Freaks & Animals [OU RMT]

Freaks & Animals



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Introduction


First of all, let’s get the theme out of the way. As my previous RMT, 10,000 Day Eulogy shows, I’m an avid fan of hard and progressive rock. In my never ending attempt to search for new music to listen to, I eventually stumbled upon Rishloo, a rock band band from Seattle. Rishloo’s unique style and technique is something that I can only really compare to the likes of Tool, whom I also like, making every single one of their songs intriguing. In short, they’re an amazing band and I can only hope that this RMT can generate a little bit of interest for a relatively unknown, yet extremely talented band. Freaks & Animals is just one of their numerous tracks worth listening to.

Ok, now onto the Pokemon side of things. My playstyle has changed dramatically throughout my competitive Pokemon ‘career’. In fact, my first tutor, Lizardman as he’s known on here, is a firm believer in the use of Hyper Offense and Offense in general. As I grew as a player though, I found out that I am a fairly conservative player and like to play the game at a slower pace. From this stemmed my current playstyle of Stall and Semi-stall. I feel that Stall’s success lies more within the team build and flow of the team, and I love creating teams that are as solid as possible. Yes, Offense is better off with a good team flow, but I am of the opinion that you can get away without it if you pack enough speedy sweepers. Stall isn’t like that. If you have a weak link or spot on the team, it is easily exploited and can lead to disaster.

Usually I base my teams off supporting a strong defensive core or bulky set-upper and when I chose to make this team I did no different. This time I decided to base the team off supporting CM Celebi, whom I believe is great in the current metagame. No one expects CM, which lets it beat some of it’s usually counters and when combined with its great physical bulk and the right support, it’s an absolute beast. So far, I haven’t got the sweeping results that I once hoped for, but the team seems to function extremely well all the same even without Celebi sweeping. When I do get it set up though, it’s terribly threatening and has destroyed many teams that happen to be ill-equipped for it. All-in-all, this is my favorite and most successful team to date, so without further adieu, Freaks & Animals…


The Team


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Skarmory (M) @ Leftovers
Trait: Keen Eye
EVs: 252 HP / 220 SDef / 36 Spd
Careful Nature (+SDef, -SAtk)
- Spikes
- Taunt
- Roost
- Whirlwind


I have a hard time making a team without Skarmory, simply put. I honestly believe that it’s the best Mon in the metagame. It straight up walls so many things it’s not even funny. For this particular team, it plays a vital yet very vague role. Basically, it’s just here to weaken teams as much as possible. It does this through Spiking, pHazing and Taunting. When teams are constantly being shuffled around through all 3 entry hazards and then being Taunted to stop healing, damage is going to be built up and eventually the opposing team is gonna be on the brink of crumbling. When this happens, I know Skarm has done its job. From there, the rest of the team easily supports this slow weakening of the opponent by soaking up attacks and striking back methodically. This is partially why Skarm is in the lead spot. With early spikes, the opponent gets worn down that much quicker. Also, Taunt allows me to stop early setup in the form of entry hazards which has proven invaluable as the team is sort of weak to entry hazards if Starmie is gone.

The overall set is fairly standard. SpD Skarm is something that has grown more popluar overtime and now it’s almost expected, and for good reason. The extra SpD makes me a sort of mixed wall and in turn allows me to spike and pHaze a lot more easily on threats that would normally be an issue. I already went over the 3 main moves of the set, besides the obvious Roost, but again, Spikes + Taunt + Whirlwind, along with other means of indirect damage within the team, are my main methods of racking up damage and beginning the downfall of most teams. I use 36 Spe EVs because I like to speed creep and outspeeding other Skarms to the Taunt has always been something I love doing.



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Tyranitar (M) @ Choice Scarf
Trait: Sand Stream
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Pursuit
- Crunch
- Superpower
- Stone Edge


The second member of the team is also pretty standard, although it has kinda dropped in usage in my eyes. As DD Tar and CB Tar are seeing a bit more use, the utility this Tar brings to the team is just too valuable to give up. Not only does Tar start Sandstream, another means of indirect damage for the team, it’s also really my only directly Offensive Mon. ScarfTar brings some much needed speed to the table for an overall very slow team. The main reason for it being added though was it’s ability to Pursuit. One of the biggest threats to a spike-stacking team is Starmie, who can come in and threaten teams with a powerful attack or rapid spin and if you don’t predict perfectly, it can be extremely annoying. Tar tries to remedy this by getting rid of Starmie early. It’s utility doesn’t stop there though as it also checks Infernape, Gengar, Zapdos and Dragonite, all who can be troublesome to more defensively oriented teams.

Again, standard set is standard. Stone Edge, Crunch and Pursuit are basically mandatory and the only reason I’m using Superpower is because I don’t really have any other way of directly beating Blissey other than stalling it out with TS. Max Speed and Attack EVs.



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Starmie @ Leftovers
Trait: Natural Cure
EVs: 252 HP / 160 Def / 96 Spd
Timid Nature (+Spd, -Atk)
- Hydro Pump
- Ice Beam
- Rapid Spin
- Recover


Ah finally, a not-so-standard team member. Originally, I had Vaporeon in this spot to provide Wish support to Nidoqueen and the rest of the team but over time that changed due in large part to user Heist. Heist, who I’d like to give a shout out to because of all the help and guidance he’s given me over my time spent playing Pokemon, showed me how weak the team was to opposing spike-stacking teams. With his help, I decided to change this Water slot to Starmie. I’ve never looked back. Starmie helps keep the team intact in a way no other Water type could, be it through Rapid Spin or the numerous threats that it keeps in check, including Infernape, Gliscor, Dragonite and Heatran.

This set is a little different than most bulky Starmies. Like most, I have max HP, but that’s where the standardness stops. At first I was using a spread of Timid – 252 HP/ 40 Def/ 216 Spe. It wasn’t an issue of that set not working, it was just that I think I could get more mileage out of Starmie by using something different and more physical bulk would help against ScarfTar. I then started using a spread of Timid – 252 HP/ 232 Def/ 28 Spe, which allowed me to outspeed Rotom as well as survive a Crunch / Pursuit from ScarfTar if need be. After that, I tested the team for a while and found it to be quite weak to Gliscor. One match in particular, in which my Starmie got KOd by Gliscor’s EQ and the rest of my team being walled due to it not outspeeding, changed my mind once and for all. I put 96 EVs into Speed so that I always outspeed Gliscor, threw the rest into Def and that’s what I’ve stuck with. As you may notice, I also use Hydro Pump over Surf. This is just personal preference as I like hitting incoming Rotom as hard as possible. I also think the team benefits more from Ice Beam than Thunderbolt because it can hit bulky Dragonite and incoming Grass-types, who can be a pain.

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Nidoqueen (F) @ Leftovers
Trait: Poison Point
EVs: 252 HP / 252 Def / 4 SAtk
Relaxed Nature (+Def, -Spd)
- Toxic Spikes
- Stealth Rock
- Earthquake
- Fire Blast

And here we are, the driving force, aka the glue of the team. I know for a fact that this team would not function without Nidoqueen. It checks things like Lucario, Tar, and Sub Roost Zappy who otherwise can be terribly threatening. That only scratches the surface of its usefulness though. Its Poison typing gives me a second way of getting rid of TS, something very troublesome for the team as half the team is affected by it. Not only that, but Nido also lays down SR and TS of my own, the latter probably being the most important aspect of the team. With 2 layers of TS down, I can thoroughly stall out most things with CM Celebi factoring in its great physical bulk and ability to boost its special bulk. This is also how I usually beat Blissey: Poisoning it then Stalling out with either Starmie, Celebi, or Skarmory.

Max defense is needed to continually check both Tar and Lucario and the last EV point is just thrown into SpA to slightly boost FB. EQ is for STAB and FB allows me to hit Forry, a dominant spinner, and Scizor for a great chunk of damage.


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Rotom-W @ Leftovers
Trait: Levitate
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature (+Def, -Atk)
- Will-O-Wisp
- Thunderbolt
- Rest
- Sleep Talk


Unlike other spots on the team, this spot is still kind of up in the air, although I use Rotom mostly. The second Mon I usually use is a RestTalk Heatran with Calm – 252 HP/ 176 SpD/ 80 Spe, along with slight variations of the team like Tbolt on Starmie and Toxic > Taunt on Skarm to give me a chance against Dragonite. This may seem strange seeing as they both have almost polar opposite typings, but that’s the point. Both versions of the team function differently and better against certain teams. I have had the most success with the Rotom version though, so I’ve decided to stick with it full time. Rotom is obviously my Spin blocker, which, guess what, is not always needed for spike-stacking teams! I like to use one on this team just because Forry can be such a dick sometimes. Other than spin-blocking, Rotom performs a multitude of other jobs for the team. First and foremost, it is my main check to Gyarados and Machamp. Secondly, it does a great job of spreading status in the form of WoW to those who are unaffected by TS and crippled by Burn. Thirdly, and arguably most valuably, it acts as my status absorber, which is incredibly important on defensive teams.

The so called standard RestTalk Rotom set calls for 252 HP/ 120 Def/ 136, but I like max defense so that I’m guaranteed to check what I want to. Thunderbolt for STAB and WoW to cripple physical attackers, especially Siczor and Tar switchins.


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Celebi @ Leftovers
Trait: Natural Cure
EVs: 252 HP / 180 Def / 4 SAtk / 72 Spd
Bold Nature (+Def, -Atk)
- Calm Mind
- Recover
- Energy Ball
- Earth Power


Finally, the last member. For those thinking it, yes, the RMT’s almost done! Anyways, what can I say? I love this set. Although I’d like to run Psychic > EP(beating Tran is just too vital), this set functions great nonetheless. There are many variations on the coverage moves for CM Celebi, but I’ve found these 2 to work the best, mainly because luring in and beating the most common Mon in the game, Heatran, is always satisfying. What are the common switchins to Celebi? Heatran, Infernape, Gengar, and Rotom (there are other, I’m just naming some off the top of my head). If you notice, most of those use the SpA side of attacking to beat Celebi. Well, CM boosts that SpD stat right up and allows me to beat all of those eventually. Not only that, but it boosts SpA as well, and once I’m at +6, which surprisingly happens a lot, not much is going to stop me. This is probably my favorite set at the moment and I encourage all of you to use it, as I know some well known players like Stone_Cold22 and Eo Ut Mortus already have. With the right support, it’s absolutely devastating and becomes one of the best bulky set-uppers in the game.

For the set, I kinda made it myself. I’ve tried many different CM Celebi variations and found the physically bulky version to work best. After deciding that I just tweaked the spread to my liking. 72 Spe allows me outspeed all neutral natured Heatran, letting me hit them with a +1 EP. 4 SpA EVs were just thrown on to always break standard Breloom’s sub with Energy Ball. Speaking of Energy Ball, the reason I’m using it over GK is simply because I want to be able to hit Rotom for a reasonable amount of damage. I would use Psychic > a Grass move for better coverage overall, but I’m kind weak to things like Suicune, so a STAB Grass move helps with that.


Conclusion


I’d like to thank all of you for reading through the RMT. I put a lot of work in the RMT and the team itself, so any and all help would be appreciated even though this is sort of my last 4th gen team. A special shout out to Heist and AB2 for being an incredible help to me and the outcome of this team as well as people at the Official Serebii League Xat, where I spend most of my pokemon related time, for allowing me to test this team to its fullest. Serenubs ftw.
 
Very solid team, I had a lot of trouble finding any weakensses in it. You have stall teams covered with smart play and a correctly timed spin and offense if easy to handle since you have almost every sweeper checked very easily. You seem to have a slight weakness to some dragon dancers, like Dragonite and to a lesser extent Kingdra in some cases. Dragonite resists your main forms of passive damage and can set up on a lot of your pokemon to do massive damage. This could be especially bad if they happen to pack a set like Dragon Dance | Dragon Claw | Fire Punch | Roost which could sweep you pretty easily if played correctly. Kingdra can set up on a lot of your pokemon to a lesser extent, however you do have some pokemon that are able to wall it correctly like Skarmory. My only concern is that because Skarmory is in the lead position, it might not always be in the best shape to fight off Kingdra; however this is really a small issue at best. If I were you, I would try switching Skarmory's nature to Impish. This allows you to take hits from Kingdra and Dragonite a little bit better. Another option would be to try running 252 HP | 164 SpD | 92 Spe with an Impish Nature on your Skarmory. This will allow you to outrun all other Skarms [since some try and run that extra speed to outrun CB Tar] and prevent other leads from getting their spikes up. In general, I really think that your extra speed and defense will make up for the slight lack of special defense, because you have most common special attackers checked so easily. Finally, I would try running Earthquake instead of Superpower on your Scarf Tar. The reason I am suggesting this is because I would like to see that you have some extra insurance versus Pokemon like CM Wish Jirachi if you happen to lose Celebi early. This is really just a small option, but it could really make a difference in winning or losing games in a dire situation, or if you have some bad luck.

All I have to say, really solid team. Good Luck with it.
 
Hi fatty (lol), this is a great team, and I really like the use of underrated mons such as Nidoqueen and CM Celebi. I think that all six members are crucial to the team's success, so all I'm going to do is nitpick some stuff.

First off, Skarm wants an Impish nature. While I agree that Careful tanks special hits like no tomorrow, you really need the extra defense to ward off DD Kingdra/Tyranitar/Dragonite (iirc, +1 Life Orb Dragonite's Outrage 2HKOs Careful Skarm after Stealth Rock). I'd then take 16 EVs from SpD (you really won't miss them that much) and put them in Defense for a bonus point, which really helps its physical tanking ability.

Second off, Specs Heatran absolutely demolishes you. It can come in on Skarm, Ttar's Crunch/Pursuit, or (God forbid) Rotom's Will-O-Wisp. It then at least 2HKOs every single Pokemon on your team with Fire Blast.

Vs. Starmie: 57.1% - 67.3%
Vs. Nidoqueen: 96.4% - 113.5%
Vs. Rotom: 81.3% - 96.1%
Vs. Tyranitar: 47.1% - 55.6%

Your only way of killing it is to send in Starmie (who can very easily be taken out by a surprise HP Grass/Electric - 88.9% - 104.9%) to threaten with Hydro Pump, but even that does not KO (73.9% - 87.1%). Your other options are to sacrifice something and then attempt to revenge with Celebi or Tyranitar, but it can simply switch out and come back in (although it won't appreciate all the Spikes damage) to pick off your team one by one. An easy fix is to run specially defensive ResTalk Tyranitar over your Scarfer. While Scarftar does provide alot of utility to stall teams, SDef Tar is a very underrated threat that alot of teams have a hell of hard a time trying to kill, especially with hazard support. It counters Heatran to no end - a Choice Specs Fire Blast fails to 3HKO.

Now on to the second main threat I see, which is Dragon Dance Dragonite. It can easily set up a Dance versus Tyranitar locked into Pursuit/Superpower or Celebi, proceeding to sweep your entire team if it carries Dragon Claw (so you can't force it into Outrage and phaze it), Lum Berry (to shake off Will-O-Wisp from Rotom) and Roost (if it's the last Pokemon, it doesn't matter even if it's got Outrage - you can't win, simple as that). This can easily be fixed by running Scarf Rotom over your ResTalker - it revenges a wide variety of threats including Dragonite. Trick also cripples last Pokemon CurseLax, which could be problematic if you don't play correctly. It gives you an extra Lucario check. You'll see it runs max HP, which is for tanking hits such as LO Starmie's Hydro Pump and Forretress's Payback. 216 Spe outruns Jolly +1 Gyarados, and since you're not packing Shadow Ball, running max to tie with opposing Scarf Rotom is fairly useless, as the best move you can hit them with is Hydro Pump, which isn't exactly grabbing OHKOs anytime soon. The rest is dumped into SpA for overall general usefulness, but if you want, you can throw them into defense so you can always live a Scarftar Pursuit while switching if you're at full health.

A last suggestion; if you decide to keep your ResTalk Rotom, I recommend using Reflect over Will-O-Wisp. If you've got Toxic Spikes crippling Tyranitar, Will-O-Wisp is useless and could wind up in Rotom getting severely weakened by a Scarf Pursuit (or dead if it's CB, which has become more popular lately), while Reflect+TS means you can just stall Tar to its death. It also helps vs lead Machamp.

tl;dr
SpD ResTalk Tyranitar > Scarftar
Scarf Rotom > ResTalk Rotom
Reflect > Will-O-Wisp if you keep ResTalk Rotom

Sets
Tyranitar @ Leftovers | Careful | 252 HP / 4 Atk / 252 SDef
Crunch / Roar / Rest / Sleep Talk
Rotom-W @ Choice Scarf | Timid | 252 HP / 40 SpA / 216 Spe
Thunderbolt / Hidden Power [Ice] / Hydro Pump / Trick

I hope you take these suggestions into consideration. Great team, good luck!
 
Thanks a lot for the rates, both of you. First off, I know Skarm would probably function better with an Impish nature, but I kind of need Careful. The reason being is that I'm pretty weak to Offensive CM Suicune, especially if I don't have TS up, as once it gets a CM, Celebi is 2HKOd by Ice Beam. With Careful, I can switch Skarm in on the CM and take both Surf and HP Elec and Whirlwind it away, making it take more entry hazard damage. Impish wouldn't let me do that.

Yeah, as noted, Heatran is probably my biggest weakness. Luckily, most of the time it's lured in my Celebi and taken out with a swift EP, but if I'm playing a smart player, Heatran can wreck me. I really like the suggestion of SpD Tar and I think I'm gonna try it out. It gives me an extra pHazer, which is always appreciated, and allows me to check numerously more threats on the special side. Thanks for the suggestion!

On Rotom, WoW has come in handy at times, but I never really thought about Reflect. Now that you've brought it to my attention, I'll sure test it out. Furthermore, I think I'll also try ScarfRotom as well to pair with SpD Tar and see what version of the team works best.

Lastly, I think I will try EQ > Superpower. Usually I have Bliss handled, so EQ may be the best option.

Thanks for the help guys!
 
This team has huge problems with trapping pokemon:

Dugtrio:
- Scarf Tyranitar
- Nidoqueen
- Starmie

Magnezone:
- Free Ko on Skarmory

Pursuit:
- You have 3 pursuit weak pokemon

The problem with this is you have a stall team and you rely on all members being alive to stall out the opponents teams.

Dugtrio I shall let off as he is rare, but ice beam on nidoqueen and a defensive Tyranitar would help against this. Skarmory can live a thunderbolt with a careful nature, so I shall not suggested any changes here. Although the Magnezone + Dragonite combo however, does crush you and its got plenty of chances to set up. Pursuit is the main problem, a tyranitar, weavile, scizor etc. can pick off celebi or starmie with ease. While a sleeping Rotom is relying on luck to save his hide.

Another weakness is DD tyranitar, with a set of Dragon dance/Stone edge/Crunch/Earthquake your team is in a lot of trouble. If its life orbed, then your only chance is a speed tie with Tyranitar.

Due to your DD weakness in general, I recommend replacing Celebi for a Scarf Shaymin and using a sp.def tyranitar.

Shaymin @ Choice scarf
Modest/Timid
252speed/252 special attack/4hp
- Seed Flare
- Hiden power Ice
- Earthpower
- Rest

Tyranitar @ Leftovers
Careful/Sassy
252hp/252sp.def/4 attack
- Crunch
- Roar/Fire Blast/Curse
- Rest
- Sleep talk
 
First of all, I do have a pretty big trapper weakness which you have just brought to my attention. Dugtrio is almost non existant so I wont factor that in. I could remedy the Zone weakness by adding Shed Shell to Skarm, but I'd rather not do that as lefties is really valuable. The pursuit weakness truthfully hasn't been much of a problem. The main 2 Pursuiters, Tar and Scizor, can't switch into Rotom reliably due to WoW. Tar has a hard time switching into Starmie and Scizor almost always Uturns instead of Pursuits. Also, Celebi can scout ScarfTar's move by recovering off a crunch / pursuit, and a +1 Energy Ball deals massive damage to CB Tar. Scizor, like against Starmie, almost always takes the free Uturn instead of Pursuiting on Celebi as well. I guess I can just chalk it up to one of those paper weaknesses that don;t actually perform well in the real game situation.

I really don't think I'm that DD Tar weak and I can honestly say I've never been close to being swept by it. First of all, LO DD Tar, the only real 'threatening' DD Tar to the team, is pretty rare. Add that to the fact that EQ is also fairly rare on DD Tar when factoring in the use of Ice Punch and Fire Punch and I have a pretty situational sweeper weakness. On top of that, I usually have entry hazards up, including TS, which severely shortens Tar's lifespan. Also, it has a terribly hard time setting up as the only thing that I can think of that it can set up on is Crunch / Pursuit locked ScarfTar.

Why would you suggest changing the Mon that this team was built around? The team was clearly meant to support Cm Celebi and switching Scarf Shaymin in for it would hamper the synergy of the team.

Lastly, I do like the SpD Tar suggestion, as I mentioned before, so I will definitely be trying that out.
 
Yo, you have a solid team right there.

Just a cool idea you might consider:

You could try using Shuffle-Snorlax/Hariyama (Hary helps with DDtar whereas Laxo handles most special attackers better). If you use Hariyama you could play him together with Spiritomb which handles Starmie ok. Lastly i would run enough speed on Starmie to outspeed Infernape since u lose a revengekiller (Ttar) with these changes and i would change Ice Beam to Tbolt.

Hariyama-Set: Rest, Sleeptalk, Whirlwind, Force Palm/Close Combat/Cross Chop.
Spiritomb-Set: Rest, WoW/Pursuit, Dark Pulse, Sleeptalk (/Shadow Sneak/Sucker Punch).

Only weakness that remains then is Dragonite with Firepunch/Fireblast. Im too tired to think of a solution for this right now.
 
Haha that's really interesting because the first team I made around CM Celebi utilized a CeleTran + RestTalk Hariyama core. I found that it didn't really get the results that I hoped for and was a very sub par resttalker. I may give it a go again with that Spiritomb though, so thanks for the rate a suggestion.
 
First of all, I do have a pretty big trapper weakness which you have just brought to my attention. Dugtrio is almost non existant so I wont factor that in. I could remedy the Zone weakness by adding Shed Shell to Skarm, but I'd rather not do that as lefties is really valuable. The pursuit weakness truthfully hasn't been much of a problem. The main 2 Pursuiters, Tar and Scizor, can't switch into Rotom reliably due to WoW. Tar has a hard time switching into Starmie and Scizor almost always Uturns instead of Pursuits. Also, Celebi can scout ScarfTar's move by recovering off a crunch / pursuit, and a +1 Energy Ball deals massive damage to CB Tar. Scizor, like against Starmie, almost always takes the free Uturn instead of Pursuiting on Celebi as well. I guess I can just chalk it up to one of those paper weaknesses that don;t actually perform well in the real game situation.

I really don't think I'm that DD Tar weak and I can honestly say I've never been close to being swept by it. First of all, LO DD Tar, the only real 'threatening' DD Tar to the team, is pretty rare. Add that to the fact that EQ is also fairly rare on DD Tar when factoring in the use of Ice Punch and Fire Punch and I have a pretty situational sweeper weakness. On top of that, I usually have entry hazards up, including TS, which severely shortens Tar's lifespan. Also, it has a terribly hard time setting up as the only thing that I can think of that it can set up on is Crunch / Pursuit locked ScarfTar.

Why would you suggest changing the Mon that this team was built around? The team was clearly meant to support Cm Celebi and switching Scarf Shaymin in for it would hamper the synergy of the team.

Lastly, I do like the SpD Tar suggestion, as I mentioned before, so I will definitely be trying that out.

What is this ...
firstly, you agree you have a huge trapper weakness, then you just ignore it. 3 pursuit weakness', don't blag that isn't an issue on a stall team.

Secondly, do your research. The most common Dragon Dance Tyranitar on Pokemon Online has a moveset of:

Tyranitar @ Lum berry
Jolly
252 speed/252 attack/4 hp
- Dragon Dance
- Earthquake
- Crunch
- Stone Edge

Get wrecked. Don't give that situational BS.

The idea that you cannot replace Celebi because you built the team around it is also stupid. If you want your team to improve, you need to accept that no pokemon has a solid place on that team, and that the removal of any of your 6 pokemon could potentially improve the team.

You need to read this I think:
Playing to Win
 
What is this ...
firstly, you agree you have a huge trapper weakness, then you just ignore it. 3 pursuit weakness', don't blag that isn't an issue on a stall team.

Secondly, do your research. The most common Dragon Dance Tyranitar on Pokemon Online has a moveset of:

Tyranitar @ Lum berry
Jolly
252 speed/252 attack/4 hp
- Dragon Dance
- Earthquake
- Crunch
- Stone Edge

Get wrecked. Don't give that situational BS.

The idea that you cannot replace Celebi because you built the team around it is also stupid. If you want your team to improve, you need to accept that no pokemon has a solid place on that team, and that the removal of any of your 6 pokemon could potentially improve the team.

You need to read this I think:
Playing to Win

How did I ignore it? I addressed that it was a problem on paper, but in game situations it hasn't been nearly as bad. If anything, what was I supposed to do? You told me I had a trapper weakness, yet didn't give me any concrete way to alleviate it besides the switch to Shaymin > Celebi, which I'll also address. Yes, I agree that any Pokemon on a team is possibly replaceable, but not when that certain Pokemon is the win condition for the team. I never said that this was a Stall team, it merely has a stally feel while trying to set up CM Celebi. I'd rather not have a team of Mon's that don't work towards a common goal, which is why I'd like to keep Celebi.

Also, I fail to see still how I'm weak to that DD Tar, even with it being the most common. Let me spell out a game scenario for you:

My CS Tar gets locked into Crunch or Pursuit (again, the only way it can set up). Tar switches in, takes Spikes + SR damage. Tar DDs, I switch in Skarm. Skarm takes a max of 66.5%, I Whirlwind it out making it take more entry hazard damage. From then on I'm not gonna play stupidly and lock myself into another Crunch or Pursuit with my own Tar. This way, the opposing Tar can't set up again and I have to get my Skarm back up to health so that it may be able to take another SE. That's not even mentioning that if I do happen to lock myself into Crunch / Pursuit again AND Skarm is within KO range, I still have Nido who can take a +1 EQ and do 49.1% - 58.5% back with EQ. On top of that, I can also use my own Tar to hope for a speed tie. Hell, even Celebi only takes 75.7% - 89.6% from a +1 Crunch and can hit back with Energy Ball.

All that aside though, I'd like to thank you for posting that article. At first I thought you were trying to insult me, and although that might of been part of your intent, I feel that after fully reading it that it has only helped my thinking process. Like most, I'd rather not admit it, but I think I have been playing sort of scrubbish in ways such as disregarding certain tactics (i.e "Hax Teams") and not analyzing losses thoroughly enough. This particular article has opened my eyes, in a sense, and I'll definitely be playing the game a bit differently because of it. Thanks again for the rate and your help.
 
How did I ignore it? I addressed that it was a problem on paper, but in game situations it hasn't been nearly as bad. If anything, what was I supposed to do? You told me I had a trapper weakness, yet didn't give me any concrete way to alleviate it besides the switch to Shaymin > Celebi, which I'll also address. Yes, I agree that any Pokemon on a team is possibly replaceable, but not when that certain Pokemon is the win condition for the team. I never said that this was a Stall team, it merely has a stally feel while trying to set up CM Celebi. I'd rather not have a team of Mon's that don't work towards a common goal, which is why I'd like to keep Celebi.

Also, I fail to see still how I'm weak to that DD Tar, even with it being the most common. Let me spell out a game scenario for you:

My CS Tar gets locked into Crunch or Pursuit (again, the only way it can set up). Tar switches in, takes Spikes + SR damage. Tar DDs, I switch in Skarm. Skarm takes a max of 66.5%, I Whirlwind it out making it take more entry hazard damage. From then on I'm not gonna play stupidly and lock myself into another Crunch or Pursuit with my own Tar. This way, the opposing Tar can't set up again and I have to get my Skarm back up to health so that it may be able to take another SE. That's not even mentioning that if I do happen to lock myself into Crunch / Pursuit again AND Skarm is within KO range, I still have Nido who can take a +1 EQ and do 49.1% - 58.5% back with EQ. On top of that, I can also use my own Tar to hope for a speed tie. Hell, even Celebi only takes 75.7% - 89.6% from a +1 Crunch and can hit back with Energy Ball.

All that aside though, I'd like to thank you for posting that article. At first I thought you were trying to insult me, and although that might of been part of your intent, I feel that after fully reading it that it has only helped my thinking process. Like most, I'd rather not admit it, but I think I have been playing sort of scrubbish in ways such as disregarding certain tactics (i.e "Hax Teams") and not analyzing losses thoroughly enough. This particular article has opened my eyes, in a sense, and I'll definitely be playing the game a bit differently because of it. Thanks again for the rate and your help.

Im sorry, but you are DD tar weak. Nidoqueens attack sucks, its only doing 44.4% - 53.2% and its 2hkoed back. Skarmory is your lead so that is not a reliable method, Tyranitar is a speed tie, so that is not reliable and Celebi only does 50.9% - 60.2% back, not to mention it can be OHKOed after stealth rocks. If you hadnt noticed the lum berry, so toxic spikes is not affecting it.

Also Tyranitar can create free turns for setting up by scaring out your pokes. Not to mention none of your pokes can KO it. The most common set on PO has a super effective move on all your pokes and it can 2hko every single one and not be KOed back. Not only is DD tar garunteed a kill, its also got a high chance of 6-0ing you.
 
Lol ok, I'll take your word for it. I'm just saying that in all my battles with this team, I've never been even close to being swept by it. It may just be how I play against it or others playing stupidly with it, but I've honestly had no trouble with DD Tar.
 
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