wish and Roar/Heal Bell. I have my own ev spread and when you first look at it this might seem a weird set, but if you look more carefully you can see the 188 hp and 252 def just like it was a few months ago (meaning 448 hp and 240 def). 56 spdef evs is to get 240 spdef (just like my def, well I just like the number since it ends with a zero lol) en rest spread between spatt and speed. I could go for 4 spatt, 8 speed to maybe outspeed other Vappy's and 65 speed base Pokemon like Scizor who often carry 8 speed, but that's just something small to discuss I think. I have Bold Nature to boost my defense a bit since defense is Vappy's weak point. Lefties is there to regain a amount of health every turn to survive longer. In combination with Protect, Wish and Toxic damage this really lets Vappy survive longer and stall better.
This is my supporter with Wish and Roar/Heal Bell. I have my own ev spread and when you first look at it this might seem a weird set, but if you look more carefully you can see the 188 hp and 252 def just like it was a few months ago (meaning 448 hp and 240 def). 56 spdef evs is to get 240 spdef (just like my def, well I just like the number since it ends with a zero lol) en rest spread between spatt and speed. I could go for 4 spatt, 8 speed to maybe outspeed other Vappy's and 65 speed base Pokemon like Scizor who often carry 8 speed, but that's just something small to discuss I think. I have Bold Nature to boost my defense a bit since defense is Vappy's weak point. Lefties is there to regain a amount of health every turn to survive longer. In combination with Protect, Wish and Toxic damage this really lets Vappy survive longer and stall better.
Moves:
Wish is there since every Vappy should carry it and is crucial to heal members like Forretress and Infernape (because of LO) to get some health back (sadly not 5th gen meaning they would get 50% of Vappy's health or in ideal case 50% of Blissey's health so if it uses Wish and I switch out, Forry would be fully restored lol). Wish also increases my teams longevity and helps me stalling better with Toxic Spikes. With the second slot I am not certain to be honest. When testing this team I had Roar. If you look at my team members Forretress and Azelf who support the team with Stealth Rock and Tspikes, Roar can rack up entry hazard damage and if Toxic Spikes are up something can get poisoned.
Wish is there since every Vappy should carry it and is crucial to heal members like Forretress and Infernape (because of LO) to get some health back (sadly not 5th gen meaning they would get 50% of Vappy's health or in ideal case 50% of Blissey's health so if it uses Wish and I switch out, Forry would be fully restored lol). Wish also increases my teams longevity and helps me stalling better with Toxic Spikes. With the second slot I am not certain to be honest. When testing this team I had Roar. If you look at my team members Forretress and Azelf who support the team with Stealth Rock and Tspikes, Roar can rack up entry hazard damage and if Toxic Spikes are up something can get poisoned.
Roar also workes with set uppers like DD Ttar who loved setting up in my face or DD Kingdra. So with Roar they went for DD predicting my switch but yeah I just Roared them away for more entry hazard damage + poison. Heal Bell could also work here since I told before this team is defensively based and therefore it is important to win stall wars so Heal Bell could help my team not getting random status hax and also makes sure my sweepers can sweep more easily (so not paralyzed or burned or whatsoever). I could also run Aromatherapy on Bliss however so Vappy can run Roar or Protect. The latter might also work since it makes sure that Vaporeon gets healed but at the same time becomes very predictable. So when facing a DDer they might predict the Protect and get a free boost which off course is not good for me.
Surf is just for STAB, not even mentioning Hydro Pump lol (bad acc and bad pp). Hp Electric is to check Gyara since Vappy does a fine role at doing that. Most will just Taunt predicting Toxic or Wish but Hp Electric is for whatsoever reason surprising since most Gyara stay in hoping I don't have it. This set also works against ResTalk variants since Hp Electric 2hko's meaning the only thing he can do is Roar or when I am lucky Waterfall me to get 25% hp back lol.
*** Revenge killer ***
Rotom-W @ Choice Scarf
Ability: Levitate
EVs: 252 HP/ 40 Spatt/ 216 Speed
Timid Nature (+Speed,-Att)
- Thunderbolt
- Shadow Ball
- Hydro Pump
- Trick
Rotom-W @ Choice Scarf
Ability: Levitate
EVs: 252 HP/ 40 Spatt/ 216 Speed
Timid Nature (+Speed,-Att)
- Thunderbolt
- Shadow Ball
- Hydro Pump
- Trick
Description:
Well again a Rotom-A scarfed just like in my first team hmm.... Well to be sure it really works, but sadly not against those common Ttar who switch in just say hi and pursuit my Rotom in the face. Luckily there is a Heat Form preventing Scizor of even trying to trap me, but the Heat form just doesn't work against Ttar. This time I chose the Rotom-W form because it deals best with Ttar, since they will think twice before trying to trap this thing. They off course don't want to get smacked by a Hydro Pump in the face since most Rotom-W carry a Choice Specs.
Well again a Rotom-A scarfed just like in my first team hmm.... Well to be sure it really works, but sadly not against those common Ttar who switch in just say hi and pursuit my Rotom in the face. Luckily there is a Heat Form preventing Scizor of even trying to trap me, but the Heat form just doesn't work against Ttar. This time I chose the Rotom-W form because it deals best with Ttar, since they will think twice before trying to trap this thing. They off course don't want to get smacked by a Hydro Pump in the face since most Rotom-W carry a Choice Specs.
EVs, Item and Nature:
Well the ev spread is not mine to be honest. When I tested this team I just had 4 hp, 252 spatt, 252 speed just like in my first RMT, but in my second thread Sandshrewz adviced me of using this set, since it was the set BKC suggested to him and since it didn't fit in his team, he suggested this set to me. This set has more bulk than the standard one but at the cost of special attack and speed. This might seem stupid since with less special attack my chances of defeating Ttar are even lower than with max spatt, but with the bulk it lets me switch in more times. If you have 4 hp, it means you have 242 hp - 12,5% stealth rock every time you switch in so this Rotom which normally could switch in on Scizors U-turn is going down pretty fast. With the extra amount of hp evs it lets me switch in on possible treats and with the choice scarf and decent special attack letting me revenge kill stuff at low health. Timid Nature with Scarf is there to outspeed DD Gyara with Jolly Nature at +1.
Well the ev spread is not mine to be honest. When I tested this team I just had 4 hp, 252 spatt, 252 speed just like in my first RMT, but in my second thread Sandshrewz adviced me of using this set, since it was the set BKC suggested to him and since it didn't fit in his team, he suggested this set to me. This set has more bulk than the standard one but at the cost of special attack and speed. This might seem stupid since with less special attack my chances of defeating Ttar are even lower than with max spatt, but with the bulk it lets me switch in more times. If you have 4 hp, it means you have 242 hp - 12,5% stealth rock every time you switch in so this Rotom which normally could switch in on Scizors U-turn is going down pretty fast. With the extra amount of hp evs it lets me switch in on possible treats and with the choice scarf and decent special attack letting me revenge kill stuff at low health. Timid Nature with Scarf is there to outspeed DD Gyara with Jolly Nature at +1.
Moves:
Thunderbolt is just for STAB to hit those water and flying types (lol Gyara), Shadow Ball opposing Rotom and other Ghost and Psychic types for super-effective damage. The 20% chance of reducing sp def is also handy since if I tricked my scarf away this might turn a 2hko into a 1hko. Hydro Pump is as I told before mainly for Ttar (meh) but also works against ground types who think they can take an electric type attack. Trick is for things like Bliss (yep really funny when tricking it a scarf lol lol), Cress and other annoying walls. It also works against set uppers like DD Nite and DD Kingdra so when Tricking them a Scarf they are locked into DD (double lol).
Thunderbolt is just for STAB to hit those water and flying types (lol Gyara), Shadow Ball opposing Rotom and other Ghost and Psychic types for super-effective damage. The 20% chance of reducing sp def is also handy since if I tricked my scarf away this might turn a 2hko into a 1hko. Hydro Pump is as I told before mainly for Ttar (meh) but also works against ground types who think they can take an electric type attack. Trick is for things like Bliss (yep really funny when tricking it a scarf lol lol), Cress and other annoying walls. It also works against set uppers like DD Nite and DD Kingdra so when Tricking them a Scarf they are locked into DD (double lol).
Example (if you care):
Tricking a set-upper also won me the match one time (will never forget it). I was fighting against a CurseTtar with Rest/Sleep Talk/Curse/Payback and it was like at +5 or something (don't exactly know since I already thought I would lose the battle), so when it killed of some guy (don't know who) I went out into Rotom and Tricked it when it used Sleep Talk lol, so when it woke up he was locked into sleep talk meaning I won (it did Sleep Talk Payback so I lost my Rotom but yeah it was worth it), since I just went out into Forretress to EQ and eventually into Infernape to CC (didn't kill since it was at +5 or something) and two did kill. So Rotom-W def worked in this case.
Tricking a set-upper also won me the match one time (will never forget it). I was fighting against a CurseTtar with Rest/Sleep Talk/Curse/Payback and it was like at +5 or something (don't exactly know since I already thought I would lose the battle), so when it killed of some guy (don't know who) I went out into Rotom and Tricked it when it used Sleep Talk lol, so when it woke up he was locked into sleep talk meaning I won (it did Sleep Talk Payback so I lost my Rotom but yeah it was worth it), since I just went out into Forretress to EQ and eventually into Infernape to CC (didn't kill since it was at +5 or something) and two did kill. So Rotom-W def worked in this case.
*** See picture ***
Forretress (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP/ 112 Att/ 144 Def
Impish Nature (+Def,-Spatt)
- Toxic Spikes
- Rapid Spin
- Payback
- Earthquake/ Spikes
Forretress (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP/ 112 Att/ 144 Def
Impish Nature (+Def,-Spatt)
- Toxic Spikes
- Rapid Spin
- Payback
- Earthquake/ Spikes
Description:
This basically is my most important member since it can lay up Toxic Spikes to provide the Toxic stall, while removing entry hazards with Rapid Spin. I am not sure about having spikes on this set since I liked toxic spikes more in this case since the latter gives continues damage if you stay in and not only when you switch. So when a pokemon of my opponent is poisoned, I can stall it with Vappy's Wish and Blissey's Softboiled. I know this method is very cheap but yeah everyone has its own tactic. Also I didn't want to have all three entry hazards since if my Rotom is down the only thing that needs to be done is Rapid Spinning them away meaning in the worst case 6 turns of setting up (toxic)spikes and SR go away. Forretress also gives a Dragon Type resistance to my team, as well as Ghost, Dark and Grass to help my team with. Therefore it is very important to keep it alive with Vappy's Wish.
This basically is my most important member since it can lay up Toxic Spikes to provide the Toxic stall, while removing entry hazards with Rapid Spin. I am not sure about having spikes on this set since I liked toxic spikes more in this case since the latter gives continues damage if you stay in and not only when you switch. So when a pokemon of my opponent is poisoned, I can stall it with Vappy's Wish and Blissey's Softboiled. I know this method is very cheap but yeah everyone has its own tactic. Also I didn't want to have all three entry hazards since if my Rotom is down the only thing that needs to be done is Rapid Spinning them away meaning in the worst case 6 turns of setting up (toxic)spikes and SR go away. Forretress also gives a Dragon Type resistance to my team, as well as Ghost, Dark and Grass to help my team with. Therefore it is very important to keep it alive with Vappy's Wish.
EVs, Item and Nature:
As you might have noticed that this set also has a reasonable amount of attacking power. This is mainly to hit ghost types on the switch with Payback when they are predicting the Rapid Spin. With this attack investment it can 3hko bulky Rotoms with SR (most of the time I just switch out after the attack fearing the Will-O-Wisp), and has a very high chance of OHKOing Gengar with Stealth Rock in play. I just have Impish Nature like the Smogon set, max Hp for bulk, 112 evs into attack and rest put into defense. I don't need to invest in special defense since I already have my next poke: BLISSEY!!! (gay thing). Leftovers is to survive longer lol.
As you might have noticed that this set also has a reasonable amount of attacking power. This is mainly to hit ghost types on the switch with Payback when they are predicting the Rapid Spin. With this attack investment it can 3hko bulky Rotoms with SR (most of the time I just switch out after the attack fearing the Will-O-Wisp), and has a very high chance of OHKOing Gengar with Stealth Rock in play. I just have Impish Nature like the Smogon set, max Hp for bulk, 112 evs into attack and rest put into defense. I don't need to invest in special defense since I already have my next poke: BLISSEY!!! (gay thing). Leftovers is to survive longer lol.
Moves:
You already know why I chose Toxic Spikes, Rapid Spin and Payback, so now there's the last slot. When I had Forry in my team I had Earthquake in the last slot to hit Tran super-effectively who loved switching in on this. It also worked a few times against Lucario when Paralyzing it with Bliss on the switch, meaning Forry could outspeed it and hit Lucario with an Earthquake. I do have Vappy and Bliss for Tran but it was still nice to surprise them with it. Explosion might also work, but needs prediction skills since it works great when at low health, but combined with Forry's low speed you need to be careful when to explode. Also I don't think it is a good idea of blowing up my steel type and part of my stall core. Spikes might also work to have more entry hazard damage, but I am not sure to use both Tspikes and Spikes like I said before.
You already know why I chose Toxic Spikes, Rapid Spin and Payback, so now there's the last slot. When I had Forry in my team I had Earthquake in the last slot to hit Tran super-effectively who loved switching in on this. It also worked a few times against Lucario when Paralyzing it with Bliss on the switch, meaning Forry could outspeed it and hit Lucario with an Earthquake. I do have Vappy and Bliss for Tran but it was still nice to surprise them with it. Explosion might also work, but needs prediction skills since it works great when at low health, but combined with Forry's low speed you need to be careful when to explode. Also I don't think it is a good idea of blowing up my steel type and part of my stall core. Spikes might also work to have more entry hazard damage, but I am not sure to use both Tspikes and Spikes like I said before.
*** Staller ***
Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP/ 252 Def/ 4 Spdef
Bold Nature (+Def,-Att)
- Thunder Wave
- Seismic Toss
- Ice Beam
- Softboiled
Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP/ 252 Def/ 4 Spdef
Bold Nature (+Def,-Att)
- Thunder Wave
- Seismic Toss
- Ice Beam
- Softboiled
Description + EVs and Nature:
Yeeey Bliss (I know it is gay lol). This thing works great in combination with Forry and Vappy since it makes the stall side of my team better. Another good thing about Bliss is that almost all special attacks go to this (sometimes to Vappy but that are mostly Heatran attacks) and that it is a status absorber making it even more important to my team. Well the ev spread is just the standard set I suppose: Bold Nature with max hp, max def, rest (only 4 lol) into spdef.
Yeeey Bliss (I know it is gay lol). This thing works great in combination with Forry and Vappy since it makes the stall side of my team better. Another good thing about Bliss is that almost all special attacks go to this (sometimes to Vappy but that are mostly Heatran attacks) and that it is a status absorber making it even more important to my team. Well the ev spread is just the standard set I suppose: Bold Nature with max hp, max def, rest (only 4 lol) into spdef.
Moves:
Thunder Wave is just to cripple sweepers like Infernape and Lucario who love to switch in on this bitch. Forry already has Tspikes so I wanted another status move than Toxic. Seismic Toss to get 100 damage which works most of the time barring if you're having a stall war against a poke with a recovery move lol and yeah.. this is where Tspikes is handy since I can Toxic stall it FTW!! Ice Beam mainly is for ghost types like Gengar and Rotom who would otherwise completely make useless to use against them. Rotom and Gengar do have Pain Split though but still if I only have Seismic Toss as attack I am almost forced to switch out since Tspikes doesn't affect them and Gengar and Rotom might have Sub, making my Twave useless. I was also thinking of using Arometherapy to instantly heal my team. If I do choose it I don't need to chose Heal Bell on Vappy anymore. I just don't know if I should choose it on Bliss and if I choose it which move I should replace it for.
Thunder Wave is just to cripple sweepers like Infernape and Lucario who love to switch in on this bitch. Forry already has Tspikes so I wanted another status move than Toxic. Seismic Toss to get 100 damage which works most of the time barring if you're having a stall war against a poke with a recovery move lol and yeah.. this is where Tspikes is handy since I can Toxic stall it FTW!! Ice Beam mainly is for ghost types like Gengar and Rotom who would otherwise completely make useless to use against them. Rotom and Gengar do have Pain Split though but still if I only have Seismic Toss as attack I am almost forced to switch out since Tspikes doesn't affect them and Gengar and Rotom might have Sub, making my Twave useless. I was also thinking of using Arometherapy to instantly heal my team. If I do choose it I don't need to chose Heal Bell on Vappy anymore. I just don't know if I should choose it on Bliss and if I choose it which move I should replace it for.
Softboiled > Wish since Softboiled gives instant recovery which is with stalling very important due to the prevalence of random crits which off course will happen if you stall for a long time. I could run Wish + Protect but Vappy also has Wish to heal the team so Softboiled on Bliss yeey. This set has been very useful since with Softboiled it is able to stall more effectively if you equate it with Wish which needs one turn before you get recovery (so if your opponent gets a crit Wish might become a problem since you have to wait one turn). Nothing else to say about this set (already said enough I think ;) ).
*** Holy Sh*t! ***
Infernape (M) @ Life Orb
Ability: Blaze
EVs: 252 Att/ 64 Spatt/ 192 Speed
Naive Nature (+Speed,-Spdef)
- Close Combat
- U-turn
- Mach Punch
- Overheat
Infernape (M) @ Life Orb
Ability: Blaze
EVs: 252 Att/ 64 Spatt/ 192 Speed
Naive Nature (+Speed,-Spdef)
- Close Combat
- U-turn
- Mach Punch
- Overheat
Yess Infernape AGAIN like in my last team. The problem is that I couldn't really find another wallbreaker to fit into my team. It is just really fast and with its strong attacking moves able to hit most things hard (who doesn't resist the attack off course lol). It is exactly the same set like in my last team; I know it is not very original but I def needed one sweeper with good STAB moves and be mixed if possible. About this set just read what I've written in my last RMT.
Last Glance
Conclusion
Well to be honest I think this team is pretty solid; it is able to stall when needed and sweeping if possible which is really good if a team can, since with that ability is can handle a lot of different builded teams. Vappy, Forry and Blissey are my walls and Azelf, Rotom and Infernape my sweepers. As you might have noticed this team doesn't have a FWG core like in my past teams, but a FWG core isn't necessary for a team to function well. Like I said in the Team Building Process, it would be nice if there are suggestions of using another pokemon than Infernape, especially since I already used it in my last team. I have also used Rotom before, but since it is another moveset (Rotom-W now and in my first team Rotom-H), and another EV spread I don't mind using Rotom again.
Thanks for reading my RMT and hope you enjoyed it. The only thing I can ask you to do is if you want to rate it ;)
Importable
Azelf @ Expert Belt
Ability: Levitate
EVs: 8 HP/ 248 Spatt/ 252 Speed
Timid Nature (+Speed,-Att)
- Stealth Rock
- Psychic
- Fire Blast
- U-turn
Vaporeon (M) @ Leftovers
Ability: Water Absorb
EVs: 188 HP/ 252 Def/ 56 Spdef/ 8 Spatt/ 4 Speed
Bold Nature (+Def,-Att)
- Wish
- Roar/Heal Bell/Protect
- Surf
- Hidden Power [Electric]
Rotom-W @ Choice Scarf
Ability: Levitate
EVs: 252 HP/ 40 Spatt/ 216 Speed
Timid Nature (+Speed,-Att)
- Thunderbolt
- Shadow Ball
- Hydro Pump
- Trick
Forretress (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP/ 112 Att/ 144 Def
Impish Nature (+Def,-Spatt)
- Toxic Spikes
- Rapid Spin
- Payback
- Earthquake/ Spikes
Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP/ 252 Def/ 4 Spdef
Bold Nature (+Def,-Att)
- Thunder Wave
- Seismic Toss
- Ice Beam
- Softboiled
Infernape (M) @ Life Orb
Ability: Blaze
EVs: 252 Att/ 64 Spatt/ 192 Speed
Naive Nature (+Speed,-Spdef)
- Close Combat
- U-turn
- Mach Punch
- Overheat
Ability: Levitate
EVs: 8 HP/ 248 Spatt/ 252 Speed
Timid Nature (+Speed,-Att)
- Stealth Rock
- Psychic
- Fire Blast
- U-turn
Vaporeon (M) @ Leftovers
Ability: Water Absorb
EVs: 188 HP/ 252 Def/ 56 Spdef/ 8 Spatt/ 4 Speed
Bold Nature (+Def,-Att)
- Wish
- Roar/Heal Bell/Protect
- Surf
- Hidden Power [Electric]
Rotom-W @ Choice Scarf
Ability: Levitate
EVs: 252 HP/ 40 Spatt/ 216 Speed
Timid Nature (+Speed,-Att)
- Thunderbolt
- Shadow Ball
- Hydro Pump
- Trick
Forretress (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP/ 112 Att/ 144 Def
Impish Nature (+Def,-Spatt)
- Toxic Spikes
- Rapid Spin
- Payback
- Earthquake/ Spikes
Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP/ 252 Def/ 4 Spdef
Bold Nature (+Def,-Att)
- Thunder Wave
- Seismic Toss
- Ice Beam
- Softboiled
Infernape (M) @ Life Orb
Ability: Blaze
EVs: 252 Att/ 64 Spatt/ 192 Speed
Naive Nature (+Speed,-Spdef)
- Close Combat
- U-turn
- Mach Punch
- Overheat