Pimpkrow!!!...and a few other guys. Most of the time I don't make very serious teams. Usually you'll probably see my using something like a Virizion, but I'll always throw in something like a Masquerain (Intimidate + Quiver Dance FTW!). This used to be one of those teams, but I decided to "pro it up" a little to support my favorite Pokemon ever, Honchkrow. It's by no means perfect and I'm not a very good battler (right now this team is sitting at a mighty impressive 1220 on PO :D ), but I enjoy playing with it a lot and I hope it can bet a bit better with your help. A couple of things before you rate it though: Like I said, I'm not a big fan of the standardish stuff - yes, I know I'm using Jirachi but I had no choice - so please try to not turn this team in to a standard Team of Boredom, although I will use something if you think it will really really help my team. The Pokes I will really never use are Ferrothorn, Latios and I would rather sodomize myself with a baseball bat wrapped in barbed wire than use Eviolite Chansey or Blissey. And of course, Honchkrow is not replaceable. So enough of my bullshit and let's get into the team: Terrakion @ Choice Band Trait: Justified EVs: 4 HP / 252 Atk / 252 Spd Jolly Nature (+Spd, -SAtk) - Close Combat - Stone Edge - X-Scissor - Quick Attack Terrakion is usually my lead. It's raw power is simply amazing and I rarely have a match in which he doesn't kill at least one Pokemon. Do I need to explain the moveset? Guess so. Close Combat is obvious choice #1. There really is hardly any safe switch into a CB Close Combat from this beast and the few Pokemon that are able to pull that off are usually handled by Stone Edge or X-Scissor. Most importantly, it deals with rock and steel types that bother my Pimpkrow. What does Stone Edge do...? Well, it misses every fucking time I need it to hit. Other than that, Stone Edge 2HKOs some Gliscors switching into a predicted CC, but since most of them use Protect over Taunt for whatever reason I'll usually have to switch out. It also deals with the flying types that resist CC such as the huge threats Sigilyph and Masquerain...and Dragonite I guess. X-Scissor is handy for Reuniclus and Latios, even though both of them don't appreciate a Close Combat (except for CM Reuniclus with max Def., but Trick Room seems to be the cool thing to do these days). Quick Attack cause priority is always nice. I also get style points for ending the match with it. Although I'm thinking of replacing it with EQ since nothing on my team has it. Synergy: Fighting: Chandelure Ground: Honchkrow, Rotom-W Steel: Chandelure, Rotom-W, Jirachi Water: Rotom-W Psychic: Honchkrow, Jirachi Grass: Chandelure, Jirachi, Honchkrow Chandelure (F) @ Choice Scarf Trait: Flash Fire EVs: 4 HP / 252 SAtk / 252 Spd Modest Nature (+SAtk, -Atk) - Overheat/Energy Ball - Flamethrower - Shadow Ball - Hidden Power [Ice] At some point at some time I heard someone say that slapping a Choice Scarf on a modest chandelier was the thing to do, so I gave it a shot and it works nicely. It's Overheat is somewhat of a special version of Terrakion's Stone Edge, except that it doesn't miss at the most convenient times. If you don't resist it and your name is not fat bitch Blissey or morbidly obese Chansey you may want to get the hell out. It does a nice job at handling sun teams, Celebi and really anything that's frail and not scarfed and not Jolteon. Overheat and Flamethrower are the obvious STAB moves, one for tha powah, the other to clean up at the end of a match or for a reliable revenge kill. They are also yet another way of getting those steel types out of the way for the boss, the man, the krow. Shadow Ball hits a lot of Pokes pretty hard for neutral damage and can sort of deal with CM Reuniclus. Sort of. The amount of Starmies I have killed with this move is...well, it's high. "Oh, hehe, it's Water vs Fire, I'm gonna win lulz". Yeah, not really. The last move I am not sure about. I truly despise Gastrodon and it's fellow "I'm only weak to Grass and no one ever uses Grass-types" morons and I used to run Energy Ball, but bulky DD Dragonite was even more annoying so I changed it to HP Ice which can also hit Thudurus, his little brother Landorus that wishes he was as badass as him and Gliscor. Synergy: Ghost: Honchkrow Dark: Honchkrow, Terrakion, Hitmontop Water: Rotom-W Ground: Honchkrow, Rotom-W Rock: Terrakion, Jirachi, Hitmontop Honchkrow (M) @ Leftovers Trait: Moxie EVs: 4 HP / 252 Atk / 252 Spd Adamant Nature (+Atk, -SAtk) - Brave Bird - Sucker Punch - Pursuit - Roost I asked Bruce Buffer if he would introduce Honchkrow for me, but it seems he's busy with UFC 134 (don't tell me who won or you're gonna get swept by Masquerain in every match you'll ever play). Luckily, he needs no introduction because we know how awesome he is. If not, I'll break it down: Most people still run the set for the old days with Superpower and Heat Wave and what not, but this is just...better. Way, way better. This guy swept teams before I even built this team around him ('cause usually my teambuilding goes like this: Ok...I threw some random shit together, who's my last guy? Honchkrow!) It's quite simple. Come in on something that's weakened, weak to a STAB move or locked into a convenient Outrage, kick it's face in, get that boost and go from there. Brave Bird is of course the most important move, reliably 2HKOing Ferrobitch after a Moxie boost and just generally tearing shit up. It gets a bit more tricky with the Dark-type moves. The thing is, Sucker Punch is obvious. Not Bisharp-obvious, but obvious. It's always a bit of a mindgame if my opponent will predict a SP and set up or status me or if he will attack predicting me to predict that he predicts that...never mind, you get the idea. Nevertheless, it's a very powerful priority move and is vital does to Honchkrow's not so awesome speed. Pursuit is the other tricky move. I always kill Latios with it at -2 cause it fear the Sucker Punch. That's the great thing about Pursuit. It's not nearly as obvious as SP. Psychic and Ghost types will almost always switch and get pursuited. Roost is so Pimpkrow can survive a bit longer. I don't use it in the middle of a Brave Bird everything-rampage, but when I see a Mr.Protect (Gliscor) and I know I get a free turn the I will use it. Synergy: Electric: Umm...well 5 guys are neutral to it. And no, I don't get swept by Thundurus. Ice: Rotom-W, Chandelure, Jirachi Rock: Terrakion, Jirachi, Hitmontop Rotom-W @ Leftovers Trait: Levitate EVs: 112 HP / 252 SAtk / 144 Spd Modest Nature (+SAtk, -Atk) - Will-O-Wisp - Pain Split - Hydro Pump - Thunderbolt I don't think I need to tell you how useful Rotom-W is. It's great against Sandstorm teams, decent against Rain (I play on PO most of the time, so I have to deal with the Drizzle+Swift Swim horseshit.) and just all around awesome. It cripples physical attackers, it makes good use of fat ass Blissey with Pain Split and it's dual stab moves are very powerful. Conkeldurr likes to come in on this. I have no idea why because it takes 75% for Hydro Pump...guess they wan't me to Will-o-Wisp, huh? Hydro Pump is amazing and for whatever reason it doesn't miss at the worst times like Terrakion's Fail Edge does. Thunderbolt is the more reliable STAB move. I use it to finish stuff off when it's weak enough, but most importantly to deal with bulky waters and Gyarados. Pain Split is one of the most frustrating moves to face. You almost got this thing dead and...oh. 2/3 health again? Seriously, every time I do that to a Blissey it's almost as cool as the Red Sox leading the Yankees in the season series with 10-2...almost. You know what WoW does. Just don't do it with Conkeldurr around. Synergy: Grass: Jirachi, Chandelure, Honchkrow Jirachi @ Leftovers Trait: Serene Grace EVs: 252 HP / 216 SDef / 40 Spd Careful Nature (+SDef, -SAtk) - Body Slam - Stealth Rock - Iron Head - Wish This used to be a Magnezone. However, my team lacked Stealth Rocks and I could deal with steel types fairly easily anyway, so now I got this thing. Normally I only like the Mixed Attacking Jirachi, but meh...guess I have little choice. It has many useful resistances and only one of it's two weaknesses is really bothersome to me (it gives me 3 Ground type weaknesses). Stealth Rocks are good so I can get KOs a lot qui...wait, am I really explaining Stealth Rocks to you right now? Body Slam + Iron Head is so annyoing that I actually annoy myself with it when I use it against someone else. I'm not the kind of guy that will apologize for hax, it's part of the game, but this thing...I don't blame anyone for ragequitting after they get flinched 9 times in a row. Wish heals stuff. Neat, huh? Synergy: Fire: Terrakion, Chandelure, Rotom-W Ground: Honchkrow, Rotom-W Hitmontop (M) @ Life Orb Trait: Technician EVs: 252 HP / 252 Atk / 4 Def Adamant Nature (+Atk, -SAtk) - Fake Out - Mach Punch - Rapid Spin - Close Combat Best. Revenge. Killer. Ever. At least in my book. If you happen to be a Pokemon that is unfortunate enough to be at 40% health or less and you're not a Ghost, you're done. It's simple, really. Hit Fake Out, then Mach Punch and it's dead. Since I have a LO and there might be Sand up, I try to avoid useless spamming of Fake Out if I don't really need it. Fake Out is like a Point Guard. It gives the assist when Mach Punch is not strong enough to do the job on it's own. I try not to use it when I don't have to since it takes 10% of my health as well +6% in the sand. Mach Punch with Technician is freaking amazing. 40BP + STAB + Technician = 90 BP. It OHKOs Excadrill. It 2HKOs Heatran. It kills everything that doesn't resist it at 1/3 health. Need I say more? Rapid Spin has replaced Sucker Punch. It's not too big of a loss and it helps out my Hocnkrow and Chandelure a lot. It also gives me a nice laugh when I see people wasting 4 turns on setting up all kinds of crap with their Forretress and then I get rid of it next turn. I rarely ever use Close Combat, but it's handy for that slow stuff. With an Attack stat of 317 it can do some serious damage as well. Synergy: Psychic: Honchkrow, Jirachi Flying: Rotom-W, Jirachi Closing comments: I haven't really come across anything that can reliably beat the hell out of this team (not to say that there isn't anything, I mighty have forgotten about it) Rain teams, especially with Swift Swim are hard to deal with but honestly, if you want to resort to a tactic like that to get a win, please take it. Dragonite and DD Mence are a problem, especially since I only have one Ice move. I really don't want to make Chandelure Timid since that would cut down it's power too much (I've tried it, I don't like it.) So that concludes this RMT. It's my first one, so feel free to stomp on it, but at least take off your shoes before you do so and remember: I don't want to win the World Championship of Pokemon with this, nor do I plan to take the #1 spot on that ladder, I just want a fun team that works well. Thanks for reading and go Red Sox! Importable: Hide (Move your mouse to the hide area to reveal the content) Show Hide Hide Hide Terrakion @ Choice Band Trait: Justified EVs: 4 HP / 252 Atk / 252 Spd Jolly Nature (+Spd, -SAtk) - Close Combat - Stone Edge - X-Scissor - Quick Attack Chandelure (F) @ Choice Scarf Trait: Flash Fire EVs: 4 HP / 252 SAtk / 252 Spd Modest Nature (+SAtk, -Atk) - Overheat - Flamethrower - Shadow Ball - Hidden Power [Ice] Honchkrow (M) @ Leftovers Trait: Moxie EVs: 4 HP / 252 Atk / 252 Spd Adamant Nature (+Atk, -SAtk) - Brave Bird - Sucker Punch - Pursuit - Roost Rotom-W @ Leftovers Trait: Levitate EVs: 112 HP / 252 SAtk / 144 Spd Modest Nature (+SAtk, -Atk) - Will-O-Wisp - Pain Split - Hydro Pump - Thunderbolt Jirachi @ Leftovers Trait: Serene Grace EVs: 252 HP / 216 SDef / 40 Spd Careful Nature (+SDef, -SAtk) - Body Slam - Stealth Rock - Iron Head - Wish Hitmontop (M) @ Life Orb Trait: Technician EVs: 252 HP / 252 Atk / 4 Def Adamant Nature (+Atk, -SAtk) - Fake Out - Mach Punch - Rapid Spin - Close Combat approves this message.