ORAS OU Quick Pass HO team [Peaked Top 10]

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Hey folks, I've tested this team extensively and have talked with many people about it, and I am finally ready to show it off to the general public, my Scolipede quick pass team!

Import:

Scolipede @ Mental Herb
Ability: Speed Boost
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Baton Pass
- Protect
- Substitute
- Iron Defense

Espeon @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Morning Sun
- Calm Mind
- Dazzling Gleam
- Stored Power

Latios (M) @ Light Clay
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Memento
- Reflect
- Light Screen
- Hidden Power [Fighting]

Aerodactyl @ Aerodactylite
Ability: Unnerve
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Aerial Ace
- Stone Edge
- Earthquake
- Fire Fang

Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Moonlight
- Calm Mind
- Moonblast
- Stored Power

Oh no it's (Wobbuffet) @ Sitrus Berry
Ability: Shadow Tag
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Encore
- Counter
- Mirror Coat
- Safeguard





General Strat:

This team is very much still a work in progress, but the general idea is to lead with dual screens latios, get the screens up, memento, send out scolipede and nab a free Iron Defense(ID from here on out) or 3, and then BP to espeon or clefable to sweep. That's really all it does. It's absolutely a cheese team, but one that can destroy approximately 85% of the OU ladder. Note that this team has 3 very viable leads. Latios is the one I use most because of it's ability to setup on almost anything. Wobb is great against stally leads like ferrothorn and heatran. Scoli can also function as a scout when needed with protect and BP.

In Depth Analysis:

Scolipede: This guy is the main star of the show. He is insanely bulky even without screens on the physical side due to speedy IDs. With screens, he can get at least one ID off of anyone but taunt thundy and phazers. Subs is mostly there to screw over trickscarfers, which can stop an espeon sweep dead and cripple scolipede. That being said, I've ran rock slide in the past for zards and EQ for tran. Here's a few calcs I like to show off to show just how ridiculous this guy gets.

252+ Atk Choice Band Ho-Oh Brave Bird vs. +2 248 HP / 252+ Def Scolipede: 252-296 (78 - 91.6%) -- guaranteed 2HKO

This is basically showing that choiced phys mons simply will not prevent scoli from passing as long as he gets an ID up (unless your name is darmantian or a fairly lucky staraptor).

252+ Atk Choice Band Arceus Extreme Speed vs. 248 HP / 252+ Def Scolipede: 159-187 (49.2 - 57.8%) -- 96.9% chance to 2HKO

252+ Atk Choice Band Arceus Extreme Speed vs. +2 248 HP / 252+ Def Scolipede: 79-94 (24.4 - 29.1%) -- 99.8% chance to 4HKO

Here's the most powerful neutral priority in the game, fails to even check scoli, let alone counter. Megazors and Azumarils have no chance.

So you may be asking "why are these uber calcs relevant?" They are relevant because no physical mon in OU hits harder then these things, so attacking scolipede with a physical mon is quite possibly the worst thing you can do as he will more often then not laugh, and at absolute worst pass to one of his healthy teammates for a sweep. Any priority abuser not named talonflame or m-pinsir may as well not even switch in, and even powerful STAB stone edges often fail to make a dent into scoli. Unstabbed stone edges need'nt even be bothered with unless you are fishing for a crit.

252+ Atk Garchomp Stone Edge vs. 248 HP / 252+ Def Scolipede: 186-220 (57.5 - 68.1%) -- guaranteed 2HKO

That's with no defense boosts folks.

Obviously, special attackers wreck scolipede. Something like thundy can easily kill scolipede given just a tiny bit of prior damage, and scoli instantly folds to any SE special move not named psyshock.

252 SpA Life Orb Thundurus Thunderbolt vs. 248 HP / 0 SpD Scolipede: 253-298 (78.3 - 92.2%) -- guaranteed 2HKO

That being said, slapping fire blast on random-ass mons are not going to do much more then force out scoli unless you really invest in it.

252 SpA Tyranitar Fire Blast vs. 248 HP / 0 SpD Scolipede: 262-310 (81.1 - 95.9%) -- guaranteed 2HKO

252 SpA Gyarados Fire Blast vs. 248 HP / 0 SpD Scolipede: 200-236 (61.9 - 73%) -- guaranteed 2HKO

So Scoli can't take a special hit very well, that's where teammates come in.


Latios: Meet the fellow that pushed scolipede over the edge, duel screens latios! Stupid? Probably, but it does a phenominal job of making whatever is out total setup bait with memento, and duel screens literally doubles scolipedes already amazing physical bulk. Now, not only is every physical mon doing nothing but praying for a crit, but even most special mons are ripe for at least a single turn of setup. Nothing else on this team really benefits from this, but that's ok. I've had a few times where I would setup screens and then hard swap straight into zard to tear some holes in the enemy team. HP fighting is there to lure bisharp mostly, though it can also be used to weaken ttar and tran when needed.

Some calcs for your pleasure

252 SpA Life Orb Thundurus Thunderbolt vs. 248 HP / 0 SpD Scolipede through Light Screen: 127-149 (39.3 - 46.1%) -- guaranteed 3HKO

252 SpA Choice Specs Keldeo Hydro Pump vs. 248 HP / 0 SpD Scolipede through Light Screen: 182-214 (56.3 - 66.2%) -- guaranteed 2HKO

252+ SpA Heatran Fire Blast vs. 248 HP / 0 SpD Scolipede through Light Screen: 268-316 (82.9 - 97.8%) -- guaranteed 2HKO

252 Atk Life Orb Terrakion Stone Edge vs. 248 HP / 252+ Def Scolipede through Reflect: 165-195 (51 - 60.3%) -- guaranteed 2HKO

252+ Atk Choice Band Talonflame Brave Bird vs. 248 HP / 252+ Def Scolipede through Reflect: 183-216 (56.6 - 66.8%) -- guaranteed 2HKO

252 Atk Aerilate Mega Pinsir Return vs. 248 HP / 252+ Def Scolipede through Reflect: 193-228 (59.7 - 70.5%) -- guaranteed 2HKO

252 SpA Life Orb Sheer Force Landorus Psychic vs. 248 HP / 0 SpD Scolipede through Light Screen: 205-243 (63.4 - 75.2%) -- guaranteed 2HKO

So yeah, packing anything short of a really friggen strong fire blast / psychic is just going to get setup in front of at least once, probably multiple times if it's a phys mon.

So we can obtain boosts in front of just about anything, but what good is that without something to receive those boosts? Meet the next teammate.

Espeon: So we can reliably nab defense and speed in front of pretty much any offensive pokemon, but what good are defensive boosts if we don't have an incredibly scary setup sweeper to take advantage of them? Meet one of the scariest and most underrated stallbreaker out there, Espeon. Given some badly needed defense and speed from scoli, and espeon turns into a very dominating presense that can easily break offensive and defensive teams alike in half. Heck, given +6 defense and +3 speed, espeon needs exactly one CM, if any at all, to start sweeping. Given the huge variety of situations espeon may find itself in, posting calcs would be pretty useless. It's better to just see this happen for yourselves. Dazzling Gleam is there because Mega Sableye is very common on stall and I like 6-0ing stall teams. Morning sun basically means that attacking with anything that's not a 2hko is nothing but a fishing expedition unless sand is up (one more reason for ttar to die at all costs). That being said, sometimes, espeon is just too slow to get to sweeping, so I have a backup.

Clefable: The meta has recently shifted to favor specially based sweepers like M-Diancie, Lando-I, and Megadoom. This thing can swap into pretty much any of them and start setting up. Furthermore, it's low defense is quickly patched up by scolipede, making it borderline impenetrable on both ends of the spectrum. Pretty much its only weaknesses are that it can be phased/status'd and that it needs a good +3 speed to start outspeeding crap. It's also a bit slower then espeon in that stored power takes longer to become relevant, whereas espeon's stored power is almost immediately relevant due to STAB and good SPA, even uninvested. Still, in this meta, clefable has more then pulled it's own weight and is a welcome addition to the team.

That being said, even the best plans can go awry, and I need another backup plan. Teammates once again help.

Mega-Aerodactyl: At this point I realized that I had an open mega slot! I decided to use this rare opportunity to find myself a strong revenge killer to fill in greninja's shoes. I decided against megalop because she's tflame bait and we have enough of that, ditto for absol, so I went with aero. I experimented a lot with its moveset and have tried everything from duel STAB + EQ + elemental fang to no STAB, 3 elemental fangs + EQ. However, the above seems to fit my needs best as an all purpose revenge killer + ferro lure.

Wobbuffet: This guy was placed on my team to help counter phasers, and he does an admirable job of turning some of my biggest nuisances into my best friends (aka setup bait). He can easily swap into any potential phaser without fear, and then use encore to lock them into some useless move like SR or Toxic. At that point just hard swap in scolipede and enjoy your free turn of setup. If the enemy phaser gets locked into a move scoli can't swap into like lava plume, just kill the guy and move on with your life. I went with SP defensive to help reduce my special attack weakness a bit and help check opposing BP teams.

Notable recent replays:

These replays are from the upper ladder OU that I feel help illustrate how this team functions, especially against competent players. Note that only replays of the most recent version of this team will be here, any others will be in the replay archive below. I feel that replays demonstrate this team's powers far better then my words ever will. Feel free to search my name here in case I've missed any good replays (I am but one man).


http://replay.pokemonshowdown.com/oususpecttest-209805054

A lot of people don't realize that mega-pinsir cannot swap in and prevent scolipede from BPing unless he's adamant.

252 Atk Aerilate Mega Pinsir Return vs. +4 248 HP / 252+ Def Scolipede: 132-156 (40.8 - 48.2%) -- guaranteed 3HKO

+2 252 Atk Aerilate Mega Pinsir Return vs. +6 248 HP / 252+ Def Scolipede: 194-230 (60 - 71.2%) -- guaranteed 2HKO

+2 252 Atk Aerilate Mega Pinsir Quick Attack vs. +6 248 HP / 252+ Def Scolipede: 78-92 (24.1 - 28.4%) -- 92.6% chance to 4HKO


http://replay.pokemonshowdown.com/oususpecttest-209809229

Shows clefable putting in work, being able to tank Zard-X's flare blitzes despite me being greedy af (granted, he was pretty greedy too)


http://replay.pokemonshowdown.com/oususpecttest-209810324

Shows literally every member of my team doing what they're supposed to. The synergy is almost beautiful. Note that this version happens to be running ice fang aero instead of fire fang. I swap up the fang choice depending on what I'm seeing and what I want dead.


http://replay.pokemonshowdown.com/oususpecttest-209812050

Another showing of why I run Clefable. Against a team this offensive, magic bounce holds relatively little meaning. Clefable, on the other hand, can comfortably swap into m-diancie's moves (especially with screens support) and setup in its face. Note that this was before I started running HP-fight latios, but the result would've been pretty much the same.


http://replay.pokemonshowdown.com/oususpecttest-209816906

Just a replay to show how beating geopass with this team is as simple as winning a 50/50 against smeargle. Note that once smeargle was locked, mega-aero could have just as easily dispatched it (and I prolly should have just done that, but unaware is so cool).


http://replay.pokemonshowdown.com/oususpecttest-210214288

Shows this team against special spam. Basically the key to winning this kind of matchup is moving quick and start sweeping before your opponent knows what hit him(and maybe winning a coin flip or two)


http://replay.pokemonshowdown.com/oususpecttest-210470199

This replay is kinda special to me just because it was the one that got me my first suspect reqs ever. More relevantly, this replay shows HP-Fighting Latios working phenomenally as a Bisharp lure. Also shows the almighty CB talonflame getting setup in front of. This, folks, is one of the many reasons why I run max defense Scolipede.

Replays of Past Versions of This Team:

Just in case you care about seeing how this team developed.

http://replay.pokemonshowdown.com/ou-139683930

Early proof of concept match, showing how duel screen latios allows me to bypass a lot of my common checks.

http://replay.pokemonshowdown.com/oususpecttest-140567653

Another proof of concept showing that even mega pinsir cannot stop scolipede from setting up once a reflect it up, despite getting a free swap into protect.

http://replay.pokemonshowdown.com/oususpecttest-141292583

Shows espeon 1v1ing a stallbreaker gengar from behind a screen, and then going on to take out a garchomp too. Terrakion lures in scizor, who kills terrak and gives latios a free swap in, who then sets up screens and uses memento to bring in scoli, who sets up easily on zor and passes to zard for the win.
http://replay.pokemonshowdown.com/ou-154727121

Combination of crit pursuit and draco metoer kills espeon, but the opponent either underestimated his latios or expected subs. I ID on the swap which allowed me to swap zard into heatran, whom was setup bait. At +4 attack, nothing could take an outrage and I win shortly after.

http://replay.pokemonshowdown.com/ou-154739298

Opponent led mew into my latios. I light screen in case of some kind of NP set, when I saw the knock off. Then fearing taunt, I memento before getting the reflect up and take a free ID with scoli. He swaps in zard, which I counter with my own zard. Despite rocks being up, zard had no difficulty swapping into flamethrower and then roosting off the damage. After a few swaps, zard gets paralyzed and killed before doing anything of note. Greninja comes in and scares off the rotom, bringing in azu (who got critted D:). Azu dies and gren gets revenged by zard, but not before getting a hit in. Toge comes in to scare away the zard and takes a volt switch while NPing. Chomp has no choice but to kill toge before it kills something, giving my scoli a free swap in to boost up. Scoli swaps over to espeon while chomp is still out, and the forfeit came shortly after.

http://replay.pokemonshowdown.com/ou-154743623

Zard-X sweep. Not much of note here tbh, except for scoli and zard making a total joke of mega gard. Basically shows what 75-ish percent of my games look like.

http://replay.pokemonshowdown.com/ou-154946402

Basically shows how resilient the team is to me being bad at this game. I handled his scizor extremely poorly, but greninja was able to tear a big enough hole into his team to give me an advantage. After an overpredict from the opponent gave me his scarfmence, scoli was able to pass some speed to sylveon, who then proceeds to clean up.

http://replay.pokemonshowdown.com/ou-154936495

Replay vs one of the new Denis BP teams. CM espeon has a pretty good matchup against it.


http://replay.pokemonshowdown.com/ou-171211859

Showcases how hard Wobb wrecks CM clef. Also showcases this team's positive matchup vs stall in general.

http://replay.pokemonshowdown.com/ou-168915696

Here's showing just what wobb could do for this team. I was getting outplayed hard af, and then I swapped wobb into heatran, locked him into SR, and it was all over. Seriously, a single misplay allowed me to win this match with pretty much zero struggle.

http://replay.pokemonshowdown.com/ou-171112594

Just in case you needed a reminder at how easily a scolipass can get out of hand and how hard it is to even try to stop.

http://replay.pokemonshowdown.com/ou-171552844

A replay showcasing Dragon Claw Zard-X and the number of easy kills he can nab. Also showcases just how little scolipede cares about even the highest powered physical attacks once he has his beloved screens up, using a non-SD megacross as setup bait (and later as roost bait, seriously, zero respect for physical attackers).

http://replay.pokemonshowdown.com/ou-173558758

Doesn't really show anything other then raw hax alone does not stop this team. Also interesting to note that the opponent played around the duel screens really well, but I was able to recover because his team was MAD greninja weak. Just felt like posting this because hax op.

http://replay.pokemonshowdown.com/orasou-180355983

This replay basically shows that this team can in fact function if the memento-BP gambit fails. Both Scolipede and Espeon got haxed to death, but greninja, zard, and wobb were able to make use of their respective powers to pull out a win.

http://replay.pokemonshowdown.com/orasou-180857994

CM espeon changing what was almost a disastrous loss into a hilarious win. Show's just how effective she is as a stallbreaker.

http://replay.pokemonshowdown.com/orasou-180886426

Not even RNJesus can save you sometimes, because backup sweeper op

http://replay.pokemonshowdown.com/orasou-180888757

A very good ORAS game in 1500+ ladder. It really showcases every single teammate at their best. From poking holes in the team with zard-x, to stopping SR exca with wobb, every single member contributed quite a bit. Also shows espeon not being deadweight despite not receiving a pass.

http://replay.pokemonshowdown.com/ou-202270469

Shows Terrakion putting in work. It's worth noting that this guy actually had an idea of what to expect, but he was still blind sided by a surprise coverage move and by just how effective ID passes are. Some smart Bisharp play allowed him to stop the espeon sweep and terrakion was able to save the day by killing off both bisharp and kyub.

http://replay.pokemonshowdown.com/ou-202309433

It's another one of those "See this prominent OU physical threat? I only see setup bait!" types of replays. It's worth noting that since my opponent was unable to knock off Espy's lefties, Sash-Endeavor infernape was unable to weaken espeon enough for metagross to kill off.

In case you are curious: 252+ Atk Tough Claws Metagross(145 base attack) Bullet Punch vs. +6 252 HP / 252+ Def Espeon: 25-31 (7.4 - 9.2%) -- possibly the worst move ever

Yet another reason why I run max defense espeon.

http://replay.pokemonshowdown.com/ou-202319227

This is a very interesting game. Rock Tomb is a rare but troublesome move for scolipede because it stops him from racking up speed and defense at the same time. It also takes away any speed boosts passed to Espeon. However, the real star of the replay is Terrakion, who showcases his abilities as a backup receiver. Lum Berry was able to prevent an early burn from Gengar, allowing him to stay in for quite awhile. Taunt was able to prevent gengar from trying again. A lucky iron head flinch prevented a KO from Sylveon and terrakion was able to swap in multiple times after the first time to wear down and eventually defeat his team.
Note that this team is basically a mutation of the team I used back during the BP suspect test.

Difficult Matchups:

As much success as my team has been having, there are a few things it has trouble with.

1. Weather teams, especially rain teams. Speed boosting abilities like swift swim and chlorophyll give this team a lot of trouble as they are usually specially based and take away scoli's biggest source of bulk, his fast IDs. That being said, they still need an answer for the memento gambit.

2. Perish Song. I'm sure you can guess why perish song sucks. Basically, if I cannot ohko the perish songer, then I will get forced out. Depending on how many boosts have been obtained and the team comp, I may or may not be able to make a few holes before the timer is up, but most perish song teams are running protect or fake out to limit the damage.

3. Haze. As long as they are used proactively, I cannot setup until they are out of the way. If I can't trap them or otherwise kill them, I will probably lose.

4. Unaware CM clefable can actually beat espeon in a setup fight thanks to it ignoring sp-def boosts, still dies to zard most of the time tho. Also gets completely destroyed by wobbuffet one way or another.

5. Phasers: While phasers alone cannot beat this team, when paired with something that can beat espeon they make life very difficult indeed. Bringing out a mon that can even threaten to phase will frequently cause scoli to stop boosting earlier then he would prefer, which makes espeon that much more manageable and can frequently buy you a few turns. Make sure you play very carefully around Wobb though, he can easily turn your phaser into a liability.

6. Trickscarf: Only effective under circumstances where espeon has one or no speed boosts, but when combined with a dark type can be a very effective stop gap. Scoli can sub if he makes it to +2 speed and zard-x simply does not care.

7. Sash-Endeavor also works very well. This team does not run hazards, meaning that your sash-endeavor mon will probably be healthy when the espeon sweep starts. Note that you still need to either force scolipede to pass fewer then +6 defense, nullify espy's lefties via burn or knock off, or have a very strong priority abuser to kill off the weakened espeon. If none of the above conditions are fulfilled, espeon can simply tank the priority move and recover the damage, as most unboosted priority moves fail to even do 12%.

8. Specially based speed boosters (ie RP lando-I and M-Diancie). Basically, these mons are capable of forcing out scolipede while at the same time boost their speed. Note that if screens are up, clef can frequently come in and setup in their face. They're still a potent win con though.

Special Mentions:

Special thanks needs to go out to jbtc10 for helping me workshop ideas for this team well before this RMT was even a thought, as well as being an all around great guy and pleasure to talk to.

Well, that's about all I have to say, I'm very open to any suggestions you have, especially for the 5th and 6th members. Lemme know what you all think.

*changelog*

August 21st

swapped out togekiss for specs sylveon. Has the immediate power I need, can poke holes into teams for preparation for a sweep, and makes a decent receiver for speed alone due to already having power and bulk.

Added some new replays to show off this change.

October 7th

Replaced Sylveon with Wobbuffet, does very nicely versus heatran and other phasers.

Added some new replays to show off wobb's power

October 9th

Gave Zard-X dragon claw and made some minor EV changes.

Added a replay to show off dragon claw zard wrecking stuff.

October 10th

Optimized espeons IVs a bit. Yay gen 6 HP mechanics!

October 15th

added a replay

October 21st

Went ahead and changed wobb's item to sitrus berry and replaced extrasensory with dark pulse on ninja.

November 3rd

Completely changed ninjas set, now he can lead and lure and play all sorts of mindgames in addition to his revenge killing duties. Also changed HP fighting to Dazzling Gleam on Espeon (I've flip flopped between the two so many times it's not even funny. Depends almost entirely on whether I'm more ticked off about bisharp and ttar or the though of sableye hard walling espeon that day).

November 4th

Added ORAS replay

November 5th

Added more replays and fixed espeon's IVs

January 13th

Replaced Greninja with Terrakion. RIP Smogon Frog.

Also added in some stuff about Sash-Endeavor, a fairly effective counter that causes me to lose games every now and then.

February 4th

Added specially based speed boosters to the OP.

February 12th

Did a major overhaul of the RMT to fare better against the ORAS meta.

Replaced Zard-X with CM unaware Clefable.

Replaced Terrakion with Mega-Aerodactyl.

Changed Latios' moveset a bit

Added replays to reflect the above changes.
 
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Using my bump to celebrate the fact that this team made it to the top 10 in the OU ladder (with a pretty good GXE to boot!)



Also updating to reflect the most recent version of the team
 
I feel like your team is extremely weak to CM Clefable since it has nothing that can counter it. Espeon should be replaced with Heatran as Espeon has pretty shitty defensive stats and should not be used with max def like that. He/She was built to be a powerful special attacker. Although she also works with a dual screens set, you might want to run some speed as you are dying to pretty much everything you see as Espeon is not fast enough without investment to light screen/reflect or CM. Because the closest thing your team has as legitimate counter or check to Clefable is Scoli, SpDef. heatran is the way to go. He also provides your team with much needed hazards.
 
I feel like your team is extremely weak to CM Clefable since it has nothing that can counter it. Espeon should be replaced with Heatran as Espeon has pretty shitty defensive stats and should not be used with max def like that. He/She was built to be a powerful special attacker. Although she also works with a dual screens set, you might want to run some speed as you are dying to pretty much everything you see as Espeon is not fast enough without investment to light screen/reflect or CM. Because the closest thing your team has as legitimate counter or check to Clefable is Scoli, SpDef. heatran is the way to go. He also provides your team with much needed hazards.
...... There's so much wrong with this post, where to begin...

1. Zard-X hard counters CM clefable just fine, tyvm. Also, CM espeon can actually beat Magic Gaurd CM clefable.

2. Watch literally any of my replays, espeon gets plenty of bulk once it has a pass.

3. Heatran lacks magic bounce. Espeon is being used almost entirely because of magic bounce + recovery (though STAB stored power is never a bad thing).

4. Hazards are just a waste of a turn when your team is built around getting a super sweeper that OHKOs everything ASAP. There's no real room for it tbqh.

5. Latios is performing admirably in the screens department, thank you very much.
 
Make Scoliopede Bold with 0 attack IVs to reduce confusion and Foul Play damage, two things that will literally never be a threat anyway since you have Sub / Iron Defense but hey better safe than sorry right?

Otherwise really cool team.
 
Make Scoliopede Bold with 0 attack IVs to reduce confusion and Foul Play damage, two things that will literally never be a threat anyway since you have Sub / Iron Defense but hey better safe than sorry right?

Otherwise really cool team.
Derp, impish nature is a relic from back when I used to run a random coverage move in slot 3 instead of subs (usually EQ for tran or Rock Slide for genies/zard-Y). I'll change that now.
 
Hi WebBowser. I've been testing your team and I found some weakness and sets upgrades.

Scolipede @ Mental Herb
Ability: Speed Boost
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Baton Pass
- Protect
- Substitute
- Iron Defense

Espeon @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Morning Sun
- Calm Mind
- Hidden Power [Fighting]
- Stored Power

Latios (M) @ Light Clay
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Memento
- Reflect
- Light Screen
- Ice Beam

Greninja @ Life Orb
Ability: Protean
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Extrasensory
- Ice Beam
- Hydro Pump
- Hidden Power [Fire]

Charizard @ Charizardite X
Ability: Blaze
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Swords Dance
- Flare Blitz
- Dragon Claw
- Roost

Wobbuffet @ Leftovers
Ability: Shadow Tag
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk
- Encore
- Counter
- Mirror Coat
- Safeguard



I made all sets not using attack 0 attack IV's. I change Greninja 4 HP ev's into defense. I changed Wobbufet nature to Sassy since you want less speed as possible against conkeldurr and some others. And my last change is replacing outrage for dragon claw on Charizard since if You get +2 you get not confused or locked on fairies.
Hope this helps you!
 
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plimplam So I understand the rational behind most of your changes, but why do you want min speed on wobb? Counter and mirror coat already have negative priority, so underspeeding durr is irrelevant, and being able to outspeed folks like ferro and other base 30s is actually a huge advantage (you can get a safegaurd up then encore them).

Also, if I'm putting 4 random EVs into a defensive stat on gren, it'll prolly be sp defense. The point of greninja is that I want my enemy to send out some random priority user and kill him so that scolipede gets his free swap in.

*edit*

Dragon claw is certainly an option on zard, so is fire punch if you dislike the recoil, I just picked outrage because being locked in vs a fairy really isn't that big of a deal (ohko them next turn). I have lost games due to confusion before though and that alone may be reason enough to start running dragon claw. I'll have to seriously consider that.
 
Mmm, you're right about wobbufet. The change about greninja's Evs is because of taking les damage from life orb and SR. And about charizard flare blitz is alright because of roost.
 

blinkie

¯\_( ͡° ͜ʖ ͡°)_/¯ dank meme crew
Hm, nice BP team, however there are some minor changes I would suggest. I wouldn't run HP Fighting on Espeon, I get that you try to hit steels and darks, but IMO Moonblast would be better so you can beat any Sableye, etc. I get that Sableye is probably rekt by Zard X, but still Moonblast is better IMO. Usually you could probably beat a typical steel like Heatran by just getting up enough CMs and then plowing through with insanely boosted Stored Power, and use Moonblast for any Dark type.

Also if you are running screens why not run Latias who has more bulk than her twin, you have less attack but unless Ice beam gets some important KO that you only get with Latios, IMO it would be better to go Latias, as the main job is simply to setup screens.

Just a minor nitpick, but change all your Special attacking mons(Espeon, Greninja, etc)to 0 Atk IVs that way you reduce Foul Play damage.

BTW to answer the guy that thought Espeon shouldn't run Bold bla bla

252+ Atk Life Orb Bisharp Knock Off (97.5 BP) vs. +2 252 HP / 252+ Def Espeon: 218-260 (65.2 - 77.8%) -- guaranteed 2HKO after Leftovers recovery
You legit NEED the max defense, or else you just die to so much.
 
ZZtrollZZ

Ok, a couple of things.

1. espeon doesn't get moonblast, she gets dazzling gleam, but that's a minor nitpick.

2. I run HP fighting for 1 reason and 1 reason alone, to hit TTar. Sandstorm really screws me over, so ttar needs to die ASAP otherwise morning sun is nigh worthless. Until Sableye becomes anything resembling popular, I will take being pigeonholed into zard by any team containing sableye or lolspiritomb until then.

3. I'm running latios because of memento. Memento has the super cool property of causing the opposing mon to become complete and utter setup bait. Between screens and memento, the opponent frequently has no choice but to swap out, giving scolipede a free turn.

4. Espeon needs her attack IVs for HP fighting sadly. Everyone else who doesn't need the attack should have 0 attack IVs tho.
 

Scotti

we back.
You can run these iv's for hp fighting so you can have closest to min attack investment.

31 3 30 30 30 30
HP ATK DEF SPA SPDEF SPE

also nice team :]
 
You can run these iv's for hp fighting so you can have closest to min attack investment.

31 3 30 30 30 30
HP ATK DEF SPA SPDEF SPE

also nice team :]
Doesn't that reduce HPs BP? I'm not familiar with how it's calculated, and ttar dieing >>>>> slightly increased foul play damage. Thanks to sandstorm, ttar has enough bulk to survive HP fighting even after a few CM boosts (which, when combined with a respectable attack stat, reduced healing from morning sun and an SE STAB, makes him a royal pain in the rear). Also, thank you :)
 
Doesn't that reduce HPs BP? I'm not familiar with how it's calculated, and ttar dieing >>>>> slightly increased foul play damage. Thanks to sandstorm, ttar has enough bulk to survive HP fighting even after a few CM boosts (which, when combined with a respectable attack stat, reduced healing from morning sun and an SE STAB, makes him a royal pain in the rear). Also, thank you :)
In gen 5 this would be a valid reason, but in gen 6 now every hidden power has the fixed strength of 60. You can just change the type, but never the power.
 
Hello there, fellow Scolipede user!
Just some minor nitpicks, I'd suggest you to give your Scolipede 160 speed evs while retaining the impish nature, of course, this way you'll be able to surpass after a protect stuff like mega manetric, base 100 speed at +1 and timid/jolly mega alakazam/mega aerodactyl, all of them are capable of destroying Scolipede, so you might want to bpass to something else before they can hit you.
Since Charizard is the main recipient of Scolipede's quickpass you may want to give him 108 speed evs, this way you'll be able to surpass all relevant threats at +2 (scarf garchomp, scarf terrakion, scarf latios, scarf keldeo and so on)
Sets:
Charizard (F) @ Charizardite X
Trait: Blaze
EVs: 248 HP / 152 Atk / 108 Spd
Adamant Nature (+Atk, -SAtk)
- Swords Dance
- Dragon Claw
- Flare Blitz
- Roost



Scolipede (M) @ Black Sludge
Trait: Speed Boost
EVs: 248 HP / 100 Def / 160 Spd
Impish Nature (+Def, -SAtk)
- Baton Pass
- Protect
- Iron Defense
- Substitute

Hope it helped, good luck!!
 
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Enki I'll consider the zard change, but I feel like with that much speed invest, scolipede loses out on way too much bulk. Some relevant calcs:

252 Atk Garchomp Stone Edge vs. 248 HP / 252+ Def Scolipede on a critical hit: 256-302 (79.2 - 93.4%) -- guaranteed 2HKO

252 Atk Garchomp Stone Edge vs. 248 HP / 100+ Def Scolipede on a critical hit: 296-350 (91.6 - 108.3%) -- 50% chance to OHKO

252 Atk Choice Band Terrakion Stone Edge vs. +2 248 HP / 252+ Def Scolipede: 188-224 (58.2 - 69.3%) -- guaranteed 2HKO

252 Atk Choice Band Terrakion Stone Edge vs. +2 248 HP / 100+ Def Scolipede: 218-260 (67.4 - 80.4%) -- guaranteed 2HKO

252+ Atk Choice Band Talonflame Brave Bird vs. +2 248 HP / 252+ Def Scolipede: 186-218 (57.5 - 67.4%) -- guaranteed 2HKO

252+ Atk Choice Band Talonflame Brave Bird vs. +2 248 HP / 100+ Def Scolipede: 212-252 (65.6 - 78%) -- guaranteed 2HKO

While I do dislike being outsped by megazam (mostly cuz trace), I don't see him often enough to change my IVs around him, and thanks to duel screen support, I'm generally fine against megaman and I simply don't give a single **** about megadactyl (needs BB/Head Smash imho).

Screen support helps a lot with taking on those special attackers I dislike so. Some relevant calcs concerning them:

252+ SpA Mega Manectric Overheat vs. 248 HP / 0 SpD Scolipede through Light Screen: 217-256 (67.1 - 79.2%) -- guaranteed 2HKO

252+ SpA Mega Alakazam Psychic vs. 248 HP / 0 SpD Scolipede through Light Screen: 274-324 (84.8 - 100.3%) -- 6.3% chance to OHKO

252 SpA Life Orb Sheer Force Landorus Psychic vs. 248 HP / 0 SpD Scolipede through Light Screen: 205-243 (63.4 - 75.2%) -- guaranteed 2HKO

Does scolipede enjoy any of this? Heck naw, but none of these guys (cept zam) can stop scolipede from escaping. Megazam is simply one of the best BP scolipede checks out there (not quite a counter unless already megavolved).

Also note that I am normally leading with latios, so anything trying to counter lead scolipede will have to eat a memento. With memento and screens, nothing can even dent scolipede.

Also note that espeon has always been my main recipient. I've been showing off a lot of zard-x sweeps lately just because espeon sweeps get repetitive really fast and don't usually show anything interesting. That being said, the zard-x change is definitely worth considering (cuz let's face it, he has plenty of power as is, I can sac a bit of it to outspeed some key scarfers).

On a final note, mental herb scolipede > black sludge scolipede because prankster taunt is still a thing, and being able to setup in front of taunters/encorers is nice anyway.
 
Set Superpower Spinda

Spinda @ Focus Sash
Ability: Contrary
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
IVs: 0 SpA
- Superpower
- Fire Punch
- Zen Headbutt
- Double-Edge

Please comment to say about my Spinda and that if they wanted to please the strategic subanlo pokedex because there is no strategy for this pokemon
 
While every improvement I could have suggested has already been suggested (like DClaw over Outrage on ZardX) I can at least say that I have spent some time testing this team out. Generally when I start a test I start it around 1300 on the ladder because I have tested some pretty silly things before and I like to give all things an equal shot. While I did not play many games consecutively, I can come to the conclusion from the amount of games and the win loss ratio with the team that within an hour or two (liberally) I could probably go up 200 points or more depending on hax. Ultimately while running the team in this range I had all of three defeats iirc. One was because I was kindly asked by some gentleman who was attempting an OLT, another because of hax and the one after that because of hax. From this, I can say that the team is definitely well constructed and worthy of the high ladder rating you got with it. Its definitely shown me how terrifying Scolipede is in terms of set up and I will probably continue using the team because while it seems like a pain to face it is certainly fun to use.
 
This is one of those annoying teams that makes people who want to counter team you run something ridiculous like a sashed punishment user, so mad props. I've run my share of BP teams, and this is a pretty dang good one. The scoli/espeon combo is classic, and this is a pretty well refined version already. One thing I can suggest from what you've said gives you trouble is AV conk. You could probably stand to swap gren out for him and end up benefiting enough to warrant the change. AV conk will laugh at anything Ttar would ever want to do, and doesn't really care about most rain teams either, as stuff like kabutops or kingdra still won't have the power to break through, and will fall to drain punch while healing conk for the next poke, or if they still gave him trouble, conk can always run thunderpunch. Plus you could even make him a backup pass recipient, as his vest combined with the speed and defense boosts would make him very hard to take down, especially if screens are still up. Other than that, this is already a very nice team, and there's really not much that can still be done to improve it.
 
SomeKidFromJohto I've considered durr in the past, but at that time the meta was quite well prepared for physical attackers like Durr and deo-s was simply better for what I wanted that slot to do. However, Deo-S is gone, so I can't use it anymore, and durr is nowhere near as common as he used to be, meaning the meta is a bit less prepared for him. I've been looking for a greninja replacement because to be quite frank, Mega Sable is going to be an auto-include for this team the moment ORAS comes out, and at that point my team will be mad special attack heavy. Before seeing your post I've been leaning towards scarfshao for my revenge killing needs, but I could really use Durr for that improvement vs rain especially (sand will cease to be a problem the second mega sable comes out, you heard it here first folks). I will miss gren's ability to simultaneously threaten a wide variety of troublesome mons like thundy, lando-I, keld, Lati twins, etc, but sadly there is no physical equivalent to gren that I've been able to find. However I'd rather not stack flying weakness on my team if at all possible.

Basically what I would like is a mon capable of checking most/all special threats while at the same time encouraging things that scolipede can setup in front of to swap in (namely physical mons, esp priority abusers not named talonflame). Greninja did that fairly well, but I'd like a physical mon that does the same. I've considered scarf terrakion, scarfshao, and LO weavile for this purpose. Durr also merits consideration solely for improvement vs rain matchup, which is a very difficult matchup (though not unbeatable thanks to wobb, gotta love wobb).
 
So you said Mega Sableye is gonna be an auto include for this team, and I'm 100% agree with you. So changin mega zard for mega sable make us weak in the physical side. So we can change greninja for scarfchomp or Jirachi holding choice scarf too. Scarfchomp give us power while Jirachi give us utility moves (iron head for RK with flinch chance, healin wish for weakened scolipede, trick for walls giving us a chanche to set up or U-turn for momentum). The problem of this will be steel types, but in general wobbufet can encore them ir scolipede can set up.
 
Actually, the mega sableye hype is dieing fast for a lot of reasons...

1. 20 base speed means that he's gonna need, like +6 to even outspeed base 100s, most importantly megavoir. I never thought I would ever use low speed as an argument against a speed boost receiver, but I got standards man.

2. His special attack is quite disappointing, even at +6. He struggles to even 4hko any chansey spread at +6, making him liable for PP stall shenanigans.

3. No good phys boosting moves means that a physical set is out of the question.

4. While bulk is massively improved, he still gets wrecked by every special fairy ever, which is relevant due to low base speed.

So yeah, mega sable hype is gone. DW though, I'm still planning on a massive retooling of this team the second ORAS comes out, so stay tuned :)
 
I don't know The new megas stats are known already lol. So y es, base 20 speed really killed any oportunity for Sableye here ^^.
 
Just a minor thing to note.

Hidden Power is based off of even and odd IVs, so you can have HP Fighting with 1 IV in attack. You won't lose damage output with HP as it is always base 60 this gen. The two stat points might seem insignificant, but it may come to save you eventually.
 
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