You Gotta be Drillin me! (ohhh the pun...)

Hey there,
It's me Acatia, back again with a new underdog team (ok granted in all likelyness you have no clue who I am I'll just keep going). As you're about to see if you're not familiar with my previous teams (odds are you're not, its not like I'm famous eh?) I tend as much as possible NOT to use common pokemon/sets, so thats just me trying to throw a quick shoutout that you won't find any Weather abusing teams or Deo-S/Ferro/Latios/Conk gallore and such, underdogs are meant to think outside of the box even if its more risky. Anyway enough of the introduction, here's some substance to this party (aka RMT...). As usual I'm listing what I've tried and what I've thought for the sake of someone possibly pointing me out.

Side Note
I TRY to be as original as possible, hense why I'll always avoid very common stuff like Ferrothorn or Blissey, so keep that in mind when you go and ask "where the hell is your Latios/Hydreigon/Bulk Up Conkeldurr !!" and that kind of stuff. I hope you guys will enjoy the hopeful originality. (thought it might be worth saying twice... in case it didn't reach the first time).

I like team preview, do you?

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Strategy Meeting, Got Your Game Face On? Then Its GO Time!!


Moemon_Scizor.png

Name: Kagenui (Shadow Stitch)
Item: Leftovers / Occa Berry
Ability: Technician
Nature: Careful
EVs: 252 HP / 4 Def / 252 Sp.D
-Baton Pass
-Agility
-Light Screen
-Bug Bite / Bullet Punch

Bet ya thought "BS underdogs, you got a Scizor!!". The twist though is that I couldn't care less if someone feel like Will-O-Wisping this guy. None of that predictable Roost set or ever so common Banded set. Kick up an Agility or Screen, depending on what's in my face and then quickly BP away to the real deal on the team. To do so in a safer way I go full throttle on defences, luckily good natural physical defences + amazing typing + heavy special investments make up for a 344 / 237 / 284 defence core. Not exactly a perfect defensive spread but since most attacks coming against Scizor are usually special based it works out (the day I start taking more EQs then Fire Blasts I'll change that). The Taunt proof slot has good reasons on both cases, but given I'll nearly always at least have an Agility up, Bug Bite's raw output overshadows Bullet Punch's priority. Props on Bug Bite for nabbing a few Machamps' Lum, good times. In either cases they rest on Scizor's natural atk stat so they aren't anything on par with the casual Scizor, but that's obviously not his role anyway so meh.


rhyperior1.png

Name: Rawr Smash
Item: Life Orb / Leftovers
Ability: Solid Rock
Nature: Jolly
EVs: 252 Atk / 4 Def / 252 Spd
-Earthquake
-Rock Blast / Stone Edge / Rock Slide
-Megahorn
-Swords Dance / Substitute / Aqua Tail

Idk about you, but I'm usually glad to know Rhyperiors are slow as fuck, cuz an angry AND fast Rhyperior is scary. Mine is designed to be Scizor's primary receiver (which also pairs well cuz he resist's Scizor's sole Fire weakness). With 1 Agility, Rhyperior's at 392 Speed, effectively outspeeding everything in the game slower then a Gyarados after it has already set a Dragon Dance, and given Rhyperior is sporting a tiny little 416 atk stat on top of Ground/Rock dual STAB, anything outside of a dedicated physical wall is getting drilled a new one. Megahorn is a must for most Grass and Psychic. The Rock move has plenty of opportunities, Blast for Subs breaking, Edge for pure Raw (although redundant with the same power EQ has) and Slide for Flinches. Given Substitute is a common support move, Blast does take the lead, but I'm still testing on that. The last slot serves a specific purpose in every cases. SD is when opponents switch away, literally becoming one of the biggest nightmare ever with 832 F-ing atk. Sub is to prevent status but has to be used on the switch in case of Prankster users (luckily he's immune to TWave). Aqua Tail is basicly the anti Donphan / Gliscor move but that's as far as it goes since Ground/Rock STAB coverage fairs better otherwise.


milotic.jpg

Name: Narissa
Item: Leftovers
Ability: Marvel Scale
Nature: Calm
EVs: 252 HP / 240 Def / 16 SpD
-Scald
-Dragon Tail
-Rest
-Sleep Talk

A very big inner conflict is opposing Milotic and Suicune for this spot. Both function in similar fashion as both sets fully use RestTalking and Scald, but it comes to Phazing Vs Bulky offence. Either way I needed a Water type to close the primary trio. The EV build rounds at 394 / 254 / 319 defences before Marvel Scale, and 394 / 381 / 319 after. Dragon Tail loses its priority penalty under RestTalk. Scald does what Scald does (oddly enough Narissa has an incredibly high Burn rate so yay her). There's not much left to say after that. She's very bulky and easily takes on practicly anything not Super Effective STAB, RestTalking negates the threat of residual toxic. She also loves hazards, which comes in the shape of the next pokemon. I suppose Milotic might have done a better job then Suicune overall if I were to sum the entire generation up to this point....


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Name: CELEBI (can't legitly rename the lil guy)
Item: Leftovers
Ability: Natural Cure
Nature: Calm
EVs: 252 HP / 200 Def / 56 Sp.D
-Stealth Rocks
-Psychic / Energy Ball / U-turn
-Leech Seed
-Thunder Wave

Here's where the hazards come in. At first I wanted a Heracross, but he can't learn SR, went to Pinsir, but ended with too many physical oriented pokemons (shame too cuz Pinsir was awesome). At some point I decided carrying a 2nd Bug wasn't all that useful in general and went for Grass instead, with that in mind Celebi fit the bill perfectly. As Pinsir's polar opposite Celebi fills in more of a team player role than the stagbeetle did. Leech Seed and TWave are both amazing moves to spread on your opponent's team, and I'm not even talking about the heroic moments on the turn I sap a Chancey/Blissey's HP cuz people tend to believe I run an offensive build I suppose. The Tauntfree move is still up on testing. Psychic is the strongest one of em all, Energy Ball has the perks of not having anything immune to it (though there's a lot of 4x resist) and U-turn serves to scout which is always handy on a pseudo lead (in all fairness this is as close as a lead as I've got around here)


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Name: SkyBreak
Item: Leftovers
Ability: Pressure
Nature: Calm
EVs: 248 HP / 8 Def / 228 Sp.D / 24 Spe
-Thunderbolt
-Heat Wave
-Hidden Power Ice
-Roost

Shame Lightning Rod is still illegal, oh well. A slightly more offensive oriented bulky Zapdos. Celebi is already taking care of TWave so Zapdos is free to go wild on coverage. Zapdos also makes a great secondary Baton Pass receiver, while not as meaningful as for Rhyperior, Zapdos' natural sp.a is already painful enough and with a speed boost it will also be another dangerous pokemon with his 286 Sp.A (with no investments whatsoever) and 242 Spe (484 should an Agility be passed). Defences hold at 383 / 207 / 300 which are fairly ok. Not exactly a special wall by the book but close enough. Tbolt is obvious STAB, HP is for BoltBeam and Heat Wave is the nice consolation price for not being allowed to use Lightning Rod. Roost and Lefties to do his bulky job.


InfernapeC.jpg

Name: Asuka
Item: Wide Lens / Focus Sash / Lum Berry
Ability: Blaze
Nature: Jolly
EVs: 4 HP / 252 Atk / 252 Spe
-Swords Dance
-Blaze Kick
-Rock Slide
-Mach Punch

At first I used a ScarfTran here, but since I switched Pinsir for Celebi... Rhyperior was my only physical pokemon left (since Scizor isn't really meant to attack). The Scarf was also quite a great tool, but switching moves means my monkey lady can also benefit from Agility passing, though obviously the least among the whole crew it could always be used should Rhyperior fall (on top of laughing to myself at 692 Spe). Her atk hits 614 after 1 SD which is pretty darn cool for such a fast pokemon. Coverage is top notch. Rock Slide over Stone Edge as just like Milotic burns literally everything, Infernape misses quite a few SE for whatsoever F-ed up reason (the flinch hax isn't too bad on the other hand). Blaze Kick over Fire Punch for added crit rate which has been pretty useful often OHKOing Metagross and the likes. Mach Punch is, oddly enough the "lackluster" part of the set, while amazing cuz Mach Punch is still Mach Punch, Close Combat could be used, however Mach Punch always has the perks of a last moment hit. Items have been en everending battle for the months I've used her... Wide Lens ensure 100% accurate Blaze Kick and Rock Slide on top of playing the sneaky game by not giving any hints whatsoever... however every so often I end up against something a tad bit too bulky and would threaten to OHKO with something like EQ or Hydro Pump..... where Sash would definitely be handy.. although thats out the window if hazards are up, which they most likely will be. Lum is for TWave mainly, Toxic while being a nuisance isn't too dramatic and she's immune to burn but Para is hell (cuz obviously you get para hax on every god damn para Mach Punch). Insights on that particuliar topic would be appreciated.. I have considered a potential MixNape set, but as I tend to like both, I'm testing this one as of now, besides MixNape is still the most common Nape set so yeah. Also anyone who knows me know I just LOVE my Asuka, I find it pretty cool that she actually shows up to be a great addition to my team even when I had not even planned for it at all ^-^


Gone But Not Forgotten

None atm​


Thats it! Discussion Start!

 
i dont really see what light screen is doing on scizor - its got pretty much 4 turns and its not really helping scizor out .. why not try swords dance because you have a really good recipient in rhyperior - this frees up that last slot for stone edge or even roar (roar really? well ... eq/rock blast/megahorn has excellent coverage, so having a +2 rhyperior being able to roar out skarmory, probably your biggest threat is great).

for zapdos, get your speed up to 253...after an agility pass, youd reach 506 speed, enough to outspeed max speed deoxys-s - youd might to also increase its special attack to try and make the most out of it getting an agility

a decent option to try is changing celebi to this:

- stealth rock
- baton pass
- seed bomb
- zen headbutt / swords dance

pretty odd but it still handles water-types but even better, it gives you someone to pass to with scizor and then repass to infernape.

i really dont see the point of rock slide on infernape, close combat is definitely your best stab and should always be on sd nape...if you see dragonite, gyarados, etc just try and get your pass to zapdos or rhyperior. id also go life orb because you need a reliable way to kill a lot of fast things especially if you are using mach punch ... if you dislike this period, just go cc/stone edge over mach punch/rock slide just for pure power reasons.

hopefully i kept the uniqueness of your strategy but i think some of these turn this team from gimmick into reliable
 
Dude, you got Agility on Scizor so why bother for Mach Punch on Ape?

Infernape isn't designed to receive Agility, she merely appreciates it but she can function on her own w/o it. Otherwise she'd be sporting Adamant too.
In a similar fashion, the same can be said about Zapdos who's my "special wall". It merely has tools to cover against what he's sponging but he's otherwise he's not meant to go full on offence.
In other words, Rhyperior is still the primary Agility receiver, but should it hit the fan, I'm not left to pass speed to Milotic

Light Screen has 2 purpose. First it helps Scizor soak special hits himself, something that even with EVs he does decently at best. It also helps Rhyperior to switch in, since his sp.d is his only flaw once Agility has been passed, it does bounce a bit more of the Fire Blasts aimed at Scizor during the switch. Its not a priority but it helps. Also the least amount of time Scizor stays on the field the better, that way should a phaze occur, I can snap another quick Agility pass.

I'll keep the Celebi set in mind, while I try not to make an entirely BP based team cuz I'm obviously lacking in anti phaze and taunt, my current set supports practicly everyone, Seed is a great thing for anyone switching in, TWave spread allows everyone to do their job easier (especially Scizor).

As for Nape's set, I get the Rock Slide Vs Stone Edge situation, but its mostly for Volcarona or a few other fire/flying types, it handles well instead of SE's shaky accuracy (cuz again idk why my nape misses them so often... its stupid). LO could probly solve some issues. Truth be told this used to be my lead, hense the Lum/Sash. Mach does carry priority which is always great to at least have 1, and works well with LO too
 
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