I've made substitutions and made changes to a bunch of move-sets. There is still room for improvement however!
TEAM HYDRO at a glance
Team Overview: This team is for use in OU Standard competition with all standard clauses. My strategy is to start out with Floatzel Taunting or buffing then passing off to one of my two physical monsters, swampert or Gyarados, depending on the prediction of Electric or Grass. Swampert also doubles phazing with Roar, and Starmie is assigned Rapid Spin even though hes sporting Choice Scarf (which makes him faster than almost everything, and yes it will take prediction of Ghosts to make the best of this set). Quilfish (YES QUILFISH) can also be on the receiving end of Floatzel's pass, and he has the sole purpose of setting up Rain Dance. If he can get Rain Dance off and has some life left, he has substitute which can give him a free turn to scout for incoming SandStream or SnowWarning on the next turn, RainDance back, then explode. Or, he has spikes, but the likelyhood he'll be alive long enough to lay down 2-3 layers is slim. Kingdra comes in after the explosion and sweeps on the Special Side with 480 speed.
My main request right now is help on possible move-set switches for my 2 main physical attackers, Swampert & Gyarados. I think they're too narrow in scope and would appreciate any help and suggestions on changes. Thanks!
Commentary in italics are changes that I've made from the previous Team Hydro incarnation.
Commentary in bold are specific requests for ideas above movesets.
Floatzel @ Leftovers
Swift Swim
252 HP / 6 Att / 252 Speed
Jolly
- Aqua Jet
- Bulk Up
- Baton Pass
- Taunt
Floatzel starts things off and tests the waters. If I'm up against something that I know uses either Grass or Electric then she zips out. If just an attacker, Floatzel is faster than most and can get a Bulk Up off before it gets hit the first time. If its a Status/Spiker/Buffer then Taunt out of the gate. Once I get the first move over with, I can gague how many Bulk Ups I can pull off before I start passing, and then it depends on what is either switched in or what is still struggling to take down the Sea Weasel. I chose Aqua Jet just to have a priority move on someone, just in case.
(I've made two substitutions to my original team. I've removed Empoleon & Tentacruel in favor of Floatzel & Quilfish. I like Empoleon a lot, as he was a Sleep Talker, but the randomness of getting the right move off at the right time was such a roll of the dice. One battle I slept talked Rest 6 times in a row before getting an Ice Beam off, which actually froze the opponent... Too iffy for me!)
Gyarados @ Leftovers
Intimidate
72 HP / 252 Atk / 184 Spe
Adamant
- Dragon Dance
- Earthquake
- Stone Edge
- Waterfall
Gyarados comes in against fighters (without Thunderpunch!), grounded pokemon, and really anything that is a safe switch. With a Bulk Up it can lay down massive damage, but with a Dragon Dance on top it gets stronger and faster, laying a path of destruction in its wake. Well, thats the idea anyways! If an electric comes in that I can't outspeed and OHKO I have no problem switching into the next brawler.
Any move changes/additions would be appreciated. Bite, Ice Fang, both good moves, but I need to vary my coverage. Check everyone else and see if you can make a suggestion to change up.
(My previous set had Gyara as my leader with Choice scarf. It did ok, but it really didn't pack enough punch to sweep, and the speed wasn't enough to outspeed some notable threats.)
Swampert @ Leftovers
Torrent
252 HP / 6 Atk / 252 Def
Impish
- Earthquake
- Avalanche
- Waterfall
- Roar
Swampert wraps up the physical triangle that leads the team off. He'll switch in to absorb electric, and if he is on the receiving end of a Bulk up or two his survivability and damage output increases DRAMATICALLY. If I switch into an electric type I always go with either Avalance or Waterfall as my first move because it would be suicide to stay in and get earthquaked and you almost HAVE to assume that the incoming is going to be resistant/immune to ground. Not that a STABbed Waterfall feels good either... Roar gets rid of those that somehow make it around Floatzel and get some stat boosters or get a substitute up.
Along with Gyarados, I would be very open to move changes to cover more ground. I thought of adding Hammer Arm since speed really isn't an issue, but Avalance is just sooo good against speedy Dragons that think they can overpower him.
(Swampert remains fairly intact, but I've changed out Stealth Rock in favor of a 3rd move to take advantage of Bulk Up from Floatzel.)
Starmie @ Choice Scarf
Natural Cure
102 HP / 252 SpA / 156 Spe
Modest
- Psychic
- Ice Beam
- Thunderbolt
- Rapid Spin
With 457 speed while wearing the scarf, this Star has 2 roles. The first is to Spin away spikes, the second is to hurt things. Now, you may be asking yourself a few things, like why the hell is he using Choice Scarf on a Starmie! And why why is he using Rapid Spin in that set! Here are a few thoughts. First, if the opposition gets in any Spikes, the first natural reaction is to send in a spinner. Depending on the spiker, one of the most common strategies is to send out a Ghost to protect the newly formed layer. My next step is to predict what ghost is coming in, and pre-emptive strike. If that takes out their spikes protector, then switch out and back in to finish the job. Second, if there are no spikes on the field, Starmie is no pushover with 328 Special attack and speed that even outruns the most common Ninjask variants. The Scarf keeps Recover from being on this set.
(Starmie was a Choice Specs variant in the last team and got outsped a lot, I didn't like that...)
Quilfish @ Damp Rock
Swift Swim
252 HP / 252 Def / 6 Speed (252 HP / 252 Speed / 6 Att)
Impish (Jolly)
- Rain Dance
- Explosion
- Poison Jab (Spikes)
- Substitute
The poor little puffer fish has some trouble joining the fray, but it is another option for Floatzel to pass to when faced with Physical Grass attacks. His main role is to set up 8 turns of Rain, and if he goes down in the process then so be it. However, if he can survive the initial attack he should be outpacing his opponenet at this point. From here, depending on how much health he has left, he'll either create a sub to scout for a switch in to ruin his rainy day (TTar, Hippo, Abama...) and then counter with another dance of his own behind the sub. If he doesn't have the health to stay in again and get another sub off, he'll valiantly sacrafice himself for the greater good, taking the opponent down with him (Explode). Hes definatly UU, but in this role he does his job VERY well.
(I guess he took the spot of Tentacruel, especially since they have the same typing, but TCruel's role as a spinner was absorbed by Starmie. Also, I had a VERY difficult time getting TCruel into the battle before)
Kingdra @ Life Orb
Swift Swim
252 SpA / 136 Speed / 122 HP
Modest
- Rain Dance
- Surf
- Draco Meteor (Dragon Pulse)
- Ice Beam
Now for the anchor, and my forum avatar... In my prior Hydro set that included Kingdra, one of the problems I had was switching him in, using Rain Dance, surviving BOTH those attacks, and then surviving the Orb-recoil. Now his little buddy Quilfish leads the way with up to 8 turns of rain and also gives an opportunity to switch in cleanly. Surf gets a boost from both STAB & the Rain, Dragon Pulse gets STAB as well, and Ice beam is there over the other special attacks for greater coverage. If he can get in with all weather obstacles & special walls taken care of, he ususally is not leaving until the battle is over.
(The previous Kingdra set was a mixed-SwiftSwim-sweeper and I liked him a LOT. Focusing on just Special Attack gives me room to add more speed and even health for better survivability, especially with Life Orb)
Thanks to everyone who commented before, and thanks in advance for all the new comments and criticisms. I can take it, so be as critical as you want!
TEAM HYDRO at a glance
Team Overview: This team is for use in OU Standard competition with all standard clauses. My strategy is to start out with Floatzel Taunting or buffing then passing off to one of my two physical monsters, swampert or Gyarados, depending on the prediction of Electric or Grass. Swampert also doubles phazing with Roar, and Starmie is assigned Rapid Spin even though hes sporting Choice Scarf (which makes him faster than almost everything, and yes it will take prediction of Ghosts to make the best of this set). Quilfish (YES QUILFISH) can also be on the receiving end of Floatzel's pass, and he has the sole purpose of setting up Rain Dance. If he can get Rain Dance off and has some life left, he has substitute which can give him a free turn to scout for incoming SandStream or SnowWarning on the next turn, RainDance back, then explode. Or, he has spikes, but the likelyhood he'll be alive long enough to lay down 2-3 layers is slim. Kingdra comes in after the explosion and sweeps on the Special Side with 480 speed.
My main request right now is help on possible move-set switches for my 2 main physical attackers, Swampert & Gyarados. I think they're too narrow in scope and would appreciate any help and suggestions on changes. Thanks!
Commentary in italics are changes that I've made from the previous Team Hydro incarnation.
Commentary in bold are specific requests for ideas above movesets.
Floatzel @ Leftovers
Swift Swim
252 HP / 6 Att / 252 Speed
Jolly
- Aqua Jet
- Bulk Up
- Baton Pass
- Taunt
Floatzel starts things off and tests the waters. If I'm up against something that I know uses either Grass or Electric then she zips out. If just an attacker, Floatzel is faster than most and can get a Bulk Up off before it gets hit the first time. If its a Status/Spiker/Buffer then Taunt out of the gate. Once I get the first move over with, I can gague how many Bulk Ups I can pull off before I start passing, and then it depends on what is either switched in or what is still struggling to take down the Sea Weasel. I chose Aqua Jet just to have a priority move on someone, just in case.
(I've made two substitutions to my original team. I've removed Empoleon & Tentacruel in favor of Floatzel & Quilfish. I like Empoleon a lot, as he was a Sleep Talker, but the randomness of getting the right move off at the right time was such a roll of the dice. One battle I slept talked Rest 6 times in a row before getting an Ice Beam off, which actually froze the opponent... Too iffy for me!)
Gyarados @ Leftovers
Intimidate
72 HP / 252 Atk / 184 Spe
Adamant
- Dragon Dance
- Earthquake
- Stone Edge
- Waterfall
Gyarados comes in against fighters (without Thunderpunch!), grounded pokemon, and really anything that is a safe switch. With a Bulk Up it can lay down massive damage, but with a Dragon Dance on top it gets stronger and faster, laying a path of destruction in its wake. Well, thats the idea anyways! If an electric comes in that I can't outspeed and OHKO I have no problem switching into the next brawler.
Any move changes/additions would be appreciated. Bite, Ice Fang, both good moves, but I need to vary my coverage. Check everyone else and see if you can make a suggestion to change up.
(My previous set had Gyara as my leader with Choice scarf. It did ok, but it really didn't pack enough punch to sweep, and the speed wasn't enough to outspeed some notable threats.)
Swampert @ Leftovers
Torrent
252 HP / 6 Atk / 252 Def
Impish
- Earthquake
- Avalanche
- Waterfall
- Roar
Swampert wraps up the physical triangle that leads the team off. He'll switch in to absorb electric, and if he is on the receiving end of a Bulk up or two his survivability and damage output increases DRAMATICALLY. If I switch into an electric type I always go with either Avalance or Waterfall as my first move because it would be suicide to stay in and get earthquaked and you almost HAVE to assume that the incoming is going to be resistant/immune to ground. Not that a STABbed Waterfall feels good either... Roar gets rid of those that somehow make it around Floatzel and get some stat boosters or get a substitute up.
Along with Gyarados, I would be very open to move changes to cover more ground. I thought of adding Hammer Arm since speed really isn't an issue, but Avalance is just sooo good against speedy Dragons that think they can overpower him.
(Swampert remains fairly intact, but I've changed out Stealth Rock in favor of a 3rd move to take advantage of Bulk Up from Floatzel.)
Starmie @ Choice Scarf
Natural Cure
102 HP / 252 SpA / 156 Spe
Modest
- Psychic
- Ice Beam
- Thunderbolt
- Rapid Spin
With 457 speed while wearing the scarf, this Star has 2 roles. The first is to Spin away spikes, the second is to hurt things. Now, you may be asking yourself a few things, like why the hell is he using Choice Scarf on a Starmie! And why why is he using Rapid Spin in that set! Here are a few thoughts. First, if the opposition gets in any Spikes, the first natural reaction is to send in a spinner. Depending on the spiker, one of the most common strategies is to send out a Ghost to protect the newly formed layer. My next step is to predict what ghost is coming in, and pre-emptive strike. If that takes out their spikes protector, then switch out and back in to finish the job. Second, if there are no spikes on the field, Starmie is no pushover with 328 Special attack and speed that even outruns the most common Ninjask variants. The Scarf keeps Recover from being on this set.
(Starmie was a Choice Specs variant in the last team and got outsped a lot, I didn't like that...)
Quilfish @ Damp Rock
Swift Swim
252 HP / 252 Def / 6 Speed (252 HP / 252 Speed / 6 Att)
Impish (Jolly)
- Rain Dance
- Explosion
- Poison Jab (Spikes)
- Substitute
The poor little puffer fish has some trouble joining the fray, but it is another option for Floatzel to pass to when faced with Physical Grass attacks. His main role is to set up 8 turns of Rain, and if he goes down in the process then so be it. However, if he can survive the initial attack he should be outpacing his opponenet at this point. From here, depending on how much health he has left, he'll either create a sub to scout for a switch in to ruin his rainy day (TTar, Hippo, Abama...) and then counter with another dance of his own behind the sub. If he doesn't have the health to stay in again and get another sub off, he'll valiantly sacrafice himself for the greater good, taking the opponent down with him (Explode). Hes definatly UU, but in this role he does his job VERY well.
(I guess he took the spot of Tentacruel, especially since they have the same typing, but TCruel's role as a spinner was absorbed by Starmie. Also, I had a VERY difficult time getting TCruel into the battle before)
Kingdra @ Life Orb
Swift Swim
252 SpA / 136 Speed / 122 HP
Modest
- Rain Dance
- Surf
- Draco Meteor (Dragon Pulse)
- Ice Beam
Now for the anchor, and my forum avatar... In my prior Hydro set that included Kingdra, one of the problems I had was switching him in, using Rain Dance, surviving BOTH those attacks, and then surviving the Orb-recoil. Now his little buddy Quilfish leads the way with up to 8 turns of rain and also gives an opportunity to switch in cleanly. Surf gets a boost from both STAB & the Rain, Dragon Pulse gets STAB as well, and Ice beam is there over the other special attacks for greater coverage. If he can get in with all weather obstacles & special walls taken care of, he ususally is not leaving until the battle is over.
(The previous Kingdra set was a mixed-SwiftSwim-sweeper and I liked him a LOT. Focusing on just Special Attack gives me room to add more speed and even health for better survivability, especially with Life Orb)
Thanks to everyone who commented before, and thanks in advance for all the new comments and criticisms. I can take it, so be as critical as you want!