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Gen IV Offense Team

Discussion in 'Past Gen Teams' started by SoulRed12, Apr 29, 2012.

  1. SoulRed12

    SoulRed12

    Joined:
    Apr 27, 2009
    Messages:
    758
    At a glance:
    [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]

    I tried to put together a halfway decent offensive team. I changed out a bunch of stuff over and over before actually playtesting it, and thus, I won't go into the construction process. But, there are a few problems I've been having with it so I need some creative people to help me out.

    So, onward to the details. (note, as it says in the thread title, this is a gen IV team)

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    Gliscor (M) @ Yache Berry
    Trait: Sand Veil
    EVs: 252 HP / 4 SDef / 252 Spd
    Jolly Nature (+Spd, -SAtk)
    - Stealth Rock
    - Earthquake
    - Taunt
    - U-turn

    One of my two favorite leads. Faster than Roserade to block both sleep powder and toxic spikes (though nobody on my team really cares much about toxic spikes), though leaf storm hurts despite neutrality. I know Yache Berry seems weird, but it lets me last long enough to KO lead infernape (provided it uses SR first) and then set up SR before the next switch-in KOs me. It could also allow me to survive one lead Machamp ice punch to get some damage on it before going to Rotom for the revenge kill. And since I opted for U-turn to cripple lead Azelf (who will probably taunt me before I can use Taunt myself, or SR) and switch out into Rotom-W for the kill (with the scarf), potentially before he can even get up stealth rocks if he spent the first turn taunting. Similarly, U-Turn breaks Aerodactyl's sash, and then rotom threatens to KO (again, due to its scarf). I just love their synergy.

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    Rotom-W @ Choice Scarf
    Trait: Levitate
    EVs: 16 HP / 240 SAtk / 252 Spd
    Timid Nature (+Spd, -Atk)
    - Trick
    - Shadow Ball
    - Thunderbolt
    - Hydro Pump

    As I mentioned above, it serves to provide synergy with Gliscor. It's also my answer to gyarados, who I can switch into on the DD (or after a KO) and outspeed with a thunderbolt. Sadly, Gengar's shadow ball is a OHKO, but if I can get Rotom in after a KO or on some other attack besides shadow ball, it can outspeed with the scarf and OHKO thanks to Gengar's frailty.

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    Heatran (M) @ Leftovers
    Trait: Flash Fire
    EVs: 4 Def / 252 SAtk / 252 Spd
    Modest Nature (+SAtk, -Atk)
    - Taunt
    - Fire Blast
    - Earth Power
    - Toxic

    Serves as a counter to a wide variety of pokemon that otherwise trouble my team, such as Jirachi, Celebi, and others. Taunt to disable Blissey on the switch-in (as well as to keep bulky waters from coming in and setting up), and Toxic for Blisseys to force 'em out while all they can do is seismic toss for 100HP (which is merely a 3HKO). I can then switch to snorlax to force her out and probably get some massive damage on whatever switches in.

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    Dragonite (F) @ Life Orb
    Trait: Inner Focus
    EVs: 252 Atk / 52 SAtk / 204 Spd
    Lonely Nature (+Atk, -Def)
    - Agility
    - Outrage
    - Earthquake
    - Thunderbolt

    I wasn't sure about this one. I needed a late-game sweeper, and this guy does the trick, but it's really irritating how he is weak to SR. Luckily I have the Gliscor/Rotom combo to potentially thwart attempts to set them up, but it won't work against certain leads such as Infernape who doesn't rely on taunt and is faster than Gliscor. Outrage without a DD just doesn't seem as strong as it should be, though I love being able to outspeed scarfed Flygon. Thunderbolt because I need more coverage for bulky waters, and it also fries Skarmory. Earthquake for more coverage against things like Infernape (after an agility, of course).

    [​IMG]
    Celebi @ Life Orb
    Trait: Natural Cure
    EVs: 252 HP / 220 Def / 36 Spd
    Bold Nature (+Def, -Atk)
    - Calm Mind
    - Recover
    - Grass Knot
    - Hidden Power [Fire]

    Another hard choice, but I'm relatively confident this guy fills an important niche in my team. CM over NP to let me viably use the physically bulky EV spread, which protects Celebi somewhat against pursuit. Grass Knot because it can deal with Suicune and to some extent Tyranitar (unless it's scarfed; the 36 speed evs are to outspeed the DD variants), and HP fire over Psychic so Scizor is no threat and so steels can't wall. After 2 CMs, Grass Knot does wonderfully against Vaporeon, too. Celebi also serves as my only water resist, which I know isn't good, but he's done his job pretty well so far. He can CM along with bulky waters, and is generally faster than them so he can get off a CM before he is hit and then recover once the damage he takes is < 50%. He tends to get frozen a lot, though -______-

    [​IMG]
    Snorlax (M) @ Choice Band
    Trait: Thick Fat
    EVs: 4 HP / 252 Atk / 252 SDef
    Adamant Nature (+Atk, -SAtk)
    - Body Slam
    - Pursuit
    - Crunch
    - Earthquake

    His pokedex entry should be: "Eats Starmies for breakfast." Starmies are a horrible problem for my team, as they threaten everything else except for Rotom with Hydro Pump + Ice Beam. He provides a valuable ability to switch into ice beam with thick fat, and maims back with pursuit (which has a very good chance of OHKOing) while taking very little from hydro pump, as well. Life Orb variants will surely fall due to the recoil, especially if Snorlax came in on an attack. Admittedly, Pursuit can only be a 2HKO if he doesn't switch out, but Hydro Pump from max SpA Life Orb Starmie fails to 2HKO even after SR with these EVs. If I come in on an ice beam (which is a possibility, as much of my team is weak to ice) then I'm in even better shape due to high special defense plus thick fat. And, of course, I can simply revenge kill it. Choice band so I don't have to drop an attack and waste a turn for Curse.

    Threats:
    (these pokemon, when playtesting, tend to be problems for my team)
    1. SCARFED FLYGON. FUUUU. H8TE. Nobody can outspeed but Dragonite (but he has to get off an agility which means it has to be sufficiently late game so there are no steels in the way), so he can just keep coming in an u-turning. I suppose I need an ice attack somewhere.

    2. Will 'o' Wisp Rotom (Snorlax can't pursuit it) - especially Rotom-W since Heatran fears hydro pump.

    3. Max speed timid heatran (or heatran in general, since they frequently switch in on mine and I'm not max+ speed so I have to switch out). Snorlax can absorb all of his attacks except explosion, but I have trouble predicting what to do. Snorlax is really important to my team, but so is Rotom, and if I switch to him while the opponent switches to e.g. Scizor I'm screwed.

    4. Probably others I haven't encountered yet (or don't remember)

    Questions:
    1. Should I change rotom to rotom-H and change Heatran to a bulky water, e.g., Suicune? Vaporeon? Suicune's bulk would be useful, but Vaporeon could pass wishes to Dragonite to nullify SR damage. The only problem with this is that I would miss both having a fire immunity with Flash Fire and having a steel type to halve explosion.

    2. Is there a way to make Dragonite bulky while preserving his ability to sweep late-game? Or to replace him with someone else to do that job without taking so much from SR? I need something to outspeed scarfgon to KO with outrage, but late game this Dragonite often has to take a hit while he uses agility (so he can then KO back the next turn) so then he's faster than scarfgon when my opponent brings him in.

    3. Should I give Celebi HP Ice instead of Fire? Or Earth Power to hit Heatran?

    4. Perhaps Zapdos should be on this team?

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    I'm open to all comments and suggestions! Thanks for reading!

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