You turn, I turn, we all turn for U-Turn! (4th Gen OU RMT)

Wow, that was a mouthful, wasn't it? I suppose "U-Turn Team" would've sufficed...

Anyway, hello Smogon community, I am FlameSaber, and this is my first Rate My Team! Moreover, this is my first post at all on Smogon, though I have been lurking for a while. I am fairly new to competitive battling, but I have been playing Pokemon since RBGY (albeit, it was my cousin's, and I played my friend's Silver, with Sapphire being the first I owned (Ruby was sold out D: )).

Now, for a little background on this team. One day, I was in the Battle Factory on my Heart Gold file, when I fell in love with a U-Turn using Infernape. Then spawned the idea of making a team full of U-Turn users to slowing wither down the opponents HP, and scout their team.

Ironically, what was originally supposed to be a gimmick team to fool around with became my most successful team. I have had decent success (for a newbie, I would like to think it was decent). Unfortunately, I haven't been able to find out my ladder score. :(

Note that I play Standard on Poke Labs, so Salamence and Latias (not holding Soul Dew) are permitted, and if either can pose a particular threat to my team, please do mention it. Now, without further ado, the team itself:

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In Depth:
(Changes in Bold)

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Rachi (Multipurpose-Lead)
Jirachi @ Choice Scarf
Trait: Serene Grace
Jolly (+Spe, -SpA) 4 HP / 252 Atk / 252 Spe
-Iron Head
-Stealth Rock
-Trick
-U-Turn / Thunder Wave / Elemental Punch

I love this thing to death. It is great at dealing with so many leads, either flinching them to death, or crippling walls with trick and setting up Stealth Rock in the process. I can't count how many times Iron Head has saved me. Even if it's used against a Poke that resists it, flinch hax can get me through. Stealth Rock is essential, since this team likes to force a lot of switches, and that residual damage helps net some KOs. Spikes would be nice too, but I don't know of any offensively based Spike users that would fit into the team. Perhaps Roserade, but I'm not sure what I'd replace, and I don't think I have enough room for a spin blocker as well. U-Turn is there of course because this is a U-Turn team! I have tried Ice Punch in that final slot for slightly better revenge killing prowess, but every time I did, it seemed U-Turn would have been more useful. :(

Update: I've been testing a few non-U-Turn options for this team, one of them being Thunder Wave on Jirachi. With it, this thing is hellbent on crippling something (or several things) before it goes down. Pretty happy with it, though U-Turn does have better use in some situations.

Update 2: I actually have been using various elemental punches in conjunction to adding Thunder Punch on Flygon to better deal with Gyarados. It's worked better than the previous times I've tried.

EV Spread is just the standard Choice Scarf one.

In addition to all that, he's served well in testing opposing Poke's speed (to determine EV spreads, if it's scarfed or not, etc.), absorbing status (while he doesn't particularly enjoy it, he takes status much better than much of the rest of the team), and as death fodder for even more scouting.

Now, I know Heatran is supposed to be a huge counter to Jirachi, and that's why he's not used as a lead so much, but between Flygon's Earthquake, Infernape's Close Combat/Mach Punch, and to a slightly lesser extent, Zapdos and Starmie's attacks, I haven't had much trouble with Heatran. o_o

For all he does, my Jirachi deserves a better nickname. Unfortunately, I could not come up with anything. :( On a slightly separate note, I do have another Jirachi on another team named Rachai Latte, but it performs a different role, and should be used together with the likes of Cafe Latiato and other coffee minded Pokemon.

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Goggles (Revenge Killer/Scout/Ballsy)
Flygon @ Choice Scarf
Trait: Levitate
Jolly (+Atk, -Def) 252 Atk / 4 SpD / 252 Spe
-Outrage
-Earthquake
-U-Turn
- Thunder Punch / Fire Blast (Formerly Stone Edge)

For the most part, your standard Scarf Flygon. Two Scarfers may seem redundant, but Goggles is much more of a Revenge Killer, while Jirachi is more for annoying/support. Despite being a revenge killer, he's normally my first switch in, to just hit something. In fact, she and Jirachi actually juggle some teams all by their selves. Not really KOing anything, but just racking up damage.

Lonely nature to increase attack, while keeping Google's special attack up. I chose a -Def nature, because Googles is my initial switch in to Heatran, so I want to keep my SpD as high as I can.

She also packs an all important electric immunity, as well as other nice resistances, plus another ground immunity.

Fire Blast replaced Stone Edge because I don't really have problems with Gyarados nor Zapdos, and the only times I have used Stone Edge, it seems that Fire Blast would have worked just as well, if not much better. Particularly against Skarmory. Stone Edge would help nail some things on the switch, and is safer for overpredictions against Heatran, but it hasn't really served me well, so I'll be trying out Fire Blast.

Update: I liked Fire Blast in the third slot very much, though I have also used Thunder Punch, to better deal with Gyarados. A few Fire duties can be relegated to Jirachi by giving him Fire Punch in his fourth slot. I had a stint with a Lonely nature for more hitting power, and to not weaken Fire Blast, but ultimately brought it back to Jolly so as to outspeed non-Jolly Metagross, and Fire Blast did enough with negative nature, anyway.

Also, despite being the only Female on the team (well, originally I didn't pay attention to gender, but Goggles sounded cute, so I made her female), she's got the most balls out of any of them. Seemingly stupid Outrages have saved me a few times from total loss, and actually, they've sometimes led me to victory.

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Ravage (Mixed Sweeper/Status Absorber/Destroyer)
Salamence @ Lum Berry
Trait: Intimidate
Naive (+Spe, -SpD) 252 Atk / 4 SpA / 252 Spe
-Dragon Dance
-Outrage
-Earthquake
-Fire Blast

One of the suggestions by Blazin Kickin Chicken for better late game sweeping. After setting up, Ravage, well... ravages. Outrage puts a dent even in things that resist it, with Earthquake hitting the steels that do resist it. Fire Blast is for better damaging Skarmory, Forretress and Scizor. Although his moves are nearly identical to Flygons, he serves more of a sweeper role.

The Lum berry is really nice for absorbing sleep, burns and paralysis which could end a sweep. It also cures the confusion brought by Outrage, and lets me continue my attacking spree without having to switch out, also retaining any stat-ups.

Ravage also adds another water and fire resist, which is very helpful.

He's swept whole teams, or at least cause a lot of damage. I can see why he would be elevated to Uber status. Still, sometimes I find him randomly KO'd by some Ice attack coming out of nowhere, so Ravage isn't immortal.

Update: I love you.

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Hot Head (Mixed Sweeper/Wall Breaker)
Infernape @ Life Orb
Trait: Blaze
Naive (+Spe, -SpD) 252 Atk / 62 SpA / 196 Spe
Close Combat
Mach Punch
Overheat
U-Turn / Taunt

Just a fairly typical Physically-based mixed Infernape. Close Combat for wrecking things, Overheat for nailing physical walls. U-Turn for scouting and added damage. Mach Punch has really saved me from the likes of SD Lucario, and Agility Empoleon that I've let set up. It's also nice for finishing weakened opponents. Mach Punch has even somehow saved me from a Baton Pass team. Extra priority is always nice.

He does nicely to break stall, so long as I predict correctly. Other than that, there's not really too much to mention, that I can think of.

Update: One of the other non-U-Turn options I've been testing is Taunt on Infernape. This helps beat setup sweepers, baton pass teams, and stall (even more so than before).

Also, I run 4 more EVs to outspeed opposing MixApes.

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Scissors (Cleanup/Multipurpose)
Scizor @ Choice Band
Trait: Technician
Adamant 248 HP / 252 Atk / 10 SpD
Bullet Punch
Pursuit
Superpower
U-Turn

Another choice user?! Yeah, I know. It seems weird, but Scissors here does well to patch up some things in my team. I'm sure you're all familiar with what it can do. But if not, STAB Technician Bullet Punch for a powerful priority attack, Pursuit for trapping Ghosts/Psychics, Superpower for a counter-counter, and STAB U-Turn for racking up damage.

Originally, I ran a max speed spread, but I found out that was fairly useless, even for the moves that weren't Bullet Punch, so I changed that. Tested a spread made to take a Specs Draco Meteor from Latias, per suggestion of Blazin Kickin Chicken. It worked, but wasn't really necessary.

10 resistances, with a weakness resisted by three of its teammates (though Starmie and Infernape won't be doing much tanking). Er, other than that, I don't think there's much more to mention here either.

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Starlightz (Rapid Spin Support/Special Sweeper)
Starmie @ Life Orb
Trait: Natural Cure
Timid 4 HP / 252 SpA / 252 Spe
Hydro Pump
Thunder Bolt
Ice Beam
Rapid Spin

Just a standard offensive LO Starmie. With three choice users, and a team centered around U-Turn, you can see how residual damage from entry hazards would be a problem. So of course, I needed a Rapid Spinner. Starmie was an easy choice, because it keeps up offensive pressure with that powerful Hydro Pump, and the BoltBeam combo for great coverage. I have had very few problems with Gyarados, thanks to this.

Update: I love you, too.

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Benched Members:

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Zap Two (Special Sweeper)
Zapdos @ Life Orb
Trait: Pressure
Timid 252 SpA / 4 Def / 252 Spe
Thunder Bolt
Heat Wave
Hidden Power Grass
Roost

Great against rain teams and DD Kingdra that have setup, and for messing around with switch-ins, but it was easily walled by Blissey and Snorlax. With its good coverage, it could beat half a team if allowed to, but ultimately, Salamence proved more useful from its sheer power. When playing by Smogon rules, with Salamence banned, I use this. With a Life Orb, it easily beats my nemesis, Vaporeon.

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Buddy (Physical Sweeper)
Lucario @ Life Orb
Trait: Inner Focus
Adamant 4 HP / 252 Atk / 252 Spe
Swords Dance
Close Combat
Extreme Speed
Crunch

Typical Swords Dance Lucario. One of the suggestions by Blazin Kickin Chicken for better late game sweeping prowess. Its time on my team was short lived though, as it brought me up to three fire weaknesses. While I did have three resists, two of the three didn't like taking hits very much, so that was a problem.

Alright, that's them. Now, I'm not going to do a comprehensive threat list, but I will note Pokemon I have had an issue with.
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Vaporeon/Jolteon - The siblings from hell. :( More annoying than anything, but they can be taken down with some prediction/good play.

Yeah, after just a little bit of changing, most the problems I've had got cut down. If I do come across anything problematic though, I will edit this post.

Well, that's it for now. I would very much appreciate any help for improving this team. And even though it is based around U-Turn, I would be fine replacing it on a Poke to make my team more competitive; that was just the idea that started the team. Oh, also, if you have any tips for making a better RMT, I'd appreciate those too!

Thanks,
FlameSaber
 
If you ask me, this team is cool. But Spikes and Stealth Rock really enjoys your team, you really should be careful at using Starmie.

One more thing, your Mach Punch on Infernape seems odd. I don't see the Luke weakness here. Sure Starmie is OHKO'd by +2 ES, but is Zapdos OHKO'd by ES? Even after SR damage? You could use Thunderpunch for more coverage, trust me, I use this set(pwned on Shoddy). I love the Infernape set. Sweet team.

Good Luck, sorry if I suck, that's all the suckness I have.
 
Hello, this seems like a solid U-turn team, althoug, like all teams, I think there are some problems that could be fixed.

First off, you say that Latias and Salamence are allowed in the metagame you are playing. In this case, I would recommend changing your Scizor's spread to not be 2HKO'd by Specs Lati's Draco Meteor. The spread is 176 HP / 228 Atk / 104 SDef (saw Setsuna post it here), as once it kills Scizor it will have a party firing off Draco Meteors off against the rest of your team, especially because your Jirachi is going to be Tricking its Choice Scarf off alot of the time.

You also mentioned how stall is somewhat of a problem. I don't really see this, because you have Infernape and LO Rapid Spin Starmie, the latter of which is incredibly hard for stall to kill without losing all of its entry hazards. Its only safe switchin that does not get 2HKO'd is Blissey, who you are free to Spin on.

One thing I have experienced about a team utilizing U-turn is how it allows you to scout and form an effective gameplan for a late-game sweeper. To me, it seems like Zapdos is not really doing much for you. Now there are two options for late-game sweepers I think you could use. They are Dragon Dance Salamence and Swords Dance Lucario.

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Lucario @ Life Orb
Adamant Nature (+Atk, -SAtk)
Trait: Inner Focus
EVs: 4 HP / 252 Atk / 252 Spe
- Swords Dance
- Close Combat
- Crunch
- ExtremeSpeed


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Salamence @ Lum Berry
Naive Nature (+Spe, -SDef)
Trait: Intimidate
EVs: 252 Atk / 4 SAtk / 252 Spe
- Dragon Dance
- Outrage
- Earthquake
- Fire Blast


It is really up to you which of these you want to use. Your team has great partners to both sets, and whichever one you choose should do well in the endgame after you have scouted. I would personally go with Lucario thanks to its ability to kill stall, which you feel you have a problem with, but that opens you up slightly to Offensive Suicune. If you'd like to use Lucario but find being slightly weak to Off. Cune unappealing, you could use Jolly to outrun and pick it off with Close Combat after a hit or two from Starmie. Lucario also helps somewhat against Vaporeon, as you can Swords Dance on a predicted Protect (you live even if it decides to Surf) and then smash its ass with a +2 CC.
Meanwhile, Salamence provides the second ground immunity that Zapdos did, and just pure raw power even before a DD. Fire Blast hits Skarmory harder than Fire Fang would, which is why I included it. The reason I included Lum Berry is because this way, you can beat lead Roserade without losing something to sleep and letting it lay up T-Spikes. U-turn with Jirachi to break the Sash and then absorb the sleep with Mence's Lum, threatening to kill it with whatever move. If you go with Lucario, you'll have to hope that Jirachi can get a flinch on Roserade first turn, or that Sleep Powder misses (not a very large chance to hit with already poor accuracy and the 60% flinch chance). Lum Berry also sets up on things such as Rotom-A who may try to burn you with Will-O-Wisp.

If you want to keep Zapdos I'd use Life Orb over Leftovers, simply because the extra power does help when facing foes such as Heatran.

Overall good team, brings back fun memories of Latias/Salamence :) Good luck!
 
If you ask me, this team is cool. But Spikes and Stealth Rock really enjoys your team, you really should be careful at using Starmie.

One more thing, your Mach Punch on Infernape seems odd. I don't see the Luke weakness here. Sure Starmie is OHKO'd by +2 ES, but is Zapdos OHKO'd by ES? Even after SR damage? You could use Thunderpunch for more coverage, trust me, I use this set(pwned on Shoddy). I love the Infernape set. Sweet team.

Good Luck, sorry if I suck, that's all the suckness I have.
Yeah, they gobble my team up if it gets shuffled too much, and I can't Rapid Spin them away.

Since my Zapdos has a purely offensive spread, it is OHKO'd after Stealth Rock (assuming I don't get any leftovers recovery, if I do, then it's up in the air, no pun intended). There's also a chance of OHKOing Flygon, especially if it's taken previous damage, which is usually the case. Jirachi is OHKO'd by Close Combat, and can't do anything in return due to Inner Focus. Scizor may be able to take it out with Bullet Punch after a few rounds of Life Orb/residual/previous damage, but then my team may already be in shambles. Mach Punch is probably my most efficient way of dealing with it, unless it tries to set up on someone who can KO it.

I think I've got electric attacks well covered by Starmie and Zapdos, and the few times I'd use it, I'd rather switch in to either of those two.

Thanks, though, and don't worry, I suck too. xD
Hello, this seems like a solid U-turn team, althoug, like all teams, I think there are some problems that could be fixed.

First off, you say that Latias and Salamence are allowed in the metagame you are playing. In this case, I would recommend changing your Scizor's spread to not be 2HKO'd by Specs Lati's Draco Meteor. The spread is 176 HP / 228 Atk / 104 SDef (saw Setsuna post it here), as once it kills Scizor it will have a party firing off Draco Meteors off against the rest of your team, especially because your Jirachi is going to be Tricking its Choice Scarf off alot of the time.

You also mentioned how stall is somewhat of a problem. I don't really see this, because you have Infernape and LO Rapid Spin Starmie, the latter of which is incredibly hard for stall to kill without losing all of its entry hazards. Its only safe switchin that does not get 2HKO'd is Blissey, who you are free to Spin on.

One thing I have experienced about a team utilizing U-turn is how it allows you to scout and form an effective gameplan for a late-game sweeper. To me, it seems like Zapdos is not really doing much for you. Now there are two options for late-game sweepers I think you could use. They are Dragon Dance Salamence and Swords Dance Lucario.

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Lucario @ Life Orb
Adamant Nature (+Atk, -SAtk)
Trait: Inner Focus
EVs: 4 HP / 252 Atk / 252 Spe
- Swords Dance
- Close Combat
- Crunch
- ExtremeSpeed


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Salamence @ Lum Berry
Naive Nature (+Spe, -SDef)
Trait: Intimidate
EVs: 252 Atk / 4 SAtk / 252 Spe
- Dragon Dance
- Outrage
- Earthquake
- Fire Blast


It is really up to you which of these you want to use. Your team has great partners to both sets, and whichever one you choose should do well in the endgame after you have scouted. I would personally go with Lucario thanks to its ability to kill stall, which you feel you have a problem with, but that opens you up slightly to Offensive Suicune. If you'd like to use Lucario but find being slightly weak to Off. Cune unappealing, you could use Jolly to outrun and pick it off with Close Combat after a hit or two from Starmie. Lucario also helps somewhat against Vaporeon, as you can Swords Dance on a predicted Protect (you live even if it decides to Surf) and then smash its ass with a +2 CC.
Meanwhile, Salamence provides the second ground immunity that Zapdos did, and just pure raw power even before a DD. Fire Blast hits Skarmory harder than Fire Fang would, which is why I included it. The reason I included Lum Berry is because this way, you can beat lead Roserade without losing something to sleep and letting it lay up T-Spikes. U-turn with Jirachi to break the Sash and then absorb the sleep with Mence's Lum, threatening to kill it with whatever move. If you go with Lucario, you'll have to hope that Jirachi can get a flinch on Roserade first turn, or that Sleep Powder misses (not a very large chance to hit with already poor accuracy and the 60% flinch chance). Lum Berry also sets up on things such as Rotom-A who may try to burn you with Will-O-Wisp.

If you want to keep Zapdos I'd use Life Orb over Leftovers, simply because the extra power does help when facing foes such as Heatran.

Overall good team, brings back fun memories of Latias/Salamence :) Good luck!
Alright, I'll try out that spread. Couple of funny things I've found out about Latias, though. They always seem to run at the first sight of Scizor, almost regardless of the set (though I don't think I have seen one that runs HP Fire yet). And also, its usage is far below Flygon's.

Oh, and I usually only trick against a stall team, or stall oriented Poke; most of the time I've found spamming a +1 Speed Iron Head more beneficial against offensive and balanced teams.

As for stall, that's where the "If I mispredict too much on Infernape" part comes in. I think that problem should be more or less fixed with changing Stone Edge to Fire Blast on Flygon, though I haven't gotten to test it yet.

In regards to Zapdos, it's my best counter to Rain Dance teams, and DD Kingra that have been allowed too much setup (though I can revenge a +1 Kingdra with Flygon). It has also single-handedly swept halves of teams. I will try out both of your suggestions, though, they both seem to have really nice benefits to my team.

As for going against lead Roserade, I'm not too worried about Toxic Spikes, since four of my team (even if I switch Zapdos for either of your recommendations) are immune to them, Starmie has Natural Cure, and although it will wear down Infernape even more, this team's doing a lot of switching anyway. It would be better to have nothing sleeping than something sleeping, though.

And for Life Orb on Zapdos, I used the damage calculator, and the lowest possible roll against most Heatran would be 49.5, so it's very unlikely that I'd miss a 2HKO, unless it has leftovers. Against specially defensive ones, I probably won't be leaving Zapdos in anyway. However, there was something I did like about adding the Life Orb- it gives a chance to OHKO Vaporeon (and even after Wish+Protect, the next time it's hit, it'll be KO'd)! I'll do testing on all three to see what I like the best, though.

Thanks for your help. :)

Edit: Funny thing, first match I had testing Luke, there was a Roserade lead, and it put Jirachi to sleep. xD Second match, there was an offensive Suicune, which I thought was defensive, so I tricked it... I ended up loosing that (though it wasn't a full sweep, I took it out, but still lost in the end). xD Also, I think I have too much of a fire weakness using Luke. While I do have three resists, only one of them takes them well, and the other two, I need to keep alive for as long as possible. I'll be trying Mence now.

Edit2: Salamence is going well for me so far! The Lum berry has also helped against Smeargle that try to put me to sleep. I think I'll be keeping him.
 
You have yourself a pretty solid team, however there are a few problems that can be patched up. You are mainly weak to strong steel types: LO agiligross can 6-0 you fairly easy, and they run enough speed to beat at least adamant, if not jolly, Flygon. SD Lucario and Scizor can do the same at full health of if Infernape is down, which is likely at late game esp with LO, and repeated switching. Also some waters in general might be difficult to handle (vappy as you mentioned. I have a few suggestions to fix this:

-Try a Specs Zapdos over Salamence. It may sound odd, but it decimates bulky waters, checks Metagross/Lucario/Scizor, and can even U-Turn switch ins like Tyranitar/Blissey easily, allowing you to go to Scizor for more U-Turn damage. You have rapid spin already too. The set would be Timid w/ T-bolt/Heatwave/Hidden Power (Ice/Grass)/U-Turn. It hits with similar power to Salamence without being steel fodder as well.

-Fire Punch on Jirachi. This checks luke/scizor and gives a second attacking options rather than being walled by alot of stuff.

-Thunderpunch on Flygon: Bulky Gyara at full health can sweep you rather easily, so thunderpunch might help with this.

If Zapdos doesn't work or you don't like the set, you can also try a mix-dancing Salamence. It's like your Salamence except you drop fire blast for Draco meteor. This allows you to DD, KO any weakened bulky waters (like 80% w/ LO) and sweep or wreck the other team for starmie/scizor to clean.

EDIT: Also I second the SpD bulky scizor as it helps against Jolteon, Starmie, Shaymin, and Gengar as well.
 
You have yourself a pretty solid team, however there are a few problems that can be patched up. You are mainly weak to strong steel types: LO agiligross can 6-0 you fairly easy, and they run enough speed to beat at least adamant, if not jolly, Flygon. SD Lucario and Scizor can do the same at full health of if Infernape is down, which is likely at late game esp with LO, and repeated switching. Also some waters in general might be difficult to handle (vappy as you mentioned. I have a few suggestions to fix this:

-Try a Specs Zapdos over Salamence. It may sound odd, but it decimates bulky waters, checks Metagross/Lucario/Scizor, and can even U-Turn switch ins like Tyranitar/Blissey easily, allowing you to go to Scizor for more U-Turn damage. You have rapid spin already too. The set would be Timid w/ T-bolt/Heatwave/Hidden Power (Ice/Grass)/U-Turn. It hits with similar power to Salamence without being steel fodder as well.

-Fire Punch on Jirachi. This checks luke/scizor and gives a second attacking options rather than being walled by alot of stuff.

-Thunderpunch on Flygon: Bulky Gyara at full health can sweep you rather easily, so thunderpunch might help with this.

If Zapdos doesn't work or you don't like the set, you can also try a mix-dancing Salamence. It's like your Salamence except you drop fire blast for Draco meteor. This allows you to DD, KO any weakened bulky waters (like 80% w/ LO) and sweep or wreck the other team for starmie/scizor to clean.

EDIT: Also I second the SpD bulky scizor as it helps against Jolteon, Starmie, Shaymin, and Gengar as well.
Now that you mention it, I have been 4-0'd by an Agiligross, but most of the ones I've gone against were still out-sped by Flygon, though that might have been before I switched to Lonely; I'm not sure...

SD Scizor and Lucario hasn't been too much of a problem with Intimidate + Fire Blast from Salamence, and Life Orb variants are taken down by Starmie, if it has enough health to take a Bullet Punch (though the Scizor is out-sped if it uses anything but BP). For some reason though, whenever I go against one, my Infernape is always at near-full health. o_o

Besides Vaporeon, most bulky waters haven't been an issue; I always get to trick Jirachi's Scarf to any Swampert, Suicune gets KO'd by Starmie, Kingdra can be revenged, if not killed right out, and Gyarados I'll mention later. Specially Defensive Milotic could be an issue, but I always seem to crit/status hax them. :/

Specs Zapdos is actually interesting. I'll try that out. I used a Zapdos previously, but it was walled to hell by Blissey, and didn't really have a way to fight back. It also means another choice user on my team, bringing it up to four (technically three, if Jirachi tricked his away) Mence doesn't do too bad against steels though, especially with the Lum Berry curing its confusion.

I haven't had a problem with any Gyarados, thanks to Starmie. Unless it has bounce, or max attack, it's beaten outright (or switches to an Electivire :(), otherwise, it's weakened, then revenge killed by Flygon.

Jirachi usually just cripples whatever it can, then is used as a scout/death fodder, or last-ditch-effort flinch haxor. I have tried the other two punches in case Starmie ever gets KO'd, though they haven't helped. I figured with three fire users, I wouldn't need Fire Punch on Jirachi, but I could try it out.

I'll also try Draco Meteor on Mence. Is there a different spread I should use, or will the one I have now do?

Did a calc; with the alternate spread, Scizor takes 69.5% - 82.2% from a Timid LO Starmie's Hydro Pump, as opposed to 74.3% - 87.8% with the standard set. Basically, its the difference between there being a chance to be KO'd by Hydro Pump after taking Stealth Rock damage once or not. So I can't really directly switch in, but it does make using U-Turn once slightly more likely. Specs Thunder Bolt from a Timid Jolteon isn't a OHKO after stealth rock either way, and Bullet Punch has a decent chance of OHKO. HP Fire from a Timid LO Gengar or Shaymin is a OHKO either way. Earth Power from a Timid LO Shaymin also fails to 2HKO either way.

Thanks.
 
At the very least, standard Agiligross run adamant + 196 which beats neutral Flygon. Due to this and its bulk the best way to check Agiligross is walling it with levitating electrics or steels.

Very true. If you decide to keep mence you may also want to consider a bulky spread that can even set up on CBzor (I've used it in the past, it works well).

Offensive Suicune is a major threat though. After a CM, it can OHKO everyone but Jirachi, and it can also tank out a t-bolt from Starmie, but you can probably wear it down with that and outrages.

The main reason why it might work is U-turn. You can scratch a Blissey switching in and go to Scizor/Infernape for big damage. Having 4 choice users can be risky, but with two stall breakers, trick, rapid spin and 4 u-turns it should be fine.

For the Salamence set, run Naive, 252 Spe, 224 SpA, and 32 Atk. Moving more to attack is up to you, but having more SpA makes it easier to KO swampert with with DM and a bit of chip damage than Jirachi can lure in.
 
Agiligross can EV'd to outspeed Jolly scarf'gon, but it needs to be jolly itself, adamant versions will fail to do so. I still recommend Jolly on scarfgon, as even with the power drop fire blast 2hko's physical defensive skarmory and does a number to forretress / scizor, in other words it gets all the thko and ohko's it needs.

Pretty solid team though, has most of the resistances covered, as well as threats.
 
At the very least, standard Agiligross run adamant + 196 which beats neutral Flygon. Due to this and its bulk the best way to check Agiligross is walling it with levitating electrics or steels.

Very true. If you decide to keep mence you may also want to consider a bulky spread that can even set up on CBzor (I've used it in the past, it works well).

Offensive Suicune is a major threat though. After a CM, it can OHKO everyone but Jirachi, and it can also tank out a t-bolt from Starmie, but you can probably wear it down with that and outrages.

The main reason why it might work is U-turn. You can scratch a Blissey switching in and go to Scizor/Infernape for big damage. Having 4 choice users can be risky, but with two stall breakers, trick, rapid spin and 4 u-turns it should be fine.

For the Salamence set, run Naive, 252 Spe, 224 SpA, and 32 Atk. Moving more to attack is up to you, but having more SpA makes it easier to KO swampert with with DM and a bit of chip damage than Jirachi can lure in.
Ah, alright then. I'll run positive speed.

I'll look into that, but do you have any spread in mind?

I haven't gone against very many Suicune, but most of the ones I have gone against were taken out easily by Starmie, but yeah, if that didn't work, most of the rest of my team is faster than it, so I should be able to KO it.

Yeah, I think it could work, it just seems a little much to have that many choice users.

Alright, I'll try that out, thanks. :)
Agiligross can EV'd to outspeed Jolly scarf'gon, but it needs to be jolly itself, adamant versions will fail to do so. I still recommend Jolly on scarfgon, as even with the power drop fire blast 2hko's physical defensive skarmory and does a number to forretress / scizor, in other words it gets all the thko and ohko's it needs.

Pretty solid team though, has most of the resistances covered, as well as threats.
I've had a Skarmory stall me out of Fire Blast PP once, so I thought I might need to run a nature neutral to SpA. It was probably Specially Defensive, though. Fire Blast against the Physically Defensive set does 51.5% - 61.1%, so with leftovers, there's a chance to not 2HKO, albeit its small. But yeah, I'll change it back to +Spe.

Thanks. :)
 
Alright, did some testing.

Specs Zapdos was fun to play around with, but four (eh, three and a half) choice users caused too much inflexibility, and it was still walled to hell and back by the pink blobinator. U-Turning to Infernape/Scizor didn't help too much, since it was then allowed to switch out. I think one of the nice things that happened when I added Salamence over Zapdos the first time around was that I had another thing that could take down Blissey as opposed to be walled by it, and made essentially useless until the Bliss was taken down.

Tried a Naive MixMence with 32 Atk / 224 SpA / 252 Spe, and DD/Outrage/EQ/DM. Really didn't help against Vaporeon, the only bulky water I had much of a problem with. Perhaps it was because I wasn't using a Life Orb, though.

Also tried a bulky Salamence. Jolly; 248 HP / 10 Def / 252 Spe; DD/Outrage/EQ/Roost. Not quite enough attack power, and I'd have to sacrifice speed to survive two Bullet Punches without Intimidate. Actually had a Scizor switch into a +1 EQ, and survive with ~10%. Again, no Life Orb, though.
 
If you are still having trouble with blissey, you could try adding swords dance/nasty plot on Infernape. It essentially beats 5/6 of a stall team (with grass knot/stone edge you lose to scarf tar and with mach punch you lose to gyara that are above 60%) and can pressure your opponent from bringing in Blissey. SDape can also OHKO Vaporeon easily with CC. Other than that, I would just stick with the Salamence if you are having Blissey problems.

With life orb it should 2hko by dealing ~60% and then ~30% or you could just hit it with DM and DD while it wish/protects. Most carry HP electric for Gyara anyway. Mixmence can't do any real damage without life orb though. Standard mixmence with roost is also an option because it can constantly switch in and recover.

Yea the set I used was 252 HP/180 def/76 spe, jolly. It set up on Scizor and luke all day but the set loses out on around 60 atk points. Yache/lefties/lum.
 
Just chiming in to say that you should run an Offensive Suicune of your own over Starmie. They're really similar in terms of attacking coverage, but Starmie can't handle Gyarados after a DD unless it's really healthy, which isn't going to be the case late-game. Suicune has plenty of bulk to take on Gyarados and other threats, and makes for a good boosting sweeper with Calm Mind. If stall is problematic, you could also go SubCM with max HP to take on Blissey, but it's not as good a fit for your otherwise heavily offensive team.
 
Don't have Blissey/stall troubles anymore; that was back around the first 1-2 incarnations of this team.

Mmm, I guess I'll try it with a Life Orb, then.

As for offensive Suicune, I wouldn't mind switching it for Starmie, but I kinda need Rapid Spin support with how often this team switches.
 
your team seems very simular to Lee's: Team Beautiful Death

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I would recommend using a lead Lum berry metagross, as it will allow you to beat lead Machamp, it gives you an exploder and is imo better than lead Jirachi, and alot better at setting up rocks. Metagross is also not choiced and having 3 choiced users is a bad idea, even if one of them has trick, it still reduces your options and with an offensive team you do not want to give away offensive momentum.

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I would also think a mix mence would be better than DD-mence as it helps Infernape sweep and has some instant hitting power and helps vs stall. You could even use specs mence like Lee, but that would be too many choiced users.

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But I do think flygon is a better choice than swampert, flygon can revenge kill and also lures in salamence switch ins, so that mix mence can predict and pawn them (or DD mence can know not to set up).

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You have a huge gyarados weakness, it just needs one DD and it's GG. Metagross and mix mence will be better as they cannot be set up on. But I recomend using thunderpunch over fireblast on Flygon, as fire blast is not needed if you use mix mence. Changing starmie to a defencive starmie would also allow you to beat gyarados, otherwise it can easilly set up and sweep you.

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You also have problems with offensive suicune, however it is handle able, just it will always cost you a pokemon, so I will leave it.
 
Yeah, I've been seeing a lot of Starmie-Scizor-Infernape. Salamence being in common as well is kinda funny, though. Still, the sets and play style is pretty different.

Lead Machamp are either flinched to death, or weakened and revenge killed, so those aren't a problem. So far the only lead I've had any problem with was lead Heatran, but that's kinda obvious; Jirachi doesn't fare overly well against any variant of Heatran. I did try out Metagross though, and he worked out decently. Stealth Rock was indeed put up more consistently, and that helps against things like Gyarados. Meteor Mash + Bullet Punch doesn't have quite as much utility as Choice Scarfed Iron Head, in my opinion. Explosion does beat defensive-oriented Pokes, but Trick can cripple them quite effectively without sacrificing a Pokemon. Explosion is better for things that have been allowed to setup, though. Yet still, Choice Scarfed Thunder Wave, while seemingly gimmicky, is also really effective against those that boost their speed.

Tried MixMence with a Life Orb, and yeah, it works much better than without in terms of KOing things, but I kinda miss my Lum Berry.

Also, switching Fire Blast on both Flygon and Salamence to Thunder Punch and Draco Meteor, respectively, has me loosing out on some firepower [/pun], and things like Skarmory and Forretress have an easier time setting up, not to mention Scizor having an easier time KOing each of the two.

As for DD Gyarados, after one DD, if it's bulky, then Starmie scares it out (unless it has bounce, which could be a problem). If it's max attack (especially Life Orb variants), then Starmie is probably KO'd, but its much easier to revenge kill.

Offensive Suicune doesn't always cost a Poke; it kinda depends on how well it's used. Sometimes I can get around it KOing anything.

Thanks, though.
 
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