When you're dodging, think, "I won't let him hit me!" When you're protecting someone, think, "I won't let you die!" When you're attacking, think, "I'm going to cut you!" See? See this? In my sword... do you see my determination? Do you see "I am going to cut you in half?"
-Kisuke Urahara, Bleach
Over the month of July and the beginning of August, this team and I rose up the Uber leaderboard and eventually hit the 23rd spot with 1586 CRE. We could have gone even higher.
But I then quit playing. Why? First of all, I had a vacation to go on, and Shoddy Battle wasn't coming with me. I knew my rating would wither too much for me to want to deal with re-laddering. Second, competitive battling stopped feeling like Pokémon to me. Before joining Smogon in May 2010, the last time I had played Pokémon was at age 12, with Gold Version. Back then, I had no concept of strategy, base stats, IVs, or the difference between physical and special attacks. I had my level 100 Feraligatr with Surf, Ice Punch, Bite, and Whirlpool, and I loved him, damnit. I realized that I missed being able to just play and not care, to think a level 78 Scizor with mostly special attacks was awesome. I was tired of being a Gary Oak and only using the very best.
I built this team entirely around playing the Ubers tier and seeing what works and what doesn't. There is about 2% theorymon in the construction of this team; the other 98% is all derived from actual experience and trial and error.
Each of the Pokémon on this team is named after a character from the Japanese series Bleach. I thought that the relationship between a Shinigami (death god) and Zanpakuto (soul slayer) was the perfect analogy for the relationship between a trainer and his or her Pokémon. Two of my team members are named after Zanpakuto and form the offensive core of the team. The other four are named after Shinigami and "wield" the other two by putting them in a favorable position to clean out the opponent's team.
And I think that's quite enough introduction.
At a Glance:
-Kisuke Urahara, Bleach
Over the month of July and the beginning of August, this team and I rose up the Uber leaderboard and eventually hit the 23rd spot with 1586 CRE. We could have gone even higher.
But I then quit playing. Why? First of all, I had a vacation to go on, and Shoddy Battle wasn't coming with me. I knew my rating would wither too much for me to want to deal with re-laddering. Second, competitive battling stopped feeling like Pokémon to me. Before joining Smogon in May 2010, the last time I had played Pokémon was at age 12, with Gold Version. Back then, I had no concept of strategy, base stats, IVs, or the difference between physical and special attacks. I had my level 100 Feraligatr with Surf, Ice Punch, Bite, and Whirlpool, and I loved him, damnit. I realized that I missed being able to just play and not care, to think a level 78 Scizor with mostly special attacks was awesome. I was tired of being a Gary Oak and only using the very best.
I built this team entirely around playing the Ubers tier and seeing what works and what doesn't. There is about 2% theorymon in the construction of this team; the other 98% is all derived from actual experience and trial and error.
Each of the Pokémon on this team is named after a character from the Japanese series Bleach. I thought that the relationship between a Shinigami (death god) and Zanpakuto (soul slayer) was the perfect analogy for the relationship between a trainer and his or her Pokémon. Two of my team members are named after Zanpakuto and form the offensive core of the team. The other four are named after Shinigami and "wield" the other two by putting them in a favorable position to clean out the opponent's team.
And I think that's quite enough introduction.
At a Glance:
I have already told you. You and I, our levels are as distant as the earth from the heavens. Must I spell it out for you? I have discarded my left arm, discarded my left leg, and yet even so, I have not nearly lowered myself to your level.
-Byakuya Kuchiki
Byakuya (Kyogre) @ Choice Scarf
Ability: Drizzle
EVs: 6 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Water Spout
- Surf
- Ice Beam
- Thunder
The Name: Like Byakuya, Choice Scarf Kyogre is fast, versatile, and above all, powerful. Neither Byakuya nor Kyogre have a true, 100% guaranteed counter.
The Game: This is the standard Choice Scarf Kyogre set, so I won't explain the moves, nature, or item. However, most CS Kyogre aren't leads, so I'll dedicate
Against lead Mew, which almost always carry a Lum Berry, Water Spout secures an OHKO.
Against lead Mewtwo, Scarf Kyogre also wins. If it's a Trick-Scarf variety, the Trick does nothing and Water Spout OHKOs. If it's a Leftovers type, CS Koygre outruns it and OHKOs with Water Spout.
Lead Rayquaza gets the Ice Beam lovin' and is OHKOd.
Other lead Kyogres are usually not Scarfed, and both of us end up Thundering. Although theirs is usually more powerful, neither of us are KOd, and, barring parahax, my CS Kyogre outruns and 2HKOs with the second Thunder. If it IS Scarfed, about all either of us can do is pray to win the speed tie.
Groudon gets the Water Spout, which guarantees a 2HKO if it makes the mistake of setting up Stealth Rock.
Lead Dialga (I'm looking at you, Nails) is no fun, but can usually be dealt with. If I Water Spout, it usually Thunder Waves; if I try to Water Spout again, it either sets up Stealth Rock (in which case Water Spout #2 will KO it) or KOs Kyogre first (in which case Ray comes in for a Draco and the KO).
Unscarfed Darkrai leads are OHKOd by Water Spout. It's when they're Scarfed that things get interesting. If it's a Trick-Scarf type, the Trick is useless and Water Spout OHKOs in much the same fashion as Trick Mewtwo. If it goes for a Dark Void, I usually just let Rayquaza absorb the sleep and switch back to Kyogre to abuse the Sleep Clause.
Bulky Deoxys-S leads will always get up 2 turns of entry hazards against me, but will be subsequently stopped.
Deoxys-A appears to be the perfect counter to my Kyogre, especially if it's a 4-attack version, but this is not the case (okay, yes it is, because I have to switch to deal with it). A switch to Scizor practically nullifies the ensuing Grass Knot and responds beautifully with two Bullet Punches.
Scarfed Shaymin-S also receive the Scizor treatment, as Scizor laughs at Seed Flare. If I KNOW that my opponent's lead Shaymin-S is not Scarfed, Ice Beam gets the job done.
Against lead Mewtwo, Scarf Kyogre also wins. If it's a Trick-Scarf variety, the Trick does nothing and Water Spout OHKOs. If it's a Leftovers type, CS Koygre outruns it and OHKOs with Water Spout.
Lead Rayquaza gets the Ice Beam lovin' and is OHKOd.
Other lead Kyogres are usually not Scarfed, and both of us end up Thundering. Although theirs is usually more powerful, neither of us are KOd, and, barring parahax, my CS Kyogre outruns and 2HKOs with the second Thunder. If it IS Scarfed, about all either of us can do is pray to win the speed tie.
Groudon gets the Water Spout, which guarantees a 2HKO if it makes the mistake of setting up Stealth Rock.
Lead Dialga (I'm looking at you, Nails) is no fun, but can usually be dealt with. If I Water Spout, it usually Thunder Waves; if I try to Water Spout again, it either sets up Stealth Rock (in which case Water Spout #2 will KO it) or KOs Kyogre first (in which case Ray comes in for a Draco and the KO).
Unscarfed Darkrai leads are OHKOd by Water Spout. It's when they're Scarfed that things get interesting. If it's a Trick-Scarf type, the Trick is useless and Water Spout OHKOs in much the same fashion as Trick Mewtwo. If it goes for a Dark Void, I usually just let Rayquaza absorb the sleep and switch back to Kyogre to abuse the Sleep Clause.
Bulky Deoxys-S leads will always get up 2 turns of entry hazards against me, but will be subsequently stopped.
Deoxys-A appears to be the perfect counter to my Kyogre, especially if it's a 4-attack version, but this is not the case (okay, yes it is, because I have to switch to deal with it). A switch to Scizor practically nullifies the ensuing Grass Knot and responds beautifully with two Bullet Punches.
Scarfed Shaymin-S also receive the Scizor treatment, as Scizor laughs at Seed Flare. If I KNOW that my opponent's lead Shaymin-S is not Scarfed, Ice Beam gets the job done.
Besides dealing with all the common leads exceptionally well, Scarf Kyogre can also be useful later in the game. If Groudon comes in at some point, Kyogre can bring back the rain Kingdra relies on - it can even serve as death fodder when it does so, killing two birds with one stone. Scarf Kyogre also makes a great revenge killer, although Palkia does this job better due to its higher speed.
The Bottom Line: This monster can go on a 6-0 sweep right out the gate if it gets lucky. I think that speaks for itself.
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Better watch closely...and make sure you don't tell a damn soul! Bankai!
-Ikkaku Madarame
Hozukimaru (Kingdra) (M) @ Lum Berry
Ability: Swift Swim
EVs: 4 HP/252 Atk/252 Spd/2 SDef
Lonely nature (+Atk, -Def)
- Dragon Dance
- Outrage
- Waterfall
- Draco Meteor
The Name: Kingdra is the Pokémon I try to keep as my ace in the hole. He's not as much of a trump card if the opponent knows about him, so I don't like to bring him out unless I have to. Similarly, Ikkaku won't rely on Hozukimaru's bankai unless it is absolutely necessary, preferring to hide his Zanpakuto's huge offensive power.
The Game: Kingdra is usually my late-game sweeper. I only pull him out after I know that either all of my opponents resisters (read: Scizor, Skarmory, Forretress, Jirachi) are eliminated, OR that I can deal with them with a Waterfall without locking myself into Outrage. He also requires the most explanation, so I have separated his description into 3 sections.
Moves: Kingdra carries Draco Meteor to destroy Dragon-types without leaving himself vulnerable to the revenge kill that would come if Outrage was chosen instead. Dragon Dance boosts Kingdra's speed to preposterous levels while in the rain and allows him to bolster his attacks to better deal with Dialga, Blissey (!!!), and the like. In the rain, Waterfall gets a double-STAB boost, making it exceptional for taking out Steel-types and can KO just about anything that doesn't resist it after a Dragon Dance.
Nature: I chose a Lonely nature over the more common Jolly and Adamant. I find Jolly inferior because in the rain, Kingdra is so fast that he doesn't need a speed-boosting nature, and in the...not-rain...Kingdra isn't winning any races anyways. I prefer Lonely over Adamant because I carry Draco Meteor, which simply can't afford to be hindered.
Item: Why the Lum Berry? Certainly I'd be an idiot to not carry a Life Orb. Wrong. Since Kingdra is a late-game sweeper, I'm done for if I get in a position where Kingdra has 20% health and 3 Pokémon to KO (for those who never paid attention in math, a Life Orb would make winning impossible). However, a Lum Berry allows Kingdra to set up on Blissey, which will usually T-Wave or Toxic, and then respond with a KO-ing Waterfall or Outrage. Furthermore, if Kingdra doesn't get afflicted with a status, the Lum Berry allows Kingdra to string together two Outrages before becoming confused.
The Bottom Line: Kingdra's ability to abuse the frequently-present rain in Ubers and his strong physical attacks (in a largely specially-defensive tier) make him one of the two most valued offensive members of this team.
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Think of your comrade getting beat as an opportunity. Don't get in the middle of it. Stab from behind.
-Soifon
Soifon (Palkia) @ Choice Scarf
Ability: Pressure
EVs: 252 Spd/252 SAtk/6 SDef
Timid nature (+Spd, -Atk)
- Draco Meteor
- Surf
- Thunder
- Flamethrower
The Name: Soifon is fast, deadly, and fragile. So is Palkia. Both combatants have a hard time taking a heavy attack, but are able to use a teammate's death to their advantage.
The Game: Palkia is the team's dedicated revenge killer. I chose to run Draco Meteor over Spacial Rend because the extra power can secure some important OHKOs that Spacial Rend doesn't achieve. The other quirk of this set is Flamethrower. While I usually rely on Rayquaza to burn down Scizor, Forretress, & company, Palkia's Flamethrower is useful in 2 scenarios. The first, obviously, is if Ray is already down. The second is if an enemy Groudon brings the sun. Normally, Palkia would be crippled by the sun, which cuts Surf's power and destroys Thunder's accuracy. However, Flamethrower gets boosted by the sun, which actually makes Palkia's Flamethrower stronger than Ray's, since Ray's Air Lock doesn't allow him to abuse weather. Carrying Flamethrower also makes for a nice surprise that most opponents don't see coming.
The Bottom Line: Despite being a fairly standard Scarf Palkia, this Pokémon brings a powerful threat, a deadly surprise, and a blistering speed that can get my team out of a lot of tight spots.
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Cast off your fear. Look forward! Go forward! Never stand still. Retreat and you will age. Hesitate and you will die. Shout...my name is…ZANGETSU!
-Zangetsu
Zangetsu (Darkrai) @ Lum Berry
Ability: Bad Dreams
EVs: 6 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Nasty Plot
- Dark Void
- Dark Pulse
- Focus Blast
The Name: Darkrai looks like Zangetsu and they both fire energy blasts. The end.
The Game: This is the bread-and-butter Darkrai set, but it has a brilliant synergy with this team, especially Scizor. After another team member is KOd, Darkrai can come in, sleep the opponent, set up, and sweep. One of my favorite plays involves Lati@s and Wobbuffets that come in on Kyogre. To read it in detail, open the box.
Anticipating a Water Spout, the opponent switches in Lati@s (usually Latias).
I switch to Scizor, who absorbs the Thunder.
Scizor Bullet Punches for about 45%. Latias Thunders again.
After two Thunders from Latias, Scizor is usually KOd.
I switch in Darkrai. Dark Void, Nasty Plot, Dark Pulse. Sweep.
If Wobbuffet comes in on Kyogre (or any other team member) instead, it will almost always KO with Mirror Coat. Darkrai switches in, Dark Voids, and Nasty Plots. The best part about this is that if Wobb stays in trying to wake up, his Mirror Coat won't be able to harm Darkrai.
I switch to Scizor, who absorbs the Thunder.
Scizor Bullet Punches for about 45%. Latias Thunders again.
After two Thunders from Latias, Scizor is usually KOd.
I switch in Darkrai. Dark Void, Nasty Plot, Dark Pulse. Sweep.
If Wobbuffet comes in on Kyogre (or any other team member) instead, it will almost always KO with Mirror Coat. Darkrai switches in, Dark Voids, and Nasty Plots. The best part about this is that if Wobb stays in trying to wake up, his Mirror Coat won't be able to harm Darkrai.
Darkrai effortlessly handles any slower Psychic-type, such as Lugia, Mew, and Deoxys-D. If Darkrai has 87% health or better, Mewtwo's Aura Sphere fails to KO, while Dark Pulse KOs Mewtwo in return. The same goes for Palkia who choose Spacial Rend. Blissey, Dialga, Scizor, Tyranitar, opposing Darkrai, etc. can all be KOd with Focus Blast...which loves to miss. However, the extra power it provides over Aura Sphere is much-needed.
The Bottom Line: Darkrai completes the offensive core of this team and is used for early-game sweeps, allowing Kingdra to do his job more effectively later on. I don't know where this team would be without him.
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Never admit defeat and ask for a quick death! Die first, then admit defeat!
-Kenpachi Zaraki
Kenpachi (Scizor) (M) @ Choice Band
Ability: Technician
EVs: 200 HP/56 Atk/252 SDef
Adamant nature (+Atk, -SAtk)
- U-turn
- Bullet Punch
- Superpower
- Pursuit
The Name: Scizor and Kenpachi have strong physical attacks and can take an immense beating before they go down. Despite their low stat totals (500 for Scizor and 390 for Kenpachi: http://bit.ly/db8n9H), they can compete with and triumph over opponents that seemingly outclass them.
The Game: Scizor is the closest thing this team has to a wall. His awesome typing allows him to switch into nearly any attack, and his natural bulk allows him to survive hit after hit before finally fainting. He is especially useful in Ubers, where Dragon-type attacks are constantly flying around.
However, walling is not Scizor's purpose. In the early game, he can function as a scout by U-turn spamming. Pursuit allows him to trap the Lati twins, and Superpower can be a Blissey slayer or a last-ditch game winner. Bullet Punch, though, is the star of Scizor's movepool.
Scizor has one of my team's two priority moves. This makes him invaluable for taking down Shaymin-S, and the priority-abusing Extremespeed Rayquaza (since Extremespeed does little damage to Scizor) and Belly Drum Linoone (Xing, that wretched creature is a monster). Bullet Punch is also great for general cleanup against fast-but-not-priority-fast Pokémon.
The Bottom Line: He's the closest thing to a defensive member that this team has, but Scizor's Technician-boosted, Choice Banded physical attacks are where his real talents lie.
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I have no choice but to take your life.
-Shunsui Kyoraku
Shunsui (Rayquaza) @ Life Orb
Ability: Air Lock
EVs: 2 HP/40 Atk/216 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Brick Break
- Draco Meteor
- Extremespeed
- Flamethrower/Earthquake
The Name: Shunsui is the strongest captain in Soul Society. As far as raw power goes, Rayquaza is the strongest member of this team.
The Game: This is a standard Mixed Rayquaza, but most people have a hard time dealing with him. He has maximum special attack instead of maximum physical attack, which allows him to surprise Groudon, Lugia, and other physical walls who switch in on him expecting to soak up his attacks. His versatility and freedom to switch between moves can really ruin an opponent's day. A more detailed description of this less-famous but arguably more effective flavor of Rayquaza is below.
Moves: Brick Break is absolutely brilliant. If I anticipate a switch into Dialga, I can launch a Draco Meteor, which puts said Dialga into the KO range of a super-effective Brick Break. Blissey, Tyranitar, and such are also hit hard by Brick Break. The real power of this move, though, is its ability to smash the protective barriers set up by Reflect and Light Screen. If a Baton Pass team has set up the barriers to protect its Mew while it stats up, a Brick Break followed by a Draco Meteor can ruin the opponent's chance of winning. Draco Meteor is for pure firepower. Extremespeed is my team's other priority move and can be a real lifesaver. If it manages to pull off an important critical hit, my opponent's game can be over. Flamethrower alternates with Earthquake, depending on what I'm feeling, but I usually stick with the former because of its ability to melt the steel-types that can otherwise wall the team down.
Nature: Because MixRay runs both physical and special attacks, any nature that hinders Attack or Special Attack is out of the question. Naive seems to be a good choice, because it allows Ray to invest EVs away from Speed and into Attack, and lowers his already poor Special Defense.
Item: The Life Orb is the best choice here, since it gives Ray's attacks a nice boost without locking him into an attack like a Choice item would. MixRay absolutely needs to be able to switch between moves.
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Well, that's it for the description of the team. The threat list is in the next post. I hope you enjoyed reading this! As a side note, I'd love it if someone took this team, battled with it for a long time, and saw how far up the ladder they could get with it. If you do use it, just PM me with your results or if you need any advice using the team!
Rate my team!