Stargazers
Introduction~
There's something fundamentally wrong with this team that I can't seem to pick, hopefully you guys can. Normally I'd scrap a team like this, but this is one of the few teams I've put thought into :S.
Team Building~
Stalltwo seemed great on paper, so I wanted to build a team around him.
Heatran synergised well with Mewtwo, resisting Dark, Bug and Ghost, while also being an annoying bastard in general. Mewtwo also resisted Fighting moves for Heatran.
Kyogre seemed to destroy my team so Palkia was an obvious choice.
I then wanted an EK Arceus counter and Scarf Terrakion doesn't really suit my tastes, so I opted for Scarf Dialga.
I wanted something bulky to take hits in general. Arceus-Ground seemed to fit well enough.
Finally, I wanted a Ground and Fighting immunity, so I chose Giratina-O
My team was weak to Choice Specs Kyogre so I switched Palkia to Gastrodon. As I had a Ground type, I switched Groundceus to Grasseus
Toxic Spikes completely destroyed my team so I switched Mewtwo for Xatu.
Playing any Ho-oh with Earthquake was an instant lose, so I switched Grasseus for Rockeus.
At a Glance~
In Depth~
Newton (Mewtwo) @ Leftovers
Trait: Pressure
EVs: 252 HP / 80 SDef / 176 Spd
Timid Nature (+Spd, -Atk)
- Will-O-Wisp
- Taunt
- Psystrike
- Recover
Checks half the metagame and dies to the other half. Stalltwo can be lethal when utilised correctly. Most matches against stall teams are instant wins because of this guy. Will-O-Wisp cripples most physical Pokemon and some support Pokemon, most importantly Ferrothorn who otherwise can do a sizeable chunk with Gyro Ball. Taunt is extremely important against set up and stall Pokemon alike. EK Arceus and DD Rayquaza are the most problematic. W-o-W stops Life Orb variants, but Lum Berry variants get a free turn of set up. Taunt stops the duo setting up, but a combination of their STAB and secondary moves will KO Mewtwo who cannot out speed due to the priority of ExtremeSpeed. Psystrike is nice for dealing consistant damage to the opponent once they have been burned and taunted or just used to damage foe that are more frail. Recover is perhaps the most useful move on the set and allows Mewtwo to stall for longer periods.
Possible Changes~
Unnerve over Pressure allows Mewtwo to ignore Lum Berry EK Arceus.
Halley (Heatran) (F) @ Leftovers
Trait: Flash Fire
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature (+SDef, -Atk)
- Stealth Rock
- Roar
- Toxic
- Lava Plume
While not as powerful as the comet, Halley packs a nasty typing that allows him to check many Pokemon in the Uber metagame. Heatran forms a defensive core of sorts with Stalltwo. Unless Dialga carries Aura Sphere, it can do very little to Heatran. Genesect is in a similar boat, but is forced to carry Hidden Power Ground. Lava Plume has an excellent 30% burn rate and hits most defensive Pokemon for super effective damage. Ferrothorn, Forretress and Skarmory are all dealt heavy damage if not OHKO'ed and Lugia and Giratina can do very little back unless they pack Earthquake. Halley is the Stealth Rock setter of my team and does a fairly good job, forcing a lot of pokemon out. Roar is good for Substitute users, most importantly Latias and Ho-oh, who can otherwise set up on Heatran. Finally, Toxic is extremely important for Arceus-Ghost who my team otherwise has trouble with. Heatran can tank a +1 Focus Blast and Toxic it. While he has no recovery, his multiple resistances means he does not take too much damage from most hits.
Possible Changes~
A faster set with taunt.
Kepler (Palkia) @ Haban Berry
Trait: Pressure
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Spacial Rend
- Thunder
- Hydro Pump
- Fire Blast
Palkia serves as the primary Kyogre counter. Unfortunately, Thunder still does quite a bit to Kepler, so I must be wary when switching him in. Luckily, Giratina-O supplements Palkia well and can take the Thunders. Haban Berry is excellent and allows me to tank one Dragon hit while retaliating with my own. Spacial Rend is my STAB move of choice and deals consistant damage. Thunder hits Kyogre hard and can paralyse resistant switch ins. Fire Blast 2HKO's Ferrothorn in rain who would otherwise give this set trouble. Finally, Hydro Pump is there as a secondary STAB and does large amounts amounts of damage in rain. Palkia is the only thing in my team that can beat Kingdra so I must keep him healthy if i spot it on the opposing team.
Possible Changes~
Focus Punch to hit Chansey. Gastrodon could be used over Palkia, as it solves the major issue of Swift Swim users, but my team would lose a lot of offensive presence.
Copernicus (Arceus-Ground) @ Earth Plate
Trait: Multitype
EVs: 252 HP / 68 Atk / 68 Def / 64 SDef / 56 Spd
Jolly Nature (+Spd, -SAtk)
- Recover
- Stone Edge
- Perish Song
- Earthquake
Arceus-Ground is the glue that holds my team together. Copernicus is ground type because it allows me to check Zekrom and is a nice neutral defensive typing. As my team lacks offensive presence, Perish Song is vital to beat last Pokemon sweepers. Earthquake is a nice neutral STAB that does a sizable chunk to most Pokemon, specifically Reshiram, Zekrom and Dialga. Stone Edge has great coverage with Earthquake and does huge damage to Ho-oh. The ev's are enough to out speed base 95 Pokemon, most importantly non-scarf Kyurem-W and Rayquaza, max Hp and the rest split between Atk, Def and SpD (so pretty random).
Possible Changes~
A special set with Ice Beam and Judgment instead of Earthquake and Stone Edge and a less random EV spread.
Nostradamus (Dialga) @ Choice Scarf
Trait: Pressure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Draco Meteor
- Dragon Pulse
- Fire Blast
- Thunder
When looking for something to revenge kill Arceus, I have always favoured Dialga over Terrakion. Dia just packs a much better typing, has better bulk and better coverage. Draco Meteor is great for a hit and run Pokemon like Dia and does heavy damage to the huge number of dragons in the tier, while Dragon Pulse is the reliable STAB I use to clean the opponents team. Fire Blast is mandatory for Ferrothorn and Forretress, as well as Skarmory in the sun. Thunder is fun to spam with its high paralysis chance and has the same base power as Dragon Pulse. The EVs and nature are standard.
Possible Changes~
Something to kill Ho-oh or Chansey.
Galilei (Giratina-O) @ Griseous Orb
Trait: Levitate
EVs: 248 HP / 252 Def / 8 SDef
Impish Nature (+Def, -SAtk)
- Rest
- Sleep Talk
- Dragon Tail
- Roar
Giratina-O is the final member of my team and provides the important Fighting immunity. Dual phaze is great, especially against smash pass. Rest and Sleep Talk keep Giratina-O healthy throughout the match and allows him to be a status absorber. While I don't have Spikes to capitalise on his phasing ability, Stealth Rocks and Dragon Tail is more than enough to stack up damage against the opposing team. Giratina-O is vital for taking on threats like Kabutops, Excadril and Terrakion.
Possible Changes~
A specially defensive EV spread could be used so Gira-O serves as a better secondary Kyogre check, but this would leave me a lot weaker to Kabutops etc.
Threats~
Swift Swim users give me a lot of problems as I cannot change weather. Kingdra hits 4/6 of my team super effectively with its STABs and can heavily dent the remaining two. Kabutops is another problem, but this has mostly been resolved with the change of Spdef Gira-O to Def Gira-O.
Latios can be a big problem when played correctly. The most I can do is double switch to Heatran to take Draco Meteors or revenge kill it with Dialga if it has taken some prior damage.
Hazards can be very annoying if they start stacking up, however I can mostly prevent this. Hazards can't be set up on Mewtwo. Common Spikes users (Forretress, Skarmory and Ferrothorn) lose to Heatran. Dialga and Palkia can deal heavy damage with Fire Blast. The Spikes users all have a field day against Ground Arceus. Giratina-O can phase them away if he is asleep.
Importable~
A Final Look~
Introduction~
There's something fundamentally wrong with this team that I can't seem to pick, hopefully you guys can. Normally I'd scrap a team like this, but this is one of the few teams I've put thought into :S.
Team Building~
Stalltwo seemed great on paper, so I wanted to build a team around him.
Heatran synergised well with Mewtwo, resisting Dark, Bug and Ghost, while also being an annoying bastard in general. Mewtwo also resisted Fighting moves for Heatran.
Kyogre seemed to destroy my team so Palkia was an obvious choice.
I then wanted an EK Arceus counter and Scarf Terrakion doesn't really suit my tastes, so I opted for Scarf Dialga.
I wanted something bulky to take hits in general. Arceus-Ground seemed to fit well enough.
Finally, I wanted a Ground and Fighting immunity, so I chose Giratina-O
My team was weak to Choice Specs Kyogre so I switched Palkia to Gastrodon. As I had a Ground type, I switched Groundceus to Grasseus
Toxic Spikes completely destroyed my team so I switched Mewtwo for Xatu.
Playing any Ho-oh with Earthquake was an instant lose, so I switched Grasseus for Rockeus.
At a Glance~
In Depth~
Newton (Mewtwo) @ Leftovers
Trait: Pressure
EVs: 252 HP / 80 SDef / 176 Spd
Timid Nature (+Spd, -Atk)
- Will-O-Wisp
- Taunt
- Psystrike
- Recover
Checks half the metagame and dies to the other half. Stalltwo can be lethal when utilised correctly. Most matches against stall teams are instant wins because of this guy. Will-O-Wisp cripples most physical Pokemon and some support Pokemon, most importantly Ferrothorn who otherwise can do a sizeable chunk with Gyro Ball. Taunt is extremely important against set up and stall Pokemon alike. EK Arceus and DD Rayquaza are the most problematic. W-o-W stops Life Orb variants, but Lum Berry variants get a free turn of set up. Taunt stops the duo setting up, but a combination of their STAB and secondary moves will KO Mewtwo who cannot out speed due to the priority of ExtremeSpeed. Psystrike is nice for dealing consistant damage to the opponent once they have been burned and taunted or just used to damage foe that are more frail. Recover is perhaps the most useful move on the set and allows Mewtwo to stall for longer periods.
Possible Changes~
Unnerve over Pressure allows Mewtwo to ignore Lum Berry EK Arceus.
Halley (Heatran) (F) @ Leftovers
Trait: Flash Fire
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature (+SDef, -Atk)
- Stealth Rock
- Roar
- Toxic
- Lava Plume
While not as powerful as the comet, Halley packs a nasty typing that allows him to check many Pokemon in the Uber metagame. Heatran forms a defensive core of sorts with Stalltwo. Unless Dialga carries Aura Sphere, it can do very little to Heatran. Genesect is in a similar boat, but is forced to carry Hidden Power Ground. Lava Plume has an excellent 30% burn rate and hits most defensive Pokemon for super effective damage. Ferrothorn, Forretress and Skarmory are all dealt heavy damage if not OHKO'ed and Lugia and Giratina can do very little back unless they pack Earthquake. Halley is the Stealth Rock setter of my team and does a fairly good job, forcing a lot of pokemon out. Roar is good for Substitute users, most importantly Latias and Ho-oh, who can otherwise set up on Heatran. Finally, Toxic is extremely important for Arceus-Ghost who my team otherwise has trouble with. Heatran can tank a +1 Focus Blast and Toxic it. While he has no recovery, his multiple resistances means he does not take too much damage from most hits.
Possible Changes~
A faster set with taunt.
Kepler (Palkia) @ Haban Berry
Trait: Pressure
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Spacial Rend
- Thunder
- Hydro Pump
- Fire Blast
Palkia serves as the primary Kyogre counter. Unfortunately, Thunder still does quite a bit to Kepler, so I must be wary when switching him in. Luckily, Giratina-O supplements Palkia well and can take the Thunders. Haban Berry is excellent and allows me to tank one Dragon hit while retaliating with my own. Spacial Rend is my STAB move of choice and deals consistant damage. Thunder hits Kyogre hard and can paralyse resistant switch ins. Fire Blast 2HKO's Ferrothorn in rain who would otherwise give this set trouble. Finally, Hydro Pump is there as a secondary STAB and does large amounts amounts of damage in rain. Palkia is the only thing in my team that can beat Kingdra so I must keep him healthy if i spot it on the opposing team.
Possible Changes~
Focus Punch to hit Chansey. Gastrodon could be used over Palkia, as it solves the major issue of Swift Swim users, but my team would lose a lot of offensive presence.
Copernicus (Arceus-Ground) @ Earth Plate
Trait: Multitype
EVs: 252 HP / 68 Atk / 68 Def / 64 SDef / 56 Spd
Jolly Nature (+Spd, -SAtk)
- Recover
- Stone Edge
- Perish Song
- Earthquake
Arceus-Ground is the glue that holds my team together. Copernicus is ground type because it allows me to check Zekrom and is a nice neutral defensive typing. As my team lacks offensive presence, Perish Song is vital to beat last Pokemon sweepers. Earthquake is a nice neutral STAB that does a sizable chunk to most Pokemon, specifically Reshiram, Zekrom and Dialga. Stone Edge has great coverage with Earthquake and does huge damage to Ho-oh. The ev's are enough to out speed base 95 Pokemon, most importantly non-scarf Kyurem-W and Rayquaza, max Hp and the rest split between Atk, Def and SpD (so pretty random).
Possible Changes~
A special set with Ice Beam and Judgment instead of Earthquake and Stone Edge and a less random EV spread.
Nostradamus (Dialga) @ Choice Scarf
Trait: Pressure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Draco Meteor
- Dragon Pulse
- Fire Blast
- Thunder
When looking for something to revenge kill Arceus, I have always favoured Dialga over Terrakion. Dia just packs a much better typing, has better bulk and better coverage. Draco Meteor is great for a hit and run Pokemon like Dia and does heavy damage to the huge number of dragons in the tier, while Dragon Pulse is the reliable STAB I use to clean the opponents team. Fire Blast is mandatory for Ferrothorn and Forretress, as well as Skarmory in the sun. Thunder is fun to spam with its high paralysis chance and has the same base power as Dragon Pulse. The EVs and nature are standard.
Possible Changes~
Something to kill Ho-oh or Chansey.
Galilei (Giratina-O) @ Griseous Orb
Trait: Levitate
EVs: 248 HP / 252 Def / 8 SDef
Impish Nature (+Def, -SAtk)
- Rest
- Sleep Talk
- Dragon Tail
- Roar
Giratina-O is the final member of my team and provides the important Fighting immunity. Dual phaze is great, especially against smash pass. Rest and Sleep Talk keep Giratina-O healthy throughout the match and allows him to be a status absorber. While I don't have Spikes to capitalise on his phasing ability, Stealth Rocks and Dragon Tail is more than enough to stack up damage against the opposing team. Giratina-O is vital for taking on threats like Kabutops, Excadril and Terrakion.
Possible Changes~
A specially defensive EV spread could be used so Gira-O serves as a better secondary Kyogre check, but this would leave me a lot weaker to Kabutops etc.
Threats~
Swift Swim users give me a lot of problems as I cannot change weather. Kingdra hits 4/6 of my team super effectively with its STABs and can heavily dent the remaining two. Kabutops is another problem, but this has mostly been resolved with the change of Spdef Gira-O to Def Gira-O.
Latios can be a big problem when played correctly. The most I can do is double switch to Heatran to take Draco Meteors or revenge kill it with Dialga if it has taken some prior damage.
Hazards can be very annoying if they start stacking up, however I can mostly prevent this. Hazards can't be set up on Mewtwo. Common Spikes users (Forretress, Skarmory and Ferrothorn) lose to Heatran. Dialga and Palkia can deal heavy damage with Fire Blast. The Spikes users all have a field day against Ground Arceus. Giratina-O can phase them away if he is asleep.
Importable~
Newton (Mewtwo) @ Leftovers
Trait: Pressure
EVs: 252 HP / 80 SDef / 176 Spd
Timid Nature (+Spd, -Atk)
- Will-O-Wisp
- Taunt
- Psystrike
- Recover
Halley (Heatran) (F) @ Leftovers
Trait: Flash Fire
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature (+SDef, -Atk)
- Stealth Rock
- Roar
- Toxic
- Lava Plume
Kepler (Palkia) @ Haban Berry
Trait: Pressure
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Spacial Rend
- Thunder
- Hydro Pump
- Fire Blast
Copernicus (Arceus-Ground) @ Earth Plate
Trait: Multitype
EVs: 252 HP / 68 Atk / 68 Def / 64 SDef / 56 Spd
Jolly Nature (+Spd, -SAtk)
- Recover
- Stone Edge
- Perish Song
- Earthquake
Nostradamus (Dialga) @ Choice Scarf
Trait: Pressure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Draco Meteor
- Dragon Pulse
- Fire Blast
- Thunder
Galilei (Giratina-O) @ Griseous Orb
Trait: Levitate
EVs: 252 HP / 252 Def / 4 Spd
Impish Nature (+Def, -SAtk)
- Rest
- Sleep Talk
- Dragon Tail
- Roar
Trait: Pressure
EVs: 252 HP / 80 SDef / 176 Spd
Timid Nature (+Spd, -Atk)
- Will-O-Wisp
- Taunt
- Psystrike
- Recover
Halley (Heatran) (F) @ Leftovers
Trait: Flash Fire
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature (+SDef, -Atk)
- Stealth Rock
- Roar
- Toxic
- Lava Plume
Kepler (Palkia) @ Haban Berry
Trait: Pressure
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Spacial Rend
- Thunder
- Hydro Pump
- Fire Blast
Copernicus (Arceus-Ground) @ Earth Plate
Trait: Multitype
EVs: 252 HP / 68 Atk / 68 Def / 64 SDef / 56 Spd
Jolly Nature (+Spd, -SAtk)
- Recover
- Stone Edge
- Perish Song
- Earthquake
Nostradamus (Dialga) @ Choice Scarf
Trait: Pressure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Draco Meteor
- Dragon Pulse
- Fire Blast
- Thunder
Galilei (Giratina-O) @ Griseous Orb
Trait: Levitate
EVs: 252 HP / 252 Def / 4 Spd
Impish Nature (+Def, -SAtk)
- Rest
- Sleep Talk
- Dragon Tail
- Roar
A Final Look~