The Team
The Suspect ladder has been a mixed bag for me; on one hand, I'm glad to see things like Garchomp and Latios back, however, I'm also a bit shocked at how offensive the metagame has become. The sheer power the new Suspects led people to ditch traditional stall and favor things such as Bulky Offense, or even straight out Offense. Sure, the occassional stall team is seen once in a while, but I've definately noticed more and more teams choosing the offensive route. This doesn't bother me one bit, however. I was thrilled to be able to use Shaymin-S, Garchomp, Latios, and even Manaphy as well as see how the metagame would unfold and adjust to handle these new threats. Nevertheless, the Suspect ladder is a lot more enjoyable to be honest, and the fact that people are able to experiment with new sets such as Specially Defensive Skarmory and Haban Berry Dragons only adds to the excitement.
This team, at a glance, looks extremely generic. I apologize for that first and foremost, however, I've found this lineup to work the best out of all the previous combinations I had for this team. Every member compliments each other in some way, whether it be deploying entry hazards like Skarmory, breaking down oppositions walls and scouting like Infernape, or even just being plain badass and powerful like Latios, every other member of the team benefits from another member's ability to handle certain threats. Stealth Rock and Spikes are both essential for this team, preventing things like Gyarados and Garchomp from continously switching-in to have their way with my team. It's quite hard to take repeated assaults from powerful sweepers such as Latios and Infernape while also receiving residual damage, just ask "safe" switch-ins to these offensive powerhouses such as Metagross, Vaporeon, and even (lol) Tentacruel. I've said enough, time for you to Rate my Team.
Mamoswine @ Life Orb
Jolly nature (+ Spe, - SpA)
6 HP / 252 Atk / 252 Spe
~Stealth Rock
~Earthquake
~Ice Shard
~Stone Edge
An offensive metagame like Suspect calls for an offensive lead like Mamoswine. Deoxys-S once occupied this spot, but then I realized that people were preparing for it much too much. The sheer amount of Scarf Skymin, Metagross, and Tyranitar I began seeing was obscene. Thus, I knew a new lead was in order, especially after the banning of Deoxys-S. Enter: Mamoswine! Yes, this is probably one of the most effective leads currently, and easily the most crucial part of this team when it comes to handling Suspects. All the Suspects, bar Manaphy, lose to Mamoswine's Ice Shard (the Lati twins need only a bit of residual damage to ensure a KO). I chose Life Orb for a number of reasons, primarily because without it, Shuca Heatran is guaranteed to be OHKOed, and things like Metagross also don't take nearly enough from Earthquake as they should (without Life Orb, the most they take is 84%, whereas with Life Orb, they take 92% minimum). Jolly allows me to outpace Timid Heatran that attempt to kill me, which is hilarious to see their efforts foiled as I break them in half even with the resist berry. The EVs are quite simplistic if you ask me; max Attack and Speed for the greatest chance to kill something and nearly guaranteed Stealth Rock deploy.
Mamoswine does excellently against the most common leads I've seen. Lead Heatran all lose, unless they run Choice Scarf (a very rare sight to see might I add). Earthquake also batters Metagross leads, and the declining Swampert take such a huge chunk from Earthquake, they usually attack, letting me set up Spikes with Skarmory. Tyranitar leads can't OHKO me on average, whereas they die to Earthquake, unless they run CounterSash. One might think Azelf leads completely run me over, but that couldn't be any farther from the truth. Stone Edge was placed here for more than just those random Gyarados switch-ins. Stone Edge deals 71% on average to 6 HP / 0 Def Azelf, and Ice Shard cleans up, dealing 43% on average. Even if I deal minimum damage twice on both moves, Stone Edge's minimum (65.29%) plus Ice Shard's minimum (39.52%) still KO Azelf easily. Sometimes, they Taunt expecting me to Stealth Rock, only to be horribly owned and prevented from deploying their own Stealth Rock. Scarf Skymin are just laughable, I Stealth Rock the first turn as they go to Skarmory, then I'm given a chance to go straight to Infernape as they Spike, then it's a U-turn as they go to their Infernape check (most likely a Latios or Latias, meaning U-turn is going to do a huge amount). Foe Mamoswine usually end up in both of us using Stealth Rock, and then me sending in Skarmory to deploy Stealth Rock as they Earthquake.
The reason I love Mamoswine so much is because of how it can come back later in the game and change the entire momentum. Ice Shard is such a useful tool for stopping either Lati twin, Salamence, Garchomp, and even Skymin. It also deals decent damage to Gyarados and Tyranitar, the former of which is a massive threat to this team. Those Gliscor + Metagross combinations that think their being cute and using that Baton Pass strategy are unprepared for when I Earthquake the Baton Pass to Metagross, and then clean up Gliscor with Ice Shard if it tries to come back. I honestly thought Mamoswine was going to be subpar as a lead, but now I swear by it and refuse to use anything else. I like having a lead that keeps the game offensive and doesn't necessarily have to die in order to fulfill its role. Being a cute, lovable piece of pork is just an added bonus <3
Skarmory @ Shed Shell
Careful nature (+ SpD, - SpA)
252 HP / 252 SpD / 6 Spe
~Brave Bird
~Spikes
~Roost
~Whirlwind
I'm shocked at how well this thing works, I truly am. When I first heard about Specially Defensive Skarmory, I brushed it off and kept using my Bronzong. Then I had the pleasure of facing one, and when I hit it with Draco Meteor, I was shocked to see it take so little. Multiple Surfs didn't do anything memorable, and it continously Spiked the field and Whirlwinded me out. Needless to say, Skarmory went over Bronzong, and my win ratio went way up. 334 HP / 262 SpD at first doesn't sound impressive, but when you factor in Skarmory's many resistences (of which include Dragon, Flying, Grass, and immunity to Ground), it can find its way into many of the most prevelant Suspects and begin setting up Spikes. Just because it has no Defense EVs also doesn't mean it can't take physical abuse, as 316 Defense is still very impressive and considering things like super effective Fire Punches and Fire Fangs fail to 2HKO, it's safe to say Skarmory is one of the best defensive buffers in Suspect. The reason I really wanted Spikes is because things like Swords Dance Lucario, Choice Band Tyranitar, and even less common things like offensive Metagross give this team a really tough time, so limiting the amount of times they can switch-in is essential.
If you haven't tried Skarmory out, you're really missing out on one of the most amazing utility Pokemon. It can even live things like Thunderbolts from Magnezone (whom, if running a Timid Scarf, fails to OHKO). Of course, I don't need to worry about Magnezone with Shed Shell as my hold item. Losing Leftovers sort of does hurt, but since there's so many Skymin and Latios around, finding an opprotunity to Roost up is ridiculously easy. Just to add insult to injury to Blissey, Skarmory actually beats SubSeed Skymin, as Air Slash most of the times doesn't even do 20%, and Whirlwind knocks that green bastard right the hell out, allowing me to switch and forcing Skymin to take more Stealth Rock damage. Brave Bird is, for lack of a better term, plain cool. Being able to slam Latios and nearly OHKO Skymin is great, and catching Infernape switch-ins is hilarious. Roost is Roost, and what really sets Skarmory aparts from other defensive Steel-types like Jirachi, Bronzong, and Metagross. Skarmory gets a free switch-in on Latios bar Trick and Thunderbolt (which has never OHKOed Skarm before), and begins to start the Spiking.
I haven't ever considered replacing Skarmory, as it's much too useful and easy to abuse. Skarmory also doesn't just stop Suspects, but also things that are supposed to stop Suspects. Bronzong, most Metagross, Scizor, and Mamoswine have trouble doing anything noticable to Skarmory, while I use them as Spike set up, and Whirlwind them if they're problamatic. If I were to change anything, it'd probably be the EVs to let it take physical attacks better, but most of the things that scare Skarmory away are easily handled by the rest of my team (barring Swords Dance Lucario, who really, REALLY is an asshole). I like how easy it is to predict Infernape switch-ins and go right to Latios and Trick their Special Wall or Steel-type, gaining a Leftovers in the process. It's kind of funny how you can't really determine what type of team one has just by seeing their Skarmory. It fits into every team basically, just showing off how great it is.
Latios @ Choice Specs
Timid nature (+ Spe, - Atk)
6 HP / 252 SpA / 252 Spe
~Draco Meteor
~Dragon Pulse
~Thunderbolt
~Trick
I love this thing to death, even if it's predictable and generic. It's so simple to use and destroy things with. I initially Draco Meteor the first turn, just to see what they have to stop Latios (pretty much everything takes an assload from a Draco Meteor coming off 539 Special Attack stat, even resistences. After whatever they bring in has taken a huge load from my initial assault, I'll keep switching until Latios comes in again, then I mostly just Trick and they end up having a crippled check to Latios, as well as giving my Latios a new item (most likely Leftovers). After that, I've got a recovering sweeper that can easily extend his attack on my opposition. His offensive power is great, but his typing is what I love best about him. Being able to come in on most Infernape (barring U-turn!) and just scare the hell out of that red-assed monkey is gold.
Offensive teams with no Steel-type or Blissey end up relying on revenge killing this guy, which is okay with me because Pursuit is like, the worst thing to have someone set up on. Very few people even expect Tyranitar to come in, expecting a Lucario to take advantage of the free turn. Once Latios dies, I may have lost a crucial member of the team, however, it's okay since Latios will have usually fulfilled his role of softening the enemies team up significantly for my other teammates to begin battering them to death. I rarely ever use Thunderbolt or Dragon Pulse, though it's good to have them in case I predict a Tyranitar coming in, or even expect to sweep the rest of a team and not want to have my Special Attack lowered. I once ran Surf with Trick slashed with Thunderbolt, though MetaNite excellently pointed out that Thunderbolt hits for the same damage, does the same to Scizor, but kills Skarmory and also kills Bulky Waters more reliably, namely Manaphy. It prevents SubPetaya Empoleon from coming in and just setting up, and being a huge fan of that set as well as someone who's used it to immense success, I know how dangerous it is.
I don't see me getting rid of Latios. He usually gets at least one Draco Meteor off every match, and sometimes, that's all I need to ensure something dies. Hidden Power Fire could find its way on here somewhere, as it does handle Scizor and Metagross as well as Skarmory and Bronzong, though letting Tyranitar come in for free is a very scary prospect, so I usually disregard that idea entirely. The fact that so many Steel-types are changing their usually physicall defensive selves into specially defensive scares me a bit, since if Latios ends up becoming Uber, any hopes of this team forming once more in a normal OU ladder will likely be forgotten. I guess Latias could be used...but just look at that blue coat. You can't tell me that isn't pure sexiness =(
Infernape @ Life Orb
Naive (+ Spe, - SpD)
252 Atk / 24 SpA / 232 Spe
~Close Combat
~Overheat / Mach Punch
~Stone Edge
~U-turn
I know what you must be wondering, "Why are you using an Infernape in a metagame dominated by Latios, Manaphy, and even Skymin?" I thought Infernape was a pretty idea to use, however, I realized Steel walls like Skarmory and Bronzong were terribly annoying, and that things like Blissey just didn't seem to die. Infernape just seemed to fit into this team. Like a piece of glue connecting an unstable structure, or even like the missing piece of a puzzle. I figured special offense wasn't the way to go, especially with Latios and Latias able to soak up Hidden Power Ice too easily, so I tried out physically based Infernape, and it worked wonderfully. The sheer power of Close Combat surprises people; 2HKOing max HP / max Def Vaporeon with Stealth Rock or Spikes, one of the safest switch-ins to Infernape. The new Specially Defensive Skarmory takes a chunk from Close Combat as well, taking around 50% minimum and being 2HKOed with Stealth Rock 100% of the time. Whatever Close Combat fails to hit, you can better believe Stone Edge more than makes up for it. In fact, offensive Gyarados trying to wall Infernape will be shocked as they are 2HKOed by Close Combat followed by a Stone Edge after Stealth Rock damage.
U-turn is perhaps my favorite move on this Infernape. No one lures in Starmie, Latios, and Latias quite like Infernape, thus U-turning them as they come in to soak up a hit is hilarious, as well as painful (for them). Picture this: Mamoswine vs. Heatran. Obviously, Mamoswine wins, so they go right to Skarmory to wall Mamoswine as I get up Stealth Rock. I go to Infernape as Skarmory Spikes up the field, and as they go to Latios, I U-turn, dealing 73% on average, and with Stealth Rock they end up losing around 85% of their health, and haven't made a single attack. U-turn also helps with those damn Cresselia, as well as Scarfed Dragons such as Flygon whom are terrified of Mamoswine and his manly tusks. U-turn does more than just damage and provide momentum, it also lets me hit things like Celebi for high damage if they switch-in and try and be cute and take Overheat after the special fall. U-turn may seem like the most replacable move on the set at first, but it's easily the most important.
Overheat is very strong, even with such a small investment in Special Attack and a neutral nature. Skarmory won't be walling this, as it easily OHKOs them. Overheat is also wonderful for things like Zapdos without having to rely on Stone Edge's shaky accuracy. With Blaze activated, even those damn Latios will lose half their health on average. It's hard for people to find a safe switch-in on Infernape if they don't have Latios or Latias, as Close Combat pretty much murders everything that would usually handle Overheat, even max HP Manaphy risks taking 54% minimum from Close Combat, and it outsped and finished off turn two. The EVs are quite simplistic; max Attack for making Close Combat, U-turn, and Stone Edge deal the most damage possible, 232 Speed to hit 241 Speed, outpacing all forms of Garchomp, Adamant Dugtrio, and even Adamant Tyranitar after a Dragon Dance. 24 Special Attack because...where else would it go? Plus, 250 is such a cool number 8D
Infernape is the newest member of the team, and is one of those "I'm just testing this until something better comes along" Pokemon. Surprisingly, Infernape is responsible for a lot of this team's damage output. I'm very impressed with it thus far, and would like to keep it. I have, however, considering using Mach Punch over Overheat to help my terrible Swords Dance Lucario weakness. The extra Speed wouldn't help much, and losing Overheat of course would help, but considering Skarmory is 2HKOed by Close Combat anyway, the loss might not be as big as I would've expected. Mach Punch would also help pick off Empoleon and Heatran, two threats that can threaten this team greatly with increased Speed (Empoleon especially, ugh that one time with SubPetaya getting that Agility...). Infernape himself is likely going to be around for a long time to come. He's so fun to use and just plain enjoys Spikes damaging those bulky Waters, allowing his sweep to go undisturbed.
Tyranitar @ Life Orb / Babiri Berry
Jolly nature (+ Spe, - SpA)
6 HP / 252 Atk / 252 Spe
~Dragon Dance
~Crunch
~Fire Punch
~Stone Edge
The main sweeper of this team, as well as my favorite Pokemon. Tyranitar is one of the most destructive sweepers in the game, and its stat distribution is flawless. Speed is the only real issue it's ever had...and that's where Dragon Dance comes into play. With maximum Speed and a Jolly nature, Tyranitar can outrun Base 115 Pokemon while sporting a massive Attack stat of 716 (factoring in Life Orb). With Crunch, Stone Edge, and Fire Punch, most Pokemon are easily cleaned up once this bad boy sets up. Latios and Latias are pure set-up fodder if they've used Draco Meteor, and even if they didn't, they can't OHKO Tyranitar and will be outsped and killed the next turn. Manaphy can't OHKO with an unboosted Surf, and suffers a terrible amount of damage from Stone Edge after a Dance. Skymin, while it does outrun Tyranitar after a Dragon Dance, fails to OHKO with a Timid Seed Flare and is destroyed by Stone Edge or Fire Punch.
Tyranitar really appreciates most Steel-types focusing on Special Defense, as it can safely KO things like Skarmory that would once have caused it trouble. Bronzong and Skarmory take fatal damage from Fire Punch, OHKOing them both if they've taken a bit of damage (Stealth Rock helps in Skarmory's case). The reason I chose Fire Punch over Earthquake is because it provides the best coverage with Tyranitar's STABs. It hits all the Steel-types in the game bar Heatran (who takes a ridiculous amount from a boosted Stone Edge and doesn't really do anything with Earth Power). Scizor, Forretress, Skarmory, Bronzong, Metagross, Jirachi, etc...are all devasted by a +1 Fire Punch, although hitting Scizor on the switch is usually how I deal with it, since most teams don't have dedicated switch-ins for Tyranitar, and rely on Scizor to reliably kill it.
There are a few reasons I chose Tyranitar, other than it being my favorite Pokemon. By looking at my team, you can clearly see my team is walled to hell and back by Cresselia as well as threatened by Latios and Latias. Tyranitar not only kills all three with Crunch, but it hampers Cresselia thanks to Sandstorm messing up Moonlight and preventing that oversized duck from stalling my team out. In fact, I sometimes just switch Tyranitar in and that is enough to stop Cresselia from walling anything. Tyranitar also is great because it's able to laugh at things like Blissey (without Thunder Wave!) and use it as set up fodder. With the influx of Specially Defensive Skarmory, a bit of residual damage is all I need to have Tyranitar break both of them, as well as that weird "SkarmBlissCress" combination.
Although it is my late-game sweeper, Tyranitar is able to come in early game and set the Sandstorm up to stop SubSeed Skymin from being problamatic, as Sandstorm negates Leftovers and also generally causes hell for things like Gyarados who is a jerk to this team. I'm also able to spam Fire Punch and catch any Scizor coming in, making it easier for Garchomp to slam things with Outrage. I'm also able to weaken Bronzong, Skarmory, etc...with Fire Punch, causing Latios to have more wiggle room with Draco Meteor. While Tyranitar supports them, my team also supports Tyranitar as well. Spikes hinders things like Hippowdon and stops it from walling this green beast. Latios punches holes in generally everything, and also kills practically every Tyranitar counter imaginable. Garchomp cleans up things like Gyarados, Salamence, etc...Infernape also helps by beating on the likes of Machamp and Hariyama with Close Combat, and can also give Tyranitar some free switch-ins against the likes of Cresselia.
I really don't want to replace Tyranitar, it's much too awesome and fits so well into this team. I've considered making a Choice Bander, but three Choice users is excessive, and there are so many opprotunities to set up Dragon Dances, I disregard that idea time after time. I was considering Babiri Berry, or even Shuca Berry for the likes of Scizor and Garchomp, but then the more I think about it, the more I think of how weaker Tyranitar will be, as a Jolly nature with no boosting item will greatly lower its Attack. I've actually thought about Rock Polish once in a while, in order to outpace Skymin and swiftly KO them. It's actually been going through my head more and more each day. Tyranitar is still quite slow, even after a boost, and he's still pretty damn strong with or without a +1 Attack boost.
Garchomp @ Choice Scarf
Naive nature (+ Spe, - SpD)
6 HP / 252 Atk / 252 Spe
~Outrage
~Earthquake
~Stone Edge / Dragon Claw
~Fire Blast
UberChomp! Not so Uber anymore it seems; it's good to have this guy back in OU for a second go. At first, I abused Swords Dance like everyone else, but it seems people aren't stupid, and don't use Ice attacks on him much anymore, so Yache Berry was a waste. I tried Haban Berry, but Draco Meteor from things like Specs Latios did so much, that the berry was pretty much worthless. I tried out SubSalac Garchomp, and while it definately yielded better results, it still was stopped by the abundant Steel-types that roam the Suspect ladder. Then I went to CB Chomp, and it was awesome...just that it was slow. I got discouraged, and thought Garchomp sucked in this new metagame...Until I used ScarfChomp. No, I am not saying this is Garchomp's best set, just that it fits so well on this team, revenge killing boosted sweepers and being overall badass, that it did better than the other sets. Flygon can go take a hike; Garchomp is the best revenge killer in OU and will remain so until the end of the Suspect test (I'm pulling for Garchomp in OU though!).
The amount of things this thing can revenge kill is ridiculous. Agility users like Empoleon and Metagross aren't gonna outrun Garchomp, and are gonna die to Earthquake. I know running a + Speed nature may seem ridiculous, but it's absolutely necessary, since +Speed Salamence is a total prick and I don't want to end up losing late-game to that, now would I! Garchomp is also my main defense against Gyarados, as Outrage will kill it after Stealth Rock damage assuming it's an offensive version. Garchomp can also handle Swords Dance Lucario for me, assuming it's at full health. A +2 LO Extremespeed does 72% maximum, meaning I can easily afford to take it as well as Stealth Rock damage. Meanwhile, Earthquake owns it, and Fire Blast can still deal enough damage while not allowing me to be total set-up fodder for things that fly or Levitate.
I can't find much of anything that fulfill's Garchomp's role as a revenge killer. Gengar could work, and would offer a Fighting-resist and Ground immunity, but Pursuit weakness and overall inability to hurt things like Blissey leads me to ignore it. Garchomp can actually sweep teams with Steel-types gone and some Spikes up. Outrage is still very powerful, and makes quick work of frail sweepers and just generally provides a solid offensive move. I've been using Stone Edge lately, to kill Gyarados and not be locked in, although Dragon Claw is starting to look better and better. I've rarely used Stone Edge, and Dragon Claw would be nice to scout things in early game and would also be useful to pick off sweepers without getting confused.
Closing Comments
I haven't played any Suspect ladder seriously, however, I find them all being in one metagame to be more fun and less centralized around a specific Suspect. This team at first glance looks fragile, but it really has great synergy using resistences and immunities. The biggest threats I've mentioned are either able to be revenge killed, or are unable to set up reliably without being OHKOed. For example, Lucario might try and set up against Tyranitar, only to become set up fodder for Tyranitar, and then being killed by Fire Punch. Taking advantage of predictable movesets also helps this team, as things such as Latios will be unable to surprise me with anything other than Thunderbolt (which is easy to either set up on or just find a switch-in for). Mamoswine ends up doing most end-game revenge killing thanks to Ice Shard, and Jolly has really helped me out in a ton of cases, such as against Lucario and Gyarados. Infernape's U-turn really gives my team the edge I need in most cases, and sometimes all I need it to do in matches is U-turn out of things for a free set up with either Tyranitar ot Skarmory. I have trouble against heavy stall, unfortunately, and I cannot deny this. By glancing at my threat list, you can see that fast special sweepers are also the bane of this team in most cases. I end up having to rely on Garchomp to revenge kill them. Luckily, being resistent to Stealth Rock and immune Thunder Wave lets it utilize its revenge kill abilities better than Salamence or Dragonite.
This team has been very successful, but there are changes I'm willing to make in order to increase my success ratio with this team. I'm open to all suggestions, so please, if you have any, voice them!