Team Resistant
Basically the idea here is to design a team that lets the opponent lose some of the major advantages that they get out of entry hazards. I wanted a team that was centered around having as few weaknesses as possible making it easy to switch in and out when I want to, but hard for the opponent to force switches. This team will be centered around a potential late game sweep with solid bulk to back it up in the early game.
Basically the idea here is to design a team that lets the opponent lose some of the major advantages that they get out of entry hazards. I wanted a team that was centered around having as few weaknesses as possible making it easy to switch in and out when I want to, but hard for the opponent to force switches. This team will be centered around a potential late game sweep with solid bulk to back it up in the early game.
Decision Making Process
Ok, so to start things off I needed to have Spiritomb and Blissey because of their great synergy (at least with the sets I run on them).
Now that I'd created the core of the team, I needed a lead pokemon. The main thing I needed to get at the beginning of a match was coverage of most common leads, and the ability to potentially be useful later game. For those two reasons, I chose Machamp.
After that, I needed to decide on another bulky pokemon to round out the hard edges before the end game sweep. I also decided that I'd benefit from having more entry hazard damage, and the ability to remove my opponents entry hazards, however little damage they might cause. Going with the idea of few weaknesses, I chose Forretress.
Now I needed to find two end game sweepers. Needing to be easy to switch in on a moments notice, I decided on my favorite mono electric sweeper - Raikou. Unlike his bigger brother Suicune, Raikou is more of a dedicated sweeper than a bulky sweeper meaning that the opponent will have an immediate threat on their hands when he switches in.
For the final sweeper I needed something that could take down the special walls that Raikou couldn't handle, and have an easy time switching in. I decided that this sweeper should be as synergetic with Raikou as possible. What better typing for this than Water/Dragon? Yep, that's right, I'm talking about kingdra.
A little side note about the names -- they're all villains from the Anime/Manga Soul Eater.
Now that I'd created the core of the team, I needed a lead pokemon. The main thing I needed to get at the beginning of a match was coverage of most common leads, and the ability to potentially be useful later game. For those two reasons, I chose Machamp.
After that, I needed to decide on another bulky pokemon to round out the hard edges before the end game sweep. I also decided that I'd benefit from having more entry hazard damage, and the ability to remove my opponents entry hazards, however little damage they might cause. Going with the idea of few weaknesses, I chose Forretress.
Now I needed to find two end game sweepers. Needing to be easy to switch in on a moments notice, I decided on my favorite mono electric sweeper - Raikou. Unlike his bigger brother Suicune, Raikou is more of a dedicated sweeper than a bulky sweeper meaning that the opponent will have an immediate threat on their hands when he switches in.
For the final sweeper I needed something that could take down the special walls that Raikou couldn't handle, and have an easy time switching in. I decided that this sweeper should be as synergetic with Raikou as possible. What better typing for this than Water/Dragon? Yep, that's right, I'm talking about kingdra.
A little side note about the names -- they're all villains from the Anime/Manga Soul Eater.
Movesets
Giriko (Machamp) @ Sitrus Berry
EVs: 240 HP/248 Atk/16 SDef/4 Spd
Adamant nature (+Atk, -SAtk)
- Dynamicpunch
- Bullet Punch
- Ice Punch
- Payback
This is the Attacking Lead Machamp set with the addition of Sitrus Berry over Lum Berry because it allows me to KO Jirachi and Metagross. Most status users already think they know that machamp is holding Lum Berry and switch out. If they do end up status-ing machamp, I switch and eventually cleric it away with Blissey.
Leads Countered:
Jirachi, Metagross, Azelf, Aerodactyl, Gliscor, Dragonite, Swampert, Hippowdon, Bronzong
Psuedo-Counters:
Roserade, Smeargle, and Breloom
Mizune (Snorlax) (F) @ Leftovers
Ability: Thick Fat
EVs: 244 HP/28 Def/236 SDef
Sassy nature (+SDef, -Spd)
- Body Slam
- Rest
- Sleep Talk
- Crunch
Her role is to soak up special hits and come roaring back with amazing physical hitpower. Most special attackers aren't suited for physical hits, which makes this easily one of the most deadly mismatch-based pokemon out there. The Resttalk variant gives me a sleep absorber, and body slam dishes out the paralysis (which is useful). Overall, he's able to handle all of the special attackers the meta is able to serve up, but can't really threaten very many of them(ok, it is more threatening than a blissey). His fire and ice type resistances also allow him to wall special attackers such as heatran and special infernape variants much more effectively. Ice is useful for being even more of a threat to blissey than he already is.
Mabaa (Spiritomb) @ Leftovers
Ability: Pressure
EVs: 248 HP/128 Def/132 SAtk
Bold nature (+Def, -Atk)
- Pain Split
- Shadow Ball
- Hidden Power [Fighting]
- Hypnosis
Ah, my spiritomb. Being a great spin-blocker isn't the only thing spiritomb does. He also provides sleep support which gains huge amounts of tempo, and Pain Split assuring he stays alive long enough to sleep the next guy he needs to eliminate. His two attacking moves and defensive EVs allow him to have the huge list of checks (below) he provides and his HP EVs aren't on a SR #.
OU/BL Pokemon that are OHKO'd by Spiritomb:
Gengar (easy, this set was pretty much made with this guy in mind)
Frosslass (a really good pokemon to hypnotize considering you have 2 shots at getting it off with Ice Beam only doing ~45% damage)
Azelf (Poses no threat to spiritomb simply by the fact that he eliminates so much of her movepool and fires back with a OHKO move. Even the special attack flamethrower does <50%)
OU/BL Pokemon that are 2HKO'd by Spiritomb
Gallade (Takes you down to ~50% after Swords Dance, note that this set survives 2 Dances and SR Damage, meaning that you can switch in on the first dance and still have a guaranteed 2HKO albeit with a very small chance of survival past that)
Rotoms (For the sake of simplicity, this only deals with -F. Spiritomb switches in to take the trick if you get lucky enough. However, watch out for his other moves as choice specs overheat 2HKO's you just barely)
Dusknoir (WoW doesn't affect you, and Earthquake barely scratches you)
Celebi (If Celebi seeds you turn 1, you can't kill her with spiritomb barring hypnosis->switch, other than that there's nothing to fear)
Bronzong (One of the few pokemon Spiritomb outspeeds. He really can't do much of anything to you including explode one of your other pokes)
Breloom (Make sure you don't get spored so it's unexpected when you switch in on the punch. Past that, seed bomb will do ~40% Damage, and breloom always moves first meaning you will want to shadow ball the sub, pain split if you were at full health hypnosis if not, and go for the KO)
Infernape (Spiritomb generally scares away infernapes)
Mamoswine (You can switch in on Ice Fang/Shard, but Stone Edge does ~50% and Earthquake ~75, so if you don't have a sleep left or there are pokes more worthwhile for the 'tomb to counter it's best to not depend too heavily on him. Of course, superpower constitutes a free switch)
Yanmega (poses absolutely no threat whatsoever, feel free to heal up against full health leadmega as he only does ~15% damage before lefties)
Tyranitar (HP Fighting) (Even locked into stone edge, T-tar is leaving Spiritomb with 13% HP assuming you don't have a sleep left)
Ambipom (HP Fighting) (Walled in huge ways)
Free (Raikou) @ Life Orb
Ability: Pressure
EVs: 252 Spd/252 SAtk/4 HP
Modest nature (+SAtk, -Atk)
- Calm Mind
- Shadow Ball
- Hidden Power [Grass]
- Thunderbolt
LO Raikou is designed to sweep after as little as a single CM. HP Grass was chosen over HP Fighting because Machamp & Spiritomb kill t-tar. Depending on what they have left I'll either send in raikou or kingdra. I have to watch out for Celebi either way.
White Star (Kindra) @ Leftovers
Ability: Swift Swim
EVs: 252 Atk/252 Spd/4 SpD
Adamant nature (+Atk, -SAtk)
- Dragon Dance
- Substitute
- Outrage
- Waterfall
EDIT: Just realized that I didn't write a description section for him.
Kingdra serves the overall purpose of the team quite well. Since switches are punished after layered T-spikes and SR are up, setting up is just that much easier. I personally like to substitute while they switch (or try and damage me) which kicks in lefties, then DD once or twice followed by the appropriate sequence of moves to sweep their team. If they end up revealing a celebi which I didn't see before I don't go to the usual plan of Raikou (that would be just stupid) instead, I normally go to Spiritomb for the kill (assuming Celebi is poisoned with leach seed) or try and blow her up with Forretress.
Marlon (Forretress) @ Shed Shell
Ability: Sturdy
EVs: 252 HP/252 Def/4 SpD
Relaxed nature (+Def, -Spd)
- Stealth Rock
- Rapid Spin
- Light Screen
- Pain Split
The choice of Toxic Spikes over Spikes was easy. My team didn't take advantage of any status besides sleep, and not running any ground type moves is justification for toxic spikes not hitting certain pokemon. Rapid Spin allows the team to overcome its gigantic weakness to stealth rocks. Gyro Ball is useful because it allows me to kill alot of the speedy counters that may switch in on Forretress. Not sure if Scizor would be better in this slot, but I'm going with Forretress because of Toxic Spikes giving me status support.
Yeah, please rate!
Giriko (Machamp) @ Sitrus Berry
EVs: 240 HP/248 Atk/16 SDef/4 Spd
Adamant nature (+Atk, -SAtk)
- Dynamicpunch
- Bullet Punch
- Ice Punch
- Payback
This is the Attacking Lead Machamp set with the addition of Sitrus Berry over Lum Berry because it allows me to KO Jirachi and Metagross. Most status users already think they know that machamp is holding Lum Berry and switch out. If they do end up status-ing machamp, I switch and eventually cleric it away with Blissey.
Leads Countered:
Jirachi, Metagross, Azelf, Aerodactyl, Gliscor, Dragonite, Swampert, Hippowdon, Bronzong
Psuedo-Counters:
Roserade, Smeargle, and Breloom
Mizune (Snorlax) (F) @ Leftovers
Ability: Thick Fat
EVs: 244 HP/28 Def/236 SDef
Sassy nature (+SDef, -Spd)
- Body Slam
- Rest
- Sleep Talk
- Crunch
Her role is to soak up special hits and come roaring back with amazing physical hitpower. Most special attackers aren't suited for physical hits, which makes this easily one of the most deadly mismatch-based pokemon out there. The Resttalk variant gives me a sleep absorber, and body slam dishes out the paralysis (which is useful). Overall, he's able to handle all of the special attackers the meta is able to serve up, but can't really threaten very many of them(ok, it is more threatening than a blissey). His fire and ice type resistances also allow him to wall special attackers such as heatran and special infernape variants much more effectively. Ice is useful for being even more of a threat to blissey than he already is.
Mabaa (Spiritomb) @ Leftovers
Ability: Pressure
EVs: 248 HP/128 Def/132 SAtk
Bold nature (+Def, -Atk)
- Pain Split
- Shadow Ball
- Hidden Power [Fighting]
- Hypnosis
Ah, my spiritomb. Being a great spin-blocker isn't the only thing spiritomb does. He also provides sleep support which gains huge amounts of tempo, and Pain Split assuring he stays alive long enough to sleep the next guy he needs to eliminate. His two attacking moves and defensive EVs allow him to have the huge list of checks (below) he provides and his HP EVs aren't on a SR #.
OU/BL Pokemon that are OHKO'd by Spiritomb:
Gengar (easy, this set was pretty much made with this guy in mind)
Frosslass (a really good pokemon to hypnotize considering you have 2 shots at getting it off with Ice Beam only doing ~45% damage)
Azelf (Poses no threat to spiritomb simply by the fact that he eliminates so much of her movepool and fires back with a OHKO move. Even the special attack flamethrower does <50%)
OU/BL Pokemon that are 2HKO'd by Spiritomb
Gallade (Takes you down to ~50% after Swords Dance, note that this set survives 2 Dances and SR Damage, meaning that you can switch in on the first dance and still have a guaranteed 2HKO albeit with a very small chance of survival past that)
Rotoms (For the sake of simplicity, this only deals with -F. Spiritomb switches in to take the trick if you get lucky enough. However, watch out for his other moves as choice specs overheat 2HKO's you just barely)
Dusknoir (WoW doesn't affect you, and Earthquake barely scratches you)
Celebi (If Celebi seeds you turn 1, you can't kill her with spiritomb barring hypnosis->switch, other than that there's nothing to fear)
Bronzong (One of the few pokemon Spiritomb outspeeds. He really can't do much of anything to you including explode one of your other pokes)
Breloom (Make sure you don't get spored so it's unexpected when you switch in on the punch. Past that, seed bomb will do ~40% Damage, and breloom always moves first meaning you will want to shadow ball the sub, pain split if you were at full health hypnosis if not, and go for the KO)
Infernape (Spiritomb generally scares away infernapes)
Mamoswine (You can switch in on Ice Fang/Shard, but Stone Edge does ~50% and Earthquake ~75, so if you don't have a sleep left or there are pokes more worthwhile for the 'tomb to counter it's best to not depend too heavily on him. Of course, superpower constitutes a free switch)
Yanmega (poses absolutely no threat whatsoever, feel free to heal up against full health leadmega as he only does ~15% damage before lefties)
Tyranitar (HP Fighting) (Even locked into stone edge, T-tar is leaving Spiritomb with 13% HP assuming you don't have a sleep left)
Ambipom (HP Fighting) (Walled in huge ways)
Free (Raikou) @ Life Orb
Ability: Pressure
EVs: 252 Spd/252 SAtk/4 HP
Modest nature (+SAtk, -Atk)
- Calm Mind
- Shadow Ball
- Hidden Power [Grass]
- Thunderbolt
LO Raikou is designed to sweep after as little as a single CM. HP Grass was chosen over HP Fighting because Machamp & Spiritomb kill t-tar. Depending on what they have left I'll either send in raikou or kingdra. I have to watch out for Celebi either way.
White Star (Kindra) @ Leftovers
Ability: Swift Swim
EVs: 252 Atk/252 Spd/4 SpD
Adamant nature (+Atk, -SAtk)
- Dragon Dance
- Substitute
- Outrage
- Waterfall
EDIT: Just realized that I didn't write a description section for him.
Kingdra serves the overall purpose of the team quite well. Since switches are punished after layered T-spikes and SR are up, setting up is just that much easier. I personally like to substitute while they switch (or try and damage me) which kicks in lefties, then DD once or twice followed by the appropriate sequence of moves to sweep their team. If they end up revealing a celebi which I didn't see before I don't go to the usual plan of Raikou (that would be just stupid) instead, I normally go to Spiritomb for the kill (assuming Celebi is poisoned with leach seed) or try and blow her up with Forretress.
Marlon (Forretress) @ Shed Shell
Ability: Sturdy
EVs: 252 HP/252 Def/4 SpD
Relaxed nature (+Def, -Spd)
- Stealth Rock
- Rapid Spin
- Light Screen
- Pain Split
The choice of Toxic Spikes over Spikes was easy. My team didn't take advantage of any status besides sleep, and not running any ground type moves is justification for toxic spikes not hitting certain pokemon. Rapid Spin allows the team to overcome its gigantic weakness to stealth rocks. Gyro Ball is useful because it allows me to kill alot of the speedy counters that may switch in on Forretress. Not sure if Scizor would be better in this slot, but I'm going with Forretress because of Toxic Spikes giving me status support.
Yeah, please rate!