At a glance:
In Depth:
Jirachi @ Choice Scarf
Ability: Serene Grace
Ev's: 80 HP/ 252 Atk/ 176 Spe
Jolly Nature
--Iron Head
--Trick
--Stealth Rock
--U-turn
Explanation: I chose the traditional lead Jirachi set because of it's use of trick- something vital I considered when making this team. Trick can upset the use of stealth rock( while not always preventing it) but often allows for a free stealth rock myself, a view of the next pokemon myself, or a free switch-in because of Jirachi's nearly unparalled speed when using U-turn. Iron Head and Stealth Rock are pretty self explanatory, who doesn't love a little hax?
Skarmory @ Leftovers
Ability: Keen Eye
Ev's: 252 HP/ 4 Def/ 252 SpD
Impish Nature
--Whirlwind
--Spikes
--Roost
--Brave Bird
Explanation: Building off of stealth rock support and jirachi's trick, skarmory is usually my next move in the game. While still remaining physically bulky, the added special defense gives it more flexibility on otherwise immediately threating pokemon and can result in some unwelcome surprises for the opponent. It's main use is as a pseudo-phazer and spiker, allowing me to layer the field with several entry hazards.
Starmie @ Leftovers
Ability: Natural Cure
Ev's: 136 HP/ 156 Def/ 216 Speed
Timid Nature
--Surf
--Thunderbolt
--Rapid Spin
--Recover
Explanation: Starmie has always had mutliple uses in the matagame but I found this one most beneficial to me. When considering my team, I knew I had very little resistance to entry hazards, and a rapid spinner was necessary- no pokemon generally fits that role better than starmie with it's very high level of speed, recover abilities, and possible life saver in natural cure. Starmie also brings a small element of offense to the team as it can still hit relatively hard out of its defensive set.
Celebi @ Leftovers
Ability: Natural Cure
Ev's: 252 HP/ 220 DEf/ 36 Spe
Bold Nature
--Recover
--Thunder Wave
--Grass Knot
--HP Fire
Explanation: Celebi starts off the core of my team that is my "Cele-tran-tar" Combo. The defensive set accomplishes many of the goals I need it to especially in being a very effective counter to Gyrados, which otherwise can present a formidable force against my team when starmie goes, while also providing thunder wave support which can cripple an offensive assault once the speed boosts are eleminated. HP Fire can often catch teams by surprise, especially against unsuspecting scizors and gives celebi a little more flexibility versus earth power given fire attacks are already covered. Much like Starmie, Celebi can self-heal and self refresh thanks to natural cure, adding to the survivability.
Tyranitar @ Life Orb
Ability: Sandstorm
Ev's: 164 HP/ 252 Atk/ 92 Spe
Adamant Nature
--Crunch
--Pursuit
--Earthquake
--Stone Edge
Explanation: Ttar brings to the table a very strong physical attacker and a much needed resistance to pursuit which is commonly effective against two of my core players while utilizing pursuit himself. Ttar also does a great job of effectively countering heatran completely with earthquake and zapdos with stone edge. The choice to use Life Orb over Choice Band was predominately decided by the need for flexibility and ultimately surprise from the occasional non-attentive player who may not notice the life orb damage. Sandstream also provides incredible support for my main player; Heatran, dwindling the opponents health while keeping his intact and also countering opponents weather effects.
Heatran @ Leftovers
Ability: Flash Fire
Ev's: 244 HP/ 220 Spe/ 32 Spa/ 12 SP.Def
Calm Nature
--Lava PLume
--Torment
--Substitute
--Protect
Explanation: The inspiration behind my team, Heatran finishes out the combo with celebi and tyranitar and is the ultimate player in my strategy. Heatran benefits highly from stealth rock and spikes support, and is backed up heavily by starmie's rapid spinning, preventing any damage on entry provided I do get a rapid spin in. Celebi also provides great bait for flash fires which in turn increase his already powerful Lava Plume that is known to burn and cause even more trouble for the opposing team especially on many of his common switch-ins such as gyrados who really hate being burned. The idea is to get a substitute out as quick as possible, which once down can be impossible to break, and use protect to scout out possible explosions and choiced moves that only serve to make the use of torment easier- the move of which absolutely destroys choice users, hence the ultimate benefit of jirachi's trick.
In Depth:
Jirachi @ Choice Scarf
Ability: Serene Grace
Ev's: 80 HP/ 252 Atk/ 176 Spe
Jolly Nature
--Iron Head
--Trick
--Stealth Rock
--U-turn
Explanation: I chose the traditional lead Jirachi set because of it's use of trick- something vital I considered when making this team. Trick can upset the use of stealth rock( while not always preventing it) but often allows for a free stealth rock myself, a view of the next pokemon myself, or a free switch-in because of Jirachi's nearly unparalled speed when using U-turn. Iron Head and Stealth Rock are pretty self explanatory, who doesn't love a little hax?
Skarmory @ Leftovers
Ability: Keen Eye
Ev's: 252 HP/ 4 Def/ 252 SpD
Impish Nature
--Whirlwind
--Spikes
--Roost
--Brave Bird
Explanation: Building off of stealth rock support and jirachi's trick, skarmory is usually my next move in the game. While still remaining physically bulky, the added special defense gives it more flexibility on otherwise immediately threating pokemon and can result in some unwelcome surprises for the opponent. It's main use is as a pseudo-phazer and spiker, allowing me to layer the field with several entry hazards.
Starmie @ Leftovers
Ability: Natural Cure
Ev's: 136 HP/ 156 Def/ 216 Speed
Timid Nature
--Surf
--Thunderbolt
--Rapid Spin
--Recover
Explanation: Starmie has always had mutliple uses in the matagame but I found this one most beneficial to me. When considering my team, I knew I had very little resistance to entry hazards, and a rapid spinner was necessary- no pokemon generally fits that role better than starmie with it's very high level of speed, recover abilities, and possible life saver in natural cure. Starmie also brings a small element of offense to the team as it can still hit relatively hard out of its defensive set.
Celebi @ Leftovers
Ability: Natural Cure
Ev's: 252 HP/ 220 DEf/ 36 Spe
Bold Nature
--Recover
--Thunder Wave
--Grass Knot
--HP Fire
Explanation: Celebi starts off the core of my team that is my "Cele-tran-tar" Combo. The defensive set accomplishes many of the goals I need it to especially in being a very effective counter to Gyrados, which otherwise can present a formidable force against my team when starmie goes, while also providing thunder wave support which can cripple an offensive assault once the speed boosts are eleminated. HP Fire can often catch teams by surprise, especially against unsuspecting scizors and gives celebi a little more flexibility versus earth power given fire attacks are already covered. Much like Starmie, Celebi can self-heal and self refresh thanks to natural cure, adding to the survivability.
Tyranitar @ Life Orb
Ability: Sandstorm
Ev's: 164 HP/ 252 Atk/ 92 Spe
Adamant Nature
--Crunch
--Pursuit
--Earthquake
--Stone Edge
Explanation: Ttar brings to the table a very strong physical attacker and a much needed resistance to pursuit which is commonly effective against two of my core players while utilizing pursuit himself. Ttar also does a great job of effectively countering heatran completely with earthquake and zapdos with stone edge. The choice to use Life Orb over Choice Band was predominately decided by the need for flexibility and ultimately surprise from the occasional non-attentive player who may not notice the life orb damage. Sandstream also provides incredible support for my main player; Heatran, dwindling the opponents health while keeping his intact and also countering opponents weather effects.
Heatran @ Leftovers
Ability: Flash Fire
Ev's: 244 HP/ 220 Spe/ 32 Spa/ 12 SP.Def
Calm Nature
--Lava PLume
--Torment
--Substitute
--Protect
Explanation: The inspiration behind my team, Heatran finishes out the combo with celebi and tyranitar and is the ultimate player in my strategy. Heatran benefits highly from stealth rock and spikes support, and is backed up heavily by starmie's rapid spinning, preventing any damage on entry provided I do get a rapid spin in. Celebi also provides great bait for flash fires which in turn increase his already powerful Lava Plume that is known to burn and cause even more trouble for the opposing team especially on many of his common switch-ins such as gyrados who really hate being burned. The idea is to get a substitute out as quick as possible, which once down can be impossible to break, and use protect to scout out possible explosions and choiced moves that only serve to make the use of torment easier- the move of which absolutely destroys choice users, hence the ultimate benefit of jirachi's trick.