Introduction
I seem to go through phases with my team-building; after grinding out several below-average or downright terrible teams, I’ve finally come up with something that seems to be working. Now, everyone knows that “seems to be working” doesn’t mean it’s a good team, and I’m sure this one could be improved. In fact, I can see a few “yellow” threats right now as I’m looking at it, but, alas, I haven’t been able to patch it up.
I’ll be completely honest; I haven’t tested this team nearly as extensively as I usually do before posting it; however, it has still undergone enough test battles that I think I’ll be fine to post it, anyway.
The All-Important First Glance:
I seem to go through phases with my team-building; after grinding out several below-average or downright terrible teams, I’ve finally come up with something that seems to be working. Now, everyone knows that “seems to be working” doesn’t mean it’s a good team, and I’m sure this one could be improved. In fact, I can see a few “yellow” threats right now as I’m looking at it, but, alas, I haven’t been able to patch it up.
I’ll be completely honest; I haven’t tested this team nearly as extensively as I usually do before posting it; however, it has still undergone enough test battles that I think I’ll be fine to post it, anyway.
The All-Important First Glance:
As you can probably see, the team focuses on setting up a Swords Dance Lucario sweep. Nothing fancy or metagame-changing; just an old-fashioned set-up-Luke-and-kick-some-ass strategy.
Notes:
- Includes a status absorber
- No Stealth Rock weaknesses
- Four immunities to Toxic Spikes, plus one pokemon with Natural Cure and one with Guts
- The team features Heracross, and he’s not here just “because I like him”. That’s pretty cool.
Heatran (M) @ Shuca Berry
Ability: Flash Fire
EVs: 36 HP/220 Spd/252 SAtk
Naughty nature (+Atk, -SDef)
Heatran’s Role
I chose Heatran to lead because after I had selected all of my pokemon for the team, he was the only one who could really do it. I try to get Stealth Rock up as early as I can, but I also try not to sacrifice Heatran too early; he can come back later to Explode on something troublesome, like Suicune or Machamp, and he obviously makes a great switch-in to predicted Fire-type moves. I went with Dragon Pulse instead of Earth Power or Hidden Power because between Fire and Dragon, the two moves hit everything in the game for at least neutral damage except opposing Heatran (I think). Heatran can also lure in Dual-STAB Salamence or Latias during mid-game, because they switch in expecting Earth Power or Flamethrower, and then I can hit them with Dragon Pulse.
With the EVs, he outruns Jolly Tyranitar by two points, meaning he also outruns defensive Celebi and Jirachi. There is no point in forcing a speed tie with other Heatran, because he can’t touch them without Earth Power.
Rotom-h @ Leftovers
Ability: Levitate
EVs: 252 HP/136 Def/120 SDef
Bold nature (+Def, -Atk)
Rotom-h’s Role
Rotom-h is my main switch-in to Explosion from leads like Azelf and Metagross. I went with a Rest/Talk set, because I like having a status absorber around. He’s the most defensive pokemon on the team, and I rely on him a lot. He’s the only thing standing between an opposing Lucario’s foot and my ass, so he’s very important in that regard. He also counters Scizor rather reliably, and switches into Machamp’s Dynamic Punch with impunity. He’s Pursuit-weak, but Will-o-wisp prevents that from becoming an issue 75% of the time. On top of that, a Pursuit-locked Tyranitar, Scizor, or Weavile is complete set-up fodder for Lucario. Finally, Rotom can switch into Gliscor without much trouble, fearing only Taunt. Once in, I try to burn him, because Gliscor can counter Lucario perfectly.
The EVs provide Rotom with relatively balanced defences, with an emphasis on physical defense, because the Standard metagame is full of physical threats, thanks to Blissey and Tyranitar’s uncanny ability to destroy anything specially-based.
Starmie @ Life Orb
Ability: Natural Cure
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
Starmie’s Role
For this team slot, I had a difficult decision to make: Do I want a defensive bulky Water, or something more offensive to keep the pace of the battle in my favour? I went with the offensive option, which has so far been working out all right. Life Orb Starmie can be incredibly difficult to counter without Blissey, Lanturn, or a very fast revenge-killer around, and of course, if anything tries to Pursuit it, the offender becomes set-up fodder for Lucario. Starmie deals with Heatran and Infernape, and lands a sure-fire OHKO on Gliscor. Gliscor shouldn’t be staying in on Starmie, but if I play my cards the proper way, I can sometimes “trap” Gliscor when my opponent realizes s/he doesn’t have anything that can switch into Starmie. Reliable? Of course not. But it helps a bit, anyway.
Starmie is up for review, to be honest. It has fair synergy with the rest of the team, and it can be a real destructive force, but I can’t shake the feeling that something else might be better suited to help Lucario set up or take out his counters. I was using a bulky Gyarados here to counter Gliscor and Hippowdon/set up on them, but I had no room on the team for a Rapid Spinner, and that’s really important, since I needed him to be able to switch in and out multiple times.
Flygon (M) @ Choice Scarf
Ability: Levitate
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
Flygon’s Role
Flygon is like a “reset” button for the pace of a battle; the incredibly fast U-turn eases prediction, and can restore the momentum of a battle back to my side. Outrage and Earthquake are standard moves for him that help him revenge-kill or sweep on his own, and for the last move, I went with Thunder Punch; the team doesn’t have problems with Skarmory or Bronzong, and extra insurance against Gyarados is nice. Plus, Thunder Punch still hits Skarmory for super effective damage, in the event that he’s been weakened enough to be 2HKOd by it.
A Jolly nature and maximum Speed EVs forces speed ties with +1 Naive/Jolly Dragon Dance Salamence, the significance of which is that DDMence is a dick. Seriously; he can Outrage-sweep a lot of this team, since my two Steels are a lead and Lucario.
Heracross (M) @ Choice Band
Ability: Guts
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
Heracross’ Role
The main reason I went with Choice Band Heracross is his ability to lure in and weaken Gliscor. If Gliscor isn’t carrying Roost, Heracross comes out on top more often than most people realize; Gliscor almost never carries Aerial Ace anymore, and his Earthquake is a 3HKO, meaning he can’t switch into Stone Edge or Megahorn without risking being 3HKOd first. Of course, Heracross also lures in (and often KOs) most of Lucario’s counters; Hippowdon, Skarmory, Rotom-A, Scarf Heatran, and Gengar are all taken down with the right move.
On top of that, Choice Band Heracross is a monster stall-breaker; he can 2HKO Skarmory with Close Combat, Rotom-A with Night Slash, and Hippowdon with Megahorn (or Close Combat). He makes a great switch-in to Blissey, especially stall-team Blissey, because she often carries Toxic instead of Thunder Wave. Once in, and with a Guts boost, Heracross can rip straight through many stall teams.
I went with a Jolly nature in order to outrun Jolly Gyarados, Adamant Lucario, and max speed Modest Suicune. Also, I’m using Night Slash instead of Pursuit, because Night Slash is a great way to take out Rotom-A and Gengar switch-ins, and Heracross’ Pursuit isn’t very strong, especially if I mispredict.
Lucario (M) @ Life Orb
Ability: Inner Focus
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
Lucario’s Role
As with any team that uses him, Lucario’s role here is to stomp some major ass. He sets up on Choiced users locked into the wrong move, and then sweeps away many teams like they were nothing. For the last move slot, I went with Stone Edge to hit Gyarados, Salamence, and Zapdos. I went with an Adamant nature for two reasons; first, Adamant is required to guarantee OHKOs on a few key pokemon, such as min/min Latias after Stealth Rock damage with Extremespeed, etc; second, almost anything in the game that can outrun Jolly Lucario will, so he gains very little by using a Jolly nature. Finally, maximum speed EVs lets him outrun Timid/Naive non-Scarf Heatran.
The All-Important Last Glance:
Trouble Spots I’ve Noticed
Final Thoughts
I don’t know how some people can write up a novel for their descriptions in RMTs; I can’t think of anything more to say that would bear any significance that team raters don’t already know. In other words, I hope you find these descriptions to be sufficient.
Thanks for reading and, more importantly, for rating!