Chapter Four
Hey guys, I was pretty much taking a small break from competitive Pokemon due to a continent called 'Africa', but I came back about two weeks ago and I had a new team to write about! This team, as you can see, is not my best work (my best work is ironically the first one I made after my break from 4th Gen, lol), but it's quite efficient if you predict well. One weakness you'll notice is Life Orb Starmie, which I, in worst cases, have to resort into sacrificing a member just to check it. Curse Tyranitar and Life Orb Shaymin can deal with this team quite easily if I screw up at any point in the match, but that's where Jirachi comes in to check all of the above, including Life Orb Starmie. There are obviously more weaknesses to this team, but I'll leave it to you, the raters, to point them out, otherwise I'd sit here for another ten minutes listing and describing the rest of the team's weaknesses, and have you guys have nothing else to talk about than just replace this, replace that. The name 'Chapter Four' is based on the song of the same name by, my favorite band, Avenged Sevenfold.
With all of that said, it's time to start looking into the team!
Azelf @ Choice Band
Trait: Levitate
EVs: 144 Atk / 112 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Zen Headbutt
- Explosion
- U-turn
- Ice Punch
Conceived! And one was born of light!
Give me your hand, blood is spilt and man will follow,
Not exactly the best lead in the metagame, but it kind of gets the job done. In most cases, all I do is U-turn in the first turn, just to get that little bit of damage (or a ton of damage if it's the ever so rare Lead Celebi for example) and send in Heatran to deal with the leads that Azelf cannot, or just simply scout the switch in and send in my answer to that. If U-turning first turn isn't the case, Ice Punch and Zen Headbutt work well against most common leads bar Heatran. Explosion is really the last move I'd use in the match, when I really need to just sacrifice something that won't be relevant, and if said something is Azelf, that's when I detonate the bomb.
Heatran @ Shuca Berry
Trait: Flash Fire
EVs: 4 HP / 252 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Stealth Rock
- Fire Blast
- Earth Power
- Explosion
Rain and dark! The other born black night!
Infernal man, punishment too grave to bear...
Azelf's partner in crime when dealing with leads. Like I said before, Shuca Heatran deals with what Azelf cannot, although I have to rely on a speed tie of all things to beat opposing Lead Heatran, so I have to send in Suicune in that case to keep Heatran healthy, but if that's not the case, Heatran can come in on whatever wants to murder Azelf and set up Stealth Rocks or go all out offensive. The selection of moves is pretty standard on any Heatran; Fire Blast is easily Heatran's most powerful move in this set, as it even hits Gyarados for almost 1/3 or something around that, Earth Power is there to obviously hit opposing Heatran, and Explosion is, just like Azelf's Explosion, a last resort.
Suicune @ Leftovers
Trait: Pressure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Hydro Pump
- Ice Beam
- Hidden Power [Electric]
Raise your head,
And taste the courage (the one on light!),
Fall from grace,
Unholy night...
It's Suicune, it's Offensive, it's got great coverage, and is one hell of a late game sweeper. Once Blissey, and potentially Kingdra, are taken care of, this thing will just wreck late game. Calm Mind boosts it's Special Attack and Special Defense stats to <GODMODE> after a few boosts, and if your lasts happen to be Special Attackers, well then you might as well hope for a critical hit if this thing's at +2. At +2, Suicune enters <GODMODE>, and Hydro Pump will hit things that don't resist it fall on their knees, making it the preferred 'hey let's spam this' kind of move. Hidden Power Electric and Ice Beam give Suicune the access to a pseudo bolt-beam combo, and it helps me check Gyarados and Dragonite for example, who would otherwise not mind taking Hydro Pumps 24/7.
Jirachi @ Choice Scarf
Trait: Serene Grace
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Iron Head
- Fire Punch
- Ice Punch
- ThunderPunch
I've come here to kill you,
Won't leave until you die,
Murder born of vengeance,
I closed my brother's eyes,
Toniiiiiiiiiiiiiiiight...
The obligatory choiced user of the team. Iron Head, Fire Punch, Ice Punch and ThunderPunch provide Jirachi the coverage that it needs to successfully revenge kill any and all potential threats to this team, and althrough it's not as bulky as the Calm Mind variant, it can still switch into moves that are neutral against it or moves that it resists. Iron Head checks (and hopefully flinches) any Tyranitar variant there is out there, Fire Punch checks Scizor although it's not that big of a threat, Ice Punch checks Dragonite late game and ThunderPunch revenges water types at around 40%, who would otherwise live one due two Jirachi's lack of muscle.
Flygon @ Life Orb
Trait: Levitate
EVs: 40 Atk / 252 SAtk / 216 Spd
Naive Nature (+Spd, -SDef)
- Draco Meteor
- Fire Blast
- Earthquake
- Roost
Far away in this land I must go,
Out of the sight of The One.
A punishment sent from his hands
A hardship that no one should know
Now go out of the sight of The One,
Away in this land you must go.
Instead of writing an essay about this thing, I am going to quote myself on my older RMT:
Zapdos @ Life Orb
Trait: Pressure
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Thunderbolt
- Heat Wave
- Hidden Power [Grass]
- Roost
Where have you gone, what have you done...?
A voice commands, from high, above, this earth,
From the soil his blood cries out to meeee,
Murder! Liar! Vengeance! Deceit!
I was never a fan of Offensive Zapdos until now when I finally used it. My God what a good cleaner it is. Thunderbolt is one of those 'hey let's spam this' kind of move, because I end up using it 75% of the time. Heat Wave and Hidden Power Grass hit Grass types and Ground types, respectively. Roost is just like what Roost is to Flygon, Staraptor, Dragonite or anything along the lines of 'I use Life Orb, I need recovery'. The only sad thing is trying to bring this thing in if I am forced to, as a misprediction can end up being the death of the electrical bird, due to the abundance of a spinner.
Well that's it for the RMT, I'll obviously make some changes to it, seeing as it looks like an outdated team in some people's perspectives, but for now, this will do.
I'm out, peace!
Hey guys, I was pretty much taking a small break from competitive Pokemon due to a continent called 'Africa', but I came back about two weeks ago and I had a new team to write about! This team, as you can see, is not my best work (my best work is ironically the first one I made after my break from 4th Gen, lol), but it's quite efficient if you predict well. One weakness you'll notice is Life Orb Starmie, which I, in worst cases, have to resort into sacrificing a member just to check it. Curse Tyranitar and Life Orb Shaymin can deal with this team quite easily if I screw up at any point in the match, but that's where Jirachi comes in to check all of the above, including Life Orb Starmie. There are obviously more weaknesses to this team, but I'll leave it to you, the raters, to point them out, otherwise I'd sit here for another ten minutes listing and describing the rest of the team's weaknesses, and have you guys have nothing else to talk about than just replace this, replace that. The name 'Chapter Four' is based on the song of the same name by, my favorite band, Avenged Sevenfold.
With all of that said, it's time to start looking into the team!
Azelf @ Choice Band
Trait: Levitate
EVs: 144 Atk / 112 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Zen Headbutt
- Explosion
- U-turn
- Ice Punch
Conceived! And one was born of light!
Give me your hand, blood is spilt and man will follow,
Not exactly the best lead in the metagame, but it kind of gets the job done. In most cases, all I do is U-turn in the first turn, just to get that little bit of damage (or a ton of damage if it's the ever so rare Lead Celebi for example) and send in Heatran to deal with the leads that Azelf cannot, or just simply scout the switch in and send in my answer to that. If U-turning first turn isn't the case, Ice Punch and Zen Headbutt work well against most common leads bar Heatran. Explosion is really the last move I'd use in the match, when I really need to just sacrifice something that won't be relevant, and if said something is Azelf, that's when I detonate the bomb.
Heatran @ Shuca Berry
Trait: Flash Fire
EVs: 4 HP / 252 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Stealth Rock
- Fire Blast
- Earth Power
- Explosion
Rain and dark! The other born black night!
Infernal man, punishment too grave to bear...
Azelf's partner in crime when dealing with leads. Like I said before, Shuca Heatran deals with what Azelf cannot, although I have to rely on a speed tie of all things to beat opposing Lead Heatran, so I have to send in Suicune in that case to keep Heatran healthy, but if that's not the case, Heatran can come in on whatever wants to murder Azelf and set up Stealth Rocks or go all out offensive. The selection of moves is pretty standard on any Heatran; Fire Blast is easily Heatran's most powerful move in this set, as it even hits Gyarados for almost 1/3 or something around that, Earth Power is there to obviously hit opposing Heatran, and Explosion is, just like Azelf's Explosion, a last resort.
Suicune @ Leftovers
Trait: Pressure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Hydro Pump
- Ice Beam
- Hidden Power [Electric]
Raise your head,
And taste the courage (the one on light!),
Fall from grace,
Unholy night...
It's Suicune, it's Offensive, it's got great coverage, and is one hell of a late game sweeper. Once Blissey, and potentially Kingdra, are taken care of, this thing will just wreck late game. Calm Mind boosts it's Special Attack and Special Defense stats to <GODMODE> after a few boosts, and if your lasts happen to be Special Attackers, well then you might as well hope for a critical hit if this thing's at +2. At +2, Suicune enters <GODMODE>, and Hydro Pump will hit things that don't resist it fall on their knees, making it the preferred 'hey let's spam this' kind of move. Hidden Power Electric and Ice Beam give Suicune the access to a pseudo bolt-beam combo, and it helps me check Gyarados and Dragonite for example, who would otherwise not mind taking Hydro Pumps 24/7.
Jirachi @ Choice Scarf
Trait: Serene Grace
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Iron Head
- Fire Punch
- Ice Punch
- ThunderPunch
I've come here to kill you,
Won't leave until you die,
Murder born of vengeance,
I closed my brother's eyes,
Toniiiiiiiiiiiiiiiight...
The obligatory choiced user of the team. Iron Head, Fire Punch, Ice Punch and ThunderPunch provide Jirachi the coverage that it needs to successfully revenge kill any and all potential threats to this team, and althrough it's not as bulky as the Calm Mind variant, it can still switch into moves that are neutral against it or moves that it resists. Iron Head checks (and hopefully flinches) any Tyranitar variant there is out there, Fire Punch checks Scizor although it's not that big of a threat, Ice Punch checks Dragonite late game and ThunderPunch revenges water types at around 40%, who would otherwise live one due two Jirachi's lack of muscle.
Flygon @ Life Orb
Trait: Levitate
EVs: 40 Atk / 252 SAtk / 216 Spd
Naive Nature (+Spd, -SDef)
- Draco Meteor
- Fire Blast
- Earthquake
- Roost
Far away in this land I must go,
Out of the sight of The One.
A punishment sent from his hands
A hardship that no one should know
Now go out of the sight of The One,
Away in this land you must go.
Instead of writing an essay about this thing, I am going to quote myself on my older RMT:
myself said:The big bad Mixed Flygon is here. You can hide on top of a mountain (I personally wouldn't, this thing can fly), you can hide underground (I personally wouldn't, this thing can learn Dig), you can hide in your bedroom closet, but no matter where you are, or what you are, Flygon will hunt you down and set things straight with you and your oh so good Flygon switch in - Gliscor. Yeah, send it in on an Earthquake, that won't save you, cause Flygon can summon meteors from the sky. That's right, you heard me - METEORS. Huh, what? Not enough? Fine. Send in your Skarmory on this Flygon. I don't care. This mofo can breathe fire to save it's life from stupid metal birds and bagworms that can set up every hazard in the game. What? Flygon has been weakened? Fear not as Flygon has life insurance - Roost. Yeah, this thing is good. That's all I can say. It's as if you're facing a weaker Mixed Dragonite with better typing.
Zapdos @ Life Orb
Trait: Pressure
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Thunderbolt
- Heat Wave
- Hidden Power [Grass]
- Roost
Where have you gone, what have you done...?
A voice commands, from high, above, this earth,
From the soil his blood cries out to meeee,
Murder! Liar! Vengeance! Deceit!
I was never a fan of Offensive Zapdos until now when I finally used it. My God what a good cleaner it is. Thunderbolt is one of those 'hey let's spam this' kind of move, because I end up using it 75% of the time. Heat Wave and Hidden Power Grass hit Grass types and Ground types, respectively. Roost is just like what Roost is to Flygon, Staraptor, Dragonite or anything along the lines of 'I use Life Orb, I need recovery'. The only sad thing is trying to bring this thing in if I am forced to, as a misprediction can end up being the death of the electrical bird, due to the abundance of a spinner.
Well that's it for the RMT, I'll obviously make some changes to it, seeing as it looks like an outdated team in some people's perspectives, but for now, this will do.
I'm out, peace!