This team is a modification of a generation 4 team I used to run a long while back; this is my first gen 5 RMT. While the move-set modifications were usually fairly obvious to me, the one issue I already know my team probably has is unoptimized EVs. That said, this team has pulled in its fair share of wins and I still love the sheer unpredictableness of it. Many a times an opponent has called BS as my Salamence survives a Stone Edge, or my Dragonite sets up on Ice Beam.
As a final note, do not attempt to change Dragonite's or Salamence's roles. Optimizing EVs is fine, but these two pokemon are central to the team's theme and it would not be the same team anymore without them. That said, feel free to suggest changes for anything else on the team.
The team at a glance:
Dragonite @ Leftovers
Trait: Inner Focus
EVs: 248 HP / 252 SDef / 8 Spd
Careful Nature
- Dragon Claw
- Dragon Dance
- Roost
- Heal Bell
Specially Defensive Bulky mono-attacker Dragonite is a real beast. Early in the game, he acts as a pseudo-special wall and spreads heal bell support for my team. Later on, after his checks are lured and eliminated with Salamence and my other pokemon, he then sets up and sweeps. His ludicrous special bulk allows him to setup on bulky water type Ice Beams, and with heal bell he can remove burn or paralysis right before beginning his sweep. Oftentimes I can even mind game the opponent into bringing in an ice-type in anticipation of a setup, and instead I just immediately launch a Dragon Claw to eliminate or cripple them.
Salamence @ Leftovers
Trait: Intimidate
EVs: 252 HP / 240 Def / 16 Spd
Bold Nature
- Dragon Tail
- Fire Blast
- Roost
- Wish
Fatmence's role is to lure out Dragonite's checks. His reputation as a fearsome offensive power house leads to some incorrect switches early on. With Dragon Tail, Fire Blast, and intimidate, Salamence can easily push out most physical sweepers attempting to setup.
Starmie @ Leftovers
Trait: Natural Cure
EVs: 252 HP / 252 Spd / 4 SAtk
Timid Nature
- Scald
- Ice Beam
- Rapid Spin
- Recover
Starmie's job is quite simple: remove stealth rock so that Salamence and Dragonite can switch in freely. Starmie also has some utility with scald and serves as a pseudo dragon check with Ice Beam.
Scizor @ Choice Band
Trait: Technician
EVs: 248 HP / 56 Atk / 206 SDef
Adamant Nature
- Bullet Punch
- U-turn
- Superpower
- Pursuit
While the classic all-out attack choice band scizor was considered, I opted to go with Bulky CB scizor due to the wish support offered by salamence. With their good synergy and wish support, Scizor has a lot more staying power and can harass the opponent over the course of the match. He is also much more able to switch into and pursuit out ghost and psychic types, truly screwing over opponents who use such pokes.
Magnezone @ Choice Scarf
Trait: Magnet Pull
EVs: 252 SAtk / 238 Spd / 20 HP
Timid Nature
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
- Volt Switch
Magnezone's job is to take out certain troublesome steel types such as Skarmory and Ferrothorn, each of which can cause trouble to Dragonite later on when the time comes to sweep. I often lead with Magnezone and use Volt Switch if the match up is bad, giving me a lot of flexibility to counter the opponents lead choice.
Ferrothorn @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 168 SDef / 88 Def
Relaxed Nature
IVs: 0 Spd
- Power Whip
- Gyro Ball
- Spikes
- Stealth Rock
Ferrothorn's job is pretty obvious: setup entry hazards to boost the damage incurred when Salamence uses Dragon Tail. The mere fact that switching can incur a whopping 37.5% damage is often enough to discourage any other type of switching from the opponent as well. Ferrothorn also has the bonus of completely screwing with enemy Trick Room teams.
Thanks for taking the time to read my RMT. Feel free to assist me in optimizing the EVs and suggest and poke's which can do a job better than one I have chosen. Hope you found this unorthodox team a bit refreshing, enjoy!
As a final note, do not attempt to change Dragonite's or Salamence's roles. Optimizing EVs is fine, but these two pokemon are central to the team's theme and it would not be the same team anymore without them. That said, feel free to suggest changes for anything else on the team.
The team at a glance:
Dragonite @ Leftovers
Trait: Inner Focus
EVs: 248 HP / 252 SDef / 8 Spd
Careful Nature
- Dragon Claw
- Dragon Dance
- Roost
- Heal Bell
Specially Defensive Bulky mono-attacker Dragonite is a real beast. Early in the game, he acts as a pseudo-special wall and spreads heal bell support for my team. Later on, after his checks are lured and eliminated with Salamence and my other pokemon, he then sets up and sweeps. His ludicrous special bulk allows him to setup on bulky water type Ice Beams, and with heal bell he can remove burn or paralysis right before beginning his sweep. Oftentimes I can even mind game the opponent into bringing in an ice-type in anticipation of a setup, and instead I just immediately launch a Dragon Claw to eliminate or cripple them.
Salamence @ Leftovers
Trait: Intimidate
EVs: 252 HP / 240 Def / 16 Spd
Bold Nature
- Dragon Tail
- Fire Blast
- Roost
- Wish
Fatmence's role is to lure out Dragonite's checks. His reputation as a fearsome offensive power house leads to some incorrect switches early on. With Dragon Tail, Fire Blast, and intimidate, Salamence can easily push out most physical sweepers attempting to setup.
Starmie @ Leftovers
Trait: Natural Cure
EVs: 252 HP / 252 Spd / 4 SAtk
Timid Nature
- Scald
- Ice Beam
- Rapid Spin
- Recover
Starmie's job is quite simple: remove stealth rock so that Salamence and Dragonite can switch in freely. Starmie also has some utility with scald and serves as a pseudo dragon check with Ice Beam.
Scizor @ Choice Band
Trait: Technician
EVs: 248 HP / 56 Atk / 206 SDef
Adamant Nature
- Bullet Punch
- U-turn
- Superpower
- Pursuit
While the classic all-out attack choice band scizor was considered, I opted to go with Bulky CB scizor due to the wish support offered by salamence. With their good synergy and wish support, Scizor has a lot more staying power and can harass the opponent over the course of the match. He is also much more able to switch into and pursuit out ghost and psychic types, truly screwing over opponents who use such pokes.
Magnezone @ Choice Scarf
Trait: Magnet Pull
EVs: 252 SAtk / 238 Spd / 20 HP
Timid Nature
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
- Volt Switch
Magnezone's job is to take out certain troublesome steel types such as Skarmory and Ferrothorn, each of which can cause trouble to Dragonite later on when the time comes to sweep. I often lead with Magnezone and use Volt Switch if the match up is bad, giving me a lot of flexibility to counter the opponents lead choice.
Ferrothorn @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 168 SDef / 88 Def
Relaxed Nature
IVs: 0 Spd
- Power Whip
- Gyro Ball
- Spikes
- Stealth Rock
Ferrothorn's job is pretty obvious: setup entry hazards to boost the damage incurred when Salamence uses Dragon Tail. The mere fact that switching can incur a whopping 37.5% damage is often enough to discourage any other type of switching from the opponent as well. Ferrothorn also has the bonus of completely screwing with enemy Trick Room teams.
Thanks for taking the time to read my RMT. Feel free to assist me in optimizing the EVs and suggest and poke's which can do a job better than one I have chosen. Hope you found this unorthodox team a bit refreshing, enjoy!