Introduction
Hello Smogon. With nothing else to do on labor day, I decided to post a team I've been using for a while. I've been laddering (well, trying) for a while, but I can never seem to get over a hump around 1800. I'm hoping this team will fix that. Thanks for reading!At a Glance
In Detail
Politoed @ Leftovers
Ability: Drizzle
Nature: Bold
EVs: 252 HP / 252 Def / 4 SpD
-Scald
-Protect
-Encore
-Toxic
The rain inducer. I find Choice Politoeds predictable and while they can do damage, everyone runs something that can marginalize them and take them out. Hence, this little green guy. His moveset is designed to win the weather way, poisoning, encoring, and protecting, while Scald can help with physical threats. After that, I can switch him in on a lot, and try to encore anything that might set up, and then Toxic and Scald things to death.
Ferrothorn @ Leftovers
Ability: Iron Barbs
Nature: Relaxed (0 Spe IVs)
EVs: 252 HP / 48 Def / 208 SpD
-Stealth Rock
-Leech Seed
-Thunder Wave
-Gyro Ball
Because what better way to take advantage of rain with Pokemon that are doubly weak to Fire? He's here to switch in to things I don't like, Thunder Wave, Leech Seed, and set up Rocks if I have a chance. Gyro Ball and Thunder Wave seem to conflict, but any time something's been Thunder Waved and Leech Seeded, I'm not feeling too threatened by it anymore, and I'll switch to something else, or hit it with lower-damage Gyro Balls. I still prefer it to Power Whip, as I'll only really be attacking things that are immune to Leech Seed.
Rotom-W @ Leftovers
Ability: Levitate
Nature: Modest
EVs: 232 HP / 56 SpA / 220 Spe
-Volt Switch
-Hydro Pump
-Wil-O-Wisp
-Pain Split
He adds some fun Volt-Turning where necessary, cripples physical attackers, and Pain Splits walls. He's bulky enough that I can switch him on a lot of threats, and either Volt Switch or neutralize them. He helps me keep momentum and can also Hydro Pump things in the face, which really hurts under rain.
Scizor @ Choice Band
Ability: Technician
Nature: Adamant
EVs: 252 HP / 252 Atk / 4 SpD
-U-Turn
-Bullet Punch
-Superpower
-Pursuit
He hits things hard and (with Bullet Punch) fast. I don't use him as a sweeper (though once anything that resists steel is gone, he sure can be) so much as a wallbreaker, U-Turning to keep momentum and Pursuing where appropriate. It's a fairly standard set I don't really deviate from, as he's just here to clear the way for Jirachi and Keldeo.
Jirachi @ Leftovers
Ability: Serene Grace
Nature: Timid
EVs: 252 HP / 108 Def / 148 Spe
-Substitute
-Calm Mind
-Thunder
-Psyshock
As a general rule, I hate Jirachis. They're so cute, but so hard to take down, and annoying while they're up. That's why I decided to use one. As my team was at this point lacking a sweeper, I decided this little guy could fill that role. He comes in on anything nonthreatening (think Ferrothorn), Substitutes, and depending on what my opponent switches in, either Calm Minds or starts attacking things. Thunder hits hard and paralyzes lots under rain, and Psyshock scares out any pink blobs who think they have a free switch-in. 101 HP Substitutes help with that.
Keldeo @ Choice Scarf
Ability: Justified
Nature: Timid
EVs: 4 HP / 252 SpA / 252 Spe
-Surf
-Hydro Pump
-Hidden Power Ice
-Secret Sword
This guy cleans up after Rotom-W, Scizor, and Jirachi. Presumably hazards are down and rain is up, and so Keldeo finished what everybody else started. EVs ensure it hits as fast and hard as possible, with the appropriate move (which is almost always Surf). The other moves are there to hit things harder, but if Surf is killing them, why bother with anything else? He kills anything annoying, inconvenient, or annoyingly inconvenient, hopefully finishing up the game.
Conclusion
Thanks for reading everyone! Looking forward to hearing your thoughts! I've had tons of fun playing it, and I'm open to anything to make it better. Good luck and have fun!In Detail
Politoed @ Leftovers
Ability: Drizzle
Nature: Bold
EVs: 252 HP / 252 Def / 4 SpD
-Scald
-Protect
-Encore
-Toxic
The rain inducer. I find Choice Politoeds predictable and while they can do damage, everyone runs something that can marginalize them and take them out. Hence, this little green guy. His moveset is designed to win the weather way, poisoning, encoring, and protecting, while Scald can help with physical threats. After that, I can switch him in on a lot, and try to encore anything that might set up, and then Toxic and Scald things to death.
Ferrothorn @ Leftovers
Ability: Iron Barbs
Nature: Relaxed (0 Spe IVs)
EVs: 252 HP / 48 Def / 208 SpD
-Stealth Rock
-Leech Seed
-Thunder Wave
-Gyro Ball
Because what better way to take advantage of rain with Pokemon that are doubly weak to Fire? He's here to switch in to things I don't like, Thunder Wave, Leech Seed, and set up Rocks if I have a chance. Gyro Ball and Thunder Wave seem to conflict, but any time something's been Thunder Waved and Leech Seeded, I'm not feeling too threatened by it anymore, and I'll switch to something else, or hit it with lower-damage Gyro Balls. I still prefer it to Power Whip, as I'll only really be attacking things that are immune to Leech Seed.
Rotom-W @ Leftovers
Ability: Levitate
Nature: Modest
EVs: 232 HP / 56 SpA / 220 Spe
-Volt Switch
-Hydro Pump
-Wil-O-Wisp
-Pain Split
He adds some fun Volt-Turning where necessary, cripples physical attackers, and Pain Splits walls. He's bulky enough that I can switch him on a lot of threats, and either Volt Switch or neutralize them. He helps me keep momentum and can also Hydro Pump things in the face, which really hurts under rain.
Scizor @ Choice Band
Ability: Technician
Nature: Adamant
EVs: 252 HP / 252 Atk / 4 SpD
-U-Turn
-Bullet Punch
-Superpower
-Pursuit
He hits things hard and (with Bullet Punch) fast. I don't use him as a sweeper (though once anything that resists steel is gone, he sure can be) so much as a wallbreaker, U-Turning to keep momentum and Pursuing where appropriate. It's a fairly standard set I don't really deviate from, as he's just here to clear the way for Jirachi and Keldeo.
Jirachi @ Leftovers
Ability: Serene Grace
Nature: Timid
EVs: 252 HP / 108 Def / 148 Spe
-Substitute
-Calm Mind
-Thunder
-Psyshock
As a general rule, I hate Jirachis. They're so cute, but so hard to take down, and annoying while they're up. That's why I decided to use one. As my team was at this point lacking a sweeper, I decided this little guy could fill that role. He comes in on anything nonthreatening (think Ferrothorn), Substitutes, and depending on what my opponent switches in, either Calm Minds or starts attacking things. Thunder hits hard and paralyzes lots under rain, and Psyshock scares out any pink blobs who think they have a free switch-in. 101 HP Substitutes help with that.
Keldeo @ Choice Scarf
Ability: Justified
Nature: Timid
EVs: 4 HP / 252 SpA / 252 Spe
-Surf
-Hydro Pump
-Hidden Power Ice
-Secret Sword
This guy cleans up after Rotom-W, Scizor, and Jirachi. Presumably hazards are down and rain is up, and so Keldeo finished what everybody else started. EVs ensure it hits as fast and hard as possible, with the appropriate move (which is almost always Surf). The other moves are there to hit things harder, but if Surf is killing them, why bother with anything else? He kills anything annoying, inconvenient, or annoyingly inconvenient, hopefully finishing up the game.
Conclusion