I saw this team once and decided to improve it. anyway, it works...
THE LEAD (AND PASSER Nº1)
Jolteon (M) @ Leftovers
Trait: Volt Absorb
EVs: 6 Def / 252 Spd / 252 SAtk
Timid Nature (+Spd, -Atk)
- Agility
- Baton Pass
- Substitute
- Thunderbolt
The strategy here is quite simple: Try to pass a Sub/Agility for Celebi, who can boost his attack (thanks to the high endurance power) or even to the other team members if an immediate offense is needed.
Standart EV's here.
Weak to Ground (Celebi takes it)
Resist Electric (it helps too much) and Steel (this doesnt help much. Machamp/Metagross already take it)
THE PASSER Nº2
Celebi @ Leftovers
Trait: Natural Cure
EVs:252 HP / 160 Def / 32 Spd / 64 SDef
Impish Nature (+Def, -SAtk)
- Baton Pass
- Recover
- Shadow Ball
- Swords Dance
Natural Bulk + resistance to ground (this is awesome) + Recover = the best SD Passer, IMO. Shadow Ball is for coverage and for those pesky Alakazam/Gengar, who think that can easily beat me. It got a load of weaknesses, but all of them are covered by the team. Recover+Serene Grace gives him the ability to BP many more times
Thanks to HeYsUp For the Evs
Weak to Fire (Pass to Flygon) Ice (Pass to Metagross) Bug (Pass to Machamp) Poison (Pass to Metagross) Ghost/Dark (Pass to Machamp/Metagross) and flying (Pass to Metagross)
Resist Ground (<3) Water/Grass for the team, Electric ( But jolty does it better) and Fighting
(Even if RSE lacks a good fighting move)
THE RECEIVERS
Flygon (M) @ Leftovers
Trait: Levitate
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Earthquake
- Hidden Power [Bug]
- Rock Slide
- Quick Attack
First receiver. The point here is to destroy Bulky waters. If he gets a +2 in attack, EQ 2HKOes all of them (Bar 252/252 Bold Suicune).I'm not sure about HP-Bug. Its only useful against Celebi, and skarmory is 2HKOed by Fire Blast (I got a counter to skarm, but sometimes losing a boost means lose them game)
Please help me with that.
The EVs here are the 252/252 standart.
Weak to Ice (Metagross) and Dragon (Metagross absorb them xD)
Resist Fire (for Celebi and Metagross), Poison (even if Metagross takes them better), and Rock
Having immunity to both (Rock resist is always cool)Ground and Electric is always cool (even if jolteon takes Electric better)
Metagross @ Leftovers
Trait: Clear Body
EVs: 140 HP / 252 Atk / 116 Spd
Adamant Nature (+Atk, -SAtk)
- Earthquake
- Meteor Mash
- Explosion
- Rock Slide
Easy to use. key resistances (that can be used with the other team members) to enter in the field easily and destroy. If destroyed enough, or met something like a vappy (that carry Haze) BOOM. I just must watch out for Protect vappy (but i dont there are many Wish+Haze vappy. its all about scouting)
Rock Slide allows me to beat Zapdos and Moltres, who wall this set cold. Meteor Mash gives it raw power, since a +2 STAB MM coming from a 359 attack hurts anything.
Unless the opponent is using a 252/252 Metagross, its OHKOed by a +2 Eq. I needed EVs I defense for covering the rest of the team ( even if the purpose is sweeping)
Weak to ground (Celebi) and Fire (Flygon)
Resist Normal (helpfull overall) Grass (helps Flygon) Ice (Celebi/Flygon), Flying (Celebi again =D) Rock (i love to take TTar's Rock Slide, even if Machamp does it better) Psychic (lol) Dragon (lol²) and Steel (usefull for taking Random MMs).
Machamp (M) @ Leftovers
Trait: Guts
EVs: 252 HP / 96 Atk / 156 Def / 4 Spd
Adamant Nature (+Atk, -SAtk)
- Cross Chop
- Rest
- Rock Slide
- Sleep Talk
I needed a status absorber, that could take TTar well and receive my BPs. I was between Hariyama and Machamp. Chose Machamp for the raw power , basically. I love to rest in their face with a +2/+2 Machamp and activate guts. It Hurts. Seriously.
But this set have a problem: The bad accuracy. 80 accuracy may seem good, but it really sucks. whenever i NEED to hit, when i NEED to kill.... it misses.
Low Kick is kinda unrealiable, but im pretty sure it can do it work. Will test it.
Ripped from the analysis.
THE 'HAH! GOT YOU'
Magneton @ Salac Berry
Trait: Magnet Pull
EVs: 4 HP / 252 Spd / 252 SAtk
Modest Nature (+Stak, -Atk)
- Endure
- Hidden Power [Grass]
- Substitute
- Thunderbolt
Skarms is a threat. Nobody else is using it, but its still a threat to this team. Whats better to solve this than the best Skarm counter in the game? Unless he's a god in prediction and WW right off the bat, the skarm is down.
Nobody uses Jolly Trio anymore, since it cant beat blissey one on one. So when the duggy comes, i endure+salac berry to outspeed it and OHKO.
IEndure+Substitute may seem redundant, but sub gives me more free attacks, while endure allows me to do a revenge kill. The point i love about sub is: I sub as they take their vaporeon out, and bring the Swampert/Ground type. I can now make a clean 2HKO with Hp-Grass. But i dont know.... maybe Thunder Wave?
Standart EVs.
Well, this team is having sucess, thanks to the synergy. I saw no major threat but Hax and Mence. All i can do to mence is to weak it as much as possible and ASAP, but if any of my sweepers get a SD, mence can be bring down easily)
THE LEAD (AND PASSER Nº1)
Jolteon (M) @ Leftovers
Trait: Volt Absorb
EVs: 6 Def / 252 Spd / 252 SAtk
Timid Nature (+Spd, -Atk)
- Agility
- Baton Pass
- Substitute
- Thunderbolt
The strategy here is quite simple: Try to pass a Sub/Agility for Celebi, who can boost his attack (thanks to the high endurance power) or even to the other team members if an immediate offense is needed.
Standart EV's here.
Weak to Ground (Celebi takes it)
Resist Electric (it helps too much) and Steel (this doesnt help much. Machamp/Metagross already take it)
THE PASSER Nº2
Celebi @ Leftovers
Trait: Natural Cure
EVs:252 HP / 160 Def / 32 Spd / 64 SDef
Impish Nature (+Def, -SAtk)
- Baton Pass
- Recover
- Shadow Ball
- Swords Dance
Natural Bulk + resistance to ground (this is awesome) + Recover = the best SD Passer, IMO. Shadow Ball is for coverage and for those pesky Alakazam/Gengar, who think that can easily beat me. It got a load of weaknesses, but all of them are covered by the team. Recover+Serene Grace gives him the ability to BP many more times
Thanks to HeYsUp For the Evs
Weak to Fire (Pass to Flygon) Ice (Pass to Metagross) Bug (Pass to Machamp) Poison (Pass to Metagross) Ghost/Dark (Pass to Machamp/Metagross) and flying (Pass to Metagross)
Resist Ground (<3) Water/Grass for the team, Electric ( But jolty does it better) and Fighting
(Even if RSE lacks a good fighting move)
THE RECEIVERS
Flygon (M) @ Leftovers
Trait: Levitate
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Earthquake
- Hidden Power [Bug]
- Rock Slide
- Quick Attack
First receiver. The point here is to destroy Bulky waters. If he gets a +2 in attack, EQ 2HKOes all of them (Bar 252/252 Bold Suicune).I'm not sure about HP-Bug. Its only useful against Celebi, and skarmory is 2HKOed by Fire Blast (I got a counter to skarm, but sometimes losing a boost means lose them game)
Please help me with that.
The EVs here are the 252/252 standart.
Weak to Ice (Metagross) and Dragon (Metagross absorb them xD)
Resist Fire (for Celebi and Metagross), Poison (even if Metagross takes them better), and Rock
Having immunity to both (Rock resist is always cool)Ground and Electric is always cool (even if jolteon takes Electric better)
Metagross @ Leftovers
Trait: Clear Body
EVs: 140 HP / 252 Atk / 116 Spd
Adamant Nature (+Atk, -SAtk)
- Earthquake
- Meteor Mash
- Explosion
- Rock Slide
Easy to use. key resistances (that can be used with the other team members) to enter in the field easily and destroy. If destroyed enough, or met something like a vappy (that carry Haze) BOOM. I just must watch out for Protect vappy (but i dont there are many Wish+Haze vappy. its all about scouting)
Rock Slide allows me to beat Zapdos and Moltres, who wall this set cold. Meteor Mash gives it raw power, since a +2 STAB MM coming from a 359 attack hurts anything.
Unless the opponent is using a 252/252 Metagross, its OHKOed by a +2 Eq. I needed EVs I defense for covering the rest of the team ( even if the purpose is sweeping)
Weak to ground (Celebi) and Fire (Flygon)
Resist Normal (helpfull overall) Grass (helps Flygon) Ice (Celebi/Flygon), Flying (Celebi again =D) Rock (i love to take TTar's Rock Slide, even if Machamp does it better) Psychic (lol) Dragon (lol²) and Steel (usefull for taking Random MMs).
Machamp (M) @ Leftovers
Trait: Guts
EVs: 252 HP / 96 Atk / 156 Def / 4 Spd
Adamant Nature (+Atk, -SAtk)
- Cross Chop
- Rest
- Rock Slide
- Sleep Talk
I needed a status absorber, that could take TTar well and receive my BPs. I was between Hariyama and Machamp. Chose Machamp for the raw power , basically. I love to rest in their face with a +2/+2 Machamp and activate guts. It Hurts. Seriously.
But this set have a problem: The bad accuracy. 80 accuracy may seem good, but it really sucks. whenever i NEED to hit, when i NEED to kill.... it misses.
Low Kick is kinda unrealiable, but im pretty sure it can do it work. Will test it.
Ripped from the analysis.
THE 'HAH! GOT YOU'
Magneton @ Salac Berry
Trait: Magnet Pull
EVs: 4 HP / 252 Spd / 252 SAtk
Modest Nature (+Stak, -Atk)
- Endure
- Hidden Power [Grass]
- Substitute
- Thunderbolt
Skarms is a threat. Nobody else is using it, but its still a threat to this team. Whats better to solve this than the best Skarm counter in the game? Unless he's a god in prediction and WW right off the bat, the skarm is down.
Nobody uses Jolly Trio anymore, since it cant beat blissey one on one. So when the duggy comes, i endure+salac berry to outspeed it and OHKO.
IEndure+Substitute may seem redundant, but sub gives me more free attacks, while endure allows me to do a revenge kill. The point i love about sub is: I sub as they take their vaporeon out, and bring the Swampert/Ground type. I can now make a clean 2HKO with Hp-Grass. But i dont know.... maybe Thunder Wave?
Standart EVs.
Well, this team is having sucess, thanks to the synergy. I saw no major threat but Hax and Mence. All i can do to mence is to weak it as much as possible and ASAP, but if any of my sweepers get a SD, mence can be bring down easily)