Ciaran with another RMT here. This is actually a re-make of a much older team (pre-HG/SS, kind of early to mid Platinum Meta) that can be viewed here. It was one of my most successful teams of all time, and this remake is arguably my absolute most successful team of all time, only losing once in it's run of 30-40 games to very obvious hax (3 turns of full paralysis and a Magma Storm miss from Tran against a Spiker was one of the least haxy things in the game) and I'm retiring it as of now. I may still use it for fun matches, but I'm letting it leave on top for tourney/ladder play (for the record, I don't enter tourneys on Smogon and rarely ladder aggressively on a single alt so if anyone is wondering how this team never showed up despite an undefeated record, that's why, most of the games were personal/tourney matches against other members of CAL and other sites I'm a part of, but the players on these sites are of quality. Delta_2777, stone_cold22, Mechazawa, panamaxis, Kir, El Blecko, legendary_07. I didn't play all these guys with it, I don't think , but just to demonstrate that I wasn't playing people who don't know what their doing).
The major changes that have happened in the meta since the last game were fairly extreme. For one, I discovered Bait Tran (HeaTrap), Latias and Mence were banned, and all of the HG/SS tutors and moves came into play, including Pain Split Gar and Rotom, Extremespeed Dragonite and Heal Bell Vaporeon primarily. So with all these changes, this team was a completely overhauled version of the other one with some things you can obviously relate (3 Pokes the same as i the original team, although one was replaced in the original, and the others are the same types as their predecessors). For the record, I made a team with Heatran AND Empoleon and it worked well. For that alone I'm reasonably proud. But anyway, I present you with...THE TEAM. :D
TYPE CHART
AT A GLANCE
|-
A CLOSER LOOK
- Natural Cure
- 252 HP | 88 Def | 12 SpDef | 156 Spe
- Timid Nature [+Speed, -Attack]
- Moveset:
- Leaf Storm - Leaf Storm is a must have for LeadRose, letting it make a dent in opposing leads and bulky waters than try to set up or just annoy in general.
- Hidden Power [Ice] - Hidden Power [Ice] is here to hit opposing Dragonite for high damage, seeing as they can be a dangerous foe with a DD under their belt, I can't afford to have a single Poke that's useless against it.
- Sleep Powder - The bread and butter of Rose leading, sleep their lead, set up, swap out. So much fun. Many competitive battlers consider s slept Pokemon as good as dead unless it's a Sleep Talker so "killing" a Pokemon first turn is always a nice thing.
- Toxic Spikes - A very useful move on a team for Empoleon, Toxic Spikes hit bulky Waters, Blissey, and Snorlax with Poison doing damage each turn. Generally on this team 1 layers is preferable to 2 because it takes 3 turns for 2 layers to out-damage one and 2 set up turns are difficult enough to find as it is. Using a single layer also makes them easier to reset mid-game.
..... - Why this Pokemon?:
Well, I needed a Poke would could help against bulky waters and set Toxc Spikes. The main issue I had with Rose in the past, however, was that once you set up once you almost never got another chance if they spun or absorbed your Spikes. That pissed me off about the Suicide Rose leads, so I decided to test this set fro Fallen_Angel (topic here) and I've loved it. The midgame utility it offers compared to standard is so great, not to mention being able to actually counter bulky waters with this slot instead of having a "dead in the water" lead is fantastic.
..... - EVs & Nature:
- 156 Speed and a Timid nature allows Roserade to outrun max Speed Tran to give Sleep and damage subsequently.
- 252 HP helps to maximize Rose's overall hit taking ability.
- 88 Def allows Rose to survive Tyranitar's Stone Edge + a turn of Sandstorm damage in addition to a few other key points like 2 Dynamic Punches from Machamp.
- 12 SpDef allows Rose to survive Standard Lead Azelf's Psychic and Fire Blast
..... - Considered Changes
Hidden Power [Ground] > Hidden Power [Ice] for Lucario and Heatran.
Stun Spore > Hidden Power [Ice] For Lucario, Heatran, Dnite, etc.
- Torrent
- 252 HP | 248 Def | 8 Spe
- Relaxed Nature [+Defense, -Speed]
- Moveset:
- Earthquake - Earthquake is Pert's STAB move of choice and is useful against opponents like Heatran, Tentacruel, and Jirachi. Basically it's better than Waterfall because of typing and raw power so it's used. Standard STAB move.
- Ice Beam -Changed from Ice Punch after Twist of Fate commented that Taunt/Toxic Gliscor could stall out my Pert, leaving me vulnerable to a number of potentially dangerous situations.
- Stealth Rock - This move is a staple on any successful team, and this one is no exception. This thing can do at least 100-200% damage over the course of a match and taking the single turn to set it up almost guarantees a kills worth of damage if you play properly.
- Roar - Phazing helps wrack up SR and Toxic Spikes damage while also scouting the opponent's team for potential threats to my Empoleon sweep. By previewing my opponent's team early on I can prioritize my own Pokes and figure out what Pokes are worth how much at what point in time. No information is bad information.
..... - Why this Pokemon?:
Swampert provides a reliable mid-game SRer, a Dragonite check, a phazer, and a Heatran counter all in one. For those reasons alone, he was an obvious choice, but toss in the fact that he has great synergy with the rest of the team anyway (what with every single other team member except Empoleon resisting Grass and Swampert resisting Fire, Rock, and being immune to Electric) and you have a match made in heaven. Obviously I'd love it if Pert could have more offensive ability without sacrificing his needed bulk, but you can't get everything, right?
..... - EVs & Nature:
- 248 Def maximizes Pert's physical hit taking ability after hitting 8 Spe.
- 252 HP Maximizes Pert's overall hit taking ability.
- 8 Spe despite the Relaxed nature lets me outrun over Pert for a quicker phaze.
..... - Considered Changes
Nothing, really. He does what he needs to do reliably; Doesn't do much else, but that's Swampert for you.
- Inner Focus
- 196 Atk | 252 SpAtk | 60 Spe
- Rash Nature [+Special Attack, -Special Defense]
- Moveset:
- Draco Meteor - Dragonite's powerful Draco Meteor is the only STAB move on this set, but it's really all that needs to be. Anything coming in on this move is going to take hefty damage, even if they resist it. That being said they won't take hefty damage the second use due to the drop, which is where the next move comes in.
- Superpower - This move is vital to the use of MixNite as it allows Nite to finish off Pokes that fall into Meteor, like Blissey. This move is actually what makes Dragonite "superior" to Salamence as a wallbreaker, and if you purely look at that it certainly is the case (though there are other factors that made Mence a far more practical one, like Speed and ability to force swaps)
- Fire Blast - Obviously a necessity for hitting Skarmory, Foretress, and other neutral to Fighting Steel types hard. Not much else to say, coverage.
- Extremespeed - Extremespeed finds it's way onto this set for 2 main reasons -- Infernape and Starmie. Both Pokemon are quite common in the current metagame and both are among the fastest Pokes still used. Thankfully neither are particularly bulky and a powerful Extremespeed can normally KO them with a reasonable amount of prior damage in case my other checks don't succeed in beating them.
..... - Why this Pokemon?:
I needed some key resistances and I needed a committed stall breaker. Since I replaced the SDApe and Charge Beam Rotom from the original team Stall was now an actual issue for my team, so I went with Dragonite. I also needed Extremespeed for the Starmie and Ape vulnerabilities present on the team, so I came up with a custom spread for Dragonite to be able to make use of it. This is what came out and I love it.
..... - EVs & Nature:
- 252 SpAtk EVs and the Rash nature means maximum damage from Dragonite's Draco Meteor and the ability to OHKO non-SpDef Skarm with Fire Blast (although I haven't seen a physically invested Skarm in ages)
- 60 Speed allows Dragonite to outrun 16 Spe Suicune (who aims to outrun 4 Spe Rotom)
- 196 EVs are the rest that are dumped into Atk to boost the damage output from Extremespeed and Superpower.
..... - Considered Changes
Nothing <3333.
- Levitate
- 252 HP | 6 SpAtk | 252 Spe
- Timid Nature [+Speed, -Attack]
- Moveset:
- Shadow Ball - One of Rotom's 2 STAB moves, this move is used on Pokes that Tbolt isn't effective against or Pokes weak to Ghost. Shit like Azelf or Swampert.
- Thunderbolt - Rotom's stronger STAB move packs a real punch, allowing it to deal with things like Starmie, Ape, Luke, etc for this team. This move also allows Rotom to revenge kill +1 DD Gyarados, who can be a pain otherwise and oposing SubPetaya Empoleon.
- Hydro Pump- Rotom's third and final attacking move is here for one main reason -- LO Tran. He's a big threat to my team without this move to back me up and while residual damage, LO recoil, Extremespeed and smart swapping can deal with it, a direct method is also preferred.
- Trick - Get rid of the Scarf by giving it to someone else, thereby severely limiting their movepool options? I like. Useful against stall and offense when used correctly, this move can potentially cripple a Pokemon into uselessness which is a big boon to have.
..... - Why this Pokemon?:
This is the Pokemon I originally had in this slot, I replaced it with Gengar who was very fun to use, but for the sake of the most potent threats to this team I re-replaced Gengar with Rotom. Rotom functions as my spinblocker, revenge killer, sweep stopper, and deadly threat checker. Rotom's ability to Check Lucario, Ape, Dragonite, and others has been a great boon to the team ever since I started testing it. I did change Rotom's Hidden Power [Ice] to Hydro Pump at advice regarding LOTran. Very useful in that regard and he at least can still be a weapon against stall by utilizing Trick.
..... - EVs & Nature:
- 252 Spe EVs and the timid nature maximize Rotom's speed, obviously.
- 252 HP EVs maximizes Rotom's overall hit taking ability.
- 6 SpAtk EVs are leftovers EVs used to slightly enhance Rotom's damaging ability.
..... - Considered Changes
Changes made, no new ones at the moment.
- Flash Fire
- 56 HP | 252 SpAtk | 200 Spe
- Modest Nature [+Special Attack, -Attack]
- Moveset:
- Magma Storm - Heatran's unique move is so amazingly useful. I originally used it on Lead Heatrans to break Sashes in one turn, but after seeing Philip's Power Rangers team I fell in love with the idea of using it as a mid-game lure.
- Hidden Power [Grass] - This move is Tran's secondary attack move, useful for when bulky water types are brought in against Magma Storm. Hidden Power [Grass] allows massive damage against them in addition to Magma Storm damage and ticks. Especially useful for Swampert.
- Explosion - This moveis great to fit in somewhere on any team, especially this one where it acts as both a "killswitch" method to remove something I've lost my check for and as an additional method to remove things like Blissey or Gyarados who can prove a hindrance to Empoleon's sweep.
- Taunt - This is here to assist in both beating stall (alongside Dragonite and Gengar) and is used to prevent Blissey from using Protect as Heatran Explodes.
..... - Why this Pokemon?:
Because, like in the original team, I wanted a Pokemon that could lure and KO bulky waters. Initially that was SD Ape, but upon the changes in the metagame HeaTrap became the beta Poke for the job, in major part because of his trapping ability. Another pro of this Poke is it's ability to bring in Blissey and KO it, something Ape could never do.
..... - EVs & Nature:
- 252 SpAtk and a Modest nature maximizes Heatran's damage dealing ability.
- 200 Spe allows Heatran to outrun Adamant Breloom, being able to net a KO before the Spore goes off.
- 56 HP allows Heatran to take Water hits a bit better with the Passho Berry.
..... - Considered Changes
Changes made, no new ones at the moment.
- Torrent
- 12 HP | 28 Def | 252 SpAtk | 216 Spe
- Modest Nature [+Special Attack, -Attack]
- Moveset:
- Surf - Empoleon's STAB move of choice for this set. When fully set up (Petaya and Torrent active) Empoleon's Surf is stronger than a Modest Kyogre's Surf (factoring Rain) and almost as powerful as a Timid Life Orb Kyogre's Surf. Putting that in context makes it very clear how powerful this mother's Surf is, doesn't it?
- Ice Beam - Empoleon's supplementar move of choice on this team is Ice Beam. This may come off as strange to a lot of people reading this, but there's a reason for it; Water types are way, way, way easier to Trap and KO than Grass types and for the most part, Grass types are giving this team more trouble. In addition they've increased in number by a lot recently, so Ice Beam was selected.
- Agility - Doubles Empoleon's speed in one use. Obviously a standard component of this set and it works.
- Substitute - Works in tandem with Torrent, Petaya Berry, and Toxic Spikes to make Empoleon the dangerous sweeper it is. It really is unfortunate that he only gets a single shot at sweeping due to this method, but the raw power it allos often means it doesn't require a second opportunity.
..... - Why this Pokemon?:
Well he's the basis of the entire damn team, so of course he's here. But as for why I built a team around him, with the advent of the Menceless and Latiasless metagame, I realized that two of Empoleon's greatest burdens were lifted. Without Latias one main roadblock to Empoleon's success was removed, and without Salamence faster Scarfers like Flygon and Jirachi would see far less use, lessening Empoleons fears of them somewhat, but with that came an increase of Grass types so Ice Beam remained as Empoleon's secondary attacking move.
..... - EVs & Nature:
- 252 SpAtk and a Modest nature maximizes the damage this Empoleon can unleash.
- 216 Spe allows the outspeeding of ScarfTran and those who aim to outrun him after an Agility boost as well as no investment Ninjask (lol).
- 12 HP allows Empoleon's Petaya Berry to activate after 3 Substitutes instead of 4.
- 28 Def is the remaining EVs as to allow Empoleon to take things like Ice Shard or Bullet punch better.
- .....
- Considered Changes
Changes made, no new ones at the moment.