Bad with names

Hey smogon this is a team im testing and i was just looking for ways to improve it. It sets up toxic spikes really easily and stealth rock pretty decently to weaken opponents for either sigilyphs stall out or tyranitars dragon dance sweep late game. I have done decent with this team (about 60% of battles i do are wins) but i still feel like it could improve so without furtherado here is my team.


Changed in Red
At a Glance:
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561.png
598.png
593.png
545.png
485.png




In Depth:



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Heatran (M) @ Air Balloon
Trait: Flash Fire
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Stealth Rock
- Hidden Power [Ice]
- Earth Power
- Fire Blast


Stealth rock to hurt those guys who don't like my toxic spikes and or to really hurt those who get both *cough volcarona cough* Earth power is there for other fire types and or steels, rocks, etc. Fire blast is for the 180 Power pain in the butt comin at ya. Hidden power ice is for those nasty dragons and or gliscor who think they can wall heatran (which doesnt make sense because even fireblast does a lot of damage to gliscor) Air balloon heatran actually seems to suprise people. I don't know why but they just don't expect it now (which is weird cause about 4 months ago it was extremely popular) The EVs provide max speed and special attack.






598.png

Ferrothorn (M) @ Choice Band Trait: Iron Barbs
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature (+Atk, -Spd)
0 Speed IVs
- Gyro Ball
- Bulldoze
- Power Whip
- Payback


Oh choice band ferrothorn. Works wonders in battles because nobody expects him to do anything. OHKOs politoed and or some variants of tentacruel and other water types (excluding slowbro) Hits other guys HARD with gyro ball as it is 150 base STAB move that is gonna hurt no matter what. This guy will be a pain in the butt to take down. Roughly 270 sdef, 298 def and i believe with choice band he has like about 430 attack along with 352 hp means your gonna have issues with this guy. Gyro Ball for a stab making it a total of 225 base power move combined with that sky high 430 attack means its gonna hurt. Power whip to KO those nasty water types. bulldoze and payback are filler because again i couldn't think of any and it seems kinda useless to add a move like leech seed due to the choice band so these were what i came up with.




Gliscor (M) @ Toxic Orb
Trait: Poison Heal
EVs: 244 HP / 176 Def / 88 Spd
Impish Nature (+Def, -SAtk)
- Earthquake
- Facade
- Protect
- Swords Dance








248.png

Tyranitar (M) @ Chople Berry
Trait: Sand Stream
EVs: 4 att / 252 hp / 252 Sdef
Jolly Nature (+Spd, -SAtk)
- Crunch
- Superpower
- Pursuit
- Rock Slide

Ahhhh dragon dance tyranitar. Even after 1 dragon dance it has the same speed as scarf tyranitars and same attack as banded tyranitars and gets to choose multiple moves. Pretty simple he comes in late game on something he can counter. Uses dragon dance while opponent switches and most of the time he can sweep from there. Fire punch is for jirachi, ferrothorn, any other steel types that are rude enough to think they can handle him. Stone edge is for a grat STAB move that will do alot of damage to things like gliscor and such. Crunch is for anything else i cant get. The only thing he has a hard time hitting is swords dance terrakion.






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Jellicent (M) @ Leftovers
Trait: Water Absorb
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Taunt
- Recover
- Scald
- Protect

I have a rough time choosing between taunt and protect because with toxic spikes i don't want to be taunting the opponent i want to be stalling them out for more hazard damage. So i went with protect. Scald and toxic to get levitaters or steel types to laugh at them because they though they got out of poison. Recover is obviously there so that he can recover his HP when he needs too.







561.png

Sigilyph (M) @ Flame Orb
Trait: Magic Guard
EVs: 252 HP / 60 Def / 140 SDef / 56 Spd
Bold Nature (+Def, -Atk)
- Cosmic Power
- Roost
- Stored Power
- Psycho Shift



Oh man such a forgotten yet powerful poke. Usually outclassed by reunicles which is understandable but this guy can stall. A lot. He cosmic powers once or twice and your gonna hate trying to bring him down. If you are a p0hysical attacker and aren't poisoned he will burn you to hinder your attack right when you think you are about to kill him after bringing down his health little by little he can roost. Then once he gets + 6 in each defence and special defence (by here its almost a garunteed win for me anyways) he can use stored power for an awesome STAB move. There was a sigilyph craze when KG posted Solums Core but now you don't see too many of these. He has great synergy with the rest of the team especially tyranitar. and he can do alot of residual damage to opponents just by stalling.



K people thats my team i hope it isn't too horrible and thanks in advanced for the rate.
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YG9DlnJvDvkAAAAASUVORK5CYII=
Jufx3XpOLqWMYhmEYhmEYhmEYhmEYhmEYhmEYhmEYhpHkDxYXeQAzXodXAAAAAElFTkSuQmCC
Rk3ol5esvQAadhiLihEKhUCgUCoVCoVAoFAqFQqFQ6FP0P83peMf5+SUzAAAAAElFTkSuQmCC
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IN-DEPTH TEAM RATE IN SPOILER:

Hey smogon this is a team im testing and i was just looking for ways to improve it. It sets up toxic spikes really easily and stealth rock pretty decently to weaken opponents for either sigilyphs stall out or tyranitars dragon dance sweep late game. I have done decent with this team (about 60% of battles i do are wins) but i still feel like it could improve so without furtherado here is my team.

At a Glance:
248.png
561.png
598.png
593.png
545.png
485.png




In Depth:
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Scolipede (M) @ Focus Sash Trait: Swarm
EVs: 4 ATK / 252 HP / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Toxic Spikes
- Steamroller
- Spikes
- Earthquake
Now before i start getting comments like "scolipede is weak" or "only idiots use him" or something like that (because trust me i have heard these in battles) scolipedes role on this team is NOT to attack his role is to set up toxic spikes. With 355 speed, and a focus sash it is almost garunteed to get up two layers of toxic spikes. If he has Hp left after then he attacks and even then his attacks aren't ment to KO they are just ment to weaken the opponent. So toxic spikes is there for an obvious reason. Megahorn for a stab which does have the potential to OHKO tyranitars. Poison Jab is mostly filler because i couldn't think of another move to place. Earthquake is to threaten those fire and rock types that put a toll on scolipede. The only time i don't set up toxic spikes is if my opponent has like 4 or 5 guys immune to them (ex: gliscor, rotom, latios, ferrothorn, scizor, and politoed) I battled that team and didn't set up toxic spikes because there really wasn't any point in wasting it but anyways that is what this guy does and again his role ISN"T to attack so if you say he sucks at attacking i will agree with you because he only needs to setup toxic spikes.

HE'S NOT MEANT FOR ATTACKING. HE NEEDS TO SET UP MANY HAZARDS ASAP. DON'T RUN POISON POINT, AS YOU WANT TO PUT BADLY POISON ON UR ENEMY, NOT REGULAR POISON. SWARM ALLOWS YOU TO DO MOAR DMG WITH STEAMROLLER, WHICH IS PREFFERED OVER MEGAHORN, AS IT HAS MOAR ACCURACY, AND CAN FLINCHHAX, WHICH IS HELPFUL CONSIDERING HIS HIGH SPEED.
252 IN HP SO HE CAN SET UP MOAR HAZARDS.




598.png

Ferrothorn (M) @ Choice Band Trait: Iron Barbs
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature (+Atk, -Spd)
0 Speed IVs
- Gyro Ball
- Bulldoze
- Power Whip
- Payback
Oh choice band ferrothorn. Works wonders in battles because nobody expects him to do anything. OHKOs politoed and or some variants of tentacruel and other water types (excluding slowbro) Hits other guys HARD with gyro ball as it is 150 base STAB move that is gonna hurt no matter what. This guy will be a pain in the butt to take down. Roughly 270 sdef, 298 def and i believe with choice band he has like about 430 attack along with 352 hp means your gonna have issues with this guy. Gyro Ball for a stab making it a total of 225 base power move combined with that sky high 430 attack means its gonna hurt. Power whip to KO those nasty water types. bulldoze and payback are filler because again i couldn't think of any and it seems kinda useless to add a move like leech seed due to the choice band so these were what i came up with.
THIS IS WEIRD... BUT I GUESS IT COULD WORK...




485.png

Heatran (M) @ Air Baloon
Trait: Flash Fire
EVs: 252 HP / 100 SAtk / 156 SDef
Bold Nature (+Def, -Atk)
- Stealth Rock
- Hidden Power [Ice]
- Earth Power
- Fire Blast
Stealth rock to hurt those guys who don't like my toxic spikes and or to really hurt those who get both *cough volcarona cough* Earth power is there for other fire types and or steels, rocks, etc. Fire blast is for the 180 Power pain in the butt comin at ya. Hidden power ice is for those nasty dragons and or gliscor who think they can wall heatran (which doesnt make sense because even fireblast does a lot of damage to gliscor) Air balloon heatran actually seems to suprise people. I don't know why but they just don't expect it now (which is weird cause about 4 months ago it was extremely popular) The EVs provide max speed and special attack.
THIS WORKS OK, BUT DON'T RUN MAX SPEED. IT'S SERIOUSLY A WASTE UNLESS YOU RUN A CHOICE ITEM. RUN A BULKY SET. IT WORKS WAY BETTER IF UR GONNA RUN SR ON HIM.





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Tyranitar (M) @ Lum Berry
Trait: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Crunch
- Dragon Dance
- Stone Edge
- Fire Punch
Ahhhh dragon dance tyranitar. Even after 1 dragon dance it has the same speed as scarf tyranitars and same attack as banded tyranitars and gets to choose multiple moves. Pretty simple he comes in late game on something he can counter. Uses dragon dance while opponent switches and most of the time he can sweep from there. Fire punch is for jirachi, ferrothorn, any other steel types that are rude enough to think they can handle him. Stone edge is for a grat STAB move that will do alot of damage to things like gliscor and such. Crunch is for anything else i cant get. The only thing he has a hard time hitting is swords dance terrakion.
THIS WORKS FINE.





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Jellicent (M) @ Leftovers
Trait: Water Absorb
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- PROTECT
- Recover
- Scald
- TAUNT
I have a rough time choosing between taunt and protect because with toxic spikes i don't want to be taunting the opponent i want to be stalling them out for more hazard damage. So i went with protect. Scald and toxic to get levitaters or steel types to laugh at them because they though they got out of poison. Recover is obviously there so that he can recover his HP when he needs too.
THIS WORKS, BUT TAUNT IS BETTER SO NOBODY SETS UP ON YOU.
DON'T RUN TOXIC AND SCALD ON THE SAME SET.







561.png

Sigilyph (M) @ Flame Orb
Trait: Magic Guard
EVs: 252 HP / 60 Def / 140 SDef / 56 Spd
Bold Nature (+Def, -Atk)
- Cosmic Power
- Roost
- Stored Power
- Psycho Shift

Oh man such a forgotten yet powerful poke. Usually outclassed by reunicles which is understandable but this guy can stall. A lot. He cosmic powers once or twice and your gonna hate trying to bring him down. If you are a p0hysical attacker and aren't poisoned he will burn you to hinder your attack right when you think you are about to kill him after bringing down his health little by little he can roost. Then once he gets + 6 in each defence and special defence (by here its almost a garunteed win for me anyways) he can use stored power for an awesome STAB move. There was a sigilyph craze when KG posted Solums Core but now you don't see too many of these. He has great synergy with the rest of the team especially tyranitar. and he can do alot of residual damage to opponents just by stalling.
THIS IS NICE. KEEP IT.


K people thats my team i hope it isn't too horrible and thanks in advanced for the rate.
F3NMzLZnM1Guef1QjS9Xj5DNVY9ZoE7rqBk1ddV3l70ps496x22677bbbbrutxP4DOmhY+bNhUzwAAAAASUVORK5CYII=
YG9DlnJvDvkAAAAASUVORK5CYII=
Jufx3XpOLqWMYhmEYhmEYhmEYhmEYhmEYhmEYhmEYhpHkDxYXeQAzXodXAAAAAElFTkSuQmCC
Rk3ol5esvQAadhiLihEKhUCgUCoVCoVAoFAqFQqFQ6FP0P83peMf5+SUzAAAAAElFTkSuQmCC
AGPLrLWagn0AAAAASUVORK5CYII=
LrkX6rxL3HrwtWw9HU1NTU1NTU1NRUnv4DqPYzqRB87xgAAAAASUVORK5CYII=
OVERALL:
THIS IS A DECENT SANDSTALL TEAM THAT COVERS WEAKNESSES PRETTY WELL. HOWEVER, YOU HAVE THE "SANDSTORM NIGHTMARE SYNDROME". A WELL BUILT ARCANINE OR INFERNAPE (OR ANYTHING RUNNING FIRE-ELECTRIC-FIGHTING COVERAGE) CAN EASILY SWEEP YOUR ENTIRE TEAM, OR CAUSE ENOUGH DAMAGE FOR THE REST OF YOUR ENEMY'S TEAM TO SWEEP YOU. MAYBE PUT IN A DRAGON OR A BULKY PHYCHIC (LIKE MEW, FOR EXAMPLE) TO HELP YOU OUT.
 
If you'd like to use Scolipede's raw power to the very best, why don't use a buff move + three physical attack moves? Replace Poison Jab with Swords Dance. Poison Jab is an o.k. move, but it's not going to be getting you anywhere. I like your idea on Ferrothorn, but the thing is, it gets easily OHKOed by Hydreigon w/ Choice Specs + Fire Blast, due to not having any Defense EVs invested into it. Don't run Toxic + Scald on the same set. If Scald burns the target, Toxic is completely useless. Therefore, remove Toxic and put Will-o-Wisp or Taunt. Taunt prevents other Jellicent from using Will-o-Wisp + Protect and other enter hazard set-uppers. Will-o-Wisp is basically there if you'd like to burn the opponent without taking the chance with Scald. Pretty standard set on Sigilyph and Tyranitar. Pokemon that can take out this team pretty easiler are Thundurus, Hydreigon, CBand Darmanitan, Chestorest Volcarona, CSpecs Chandelure, and Conkeldurr w/ Flame Orb + Drain / Mach Punch.
 
Hey there,

This is gonna be a small rate since I'm a bit short in time, but I'd change Poison Jab for Spikes on Scolipede. Your team will cause a lot of switches, making good use of Spikes damage. SR+Spikes+TS is a deadly combination.
 
Your Scolipede is grand, but i would suggest running Swarm over Posion point, so when you get down to your sash, you have an extra powerful Megahorn if you ever wanted to use. Also, Posion Jab is redundant. I suggest running Spikes over it. This is just in case your opponent happens to be running a Posion type on their team. If your opponent doesn't really mind T spikes on their field, then you can always use spikes instead.

I don't like that huge fighting weakness, despite the fact that your running 3 resists (1 a suicide lead, so it doesn't really count). Excadrill could come in and ruin your day. You'd really need to protect your Heatran if you ever hope of taking him down.

EDIT: Damn Ninjas.
 
K sorry i havent posted updates. I changed poison jab to spikes and changed the ev to hp on scolipede. Next as for the hydreigon fireblast thing honestly if there is a choice specs hydreigon im gonna switch to heatran forcing another switch also bringing more damage to them from SR and spikes and or toxic spikes.
 
Hey there.
On Ferrothorn, use spikes > payback. Payback doesnt really hit anything noteworthy that your other two moves cannot hit harder. Spikes may seem weird on a CB set, but it is very useful for, if example, you predict a switch to a pokemon like Skarmory or another Ferrothorn.

On Jellicent, the standard Stallbreaking set would work much better.

Jellicent (M) @ Leftovers
Trait: Cursed Body
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Will-O-Wisp
- Recover
- Shadow Ball
- Taunt

This would let you stop pokemon like Ferrothorn and Skarmory from setting up entry hazards all over your team, and stop Jellicent from being set up fodder in general. Cursed body is useful as it can help stop sweeps from pokemon such as Trick Room Reuniclus.

On Tyranitar, Ice Punch > Fire Punch. Your team seems more weak to Gliscor than to Ferrothorn, so the ability to have a 50-50 shot at ohkoing Gliscor after 1 Dragon Dance is very helpful. Tyranitar can also live an EQ, and can set up a second dragon dance, guaranteeing an ohko.

I also see your reasoning in using Scolipede, but it seems like a wasted slot just to set up Toxic Spikes. Also, your team is extremely weak to Thundurus.

Latias (F) @ Leftovers
Trait: Levitate
EVs: 252 HP / 4 SDef / 252 Speed
Timid Nature (+Speed, -Atk)
- Calm Mind
- Recover
- Dragon Pulse
- Hidden Power Fire

Use a Calm Mind Latias over Scolipede in order to fix this weakness a bit.
CM Latias can also beat Scizor and Ferrothorn with HP fire, something your Tyranitar cannot do.
 
Hey man nice team. Dragon Dance Tyranitar just doesn't do well in this metagame. I'd suggest trying a Scarf set in order to check Thundurus, who can destroy your team after one boost. Volcarona is a also a problem. Jellicent is a decent check, but loses handily to Chesto Rest. Try running a specially defensive set instead. A moveset of Flamethrower | Toxic | Stealth Rock | Roar works great with 248 HP | 252 SpD | 8 Spe Calm natured. Another neat thing about toxic on Heatran is that it helps you avoid last 'mon sweeps from Volcarona. Scoliepede's Toxic Spikes are really hindering the team more than helping it as they allow Tyranitar to avoid a burn from Sigilyph and no one on your team benefits. Try running Gliscor in place of Scolipede. This allows you to check Excadrill, another large threat to your team. A set with swords dance | earthquake | ice fang | taunt works good with 252 HP | 176 Def | 80 Spe Impish nature.

Finally, I don't see you taking advantage of Ferrothorns choice band set so I'd just run the standard spikes set. If you were to run a set with spikes | gyro ball | leech seed | power whip with 252 HP | 48 Def | 208 SpD sassy nature and leftovers, then Ferrothorn would work much more smoothly. Jelllicent should probably be shifted to the more defensive version as you will need the extra defense to be switching into threats like Infernape and Scizor. An ev spread of 252 HP | 144 Def | 112 Spe bold nature would be much more efficient. A set with scald | will-o-wisp | taunt | recover would also work much better against the likes of Skarmory and more defensive teams in general.

Pretty solid team. Good Luck.
 
K sorry i havent posted updates. I changed poison jab to spikes and changed the ev to hp on scolipede. Next as for the hydreigon fireblast thing honestly if there is a choice specs hydreigon im gonna switch to heatran forcing another switch also bringing more damage to them from SR and spikes and or toxic spikes.

FRIGGIN' SWEET. IT'S NICE TO SEE PPL LISTEN TO ME. XDD.
 
Excadrill can straight up 6-0 this team, as your only check is Balloon Heatran; switching directly into it is very risky and you can't forget about Rock Slide's rather high 30% flinch chance. Bulk Up Conkeldurr also has the potential to get off a clean sweep once it grabs a boost, seeing as Sigilyph's burns only make him stronger. Swords Dance Air Balloon Terrakion can grab an SD against Ferrothorn locked into Bulldoze and then outright sweep you; your only way of outspeeding it is Scolipede, who can't OHKO it thanks to Balloon guarding it against Earthquake.

Nasty Plot Thundurus, Quiver Dance Volcarona and Specs Latios all have a field day here; nothing can safely switch into their attacks and they 2HKO everything on your team. My suggestion to fix the problems with the physical threats is to try a Gliscor in Scolipede's place to counter Excadrill; Scolipede is the most replaceable member because his Toxic Spikes are just going to conflict with Sigilyph's attempts at burning its foes. Gliscor also gives you an extremely solid switch to Terrakion and Conkeldurr.

Gliscor @ Toxic Orb | Impish | Poison Heal | EVs: 244 HP / 176 Def / 88 Spe
Swords Dance | Protect | Earthquake | Facade

244 HP gives a maximum Poison Heal recovery number, which is very useful in conjunction with Protect (which is also used to scout choice users such as Specs Latios). 176 Def hits a bonus point so you can safely counter the aforementioned physical threats, and 88 Spe outruns other Gliscor. Facade is chosen instead of Ice Fang so you can wear down Rotom-W switchins, who could still hit your Sigilyph hard even after a Cosmic Power boost.

Now, to address the weakness to special attackers, I don't agree with changing your Heatran to a specially defensive variant to fix the special attacker problem as AB2 suggested because you will still lose to last Pokemon Volcarona, since at that point you won't be able to phaze it anymore. I recommend using a more defensive variant of Tyranitar to fix this problem. With a spread of 252 HP / 4 Atk / 252 SpD, using a Careful nature, holding a Chople Berry and running a moveset of Rock Slide / Crunch / Pursuit / Superpower, he will be able to check all of the special attackers that I outlined as major threats earlier. Dragon Dance Tyranitar is not effective in this metagame; even at +2, he is outrun by Excadrill, Scarf Landorus, and Scarf Terrakion, he is revenged by the omnipresent Scizor's Bullet Punch, while Conkeldurr and opposing Gliscor wall him for days. With these changes I think your team will look quite solid, good luck.
 
Solid team, although Thundurus is going to prove to be a huge problem. After one nasty plot, your entire team is ko'd very easily and you really have nothing that you can do about it. For a quick fix, I would try running choice scarf Tyranitar over your current version. Although dragon dance Ttar is a pretty effective sweeper, it is revenge killed by quite a lot of threats such as Excadrill and Scizor. Choice scarf Tyranitar with a set of crunch | pursuit | stone edge | superpower would work really well with the nature and ev spread that you are currently running. Volcarona can be a pain to this team too. It sets up quiver dances for free on Heatran and can ko easily with hp rock. I would just swap Heatran to the specially defensive variant so that threats like volcarona are no longer as big of a problem. A set with flamethrower | toxic | stealth rock | roar would work really well with a calm nature and a spread of 248 HP | 252 SpD | 8 Spe. The best item choice would be leftovers for this set.

Unfortunately, Scolipede seems to be the weakest link on this team. Excadrill is also a huge threat to this team as after a boost absolutely nothing on this team can take any of its attacks. Gliscor would fit well on this team over Scolipede as it has the ability to switch into Excadrill and fighting types with ease. Toxic spikes on this team really makes Sigilyph and Jellicent Tyranitar bait. Once Tyranitar gets poisoned, you will be unable to burn it with Sigilyph and it and it will proceeed to destroy both it and Jellicent. Gliscor would work with a set of swords dance | earthquake | taunt | ice fang and an ev spread of 252 HP | 176 Def | 80 Spe with an impish nature and a toxic orb.

Finally, I would swap Ferrothorn to the traditional spiking set so that Sigilyph will have some support while attempting to set up a sweep. A set with spikes | leech seed | gyro ball | power whip with a sassy nature and an ev spread of 252 HP | 48 Def | 208 SpD with leftovers would work really well. Jellicent's ev spread should be swapped to 252 HP | 144 Def | 112 Spe with a bold nature would work much better. Especially when Jellicent is switching into threats such as Infernape and Scizor, you will need the extra defense boost. A set with Scald | Will-o-Wisp | Taunt | Recover would also work excellently as well for outrunning Skarmory and taunting it.

This is a pretty solid team. Good Luck.
 
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