Endgame : A Stable Offence RMT Introduction This team started out with a goal: to use unexpected sets, and by this, I do not mean sets like CB Shuckle, but stuff that doesn’t come first to your mind when you see a place. I deemed that they had to be viable. This condition, for me, could mean two things: a) have unexpected sets on expected pokemon but ones that still worked well even after the surprise is gone b) have unexpected pokemon that worked well. In addition, I wanted to use three certain pokemon that fit these conditions that seemed to do really well. When I have previously used them, they seemed to do well on their own, but couldn’t reach their full potential due to being stuck on a bad team. They were not the greatest in terms of synergy by themselves, but hey, you’ve got the rest of the team to look at and fix up synergy problems. And these three pokemon were: Lead Togekiss, Specially Bulky SD Scizor, and SDInfernape (anyone who knows me shoud’ve been expecting this poke!). After I had used Togekiss in the lead position for a while in another one of my mediocre teams, I knew I needed a Rock and Electric resist to switch in with Togekiss. Ground resists/ is immune to both of those types, and I knew that if I was going to have a bulky Ground, I wanted Stealth Rock on it since I didn’t have anyone else with it at the moment. So Flygon and Hippowdon were instantly out, Flygon because of his frailty, and Hippowdon because he was expected. Then I thought about putting Donphan in, and it seemed to click. He would give me Rapid Spin too! After a while, though, I found I didn’t need the Rapid Spin support, and he was too vulnerable to Bulky Waters in general. I was looking into another Ground resist and almost switched out another very good member for a Ground resist, and I almost did, until I discovered a beast of a poke: Torterra. He had all the resistances I wanted, checked what I wanted, set up SR, had Wood Hammer for those damn waters, wasn’t expected. After a bit of testing, he earned his place on this team. After looking over what I currently had in this team, I noticed a huge Rotom and Heatran weakness, and I needed something to absorb those WoWs and Overheats and Scizor and Torterra. And what better pokemon than Heatran to absorb Fire attacks? The only thing right now left was to get a set. I instantly took off Choice Scarf, or even Shuca Berry due to their run of the mill status. I first tried Choice Specs. It had solid power, but I found the Choice Specs too limiting, and I decided I needed another Heatran set, as Heatran itself wasn’t the problem, as it provided the fantastic resists I wanted, but the Choice Specs was the main problem. However, one thing I liked about Choice Specs was the power and ability to weaken Bulky Waters for Infernape and Scizor, so I decided I wanted one with these traits. I remembered some top battlers recommending Taunt LO Heatran in other RMTs and I noticed it did both of what I wanted. After testing, I kept him. The team seemed pretty complete as of right now, and I wanted to throw in another electric resist especially since I know throwing in one resist on a team that’s weak to electric is never gonna hold up, true for all teams. Besides, stuff like Jolteon and Zapdos would have no trouble at all with Torterra, with Hp Ice and Heat Wave, respectively. Obviously Blissey was gonna slow the team down way too much, unlike Torterra who provided free switches to my other pokes. I figured I wanted some more special bulk. I decided to look in the OU combo thread, where I came across an interesting combo: Scizor + Latias. Latias gave me an Electric resist, and gave me special bulk. She also gave an Infernape counter, who I used to be extremely weak to. I tried the LO Draco Bomber set for some time, but while it worked fine, I relied on her too much for a lot of threats, and needed to make her more tankish. However, I didn’t want an “immobile” wall, one that let other pokes set-up. Thus, I decided to try a defensive CM set that had speed but was defensive enough for my liking. It worked well, and it stuck giving us the final lineup: Overall strategy: I’ll keep this simple, but essentially overwhelm the walls that wall my sweepers, Scizor and Infernape, by using chiefly Togekiss (flinch hax J) and Heatran to weaken the opposition’s walls, then have a field day with the opponent. Infernape and Scizor also tend to break down for each other. I like to call this team Stable Offence. A Marriland Team Builder Chart for your viewing pleasure. Now, onto the actual members! Keep in mind that edits are in red! Team Togekiss @ Lum Berry Modest 160 HP / 252 Def / 96 Sp. Atk -Thunder Wave -Air Slash -Fire Blast -Roost Well, this clearly isn’t your run of the mill suicide lead, isn’t it? The best way to start a game with flich hax :P. But all kidding aside, I am convinced that this is the best lead in the game currently. Never have I seen something that beats so many leads, gets the ball rolling so effectively and so fast, and survives so long even when in the lead position. In my mind, this only primarily fails to beat Gliscor (Air Slash does 40%), Dragonite(they still get air slashed) , Aerodactyl (damn Taunt), Tyranitar (switch to Torterra) and Trick Scarfers. That’s IT. ALL variants of Metagross leads, with or without occa, are easily 2HKOed by Fire Blast, and Togekiss is faster than standard versions. With the defensive EVs, Meteor Mash will never 2HKO without a attack raise. If they SR, all the better for me. With almost every other lead, I paralyze and proceed to kill with Air Slash flinch hax. Another point I need to reinforce about Togekiss is that it simply does not die. With Roost, I am able to recover from most attacks as well as get rid of my weaknesses, which is the main reason Togekiss survives so long. It can even paraflinch Rotom effectively due to Roost’s effect of negating T-Bolt’s effectiveness! Walls are almost helpess against this guy. Air Slash is decently powerful to take care of most nonresist pokes in around 2-5 hits. Thunder Wave is standard on most Togekiss for a reason, and I have tried Body Slam before, but it was too unreliable for my liking. Fire Blast is really nice for Togekiss, as it 2KOes most Jirachi, Bronzongs, Metagrosses and OHKOes Foretress, Skarmory, and Scizor. Roost is the obligatory recovery move for Togekiss. Lum Berry is really nice, as a lot of people rely on paralyzing Togekiss to stop it, but Lum Berry throws a wrench in there. It also allows it to beat Roserade and Smeargle. Some Damage Calcs to demonstrate it’s survivablity: Defensive Rotom Thunderbolt: 53.6% - 63.8% Lead Aerodactyl Rock Slide: 49.6% - 58.7% Lead Metagross Meteor Mash: 42.7% - 50.4% Lead Metagross Bullet Punch: 17.1% - 20.5% Togekiss’s Fire Blast against said Metagross(without Occa): 72.5% - 85.7% New MixMence Draco Meteor: 66.1% - 78.1% New MixMence Outrage: 51.6% - 61% Choice Band Scizor Bullet Punch: 37.9% - 44.7% LO Starmie Hydro Pump: 53.8% - 63.5% LO Starmie Ice Beam/ Thunderbolt: 57% - 67.2% Torterra @ Yache Berry Impish 252 HP / 4 Atk / 252 Def / -Wood Hammer -Earthquake -Stealth Rock -Roar When the Stone Edges and T-bolts really start flying, this is usually what I bring in. He is an all purpose check for a lot of pokes, my main QuakeEdge resist, he sets up SR for me very reliably, he is my phazer, my main status absorber, and mostly just pure utility. That isn’t saying that he doesn’t hit hard! Wood Hammer on average does around 45% to most Rotom-A’s, which is a lot considering it’s a defensive pokemon who’s attacking! This means he isn’t set up on as easily that’s a very good thing for this team to have. However, he still is quite a good defensive pokemon, as he has eaten a +2 CC from Lucario at full health and lived! Earthquake is very standard, and it shouldn’t be a surprise for this type of team. It deals with the inevitable Infernape and Heatran switch-ins. Stealth Rock is gonna be necessary on this offensive team so that’s set. I used to have Stone Edge in Roar’s spot, but the main problem is that it doesn’t do enough damage to Gyarados and Salamence(damn Intimidate! L) to warrant the slot. So now, when they try to set-up on me, they get Roared out. This also helps from set-up sweepers dominating Torterra. I generally use Torterra as sacrificial bait after he has set-up SR, as that is the single most important thing he can do(set up SR). I encourage all of you guys to use Torterra as I certainly do not regret it. Heatran @ Life Orb Timid 4 HP / 252 Sp. Atk / 252 Spd -Fire Blast -Earth Power -HP Grass -Substitute Amazing. Just god damn amazing. Man, what a beast. Never have I seen something with so much immediate power. Many people doubt Heatran’s sweeping power. But the truth of fact is, bar Blissey, Snorlax and resists, Heatran 2KOes every single pokemon in the OU tier, which is certainly of Uber proportions, its STAB Fire Blast is certainly a danger to most. It’s my initial source of wall breaking power, most times, coming into those Will-o-Wisps/Overheats from Rotom that it was meant to absorb. I used this poke to cover up the Fire weaknesses of Torterra and Scizor, and the Flash Fire boost does wonders to this poke, allowing it to 2KO Blissey with SR up. That’s right, Blissey. Many Tyranitar are a problem for Heatran, but certainly not this one, as it 2KOes 252 HP with Earth Power, as long as SR is up, which it usually is. He softens up the mold of the team for Scizor and Infernape to clean up, which he does an excellent job at. Put Substitute over Taunt cause Taunt didn't really help against stall but Sub just owns offensive teams more than Taunt does. Latias @ Leftovers Timid 152 HP / 104 Sp. Atk / 252 Spd -Calm Mind -Dragon Pulse -Recover -Thunderbolt Ahaha, I love this thing. She has the ability to set-up on almost any special attacker that she is faster than, as even Rotom-A’s Shadow Balls are set-up on. That’s how much bulk this thing has. She is one of the best mono attackers(of course) having arguably the best mono attacking STAB. Another plus is that it totally craps on Blissey. TOTALLY. She is mere set-up fodder for this Latias, as the only way she can stop Latias is with Toxic. At +6, Latias 2KOes Blissey with Dragon Pulse. And speaking of Thunderbolt, I use this move to deter Gyarados, who used to be a be of a problem but this is now solved. Scizor @ Iron Plate Adamant 232 HP / 96 Atk / 180 Sp. Def -Swords Dance -Bullet Punch -Brick Break -Roost This guy is one of the base pillars of my team and this wonderful Scizor spread allows him to set-up easily on pretty much every bulky water and Ground (as most of their attacks do around 35%~), alternating between Roost and SD, while finally smacking them aside with a powerful Bullet Punch. Really, I cannot emphasize how easily it is to get 3 Swords Dances with this thing. He contributes to the synergy of the team by being Fire bait for Heatran and a Latias counter who does especially well against her due to this spread. This is a relatively standard Bulky SD set with a few edits, such as roost over a Bug or Dark attack, and the EVs. Thanks to Roost Scizor stays in the game for a really long time, and most people don't see it coming, so they may have to make another switch. Scizor doesn't usually come in until late game, but when I see an oppurtunity to SD I'll throw him in a bit early. He doesn’t really fear Magnezone, as even a Scarf HP fire fails to OHKO him at full health, while he KOes back with a +2 Brick Break. Leftovers is superfluous on this particular Scizor as it doesn’t need the bulk. Life Orb wasn’t an option for me on this kind of set, so I threw in Iron Plate, which works well because I use Bullet Punch most of the time. Scizor really needed the extra power with the lack of Attack EVs and it allows him to OHKO a few more things with that boost. Infernape @ Fist Plate Jolly 6 HP / 252 Atk / 252 Spd -Swords Dance -Close Combat -Flare Blitz -Mach Punch Swords Dance Infernape. I couldn’t help adding this guy because this guy (Infernape in general) has been THE favorite poke since I don’t know when. I’ve used every kind of Ape, Nasty Plot, CB, CS, Mixed. All of these Infernapes are great, but none except Nasty Plot compare to the raw power of SD Infernape. The power an +2 Close Combat packs is just AMAZING. I decimates all of it’s usually switch ins, only Latias can come in safely, and if Latias is slower than Infernape, even it’s going down with a +2 Stone Edge (which isn’t usually the case, admittedly). Vaporeon? +2 Close Combat is a clean OHKO. Skarmory coming in to absorb CCs? +2 Fire Punch cleanly OHKOes him, too. Scarftran coming in to take you out with Earth Power? Mach Punch to the rescue! Zapdos coming in to take weak Fire Blasts? Flare Blitz him to hell, OHKOing without boosts. Tenta? +2 Close Combat OHKOes with SR up, and even the sightest bit of damage after SR guarantees her death. Hippowdon and Suicune(Offensive gets OHKOed) both take a hefty 85% Close Combat, severly damaged. Most Hippowdons are leads, which means a Air Slash gurantees. This has a few distinct advantages over Luke. Compared to Luke who depends on ExtremeSpeed to kill faster foes, Infernape has the raw speed to outspeed Zapdos, Gliscor, Salamence. He still has priority is the form of Mach Punch. This particular Infernape has a different item and moves than your standard SDape. I has Flare Blitz, and Fist Plate to boost CC and Mach Punch. This way, most of the time, I dont have recoil and I can OHKO Zapdos, Gliscor, and Rotom-A with a boosted Flare Blitz, and since I don't have LO, I don't have to worry about excessive recoil and the raise base power more than makes up for the loss of the 1.3x LO kick gaining much more power than Fire Punch with LO. This guy pretty much decimates stall teams on his own after a boost. Infernape is the poke that I absolutely will not replace. Final Note Whew! I took a lot of time to make this and now that I'm finally done, I'm hoping I can get a good rate from this. Rate away, but I just want you to keep in mind that I will not take away the base pokes of this team, but EV changes and set changes are OK. The other three are replaceable, even though it will take some convincing and testing. So there you are, Endgame.