Her Smile
Introduction
Since the generation began my teams have been becoming more and more defensively minded, and in the last suspecting round I decided I would give full-on stall in B/W OU a try. I had some experience, having played stall in DPP and not a whole lot has changed this generation. On the other hand a plethora of dangerous offensive forces have arisen, and it's become increasingly difficult to handle all of them with 6 Pokemon. For a period a little over a month I messed around with stuff and did fairly well on the ladder, hitting a bit over the 1400 mark, but despite being able to maintain the ranking I just felt like my team didn't function as well as I wanted it too. With rapid spin Excadrill's popularity on the rise my matches often felt very uphill. However with the banning of both Excadrill and Thundurus I became determined to create a fresh stall team featuring a spin blocker! Upon actually attempting to build the team though I kept running into walls. Whether I attempted a variation of sand, classic, or rain stall the team just didn't feel right, I couldn't afford to place x over y, or perhaps by checking something with one poke I opened my self up to something else. Whenever I tried out these teams they did pathetically floundering around near the bottom of the ladder, I just couldn't come up with something I thought worked. I was mulling it over one school day in the middle of class, and realized I was fretting too much over small holes in the team, and I should just make a team I enjoyed using. I took another stab at it, but this time with the goal of having fun and trying some new stuff. The name of the team comes from the alt I used with this team: Her smile.
This team although it's a bit shaky and has some glaring weaknesses, was just fun in general to play with and use. Surprisingly it was a bit more successful then the versions that came before it, which I think can be chalked up to my attitude, when using this team. I tend to just relax and play as apposed to being a bit more into it. Often I find this helps me read my opponents a little bit better, as well as makes the game more fun. While this team didn't achieve any insane ranking or win any tournaments it still did alright peaking in the mid 1400s.
I feel this team could have achieved more, but frankly I just don't think I possess the skill to push it any higher. All in all, this has been one of my favorite teams ever to use, and I hope you enjoy this attempt at an RMT :S
TEAM BUILDING PROCESS
I began with a trio. As previously stated I wanted to use Jellicent, but my other two originally came from a previous team. I have always liked Skarm more than Gliscor and Forretress, both as a spiker and as a physically defensive poke mostly due to it's Phazing and it's auto recovery in roost, so it found a spot on the team. I had also used a physically defensive Celebi with perish song on my last team, and added it to my original two. with this I had most physically based threats decently covered, had spikes, a Phazer, a spin-blocker, and perish song. I was pretty happy with these 3, and started building off of them.I was still in need of a few key things such as rocks and a spinner. This is were the team-building got tricky, and I expanded on a bunch of different ideas, resulting in a lot of different teams, none of which were very successful. In one Forre and Skarm ended up trading places, but most of these teams I discarded after a few games.
Out of luck and unable to make anything I liked aside from my original three pokes I asked for suggestions on Fal's website (a place I frequently visit) and got a great one. It was suggested that I change Celebi out for a Specially defensive Roserade. On paper it looked really good, and I was willing to give it a shot. Celebi was only covering a few threats such as Breloom, Conkeldurr, Where as Roserade could Provide spikes/T-spikes and give my team much more special bulk.
Now I only had three spots left, and had to cover the a ton of threats, while finding a rapid spinner, and maybe squeezing more hazards in. I could take a dozen different routes with the remaining 3 slots, but I wanted to make something fun. When looking for a rapid spinner I had a few options. I could go with good old Tentacruel or Forretress, but their typing was a bit conflicting they just didn't seem like good fits, Starmie and Donphan while a very potent spinner each with a lot of potential didn't impress me as much as Hitmontop. While they seemed good on paper I found Top had better synergy, and could spin easier than the other two even though Starmie could potentially maneuver around Jellicent. Hitmontop could basically come in on TTar, Scizor, Ferrothorn, and some other common pokes, and always get off the spin without much to fear, where as Starmie and Donphan, despite their strengths, had to be cautious around more Pokes.
At this stage I had some options. With the remaining two pokes I had two effectively cover a variety of threats, such as Specs Latios, while also taking on Reuniclus, Volcarona, and the like. My main two thoughts were adding Heatran or Jirachi, and Latias. In the end I chose Jirachi, adding another buffer against Reuniclus and better handling threats like CM Latios and Gengar. This version of the team was much more successful then I had expected, and I was amazed at how well Hitmontop and Roserade functioned together. While this wasn't the final team, It could potentially have been…
Had I not discovered Specially defensive Dragonite. I felt I was far too weak to Volcarona, and fighting types to an extent. Despite the huge spike in Spdef-nite usage thanks to M Dragon's team, I actually started considering it after I saw the team SuperMarioBro and Yee made together. The sub/roosting set was definitely much more fitting. And so the team became what it is as of now.
After posting this as an Rmt, Perish song spdef Celebi presented itself as a possibility over Rade. Situationally it can be immensely helpful, and is included as an honorary member with it's set in the conclusion. I really can't pick between it and Rade, either can work, and both have their ups and downs.
IN DEPTH
Hitmontop (M) @ Leftovers
Trait: Intimidate
EVs: 252 HP / 216 Def / 40 Spd
Impish Nature (+Def, -SAtk)
- Close Combat
- Toxic/Foresight
- Rest
- Rapid Spin
Hitmontop (M) @ Leftovers
Trait: Intimidate
EVs: 252 HP / 216 Def / 40 Spd
Impish Nature (+Def, -SAtk)
- Close Combat
- Toxic/Foresight
- Rest
- Rapid Spin
Hitmontop is scarcely seen in OU, but he's an invaluable member of this team. His primary goal is to get the field clear of hazards, and he does an excellent job of it. Although he may be overshadowed in a few ways by other commonplace spinners, he has several defining features. His typing ability and natural bulk make him an excellent switch in to Tyranitar, who the rest of the team has some serious trouble with. His natural bulk allows him to get off a spin with fair ease.
Hitmontop is Roserade's best friend since the main problems he runs into are set up upon by Radey. My main gripe is his inability to hit a lot of pokes effectively, giving a lot of pokes free switch ins. Although this is somewhat problematic, the rest of the team can handle the majority of OU. Obviously Top's main attraction is rapid spin, so that's a must Toxic is to effectively cripple things hoping to set up, or spin-block, and close combat is a 120 base power STAB-boosted move. The slightly unorthodox twist on this poke is rest, which is not to viable without support, but this team does have a cleric so I thought the extra longevity might be beneficial. I've tried both a Donphan with SR and a rapid spin Starmie over Hitmontop, both with lesser results.
While Donphan would give me both SR and Rapid Spin, I find he has a harder time spinning. It sounds kind of weird, but his ground typing and poor specD force him to be very wary of much of OU, whereas Top has a much smaller pool of threats. While having a solid stealth rocker would be nice Hitmontop does a better job of Spinning reliably, and sticking around to do so. Starmie is also an interesting option, but I think it's conflicting typing, and 4 move-slot syndrome are a bit disheartening. I would most likely be using it, but then I would have no reliable switch into Tyranitar and on top of that my spinner would be both set-up fodder and easy prey for the most common spiker in OU: Ferrothorn. Hitmontop on the other hand doesn't have anything to fear with intimidate and decent defenses, allowing him to spin freely and even force Ferrothorn out. He provides an interesting defensive pivot, for example he takes a mere 19.74-23.68% from CB Terrakion's Stone edge. He's a very solid member of the team over all with 304 hp in tandem with 317 defense and intimidate on top of that allowing him to do his job of spinning away hazards that would cause harm to the other team members. - Foresight is used when I have Celebi over Radey, to aid me in getting toxic spikes off the field as quickly as possible, it's a slight change, and I prefer Toxic, but it works better without an absorber.
Skarmory (F) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 232 Def / 24 Spd
Impish Nature (+Def, -SAtk)
- Spikes
- Roost
- Whirlwind
- Brave Bird
Skarm is here to set up Stealth Rock and Phaze. It supports the rest of the team taking on a plethora of physical hits, and keeping Haxorous at bay. It also is my best defense against Landorous who seems to be gaining more and more popularity since Excadrill's banishment. Obviously it can't handle a lot of hard hitters on it's own, but it has pretty good synergy with the rest of the team, and I can use it as my main defensive pivot, although it flat out walls some pokes. Probably one of Gliscor's biggest boons is the ability to take on Conkeldurr, Breloom, and to an extent Terrakion. Skarm has trouble with all three of the aforementioned Pokes, but that's where team support comes in. Terrakion is pretty easy to play around when choiced thanks to Top and Jellicent, and Breloom is stopped by dragonite, while Conkeldurr can be phased out by Dnite, who will take pretty minimal damage in return.
Stall is essentially all about the passive damage utilizing entry hazards, and skarm can provide two different kinds: spikes and Stealth rock. I decided to go with Spikes in the end because I find that Jirachi can run SR without really compromising it's longevity too much. Brave bird ensures that I'm not beaten by the likes of taunt DD haxorous, and can be very helpful for picking things at low health off. Roost is a 50% healing move, and is my only source of recovery outside of leftovers, while whirlwind allows me to throw out boosting sweepers. In addition to all this skarmory is my best answer to dragonite despite a +1 fire punch being a 2HKO. The general protocol is to go to Jellicent and burn away the Lum, while they generally go for another DD (assuming they grabbed on on my switch out from Rachi or something) and then go back to skarm to tank the outrage, and phaze Dragonite away. With the help of SR and smart play I can generally beat it without too much trouble. Skarmory is also a pretty great switch in to Gliscor, generally forcing them out, and allowing me to set up SR, or check what their initial switch in might be with whirlwind, potentially racking up hazard damage. Skarm stands as essentially the only thing that can stop the Acrobat set, although I need to be wary of random Gliscor's running taunt, despite the move's slight fall in usage on Glis. Skarm is a key player, and takes hits quite reliably so that others have less need to.
Roserade (F) @ Black Sludge
Trait: Natural Cure
EVs: 252 HP / 252 SDef / 4 Spd
Calm Nature (+SDef, -Atk)
- Toxic Spikes
- Sleep Powder
- Giga Drain
- Aromatherapy
Roserade has greatly impressed me. This set was a little bit odd, carrying Hidden power ground and Aromatherapy, but it worked. Now however with no need to run spikes, I switched over to a toxic spiking varient. I think Roserade needs to be played to it's strong suites, and if I didn't think aromatherapy was that important chances are I would be using ferrothorn. This team really only has Jellicent and Dragonite to handle Heatran, and both can take on offensive sets, however the lefties recover, rocks, and toxic are all trouble for the aforementioned duo. That's where Roserade can come in. Sleep powder (despite never hitting) is an amazing move due to the new sleep mechanics. Roserade also sports Toxic spikes which are a huge boost for the team, allowing it to more easily overcome stall breakers like Mew, and really any Pokemon vulnerable to toxic. Additionally Rose scores pretty much free set-up against most bulky waters. Aromatherapy isn't used too often, but I find that curing random Statuses and awakening Hitmontop make it more than worth the move-slot. Giga drain is my only forms of recovery outside of wish support, and It packs a fair punch, while restoring HP which in correlation with black sludge provides okay recovery. Running black sludge which is very questionable, but nothing on the team likes to take trick, and this is my best thing to switch in. I would much rather have a crippled Rotom-W spending time trying to predict switches and trick again, as apposed to having no resistance against the move. A lot of players would opt for leftovers instead, which I originally had, but having played this team both with and without BS I prefer it.
Roserade serves a very important purpose since it's my main switch into Rotom-W, who can give the rest of the team some trouble. She is also part of the two Pokemon tag-team I use to handle Starmie, who can be quite troublesome and additionally takes on Politoed quite well in general helping me handle rain a bit more effectively. Being the sole electric resist can put a bit of pressure on Rosey, but Dragonite and Jirachi can generally help her bear the burden. Roserade also has the ability to absorb Toxic spikes on the switch in, allowing me to occasionally avoid having to go to Hitmontop to spin, and furthers it's ability to preform it's main goal: Supporting the rest of the team, while setting up T-spikes.
Jellicent (M) @ Leftovers
Trait: Water Absorb
EVs: 248 HP / 204 Def / 56 Spd
Bold Nature (+Def, -Atk)
- Scald
- Taunt
- Recover
- Will-O-Wisp
Jellicent has been guaranteed a spot on this team since the beginning. Part of the purpose of this team was to use spin-blockers in OU since their viability massively increased with the banning of Excadrill. Gengar's bulk leaves lots to be desired, and I'm really not a fan of Confagrigus, Spiritomb, or Dusclops. The set is your standard defensive Jellyfish with a pinch more speed. All of the moves are fairly self explanatory, so I don't feel the need to discuss they're uses too much. Let's just move right along and dive into the things Jellicent has to stop and how it does that, shall we?
Jelly is obviously here to stop spinners. and he does well against Tentacruel, Hitmontop, Donphan, and Forretress (even despite the prevalence of volt switch) however Starmie is problematic. Jellicent takes 51-60% from an LO timid thunderbolt, and can't stall out for long, especially since thunderbolt has more PP than recover >_> . The general plan is to initially bring Jelly in expecting the spin, and then go to Roserade on the bolt as she can easily KO with giga drain, and will recover off ice beam's damage with ease. While it's not the best method of stopping Starmie I'll either kill it and lose my hazards, or kill it and take some damage. If it turns out it doesn't have rapid spin, then I just need to deal with it using other pokes. Roserade is my best bet, but if it's on low hp or something Rachi can step in for a second. Jellicent stops lots of common threats that would harm this team such as Heatran, Infernape, Scizor, SD luke (with ice punch), and is scarily enough my best answer to taunt Gliscor :(
Jellicent serves one last function that I haven't yet mentioned: being a stall breaker. He's pretty bad at this compared to Mew, but he works wonders against slow defensive teams, If I can get him in on something like Blissey or Gastrodon A slow death will ensue. Jellicent is my spin-blocker and a great defensive pivot in general.
Jirachi @ Leftovers
Trait: Serene Grace
EVs: 252 HP / 216 SDef / 40 Spd
Careful Nature (+SDef, -SAtk)
- Body Slam
- Iron Head
- Wish
- Stealth Rocks
Ah Jirachi, while I think this set really squanders his potential it's pretty much a saving grace as far as a few threats are concerned. I would be kind of screwed against anyone who used CM Lati@s if I wasn't packing this little bugger. Jirachi patches up a plethora of threats, and while I won't go into to much detail about them I will highlight how I handle CM Reuniclus and Spikes lead Deoxys-S. Reuniclus has 8 focus blasts, meaning essentially 8 shots at taking out Jirachi successfully. Combine that with a 70% accuracy ratio and para flinching… Things don't look good for Reuniclus. That being said many smart Reuniclus users will merely Recover and Cm ad infinitum until I run out of my precious Iron heads. I very, very rarely have both an opponent this smart, AND fail to flinch Reuniclus to death, but it happens. Dragonite can step in and attempt to stall from there, but it's an anomaly for him to do so since Rachi handles it most of the time. Spiking Deoxys-S is also a potential issue. Generally I will paralyze it and attempt to flinch it down until it's on very low health, then switch to Hitmontop. If it doesn't have Psycho Boost then it's smooth sailing, but if it does I will lose Hitmontop for the cost of a rapid spin. That's where Rachi is crucial, Slowing it down can potentially mean the match.
The move-set is nothing to write home about, every move has a distinct purpose and I can't really afford to change much. Thunder wave was used over body slam because there are some threats I simply can't afford not to paralyze, and I wanted to increase my odds as much as possible. That was my train of thought, but having tested Slam over Wave I ended up liking body slam's ability to hit prominent taunters. Wish is a big attraction, and I find a lot of use for it both in forcing my opponent into mind-games, and healing up Roserade. While protect used to be there, I found Rachi could handle itself just fine, and sport SR instead. Iron head the best option hands down for the last move, the flinch rate and neutral damage against most things it needs to hit such as Virizion.
Dragonite (F) @ Leftovers
Trait: Multi-Scale
EVs: 252 HP / 68 SAtk / 184 SDef / 4 Spd
Calm Nature (+SDef, -Atk)
- Dragon Tail
- Roost
- Substitute
- Flamethrower
Dragonite is in my opinion one of, if not the best Pokemon in OU as of now. It's many sets all pose huge threats, and it's versatility is amazing. Dragonite used to be Latias, until I felt the team really couldn't handle Volcarona, so I made the change and haven't looked back since. This set holds off an amazing amount of threats with it's general bulk, but if you have multi-scale activated your golden, this thing roosts off LO dragon-pulses from Latios. If that's not impressive I don't know what is. The main threats Dragonite handles are Volcarona and Celebi, before hand the team struggled with the, but not anymore! He also facilitates a different Role: eliminating Certain steel Pokemon, and shuffling in general. Flamethrower is generally un-expected and bringing down Skarmory, Forretress, and Ferrothorn expecting a para-shuffler or Stone-Cold-Nite is incredibly helpful overall. Additionally he serves a second line of defense to Reuniclus, Gengar, and helps handle Spdef Heatran should any team member be too low on Hp or crippled in some way. His phazing abilities are pretty beneficial as well, and the ability to rack up hazard damage is fun :3 The EV's give me the speed to outpace Skarm, Tran, and Dnite 3 prominent defensive pHazers.
The move-set is fairly self explanatory. with roost being the obvious 50% healing move it is, and substitute being substitute. Dragon tail is an interesting new move we picked up this generation, and it's pretty cool, the damage along with hazard damage will often wear down defensive pokes without recovery. Flamethrowers uses have already been mentioned, but it also adds a little type coverage, and while fire blast could be a better pick for getting 2HKOs on some select Pokemon I find the PP and perfect accuracy make up for the loss in power.
Despite patching up a few specific weaknesses, dragonite also does really well against sun in general, He can stop Volcarona dead, and shrugs off Venusaur and Lilligant's hits as well. He really rounds the team out more or less patching up the majority of holes that I have at this point.
Conclusion
So there you have it, this team's been fun to use, and I wanted to post it here so I don't forget about it. This team has been somewhat successful, but I think I'll pick it back up later after the metagame has shifted a little and the dust has settled. All in all I had a ton of fun playing around with this and would love to get some great rates possibly vastly improving the team. I really wanted to include t-spikes although I'm hesitant to remove protect, or shift around my team. I'm also considering a Donphan or Forre over Top, but he's working just fine as is.When writing this I tried to elaborate on the strong suites of my pokes, so sometimes I use prediction as an example when in general I shouldn't have to predict :S I will include a few specific threats below that I find to be hard to deal with, or some threats that I need to better explain my handling methods. Thanks for taking the time to read, and hopefully rate this!
Having gotten some solid rates I tested them. One main change stood out: Celebi over Rade. I was very uncertain, but I gave it a try. Losing a toxic spiker, and even more importantly a TS absorber hurt in a lot of situations, but Celebi does an amazing job of stopping CM Rachi, this teams main threat, dead. I run the following set when using Jirachi over Roserade:
Celebi @ Leftovers
Trait: Natural Cure
EVs: 252 HP / 220 SDef / 36 Spd
Calm Nature (+SDef, -Atk)
- Recover
- Perish Song
- Giga Drain
- Heal Bell
I won't go into great detail about how I use it since it's pretty obvious. Basically Jirachi becomes a non-issue, and I have an instant recovery move. While this set patches up a big hole, and makes the team really solid, I think Rose vs Cele is a choice, and the team can function with either. Honestly both pokes are pretty cool. Rade makes the team function better, but Celebi gives me an easy way to work around my biggest threat. I really can't decide between the two, and as of now I use them as different teams. I Thought Celebi deserved it's mention so I've put it as a member here.
Large Threats