Hey fellow Smogonites!
I’m Cheexyn. This is my first RMT since I joined Smogon in May last year and it is one of the most successful ones I have built in the one year that I have played Pokémon competitively; it is currently hovering between a CRE of 1400 and 1450 on the ladder. Enough bantering, on to the team!
Introduction & Team-building process
Ever since I started playing Pokémon many years ago several Pokémon has been closer to my heart than others, none more so than Infernape. I’ve experienced success with it many times, although mainly as an anti-lead or a scarfed revenge killer and scout. With the rise in Choiced Tyranitar usage and the banishment of Latias into the depths of Ubers I knew this was a great time to utilize Infernape in a new role where it can play a bigger part in my team: the late-game sweeper.
Next up, I required a Pokémon that can remove Infernape’s counters, and I stumbled upon a four-attack Machamp set that intrigued me with its ability to kill most counters of fighting-type Pokémon [this set will be explained in the team analysis part below]. Thus it was placed in my team.
I was rather stumped at this point with regards to new members of my team. To find inspiration I looked through several RMTs in Smogon’s forums and one thing struck me: Nearly half the teams list various varients of Machamp or LOstarmie as a threat. Also, Starmie’s weaknesses to bug and dark type attacks is covered by the fighting-typings of both Machamp and Infernape, while Starmie possessed the Psychic type resistance that is invaluable to the aforementioned fighters. This decent synergy earned Starmie a place on my team.
So my offensive core is complete. Now I needed two or three defensive Pokémon who at the same time can offer offensive options. I looked up tried-and-tested defensive cores such as SkarmBliss and CeleTran. The offensive pace of this team did not allow for the stallish nature of either Skarmory or Blissey, resulting in CeleTran being the prime choice for my defensive core.
The sixth Pokémon, the last piece of the jigsaw, would have to be a high-tempo lead that can give me momentum from the start. Candidates for this role included Infernape, anti-lead Dragonite, scarfed Jirachi, Starmie, and Azelf. As Infernape and Starmie are already part of my team, I cannot use them again as a lead. A disturbing weakness to ground was lingering on my mind as I made this choice, and with a friend’s advice I opted for a Life Orb Azelf lead [the set will be explained later on]. The team is now complete.
*Before I get to the team, I would just like to state that all members are either female or genderless to prevent gimmick teams using moves such as Attract.
*Choices in bold represents the current move / nature / item that I am using.
Detailed team analysis:
Azelf @ Life Orb
Ability: Levitate
EVs: 32Atk/224Spe/252SpAtk
Nature: Naïve (+Spe, - SpDef)
-Psychic
-Energy Ball / Grass Knot*
-Fire Blast
-Explosion
This Azelf is used to net me a quick KO from the start and give me momentum for the match. Many people who EV their leads to survive an attack by Naïve Lead Azelf are caught out by this set, due to the extra power that Life Orb provides. Psychic acts as a great STAB move, while Energy Ball and Fire Blast are there for type coverage. Explosion is preferred over Hidden Power Ground or Fighting due to it doing more damage to Pokémon such as Heatran and the fact that it gives me an option to beat the Uxie leads and Blisseys that come in after a KO. Max Special Attack is used to maximize damage output, while 224 EVs were put into speed to outspeed other base 115s that invest merely 216 EVs to outrun base positive 110s.
Match up against top ten April OU leads:
Azelf: Usually I would open with a Psychic to break its sash while it taunts or sets up rocks. If it taunts, I would go to Heatran while it sets up rocks. Explode straightaway if it sets up rocks on the first turn.
Aerodactyl: Rock slide does about 50% damage, so I Psychic to break its sash and see whether it decides to attack, taunt or set-up rocks. If it attacks, Machamp would be switched in to take on Aerodactyl. If it opts for either of the latter 2 options, I Psychic again for the 2HKO.
Swampert: Energy Ball for the 1HKO.
Metagross: Fire Blast for the 1HKO on Lum variants due to the extra damage provided by Life Orb. For Occa variants, I Fire Blast again for the 2HKO if it sets up rocks or go to Heatran if he meteor mashes.
Jirachi: Fire Blast from the off and see what happens. Both Iron Head and U-turn fail to 1HKO, thus I am afforded another turn to switch if they choose to attack. Fire Blast has a 50% chance of 1HKOing Jirachi, if it chooses to set-up rocks or trick me a scarf that I don’t mind at all.
Infernape: Against Infernape I will let it hit me with fake out before using Psychic to bring it down to 1hp. It will then set-up rocks or use Fire Blast, and I will kill it with Psychic or go to Starmie to finish it off.
Machamp: Lead Machamps are EVed to survive a Psychic from a normal Azelf, but with a boost from Life Orb I 1HKO Machamps easily.
Ninjask: These are a pain for any Pokémon, and usually I will Psychic straight from the off to prevent it from passing a potentially dangerous swords dance boost.
Roserade: Psychic to bring it down to 1hp, while it forces me to sleep. I’ll go to Starmie while it sets down one layer toxic spikes and finish it off.
Tyranitar: Explode on it to do about 70% damage before going to Heatran to finish it off with Earth Power.
*Note: Energy Ball is used over Grass Knot due to the presence of a glitch in the system that prevents Grass Knots from receiving Life Orb boosts.
Machamp (F) @ Leftovers / Life Orb
Ability: Guts
EVs: 252Hp/240Atk/16Spe
Nature: Adamant (+Atk, -SpAtk)
-Low Kick
-Payback
-Ice Punch / Substitute
-Thunder Punch / Stone Edge
I noticed a 4-attack Machamp set with both elemental punches first on Oh_My_Kevin’s RMT, so props to him for devising this set. I had tested the set, but have obtained mixed results throughout the test. Oh so frequently does this Machamp find its way onto the battlefield via a switch in from the likes of Blissey, and I found myself crippled by status in the form of Thunder Wave or Will-O-Wisp all too often for my liking. Thus, I modified the slightly though turning the table around Pokémon such as Rotom-A and Blissey, absorbing the status and activating Guts, giving itself a 50% boost in power. Most notably, under the effect of Guts, a Payback is now a 1HKO on standard Rotom-A, factoring in Stealth Rock damage. Given Machamp’s natural bulk, it is rare that a Pokémon is able to 1HKO it, and many a times I have survived STAB moves from the most offensive of Pokémon, hitting them back with a 4x effective move in the form of the elemental punches (yes, I am referring to Salamence and Gyarados). Dynamic Punch is missed occasionally for the confusion, as damage output isn’t compromised due to many foes being heavy. Also, I get many surprise KOs on Pokémon attempting to set-up on a burnt and intimidated Machamp. The EVs are standard, besides the 12 Speed EVs which were put there to outrun other Machamp running 4, 8 or even 12 Speed EVs.
Currently testing out Sub+3 Attacks Machamp instead. But with a Life Orb to ensure KOs at -1 on Gyarados and Salamence. (Minimum 75.5% damage to DDmence and Offensive Gyara with Life Orbed Stone Edge at -1 attack, minimum 60% on BulkyGyara.) I've liked the set due to the amount of prediction that it eases, especially against Pokemon such as Scarfed Tyranitar. Will be keeping it as a SubChamp with 3 attacks for now. As recommended by Ginganinja.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 208Hp/4Def/180Spe/112SpAtk
Nature: Modest (+SpAtk, -Atk)
-Grass Knot
-HP [Fire]
-Thunder Wave
-Stealth Rock
This Celebi was included in the team for many reasons. One would be its useful resistances, to ground, electric, grass, psychic and water amongst others. Next, it provided a means to status my opponent, via thunder wave, which would allow Machamp or Heatran to do their job of removing Infernape’s counters better. Also, it provided a bulky water check with Grass Knot, the power of which is beyond belief. The EVs given results in a one-over leftovers number for HP, which maximizes recovery and reduces residual damage. It also ensures a 1HKO on Scizor with HP [Fire] and allows me to outspeed Adamant Base 90s (most notable Lucario) to kill them before they can wreak too much havoc on my team. Running such speed also ensures that I am faster than all non-scarfed Heatran, allowing me to paralyse them to stop them right in their tracks. The lack of recovery outside of leftovers hurt me, but I couldn’t find anywhere else to place Stealth Rock, and usually Celebi gets its job done before dying, so it isn’t too much of a problem there. However, I do admit that I am heavily reliant on Celebi and recover would come in handy in many circumstances, so help here would be great!
Heatran (F) @ Shuca Berry
Ability: Flash Fire
EVs: 252SpAtk/252Spe/4Hp
Nature: Naïve (+Spe, -SpDef)
-Flamethrower
-Earth Power
-HP [Electric]
-Explosion
Heatran is a great Pokémon, consistently netting me 1-2 kills per match. Too many people assume a scarf once they see a lack of leftovers recovery, leaving themselves open for a 1HKO to enemy Pokémon such as Gyarados, opposing Heatran and Blissey. Before I started with this team, I had noticed that with the rise of Scarfed Tyranitars came the rise of Skarmories, leading to the rise of bulky Gyarados who can easily taunt and set-up on such Skarmories. These Gyarados do not run many speed EVs, and usually I will outrun and kill them with HP [Electric] before they even do anything, removing one very effective and common counter of Infernape’s. Explosion is for bulky waters and Blisseys, while Flamethrower and Earth Power are pretty self-explanatory. Shuca Berry allows me to survive any attack from dragons and explode for a quick kill.
Starmie @ Life Orb
Ability: Natural Cure
EVs: 4Def/252Spe/252SpAtk
Nature: Timid (+Spe, -Atk)
-Ice Beam
-Thunderbolt
-Hydro Pump / Surf
-Recover
Starmie made its way into my team just by virtue of being a pain in the neck for other sides. The three attacks provide great coverage alongside each other, hitting all of OU for at least neutral damage except Abomasnow and perhaps Lanturn. Starmie, besides being an effective sweeper, acts as an excellent part-time check to the likes of Salamence and Pokémon such as Gliscor, who are both easily 1HKOed by Starmie’s Ice Beam. Having said that, there has been many times whereby Infernape was not even needed; Starmie, using her great speed and decent special attack, swept all by herself! The four moves listed above are pretty straightforward. The only real concern I have with Starmie would be the choice between Hydro Pump and Surf. I’d much rather reliability over power, however in this case Surf misses out on a few specific KOs, most notably on Gengar and Zapdos (after Stealth Rock damage), who can both run through my team late-game if it unchecked. Currently using Surf, I am reliant on Life Orb recoil or Substitute's 25% HP drain to beat Gengar via surf. Advice on this matter is very much appreciated.
Infernape (F) @ Life Orb
Ability: Blaze
EVs: 4Hp/252Atk/252Spe
Nature: Jolly (+Spe, -SpAtk)
-Swords Dance
-Fire Punch / Flare Blitz
-Mach Punch
-Close Combat
Infernape is the star of the team. Usually, I will be able to get her in on choice-locked pursuit or bullet punch, allowing her a free turn to swords dance on the switch and sweep from there. I’ve swept many teams with this Infernape, with its great dual STAB moves. The presence of Swords Dance, Fire Punch and Close Combat are self-explanatory. Mach Punch is chosen over Stone Edge because it, through priority, gives me a way to deal with Scarfed Tyranitar and Scarfed Heatran, plus pick off frailer and faster foes that might have been weakened earlier in the battle. Also, the team supports Infernape by removing the counters where Stone Edge is required, such as Gyarados. One thing would be the choice between Fire Punch and Flare Blitz. I have originally started off with Flare Blitz but have too often found myself dead before sweeping was done, due to a combination of the Life Orb and the recoil. So far, Fire Punch has been doing well, 1HKOing physical walls such as Metagross and Forretress. However, the main Pokémon which I wish for Flare Blitz against would be Rotom-A. Without Flare Blitz and deprived of Close Combat, I am only able to do 66.1% - 78% worth of damage to standard Rotom-A with Fire Punch, while Flare Blitz would ensure a KO with a minimum of 105.6% damage. Again, any advice given on this power versus survivability issue would be greatly appreciated.
Calcs:
+2 Infernape 252Atk/Jolly/Life Orb Close Combat versus..
Standard Wish Vaporeon: 95.3% - 112.5%
Physically-Defensive Hippowdon: 71% - 83.8%
Curse Hippowdon: 87.4% - 103.1%
Standard Rapid Spin Donphan: 94.3% - 111.4%
Standard Milotic: 92.6% - 109.4%
Shuckle: 69.1% - 81.5%
Crocune: 70.5% - 83.2%
Offensive Suicune: 113.2% - 133.3%
Standard 252Hp/252Def Swampert: 83.4% - 98.3%
Toxic-spiking Tentacruel: 72% - 84.9%
+2 Infernape 252Atk/Jolly/Life Orb Fire Punch / Flare Blitz versus..
Standard Spiker Skarmory: 97% - 115% / 156.3% - 183.8%
Standard Forretress: 187.6% - 221.5% / 299.4% - 353.7%
Agiligross: 131.3% - 155% / 208.5% - 246.2%
Tank Gross: 90.7% - 107.1% / 144% - 169.8%
Standard Bronzong: 132% - 156.2% / 211.2% - 248.5%
Tank Dusknoir: 54.4% - 64.6% / 88.1% - 104.1%
SubPunch Dusknoir: 71.8% - 84.7% / 113.6% - 134
Standard Gliscor: 61.3% - 72.3% / 98.3% - 116.1%
Defensive DualScreen Jirachi: 122.3% - 144.6% / 195% - 230.2%
Standard defensive Rotom-A: 66.1% - 78% / 105.6% - 124.3%
Rest-Talk Rotom-A: 80.3% - 94.7% / 128.3% - 151%
Physically defensive Zapdos: 58% - 68.4% / 93.2% - 109.7%
Specially defensive Zapdos: 81.5% - 95.8% / 130.3% - 153.5%
Offensive Zapdos: 96.9% - 114% / 155% - 182.6%
+2 Infernape 252Atk/Jolly/Life Orb Mach Punch versus..
Standard Scarftar: 157.9% - 186%
Standard SDLuke: 138.8% - 163%
Revenge-killer Weavile: 284.5% - 335.4%
SpecsJolt: 80.8% - 95.2%
ScarfTran: 86.1% - 102.2%
ScarfRachi: 40.2% - 47.6%
+1 Infernape 252Atk/Jolly/Life Orb Close Combat versus..
Classic Mixmence: 55.8% - 65.8%
New Mixmence: 59.2% - 69.8%
Offensive Gyarados: 59.5% - 70.1%
Bulky Gyarados: 47.8% - 56.2%
Team Comments:
This team has been great fun to play with, notching me a win-loss record of 32-7 on the ladder so far. It has surely been one of my most successful teams, and I have thoroughly enjoyed the countless times that I have notched a surprise KO or swept with either Infernape or Starmie. That’s it for the team, please suggest any changes you might recommend for the team, and thanks in advance!
[Threat list to follow below]
Offensive Threats:
Pokemon listed as threats will have moving sprites.
Moderate threats are listed in Orange and huge threats are listed in Red.
Aerodactyl: Usually used as leads, see Azelf.
Azelf: Again, usually seen as leads. See Azelf. Heatran can kill it and Celebi makes a decent enough counter due to survival of Flamethrower. Starmie can beat Life Orb varients that often carry Explosion, outspeeding it due to its investment in attack EVs. Choiced versions are easy to work around.
Breloom: Sleep is absorbed by any member of the team, usually Azelf or Machamp though. Celebi is the prime switch-in, but Starmie and Azelf both work as well, with all three outspeeding it and packing super-effective moves.
Dragonite: Starmie makes a decent enough switch-in to Dragonites. The key to beating dragons, for my team, is never letting it set-up. A Dragonite cannot set-up on any of my members, as each and everyone has a move to cripple or kill it, with the exception of my late-game sweeper Infernape.
Electivire: He's a pain, especially if he gets a Motor Drive boost from an electric attack. Usually Electivires do not carry Flying or Psychic type moves, and thus Machamp is a good switch in to 1HKO with Low Kick. Celebi can survive a Flamethrower and hit back hard with Grass Knot, while Infernape can revenge with Mach Punch in dire circumstances.
Empoleon: Agility Sub-Petaya versions usually gets a kill in the match. I send in Machamp or Starmie to ensure that it doesn't get a substitute up, and Infernape can revenge with Mach Punch when it's HP reaches torrent level. If it doesn't opt to agility on the switch then I'm off the hook.
Flygon: Choiced versions are easy to work around especially since 3 of my Pokemon resists U-turn and 2 resist Earthquake. Machamp can catch it with Ice Punch.
Gengar: Another speedy threat. Choiced versions are easily worked around due to the various resistances throughout my team. Machamp can score a Payback while surviving anything Gengar throws at it, even a Specs-boosted Shadow Ball. Starmie and Azelf can both outspeed non-scarf varients and KO.
Gyarados: I usually catch these switching in on Heatran. It then proceeds to taunt or dance up while I KO it with HP [Electric]. Otherwise, Starmie and Machamp make good counters.
Heatran: I use my own Heatran to absorb the Fire attacks and KO with Earth Power. For ShucaLeads Azelf's explosions do 85.5% - 100.6% damage, allowing my Heatran an easy KO.
Heracross: I have met this bug only once, and it has proved to be a problem of decent proportion. Bug and Fighting type resistances are aplenty among my team and thus Choiced variants are easy to take advantage of. Starmie and Azelf can revenge kill Swords Dance variants.
Infernape: Starmie and Azelf are good counters while my own Infernape can outspeed MixNape and KO with Close Combat.
Jirachi: Jirachi is a tough Pokemon to counter. Usually I will go to Heatran to absorb the inevitable Iron Head FlinchHax and play from there. Flamethrower does 51% minimum when Jirachi is +1, thus it cannot set-up Calm Minds in front of Heatran.
Jolteon: I have only met Specs variants so far and they are easy to counter. Heatran would make a good revenge killer with Earth Power while Infernape's Mach Punch does heavy damage as well.
Kingdra: I never let it have both a DD and a sub up, so I stay in and attack, preventing it from subbing up. Then, Starmie or Machamp can KO with Low Kick or Ice Beam. But this also means Kingdra will get a kill every match.
Latias: UBERS!!
Lucario: Celebi outspeeds Adamant variants and deals heavy damage with HP [Fire]. Machamp survives any attack and KOs with Low Kick, while Infernape can revenge kill with Mach Punch. Occasionally I try to bluff a scarf on my Heatran.
Machamp: Leads are usually 1HKO-ed, while substitute+3attacks variants usually get a kill during the match while I 2HKO it with, more often than not, 2 different Pokemon.
Magnezone: My team has no steels that fear Magnezone. Choiced variants can be played around, especially if it uses HP [Fire]. For Substitute variants, almost everyone on my team outspeed it and can notch a quick KO. Heatran and Celebi are prime switch-ins though, using Flamethrower and HP [Fire] respectively.
Mamoswine: My team has no dragons fearful of Ice Shard. Azelf brings lead Swines down to its sash and Starmie or Machamp takes down LO or Banded variants.
Metagross: Leads are easily dispatched of [see Azelf]. However I do have encountered problems in the past with Agiligross, due to the very nature of the set: unpredictability with regards to moves that it carries. Although it rarely gets a chance to set-up without taking heavy damage or being statused, it is usually bulky enough to take one hit and agility up. Also, most carry a Lum Berry instead of a Life Orb that saves itself from status. Once it gets its boost, it turns into a very powerful and scary monster. Especially if it carries Zen Headbutt to beat Machamp, I am reliant on a full health Heatran protected by Shuca Berry or Celebi’s HP [Fire].
Ninjask: Mainly seen as leads, see Azelf.
Roserade: Again, mainly as leads, see Azelf.
Salamence: One of the most broken Pokemon in the game. Almost the same way to counter as Dragonite, but I'll take way more damage. I have some trouble with the DD varients, especially if it gets a boost up (although he cannot do so in front of anyone but Infernape). Usually I try to bait him into an outrage and kill him off with Heatran or take a Fire Blast with Celebi for 63.1% - 74.3% damage and paralyse it with Thunder Wave [this is of course after scouting for Life Orb]. Oh, and I've had HUGE HUGE problems with ScarfMence that just comes in and outrage straightaway, especially once Heatran is dead.
Scizor: Not much of a problem, Celebi kills banded ones looking to pursuit it and Heatran takes care of swords dancers. I have encountered some problems with scarfed variants before, and Scarfed Scizor's popularity seem to be rising. Machamp can take hits from ScarfZor and Infernape can revenge kill with Mach Punch, to an extent.
Smeargle: Leads are brought down to their sashes, while I play from there depending on whether it is scarfed. Not much problems when facing it.
Starmie: I usually go to my Starmie to force a speed tie. Machamp can revenge with Payback as well.
Suicune: Suicune is a real threat, especially the offensive variants that run a lot of speed. Once he gets a calm mind up I’m pretty much forced to sacrifice a Pokémon to take it down, for example at +1 he can 1HKO Starmie with HP [Electric] while I can do a maximum of 46.2% back to it. Ice Beam also has a good chance of 1HKOing Celebi after Stealth Rock damage, before I can even use Grass Knot on it. However as with the previous two Pokémon, Suicune will not find many chances to set-up (aside from Infernape, again) and this is my current not-so-effective way of dealing with offensive Suicune.
Togekiss: Starmie can deal with it well enough, while Azelf can outspeed and explode. Celebi can take an unboosted Air Slash and cripple it with Thunder Wave.
Tyranitar: Machamp and Infernape are good counters. Also, even though I have 3 Psychic types in my team, I needn't fear Tyranitar and non-Choice Scarf variants take heavy damage from all three of my Psychic type Pokemon, and the likes of Infernape, Machamp and Heatran can all take advantage of the free turn that Choice Scarf variants concedes when Tyranitar uses Pursuit.
Weavile: Mainly seen as a late-game sweeper or revenge killer, Infernape can make use of it to Swords Dance up (surviving Ice Punch, Brick Break, Night Slash, Ice Shard and Low Kick), before killing it with Mach Punch and proceeding with the sweep.
Defensive threats:
Blissey: Machamp is my initial switch-in, and it appreciates the very frequent Thunder-Wave from Blissey too. Heatran and Azelf can explode on it while Infernape can finish it off late game.
Bronzong: I usually go to Heatran to Flamethrower for the 2HKO while Shuca Berry saves my life. Otherwise, Starmie can beat it via Hydro Pump.
Celebi: Heatran, Starmie and Azelf make good switch-ins to all variants. Machamp would love to switch in on a Thunder Wave as well.
Dusknoir: Machamp absorbs Will-O-Wisp and nets a KO. Heatran too can absorb Will-O-Wisp and KO it if it has taken significant prior damage.
Forretress: Azelf takes care of the leads while Heatran makes a good switch-in to Flamethrower.
Gliscor: Starmie is my safest switch in although I have to be careful of U-turn. Machamp notches KOs on those switching in looking to wall it.
Hippowdon: Celebi and Starmie can deal heavy damage with Grass Knot and Hydro Pump respectively. Heatran can explode on it and Azelf's Energy Ball is a 2HKO on leads.
Rotom-A: Machamp makes a good switch-in, absorbing status and 1HKOing with Payback. Heatran is a prime switch in to Rotom-H or Rotom-C too.
Skarmory: Heatran is a great switch-in while Celebi's HP [Fire] is a 2HKO on the standard Spiker set. Machamp's Thunderpunch is a safe 3HKO and a little prediction on the roost will allow me to kill it. Under Guts Thunderpunch is a 2HKO, factoring in Stealth Rock damage and leftovers recovery.
Snorlax: Machamp takes care of it easily and both Heatran and Azelf can explode on it.
Suicune: Crocune is a threat due to the lack of a Phazer or Taunter. I am reliant on either Azelf or Heatran to explode on it for a fast kill, otherwise I am forced to go to Starmie or Celebi and wait for a critical hit.
Swampert: Azelf easily 1HKOs leads while Celebi and Starmie are good switch-ins to other variants.
Tentacruel: Another Pokemon that causes trouble. Usually I have to sacrifice a Pokemon in order to kill it. I never allow it time for more than one layer of Toxic Spikes without dying, this is accomplished via a combination of Heatran's Earth Power (while it expects me to switch) and Starmie's Thunderbolt.
Vaporeon: Usually I go to Celebi to take the chance to set-up rocks. Otherwise, Starmie makes a good switch-in too.
Zapdos: Usually I will have to sacrifice a Pokemon, again. Usually I go to Heatran or Machamp to be 2HKOed and get a dent on Zapdos, before going to Starmie to outspeed and KO with Ice Beam. Again, never allow it time to set-up.
As you can see the success of my team is heavily based on the prevention of opposing Pokemon from setting-up. I am reliant strategy because I feel that slapping a Choice Scarf on one of my Pokemon opens a very big hole in the defenses of my team, potentially allowing another sweeper to set-up. Okay, the RMT is now complete.
Again, please suggest any recommendations that you might have and thanks in advance for the rate!
Final Credits:
Sprites are from Global Trade Station, Pokesho and SZubuza@Photobucket
Threat list is from Haunter at the RMT sticky thread.
I’m Cheexyn. This is my first RMT since I joined Smogon in May last year and it is one of the most successful ones I have built in the one year that I have played Pokémon competitively; it is currently hovering between a CRE of 1400 and 1450 on the ladder. Enough bantering, on to the team!
Introduction & Team-building process
Ever since I started playing Pokémon many years ago several Pokémon has been closer to my heart than others, none more so than Infernape. I’ve experienced success with it many times, although mainly as an anti-lead or a scarfed revenge killer and scout. With the rise in Choiced Tyranitar usage and the banishment of Latias into the depths of Ubers I knew this was a great time to utilize Infernape in a new role where it can play a bigger part in my team: the late-game sweeper.

Next up, I required a Pokémon that can remove Infernape’s counters, and I stumbled upon a four-attack Machamp set that intrigued me with its ability to kill most counters of fighting-type Pokémon [this set will be explained in the team analysis part below]. Thus it was placed in my team.


I was rather stumped at this point with regards to new members of my team. To find inspiration I looked through several RMTs in Smogon’s forums and one thing struck me: Nearly half the teams list various varients of Machamp or LOstarmie as a threat. Also, Starmie’s weaknesses to bug and dark type attacks is covered by the fighting-typings of both Machamp and Infernape, while Starmie possessed the Psychic type resistance that is invaluable to the aforementioned fighters. This decent synergy earned Starmie a place on my team.



So my offensive core is complete. Now I needed two or three defensive Pokémon who at the same time can offer offensive options. I looked up tried-and-tested defensive cores such as SkarmBliss and CeleTran. The offensive pace of this team did not allow for the stallish nature of either Skarmory or Blissey, resulting in CeleTran being the prime choice for my defensive core.





The sixth Pokémon, the last piece of the jigsaw, would have to be a high-tempo lead that can give me momentum from the start. Candidates for this role included Infernape, anti-lead Dragonite, scarfed Jirachi, Starmie, and Azelf. As Infernape and Starmie are already part of my team, I cannot use them again as a lead. A disturbing weakness to ground was lingering on my mind as I made this choice, and with a friend’s advice I opted for a Life Orb Azelf lead [the set will be explained later on]. The team is now complete.






*Before I get to the team, I would just like to state that all members are either female or genderless to prevent gimmick teams using moves such as Attract.
*Choices in bold represents the current move / nature / item that I am using.
Detailed team analysis:

Azelf @ Life Orb
Ability: Levitate
EVs: 32Atk/224Spe/252SpAtk
Nature: Naïve (+Spe, - SpDef)
-Psychic
-Energy Ball / Grass Knot*
-Fire Blast
-Explosion
This Azelf is used to net me a quick KO from the start and give me momentum for the match. Many people who EV their leads to survive an attack by Naïve Lead Azelf are caught out by this set, due to the extra power that Life Orb provides. Psychic acts as a great STAB move, while Energy Ball and Fire Blast are there for type coverage. Explosion is preferred over Hidden Power Ground or Fighting due to it doing more damage to Pokémon such as Heatran and the fact that it gives me an option to beat the Uxie leads and Blisseys that come in after a KO. Max Special Attack is used to maximize damage output, while 224 EVs were put into speed to outspeed other base 115s that invest merely 216 EVs to outrun base positive 110s.
Match up against top ten April OU leads:
Azelf: Usually I would open with a Psychic to break its sash while it taunts or sets up rocks. If it taunts, I would go to Heatran while it sets up rocks. Explode straightaway if it sets up rocks on the first turn.
Aerodactyl: Rock slide does about 50% damage, so I Psychic to break its sash and see whether it decides to attack, taunt or set-up rocks. If it attacks, Machamp would be switched in to take on Aerodactyl. If it opts for either of the latter 2 options, I Psychic again for the 2HKO.
Swampert: Energy Ball for the 1HKO.
Metagross: Fire Blast for the 1HKO on Lum variants due to the extra damage provided by Life Orb. For Occa variants, I Fire Blast again for the 2HKO if it sets up rocks or go to Heatran if he meteor mashes.
Jirachi: Fire Blast from the off and see what happens. Both Iron Head and U-turn fail to 1HKO, thus I am afforded another turn to switch if they choose to attack. Fire Blast has a 50% chance of 1HKOing Jirachi, if it chooses to set-up rocks or trick me a scarf that I don’t mind at all.
Infernape: Against Infernape I will let it hit me with fake out before using Psychic to bring it down to 1hp. It will then set-up rocks or use Fire Blast, and I will kill it with Psychic or go to Starmie to finish it off.
Machamp: Lead Machamps are EVed to survive a Psychic from a normal Azelf, but with a boost from Life Orb I 1HKO Machamps easily.
Ninjask: These are a pain for any Pokémon, and usually I will Psychic straight from the off to prevent it from passing a potentially dangerous swords dance boost.
Roserade: Psychic to bring it down to 1hp, while it forces me to sleep. I’ll go to Starmie while it sets down one layer toxic spikes and finish it off.
Tyranitar: Explode on it to do about 70% damage before going to Heatran to finish it off with Earth Power.
*Note: Energy Ball is used over Grass Knot due to the presence of a glitch in the system that prevents Grass Knots from receiving Life Orb boosts.

Machamp (F) @ Leftovers / Life Orb
Ability: Guts
EVs: 252Hp/240Atk/16Spe
Nature: Adamant (+Atk, -SpAtk)
-Low Kick
-Payback
-Ice Punch / Substitute
-Thunder Punch / Stone Edge
I noticed a 4-attack Machamp set with both elemental punches first on Oh_My_Kevin’s RMT, so props to him for devising this set. I had tested the set, but have obtained mixed results throughout the test. Oh so frequently does this Machamp find its way onto the battlefield via a switch in from the likes of Blissey, and I found myself crippled by status in the form of Thunder Wave or Will-O-Wisp all too often for my liking. Thus, I modified the slightly though turning the table around Pokémon such as Rotom-A and Blissey, absorbing the status and activating Guts, giving itself a 50% boost in power. Most notably, under the effect of Guts, a Payback is now a 1HKO on standard Rotom-A, factoring in Stealth Rock damage. Given Machamp’s natural bulk, it is rare that a Pokémon is able to 1HKO it, and many a times I have survived STAB moves from the most offensive of Pokémon, hitting them back with a 4x effective move in the form of the elemental punches (yes, I am referring to Salamence and Gyarados). Dynamic Punch is missed occasionally for the confusion, as damage output isn’t compromised due to many foes being heavy. Also, I get many surprise KOs on Pokémon attempting to set-up on a burnt and intimidated Machamp. The EVs are standard, besides the 12 Speed EVs which were put there to outrun other Machamp running 4, 8 or even 12 Speed EVs.
Currently testing out Sub+3 Attacks Machamp instead. But with a Life Orb to ensure KOs at -1 on Gyarados and Salamence. (Minimum 75.5% damage to DDmence and Offensive Gyara with Life Orbed Stone Edge at -1 attack, minimum 60% on BulkyGyara.) I've liked the set due to the amount of prediction that it eases, especially against Pokemon such as Scarfed Tyranitar. Will be keeping it as a SubChamp with 3 attacks for now. As recommended by Ginganinja.

Celebi @ Leftovers
Ability: Natural Cure
EVs: 208Hp/4Def/180Spe/112SpAtk
Nature: Modest (+SpAtk, -Atk)
-Grass Knot
-HP [Fire]
-Thunder Wave
-Stealth Rock
This Celebi was included in the team for many reasons. One would be its useful resistances, to ground, electric, grass, psychic and water amongst others. Next, it provided a means to status my opponent, via thunder wave, which would allow Machamp or Heatran to do their job of removing Infernape’s counters better. Also, it provided a bulky water check with Grass Knot, the power of which is beyond belief. The EVs given results in a one-over leftovers number for HP, which maximizes recovery and reduces residual damage. It also ensures a 1HKO on Scizor with HP [Fire] and allows me to outspeed Adamant Base 90s (most notable Lucario) to kill them before they can wreak too much havoc on my team. Running such speed also ensures that I am faster than all non-scarfed Heatran, allowing me to paralyse them to stop them right in their tracks. The lack of recovery outside of leftovers hurt me, but I couldn’t find anywhere else to place Stealth Rock, and usually Celebi gets its job done before dying, so it isn’t too much of a problem there. However, I do admit that I am heavily reliant on Celebi and recover would come in handy in many circumstances, so help here would be great!

Heatran (F) @ Shuca Berry
Ability: Flash Fire
EVs: 252SpAtk/252Spe/4Hp
Nature: Naïve (+Spe, -SpDef)
-Flamethrower
-Earth Power
-HP [Electric]
-Explosion
Heatran is a great Pokémon, consistently netting me 1-2 kills per match. Too many people assume a scarf once they see a lack of leftovers recovery, leaving themselves open for a 1HKO to enemy Pokémon such as Gyarados, opposing Heatran and Blissey. Before I started with this team, I had noticed that with the rise of Scarfed Tyranitars came the rise of Skarmories, leading to the rise of bulky Gyarados who can easily taunt and set-up on such Skarmories. These Gyarados do not run many speed EVs, and usually I will outrun and kill them with HP [Electric] before they even do anything, removing one very effective and common counter of Infernape’s. Explosion is for bulky waters and Blisseys, while Flamethrower and Earth Power are pretty self-explanatory. Shuca Berry allows me to survive any attack from dragons and explode for a quick kill.

Starmie @ Life Orb
Ability: Natural Cure
EVs: 4Def/252Spe/252SpAtk
Nature: Timid (+Spe, -Atk)
-Ice Beam
-Thunderbolt
-Hydro Pump / Surf
-Recover
Starmie made its way into my team just by virtue of being a pain in the neck for other sides. The three attacks provide great coverage alongside each other, hitting all of OU for at least neutral damage except Abomasnow and perhaps Lanturn. Starmie, besides being an effective sweeper, acts as an excellent part-time check to the likes of Salamence and Pokémon such as Gliscor, who are both easily 1HKOed by Starmie’s Ice Beam. Having said that, there has been many times whereby Infernape was not even needed; Starmie, using her great speed and decent special attack, swept all by herself! The four moves listed above are pretty straightforward. The only real concern I have with Starmie would be the choice between Hydro Pump and Surf. I’d much rather reliability over power, however in this case Surf misses out on a few specific KOs, most notably on Gengar and Zapdos (after Stealth Rock damage), who can both run through my team late-game if it unchecked. Currently using Surf, I am reliant on Life Orb recoil or Substitute's 25% HP drain to beat Gengar via surf. Advice on this matter is very much appreciated.

Infernape (F) @ Life Orb
Ability: Blaze
EVs: 4Hp/252Atk/252Spe
Nature: Jolly (+Spe, -SpAtk)
-Swords Dance
-Fire Punch / Flare Blitz
-Mach Punch
-Close Combat
Infernape is the star of the team. Usually, I will be able to get her in on choice-locked pursuit or bullet punch, allowing her a free turn to swords dance on the switch and sweep from there. I’ve swept many teams with this Infernape, with its great dual STAB moves. The presence of Swords Dance, Fire Punch and Close Combat are self-explanatory. Mach Punch is chosen over Stone Edge because it, through priority, gives me a way to deal with Scarfed Tyranitar and Scarfed Heatran, plus pick off frailer and faster foes that might have been weakened earlier in the battle. Also, the team supports Infernape by removing the counters where Stone Edge is required, such as Gyarados. One thing would be the choice between Fire Punch and Flare Blitz. I have originally started off with Flare Blitz but have too often found myself dead before sweeping was done, due to a combination of the Life Orb and the recoil. So far, Fire Punch has been doing well, 1HKOing physical walls such as Metagross and Forretress. However, the main Pokémon which I wish for Flare Blitz against would be Rotom-A. Without Flare Blitz and deprived of Close Combat, I am only able to do 66.1% - 78% worth of damage to standard Rotom-A with Fire Punch, while Flare Blitz would ensure a KO with a minimum of 105.6% damage. Again, any advice given on this power versus survivability issue would be greatly appreciated.
Calcs:
+2 Infernape 252Atk/Jolly/Life Orb Close Combat versus..
Standard Wish Vaporeon: 95.3% - 112.5%
Physically-Defensive Hippowdon: 71% - 83.8%
Curse Hippowdon: 87.4% - 103.1%
Standard Rapid Spin Donphan: 94.3% - 111.4%
Standard Milotic: 92.6% - 109.4%
Shuckle: 69.1% - 81.5%
Crocune: 70.5% - 83.2%
Offensive Suicune: 113.2% - 133.3%
Standard 252Hp/252Def Swampert: 83.4% - 98.3%
Toxic-spiking Tentacruel: 72% - 84.9%
+2 Infernape 252Atk/Jolly/Life Orb Fire Punch / Flare Blitz versus..
Standard Spiker Skarmory: 97% - 115% / 156.3% - 183.8%
Standard Forretress: 187.6% - 221.5% / 299.4% - 353.7%
Agiligross: 131.3% - 155% / 208.5% - 246.2%
Tank Gross: 90.7% - 107.1% / 144% - 169.8%
Standard Bronzong: 132% - 156.2% / 211.2% - 248.5%
Tank Dusknoir: 54.4% - 64.6% / 88.1% - 104.1%
SubPunch Dusknoir: 71.8% - 84.7% / 113.6% - 134
Standard Gliscor: 61.3% - 72.3% / 98.3% - 116.1%
Defensive DualScreen Jirachi: 122.3% - 144.6% / 195% - 230.2%
Standard defensive Rotom-A: 66.1% - 78% / 105.6% - 124.3%
Rest-Talk Rotom-A: 80.3% - 94.7% / 128.3% - 151%
Physically defensive Zapdos: 58% - 68.4% / 93.2% - 109.7%
Specially defensive Zapdos: 81.5% - 95.8% / 130.3% - 153.5%
Offensive Zapdos: 96.9% - 114% / 155% - 182.6%
+2 Infernape 252Atk/Jolly/Life Orb Mach Punch versus..
Standard Scarftar: 157.9% - 186%
Standard SDLuke: 138.8% - 163%
Revenge-killer Weavile: 284.5% - 335.4%
SpecsJolt: 80.8% - 95.2%
ScarfTran: 86.1% - 102.2%
ScarfRachi: 40.2% - 47.6%
+1 Infernape 252Atk/Jolly/Life Orb Close Combat versus..
Classic Mixmence: 55.8% - 65.8%
New Mixmence: 59.2% - 69.8%
Offensive Gyarados: 59.5% - 70.1%
Bulky Gyarados: 47.8% - 56.2%
Team Comments:
This team has been great fun to play with, notching me a win-loss record of 32-7 on the ladder so far. It has surely been one of my most successful teams, and I have thoroughly enjoyed the countless times that I have notched a surprise KO or swept with either Infernape or Starmie. That’s it for the team, please suggest any changes you might recommend for the team, and thanks in advance!
[Threat list to follow below]
Offensive Threats:
Pokemon listed as threats will have moving sprites.
Moderate threats are listed in Orange and huge threats are listed in Red.































Defensive threats:















As you can see the success of my team is heavily based on the prevention of opposing Pokemon from setting-up. I am reliant strategy because I feel that slapping a Choice Scarf on one of my Pokemon opens a very big hole in the defenses of my team, potentially allowing another sweeper to set-up. Okay, the RMT is now complete.
Again, please suggest any recommendations that you might have and thanks in advance for the rate!
Final Credits:
Sprites are from Global Trade Station, Pokesho and SZubuza@Photobucket
Threat list is from Haunter at the RMT sticky thread.