Team Annoying Hell-Bring Originality Back to The Game.

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Hello to my latest RMT. Sorry to all those this team will face. I may have a lied a little in the title, but when do you see 3 BLs, a lesser seen dragon and a Garchomp on one team?


The Play Style
This team is made to annoy my oppnent with any way possible, wether it be constant CH, status, weather, stat drops, Taunt or getting unnecsasary items. This team will undergo many changes, but the concept will stay the same.

The Team
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The Hound Dog
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Inferno@Choice Scarf
Ability: Flash Fire
EV's: 8o HP, 252 SpAtt, 176 Spe
Nature: Timid
~Overheat
~Dark Pulse/Pursuit
~HP {Fighting}/HP {Ice}/HP {Ground}
~Taunt

The Helldog found his way onto my team for the surprize factor and Taunt.. If I go with Pursuit over Dark Pulse then I'll move those HP EVs to Attack. HP Fighting takes care of T-Tar, Dark Pulse/Pursuit takes care of Azelf/Gengar and Overheat is for everything else. Timid is used to outspeed random Scarfers, like Gengar and Azelf. HP Ice could be used if I have problems with Dragons. Or HP Ground for Tran and his friends, while still hitting T-Tar hard.

The Supportive Dragon
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Knite@Leftovers
Ability: Inner Focus
EV's: 252 HP, 96 Def, 32 SpDef, 128 Spe
Nature: Adamant/Impish
~Roost
~Dragon Claw/Ice Beam
~Thunder Wave/Toxic
~Fire Punch/Heal Bell/Thunder

Knite is here because he's better at support than Salamence, Flygon and Garchomp. Anyway, Thunder Wave anything faster, than slam it with Dragon Claw and Fire Punch(if it goes over Heal Bell). Roost when I get low on HP. Adamant vs. Impish is tough. Adamant brings some power while Impish helps in walling capabilities. Heal Bell cures status, but Fire Punch means I won't get walled by steels. Ice Beam vs. Dragon Claw is hard, Ice Beam takes care of those Bulky Grounds who switch in thinking they could take T~Wave, but Dragon Claw is a solid STAB move. But if I go with Ice Beam, I would take out Fire Punch/Heal Bell for Thunder and switch out T~Wave for Toxic.

The Aquatic Wolf
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Aqua Wolf@Leftovers
Ability: Pressure
EV's: 236 HP, 1oo Def, 76 SpAtt, 98 SpDef
Nature: Bold
~Toxic
~Protect
~Surf
~Ice Beam

I made the EV's. :) 236 HP is for maximum Lefties recovery, 1oo Defense and 98 Special defense for bulk and 76 Special attack for the KO on dragons with Ice Beam. This set also takes on non Toxic Bliss easily, wearing it down with Toxistall and Surf. When you think about, it does that to everybody. :P It also counters dragons easily, especially Garchomp, who gets Surfed into the KO range of Ice Beam even with Yache. And a few reasons not to go max HP: Not maximum Lefties recovery, not using Sub and 16 EVs I could use somewhere else.

The Hat Ghost
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Miss Spook@Leftovers
Ability: Levitate
EV's: 180 HP, 164 SpAtt, 236 Spe
Nature: Timid
~Calm Mind
~Substitute
~Shadow Ball
~HP {Fighting}

CMMagius is here to be a Special attacker, and she does a good job at it. Ghost+Fighting provides great coverage and backed with Calm Mind and a base 105 Special attack, it hurts. Miss Spook has the bulk to use Sub+CM, and the ability to sweep with it. What more can you ask from a bulky Ghost? It's also a great answer to a lot of things, like Lucario. The surprize factor is a plus aswell. And this set owns Bliss, Sub and CM considering Blissey's elemental attacks are a 2HKO on the Sub. And there are so many things to switch in on. Let it get a CM or three and it's GG.

The Jet Dragon
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Jet Drago@Choice Scarf
Ability: Sand Veil
EV's: 6 HP, 252 Att, 252 Spe
Nature: Jolly
~Outrage
~Earthquake
~Fire Blast
~Stone Edge/Swords Dance

Choice ScarfChomp is an amazing pokemon, outspeeding many things and hitting with 359 attack is scary. Outrage is the move I would use the most, because my team does a good job at eliminating steels and if any are left they'll get a Fire Blast to their iron hide. EQ is there if I meet a grounded steel, but Fire Blast is used more. The last slot is a toss up. Stone Edge lets me hit flyers, while SD gives the impression it's a YacheChomp and lets me see their Chomp counter/wall. That lets me fuck up their pokemon the next time Chomp comes in.

The Magic Chef
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Master Chef@Choice Specs
Ability: Inner Focus
EV's: 252 SpAtt, 6 SpDef, 252 Spe
Nature: Timid
~Trick
~Psychic
~Shadow Ball/HP {Fire}
~Focus Blast/HP {Fire}

3 Choice Pokemon may seem like a lot right? Not if one of them has a Trick/Switcheroo. There are some many things to give Specs to in the Physicaly based metagame. Garchomp, Lucario, Metagross, Heracross, Skarmory and Gyrados to name a few. And he deals insane amounts of damage with it. Coupled with very good coverage is awesome. I am thinking about switching Shadow Ball or Focus Blast with HP Fire because of the good coverage it has with Psychic.

A Last Look
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Things I'd Like To Include

Spiker- What's an annoyer team without Spikes?
Hazer- To Roar or Whirlwind the opposing team around for before mentioned Spikes. Prefferably a Sleeptalker. Not Suicune.
Sleep- I have nothing to spread sleep.
Restalker- To take status that is not resisted by other members of the team.


Conclusion
This is going to be my last RMT for sometime, or until the weakends with a good inspiration. School and my Life take up a lot. Though you shouldn't know about the life part :P.
 
Your current Houndoom is not going to be outspeeding Deoxys any time soon, not will it ever.

Also I beg to differ that Dragonite is better than Salamence when it comes to support. Salamence has Wish and Intimidate. Salamence also has Draco Meteor so it can still hit hard.

Spiker- What's an annoyer team without Spikes?
Hazer- To Roar or Whirlwind the opposing team around for before mentioned Spikes. Prefferably a Sleeptalker. Not Suicune.
Sleep- I have nothing to spread sleep.
Restalker- To take status that is not resisted by other members of the team.

Drapion can help you with some of those roles. It can Toxic Spike, has access to Whirwind, or you could just make it a RestTalker. It makes a fine special tank in OU. It also helps alot against Azelf and Gengar, respectivly.
 
Mence has Wish, but Nite has better bulk on the special side, Heal Bell, and also gets Draco Meteor. BTW, Swords Dance on ScarfChomp? Stick with Stone Edge and go Hasty/Naive over Jolly for more Fire Blast power.
 
Mence has Wish, but Nite has better bulk on the special side, Heal Bell, and also gets Draco Meteor. BTW, Swords Dance on ScarfChomp? Stick with Stone Edge and go Hasty/Naive over Jolly for more Fire Blast power.
SD lets me see their Chomp wall/counter so the next time I send Chomp I know what move to use. Lowering defenses is bad, and most steels have bleh special defense, with the exception of Zone, Zong and Tran.
 
Forretress makes a good spiker as he can lay down TS, spikes, and SR, and also Spin them away. You could also use Donphan, only being able to use SR, but you can still spin.
 
SD lets me see their Chomp wall/counter so the next time I send Chomp I know what move to use. Lowering defenses is bad, and most steels have bleh special defense, with the exception of Zone, Zong and Tran.
Use toxic then. That way you can hit some flyers expecting earthquake who wouldn't get effected by toxic spikes. You can hit pokemon like pert/scor/gyara/vap with toxic and have the momentum of the match change instead of pointlessly using swords dance.
 
Originally Posted by Fat XxFaintxX



Drapion can help you with some of those roles. It can Toxic Spike, has access to Whirwind, or you could just make it a RestTalker. It makes a fine special tank in OU. It also helps alot against Azelf and Gengar, respectivly.


Over what?

Use toxic then. That way you can hit some flyers expecting earthquake who wouldn't get effected by toxic spikes. You can hit pokemon like pert/scor/gyara/vap with toxic and have the momentum of the match change instead of pointlessly using swords dance.
Testing
 
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