Hello everyone. ^_^
After a good amount of laddering, I got to a CRE of 1416, which is good by my standards, however I want to go higher, but have a hard time. I will skip over the team-building walkthrough, since I have replaced many pokes that I practically lost count.
1st Leg
Gliscor@Leftovers
Jolly : Sand Veil
EVs: 252 HP / 36 Def / 220 Spe
-Earthquake
-Taunt
-Stealth Rock
-Roost
Gliscor is a very nice lead, able to stop slower leads, and helps deal with stall courtasy of taunt. Earthquake is for STAB, which hits Metagross, Heatran, among others for super effective damage. Also, it helps to check Lucario, if healthy enough to accomplish it. Taunt, helps deal with stall, and prevents other leads from setting anything up. However, almost every lead which is Taunted, except Smergle, can seriously hurt Gliscor. An example would be Heatran, which can Fire Blast away. Stealth Rock, is obviously needed, since it helps reveal the opposing items, and helps wear down threats, especially very dangrous flyers, such as Salamence, and Gyarados'. Roost, is for longevity, which helps in the long run, to counter threats such as Tyranitar and Lucario. Previously, I had Knock Off over Roost, to knock off Shed Shell off of Fortress', and Skarmorys. To help Magnezone trap them. However, since it was deblitating to Gliscor's health, it was changed.
The EVs are fairly easy to understand. 252 HP is for maximum longevity, which helps. 36 Def for the needed bulk. 220 Spe is to outspeed opposing 216 Spe Gliscors. In addition, outspeeds base 90s. Jolly, is mainly to outspeed base 90s such as Roserade, and Lucarios. Sand Veil which helps gain a free turn. Hyper Cutter is on because I have no way to hit the popular Intimidaters: Salamence, and Gyarados.
2nd Leg
Scizor@Choice Band
Adamant : Technician
EVs: 162 HP / 180 Atk / 168 SpD
-Bullet Punch
-U-Turn
-Superpower
-Quick Attack
Ahh, everyone either loves Scizor, or hates them. Scizor I must say helps this team very much, Thanks to his decent bulk, and awesome resistances, and priorties.
Bullet Punch is obvious, STAB and Techinician boosted. Helps revenge dangrous threats such as Salamences, and Tyranitars. However, every good thing comes with a bad thing. Magnezone can easily come in and start pounding away, or set up. U-Turn is to scout the switch in, and hit Psychics to massive damage. Superpower is for when a predicted Heatran, or Magnezone is expected to switch in. Quick Attack is for run away Infernapes and Gyarados'. However, I don't know wheter to change Quick Attack to Pursuit. Since I already have a Pursuiter, but he isn't as strong I would like him to be.
The EVs, I honestly don't know. However, I have heard that 10% power is given up, for 70% boost specially; which is good enough for me.
3rd Leg
Metagross@Leftovers
Careful : Clear Body
EVs: 252 HP / 4 Atk / 252 SpD
-Meteor Mash
-Bullet Punch
-Pursuit
-Earthquake
Metagross serves as my primary special tank to take down Latias' and Gengar, since if they pack HP Fire is OHKOed, while Metagross at best is 2KOed. Also, serves as my Primary MixMence swicth in, since most haphazrdly uses Draco Metoer, and combined with his resistance, EVs, and Wish he can take a beating.
Meteor Mash is for STAB and even with only 4 Attack EVs is still does decent damage. Bullet Punch is for priorty should Scizor fall somw how. Pursuit I think is the crux of this et. Many props to RaikouLover for this article: http://www.smogon.com/forums/showthread.php?t=66064. Pursuit allows to punish fleeing Latias', and Gengars; which is his main uses. Earthquake is a filler, hitting opposing steels, namely Heatran and Magnezones.
The EVs is for maximum special bulk. However, when I use using Raikou's EV spread, I was 2koed by Gengar's Life Orbed Shadow Ball. To deal with it max Special Bulk is needed. With the current spread a Shadow BAll dos at max, 42%. Meaning it can't 2ko with SR, factoring in Leftovers. However, the loss in power is noticable, but it can be dealt with, somewhat.
4th Leg
Magnezone@Choice Scarf
Naive : Magnet Pull
EVs: 4 Atk / 252 SpA / 252 Spe
-Thunderbolt
-Flash Cannon
-Hidden Power Grass
-Explosion
The 4th leg is supposed to be the fastest one on the relay. And with Choice Scarf he is able to accomplise that task. Magnezone's role is 2-fold. Trap Weakned steels: such as Scizors and non-scarfed Heatrans. The 2nd task is to revenge anything from an Infernape to Salamence.
Thunderbolt is for STAB, which is the most common method of dealing with Infernapes and Salamences, among other individuals. Flash Cannon is for added STAB, and helps take down rouge Tyranitars, and Mamoswines.
Hidden Power Grass is used mainly because Swamperts cause so many problems for this team. Previously I had used Hidden Power Ice, to take down Gliscors, and other Ice weak Mons. Explosion is for the bulky Suicunes which have the combination of CM+Rest, which means I can't stall with Vaporeon, unless CroCune Variation. It has the added effect of weakening something, should Magnezone be on its last leg.
The EVs are self-explaitory, max Special Attack, and Speed. Which reaches the 360 benchmark. 4 Atk EVs since with Explosion it does; 81.9% - 96.5% against 0/252 Calm Blissey.
1st Alternate
Vaporeon@Leftovers
Bold : Water Absorb
EVs: 188 HP / 248 Def / 72 Spe
-Surf
-Hidden Power Electric
-Wish
-Protect
Vaporeon seems like the glue which holds this team together, and yet, feels like the weakest link. Vaporeon handles a mayrid of threats, Mamowine to Gyarados'.
Surf is for STAB which hits for excellent neutrel coverage, hitting Heatran, Mamoswine, among others for super effective damage. Hidden Power Electris is to hit mainly Gyarados'. Since other wise I would have a very hard to dealing with Gyarados' Wish + Protect is excellent for healing, not only for herself, and everyone else. Everyone else resists a super effective attack aimed towards Vaporeon, which is excellent. Electric goes to Gliscor and Magnezone, Grass Goes to everyone but Gliscor. In reutrn, Vapreon can take super effective attack aimed at others. Ice and Water aimed at Gliscor, fire towards the 3 steel members. Ice aimed towards Salamence.
The EVs are straight forward. 188 HP allows to a Leftovers to heal maximum HP. 248 HP to easily deal with run away Infernapes, and Gyarados'. 72 Spe is to outspeed other 68 Spe Vapreons, should the need arise.
2nd Alternate
Salamence@Life Orb
Naive : Intimidate
EVs: 80 Atk / 176 SpA / 252 Spe
-Draco Meteor
-Fire Blast
-Brick Break
-Roost
Salamence was previously the bulky Physical Dancer. Salamence also allows to come in on all of the Steel's weakness', which means he has amny opportunites to come in, and having Wish and Roost allows for much longavity.
Draco Metoer hits hard, as many people know. As some individuals expect the DDer, they get hit by a bomb. However, I don't hapazardly use Draco Meteor, since people are starting to know that they usually use Draco Metoer almost always, and as a result I hit steels trying to absorb the DM, which is excellent. Brick Break allows to break stall easier, being able to 2ko Blisseys. Many battlers also go to Blissey, after I have revealed DM, and the predicted switch in, cam result in a dead Special wall. Roost is for obvious healing, which allows for Salamence to shed his SR weakness and other damage encurred.
EVs are somewhat straigh forward. Max speed to at least tie with base 100s. should the need arise that I only have Salamence to revenge a basee 100, he can at the very least tie with it. However, as a result doesnt hit as hard Specially.
Thanks to everyone who read it. ^_^
After a good amount of laddering, I got to a CRE of 1416, which is good by my standards, however I want to go higher, but have a hard time. I will skip over the team-building walkthrough, since I have replaced many pokes that I practically lost count.
Through the Binoculars
1st Leg
Gliscor@Leftovers
Jolly : Sand Veil
EVs: 252 HP / 36 Def / 220 Spe
-Earthquake
-Taunt
-Stealth Rock
-Roost
Gliscor is a very nice lead, able to stop slower leads, and helps deal with stall courtasy of taunt. Earthquake is for STAB, which hits Metagross, Heatran, among others for super effective damage. Also, it helps to check Lucario, if healthy enough to accomplish it. Taunt, helps deal with stall, and prevents other leads from setting anything up. However, almost every lead which is Taunted, except Smergle, can seriously hurt Gliscor. An example would be Heatran, which can Fire Blast away. Stealth Rock, is obviously needed, since it helps reveal the opposing items, and helps wear down threats, especially very dangrous flyers, such as Salamence, and Gyarados'. Roost, is for longevity, which helps in the long run, to counter threats such as Tyranitar and Lucario. Previously, I had Knock Off over Roost, to knock off Shed Shell off of Fortress', and Skarmorys. To help Magnezone trap them. However, since it was deblitating to Gliscor's health, it was changed.
The EVs are fairly easy to understand. 252 HP is for maximum longevity, which helps. 36 Def for the needed bulk. 220 Spe is to outspeed opposing 216 Spe Gliscors. In addition, outspeeds base 90s. Jolly, is mainly to outspeed base 90s such as Roserade, and Lucarios. Sand Veil which helps gain a free turn. Hyper Cutter is on because I have no way to hit the popular Intimidaters: Salamence, and Gyarados.
2nd Leg
Scizor@Choice Band
Adamant : Technician
EVs: 162 HP / 180 Atk / 168 SpD
-Bullet Punch
-U-Turn
-Superpower
-Quick Attack
Ahh, everyone either loves Scizor, or hates them. Scizor I must say helps this team very much, Thanks to his decent bulk, and awesome resistances, and priorties.
Bullet Punch is obvious, STAB and Techinician boosted. Helps revenge dangrous threats such as Salamences, and Tyranitars. However, every good thing comes with a bad thing. Magnezone can easily come in and start pounding away, or set up. U-Turn is to scout the switch in, and hit Psychics to massive damage. Superpower is for when a predicted Heatran, or Magnezone is expected to switch in. Quick Attack is for run away Infernapes and Gyarados'. However, I don't know wheter to change Quick Attack to Pursuit. Since I already have a Pursuiter, but he isn't as strong I would like him to be.
The EVs, I honestly don't know. However, I have heard that 10% power is given up, for 70% boost specially; which is good enough for me.
3rd Leg
Metagross@Leftovers
Careful : Clear Body
EVs: 252 HP / 4 Atk / 252 SpD
-Meteor Mash
-Bullet Punch
-Pursuit
-Earthquake
Metagross serves as my primary special tank to take down Latias' and Gengar, since if they pack HP Fire is OHKOed, while Metagross at best is 2KOed. Also, serves as my Primary MixMence swicth in, since most haphazrdly uses Draco Metoer, and combined with his resistance, EVs, and Wish he can take a beating.
Meteor Mash is for STAB and even with only 4 Attack EVs is still does decent damage. Bullet Punch is for priorty should Scizor fall somw how. Pursuit I think is the crux of this et. Many props to RaikouLover for this article: http://www.smogon.com/forums/showthread.php?t=66064. Pursuit allows to punish fleeing Latias', and Gengars; which is his main uses. Earthquake is a filler, hitting opposing steels, namely Heatran and Magnezones.
The EVs is for maximum special bulk. However, when I use using Raikou's EV spread, I was 2koed by Gengar's Life Orbed Shadow Ball. To deal with it max Special Bulk is needed. With the current spread a Shadow BAll dos at max, 42%. Meaning it can't 2ko with SR, factoring in Leftovers. However, the loss in power is noticable, but it can be dealt with, somewhat.
4th Leg
Magnezone@Choice Scarf
Naive : Magnet Pull
EVs: 4 Atk / 252 SpA / 252 Spe
-Thunderbolt
-Flash Cannon
-Hidden Power Grass
-Explosion
The 4th leg is supposed to be the fastest one on the relay. And with Choice Scarf he is able to accomplise that task. Magnezone's role is 2-fold. Trap Weakned steels: such as Scizors and non-scarfed Heatrans. The 2nd task is to revenge anything from an Infernape to Salamence.
Thunderbolt is for STAB, which is the most common method of dealing with Infernapes and Salamences, among other individuals. Flash Cannon is for added STAB, and helps take down rouge Tyranitars, and Mamoswines.
Hidden Power Grass is used mainly because Swamperts cause so many problems for this team. Previously I had used Hidden Power Ice, to take down Gliscors, and other Ice weak Mons. Explosion is for the bulky Suicunes which have the combination of CM+Rest, which means I can't stall with Vaporeon, unless CroCune Variation. It has the added effect of weakening something, should Magnezone be on its last leg.
The EVs are self-explaitory, max Special Attack, and Speed. Which reaches the 360 benchmark. 4 Atk EVs since with Explosion it does; 81.9% - 96.5% against 0/252 Calm Blissey.
1st Alternate
Vaporeon@Leftovers
Bold : Water Absorb
EVs: 188 HP / 248 Def / 72 Spe
-Surf
-Hidden Power Electric
-Wish
-Protect
Vaporeon seems like the glue which holds this team together, and yet, feels like the weakest link. Vaporeon handles a mayrid of threats, Mamowine to Gyarados'.
Surf is for STAB which hits for excellent neutrel coverage, hitting Heatran, Mamoswine, among others for super effective damage. Hidden Power Electris is to hit mainly Gyarados'. Since other wise I would have a very hard to dealing with Gyarados' Wish + Protect is excellent for healing, not only for herself, and everyone else. Everyone else resists a super effective attack aimed towards Vaporeon, which is excellent. Electric goes to Gliscor and Magnezone, Grass Goes to everyone but Gliscor. In reutrn, Vapreon can take super effective attack aimed at others. Ice and Water aimed at Gliscor, fire towards the 3 steel members. Ice aimed towards Salamence.
The EVs are straight forward. 188 HP allows to a Leftovers to heal maximum HP. 248 HP to easily deal with run away Infernapes, and Gyarados'. 72 Spe is to outspeed other 68 Spe Vapreons, should the need arise.
2nd Alternate
Salamence@Life Orb
Naive : Intimidate
EVs: 80 Atk / 176 SpA / 252 Spe
-Draco Meteor
-Fire Blast
-Brick Break
-Roost
Salamence was previously the bulky Physical Dancer. Salamence also allows to come in on all of the Steel's weakness', which means he has amny opportunites to come in, and having Wish and Roost allows for much longavity.
Draco Metoer hits hard, as many people know. As some individuals expect the DDer, they get hit by a bomb. However, I don't hapazardly use Draco Meteor, since people are starting to know that they usually use Draco Metoer almost always, and as a result I hit steels trying to absorb the DM, which is excellent. Brick Break allows to break stall easier, being able to 2ko Blisseys. Many battlers also go to Blissey, after I have revealed DM, and the predicted switch in, cam result in a dead Special wall. Roost is for obvious healing, which allows for Salamence to shed his SR weakness and other damage encurred.
EVs are somewhat straigh forward. Max speed to at least tie with base 100s. should the need arise that I only have Salamence to revenge a basee 100, he can at the very least tie with it. However, as a result doesnt hit as hard Specially.
Thanks to everyone who read it. ^_^