Endgame

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Endgame
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After listening to Rise Against's "Endgame" album, (for like, a week straight), I decided to get off my *** and make a new team. Sadly, I failed hard, and was in a major slump. I decided that I might as well revamp my old teams a bit, since they had genesect in them. I decided on a very fun team to remake, this team to be exact, and i just went from there. The old team was really fun, because it was just so offensive it couldnt really be broken through by anything. But it had genesect, and that needed to go (ban and all). So, I tried many things in place of it, from breloom, to keldeo, even wobuffet, but finally settled on the star, smeargle.
And I listened to this while typing this up. :'( nostalgia....
In-Depth Sets
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Make no mistake, we are not afraid
To bear the burden of repeating
What they're thinking anyway.
Let's raise the stakes
On the bet we made.
Let's decide to be the architects,
The masters of our fate.

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Jirachi @Leftovers
- Serene grace -
Timid
252 hp/160 SpD/96 Speed
- Iron Head
- Thunder Wave
- Ice Punch
- Fire Punch​

This beauty has saved me multiple times, and words cannot express how much i love this set. It's just that good. Jirachi helps keep random threats down, by pralyzing them as they set-up and crippling them for the rest of the match. Threats such as volcarona, Dragonite, and gyarados all fall before its mighty thunder wave. Just to show some calcs, as this thing is uber bulky, max SpA volcarona fails to ohko with life orb fiery dance. It does 69-81% from it, ample time to paralyze if i need to. Anyway, the evs are a gift from our jesus-loving, Bible-thumping neighbor, everyone's favorite, jesusfreak! Jirachi only needs a minimum of 20 evs to outspeed all magnezone, which is far more common than your jolly ddance tyranitar. Stealth rock is an essential move to help score the 1-2hkoes this team needs, and is just good in general at warding off volcarona, gyarados, and is excellent at stopping sun teams and taking out dragonite's multiscale. Iron head works great with thunder wave, as you can just flinch hax your way to victory, especially if youre a terribad battler. Fire punch is the preferred move of choice, to nail ferrothorn, scizor, and forretress, but its just so weak (it only does 35-41% on max SpD Forry!) that i feel ice punch might be a better choice to actually do something when I paralyze their dragonite or salamence, and it can nail incoming landorus and garchomp., pulling a little bit of pressure off of rotom-w. The main thing I need to watch out for is burns from scald, as that really cripples it to death.​

Bang, bang from the closet walls,
The schoolhouse halls,
The shotgun's loaded.
Push me and I'll push back.
I'm done asking, I demand.
From a nation under God,
I feel its love like a cattle prod.
Born free, but still they hate.
Born me, no I can't change.

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Thunderus-T @Life Orb
- Volt Absorb -
Timid
252 SpA/ 4 SpD/ 252 speed
- Thunderbolt
- Focus Blast
- HP Ice
- Grass Knot​

This guy is usually my go-to reciever of the almighty smeargle smashpass. Timid + max speed allows him to speed tie with other thunderus-t, and outspeed anything below, bar scarvers, but i might go modest as the +2 really makes a difference in outspeeding everything. More power would be good, to possibly score a clean ohko on something new, lol. This set used to have nasty plot in it, but the smash is usually much better and allows for more freedom in moves than just three slots. Now, i use focus blast, to score the clean ohko on heatran who might roar me out or lava plume and weaken me. Thunderbolt is for STAB purposes, and is Thunderus' main tool against the opponent, as at +2, it pretty much ohkoes everything in existence. HP ice is there for coverage purposes, as well as for taking out opposing ground types that can't be paralyzed by jirachi, or for taking out things like garchomp, landorus, etc. It also takes care of opposing Thunderus-t. Grass knot takes care of gastrodon, who is a pretty big threat in walling this team cold, as its just so bulky. 4 SpD evs allow him to lose just one less hp ev on sr switchins. I am wondering though if nasty plot might be good for thunderus, as I dont always get the +2/+2 passed on, and otherwise i have no real set-up sweepers. another option would be substitute, to protect against status, but i don't see that working because of LO recoil and possible sand damage. Thunderus-t's lifespan is pretty short haha.​

"You're a shameful opportunist!
What you don't understand is that it's better to die on your feet than to live on your knees.
"You had it backwards.
It's better to live on your feet than to die on your knees."
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Smeargle @Focus Sash
- Own Tempo -
Timid
80 HP / 96 Def / 80 SpD / 252 Spe
- Baton Pass
- Shell Smash
- Magic Coat
- Spore
As I said before, this guy is the star on the team, hands down. It's so much fun to just shell smash, sash activates, then spore and get a free switch into a boss reciever. Anyway, smeargle is pretty self-explanatory, but I'm going to attempt it anyway. Now, because smeargle has pretty weird stats, 80/96/80 kinda balances them out, and surprisingly allows it to take unboosted attacks(some of them haha). Max speed allows it to be fairly fast, but base 75 speed isn't that good anyway. focus sash allows it to almost always get off a shell smash/spore. Unless facing sandstorm teams, and in that case i lead with either rotom-w, terrakion, or jirachi, depending on their team (tyranitar, hippowdon, celebi). Own tempo is best ability, as it allows it to not be confused by random fusehax, such as water pulse from cmrachi. Shell smash is the main crux of the set, to pass on to garchomp(outrage spam), or thundurus/terrakion that +2/+2 boost. Spore is great, as due to the sleep mechanics, their pokemon is prett much out for the rest of the game (unless i get really unlucky with that 1-turn sleep). Magic coat is extremely beneficial, and i chose it over taunt for sheer utility. It always lets me beat breloom, by sporing it first, and is great in a metagame filled with deoxys-d.​

Like a new day rising
Like a calm before the storm
Like fog lifting from valleys
On a sleeping forest floor
Eyes open slowly as the dust is shaken off
To gaze upon the wreckage
That the midnight hands have wrought

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Terrakion @Focus Sash
- Justified -
Jolly
4 hp/ 252 atk/ 252 Speed
- Close combat
- Stone edge
- Stealth Rock
- Taunt

Here enters the second most used reciever of the smashpass. If I play it right, I can usually end up passing to both thundy and terrakion, so I generaly use terrakion for early-game sweeping/just punching holes, go to smeargl, then do the same thing only finish them off. Max evs in attack and speed make terrakion hit as hard and as fast as possible, an jolly nature really helps out in grnin thatspeed tie with other keldeo/terrakion, sometimes winning it if they built their set weirdly or something. Unsure about the item, as life orb would be great to use to get more power out of him, but focus sash can grant me a free switch in sometimes, which is great as well. Alternatively, Lum berry can also be used, so I can shrug off any spores or thunder waves from pokemon such as ferrothorn, aoongus, and sometimes breloom. Might also help wth random burns, allowing me to easily beat sableye as well. Close combat and stone edge grant near perfect coverage, bar some lower tier pokes and toxicroak, who are taken out by teammates anyway. X-scissor takes care of some common terra counters, as well as hitting reuniculus, lati@s, and deoxys-d more reliably than stone edge, which is always a good thing. Alo lets me stay in and ohko celebi, who a lot oftimes u-trn out expcting a switch. Quick attack is great in a pinch, hitting things like rp/agility sets, ddance sets, and possibly revenge killing the pokemon. However, like thundurus, i don't feel comfortable relying on smashpassing tomake my team work, so I slashed a couple options there, like taunt, which would help out early game, and swords dance, which would help out a lot for when i don't get te boost.​

Afraid, we cower
To interests not our own
The power to free or to control
We let it slip through
Our fingers to the floor
Watch as the bodies wash ashore
Whoah...
Nobody lives here anymore

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Garchomp @Choice Scarf
- Rough Skin -
Jolly
252 Atk/ 4 SpA/ 252 Speed
- Earthquake
- Stone edge
- Fire blast
- Outrage
Possibly the best scarfed pokemon in the game, this also happens to be a third possible bp reciever. Well, late-game at least. After all the opponent's steels are gone, just pass and outrge to your heart's content. Choice scarf allows it to outspeed most of the metagame bar scarfmuketeers and scarflatios. and other random scarfers that no one uses such as scarfjolt, or scarfgar. Anyway, this thing is fast. It allos me to check most +1 ddancers, besides ddance latios(yes, i've seen and used it before and it work), and ko them before they ko me. Max attack and max, positive natured speed allow it to hit as hard and fast as possible, while jolly allows me to not get rid of any SpD or def. And besides, neutral fire blast doesn't ko ferrothorn anyway, so it doesnt matter. Earthquake and outrage are my main moves of choice, wth everything else just being filler. Earthquake grants me some coverage against sand and sun teams, while outrage spam can't go wrong against everything else. Fire blast, like stated, is for things like ferro, forry, and scizor, all who arent ohkoed by earthquake. Stone edge allows me to hit something else, like volcarona, who isnt guaranteed the ohko unless stealth rock is up( using outrage ofc. its a ohko with stone edge, lol).​

I have my mother's dreams,
I have my father's eyes,
You can't take that from me,
Just go ahead and try.
The crescent city sleeps,
While giants in the sky,
Preparing to unleash,
Let loose a mighty cry.

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Kingdra @Life Orb
- Modest -
40 HP/ 240 SpA/ 228 Speed
- Hydro Pump
- Rain Dance
- Draco Meteor
- Dragon Pulse


This pokemon, suggested by prominent member Jimbon, helps me with rain and sand teams alike. Teams with Drizzletoed think twice before activating rain, and I can kill off their sand starter and start my own rain, thus helping to preserve the sash on smeargle. This little beauty also helps me out by being just another potential reciever to the baton pass, which is excellent in sweeping late game. STAB hydro pump 2hkoes everything in rain, including ferrothorn, as long as it has prior damage. This is with a +2 boost. That's insane. Now, 228 evs leave me able to outrun Choice Scarf Latios in the rain and Jolly Breloom, Adamant Dragonite, and Adamant Gyarados outside of it. 40 hp evs are optimal in conjunction with LO, and the rest is poured into SpA to get the most out of kingdra. Hydro Pump is the main STAB of choice, allowing it to 2hko almost everything in rain. Rain Dance is essential, getting rid of opposing weather, as well as doubling kingdra's speed. Dragon Pulse and Draco Meteor are used for power and more power, as wall breaking early game, or sweeping late game when I don't want to rely on hydro pump.

240SpAtk Life Orb +2 Sniper Kingdra (+SAtk) Hydro Pump in Rain vs 0HP/252SpDef Leftovers Blissey (+SpDef): 59% - 70% (390 - 459 HP). Guaranteed 2HKO.
240SpAtk Life Orb +2 Sniper Kingdra (+SAtk) Hydro Pump in Rain vs 252HP/252SpDef Leftovers Ferrothorn (+SpDef): 61% - 72% (216 - 255 HP). Guaranteed 2HKO.
240SpAtk Life Orb +2 Sniper Kingdra (+SAtk) Hydro Pump in Rain vs 252HP/252SpDef Leftovers Chansey (+SpDef): 66% - 77% (465 - 549 HP). Guaranteed 2HKO.

Threats
So Far, I've only really seen a few major threats to which I need to sacrifice or just can't play through. Also, one minor threat, but it can be dealt with.
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- Its not the pokemon itself, but the sandstorm it brings with it, as it breaks the sash on smeargle and pretty much leaves me unable to smashpass.
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- Omg, i hate this thing, but luckily its only the SubMind sets that give me trouble. well, not luckily....If it gets behind a sub(which it always does, as I expect a regular SpD rachi and try and t-wave/spore it), then im petty much screwed.
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- This thing....Like SubCM rachi, its hard for me to beat it, especially if it snatched a boost. only real checks are garchomp, and rotom-w.
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- Only scarfterras give me a spot of trouble, but I can usually take it down with garchomp/rotom-w.
Tha's It! I might post some logs on here later of me using this team, but this team got me to ~1700 on PS!, which is fairly good for me, but then again, ladder ranks don't really mean anything.​
 
Hi there,

Decided to rate this because of the team name, Rise Against are excellent. Anyway, as for your team I noticed that you did have some pretty fundamental problems that need addressing. First of all, I notice that you have a Focus Sash Smeargle, but not an effective way of dealing with preventing hazards / Sandstorm damage. I also think that you're heavily lacking a solid lead, which you might want to add given that your team is very offensive. If you're unsure of the set for Terrakion, then I'd strongly suggest you run Focus Sash with Taunt for the set, and drop X-Scissor for Stealth Rock. This gives you a reliable lead against most matchups, as well as giving you a decent check to opposing Terrakion when your Focus Sash is still intact. In general, I think it's much better for your team as Terrakion will be getting up Stealth Rock turn 1 in most matches, whereas Jirachi really needs to come in safely to do so and even then it baits more switches losing you more momentum.

If you decide to go with this change, then you may find that you no longer need to run Stealth Rock on Jirachi. I like the idea of Specially Defensive Jirachi on an offensive team such as this as it gives you at least some sort of buffer for the special behemoths of the tier. I think you'd make good use of U-Turn in place of Stealth Rock on Jirachi, mainly because you can switch in on a lot of special attackers and U-Turn out as they switch, racking up more hazard damage on your opponent and easing prediction. I also think you might want to drop Thunder Wave for Body Slam while you're at it. Body Slam has a lot more use for stopping Landorus / Thundurus-T setting up on you and potentially sweeping you, while either of them can pretty easily plough through your team if they come in on Jirachi. I also think you should try running a Timid Nature with 96 Speed EVs aswell, meaning you can now outpace Mamoswine and Iron Head it before it hits everything on your team hard -- this is very important if you decide to go with my next change that may make you a little more Mamoswine weak.

Considering that you're running an offensive team that doesn't fully utilize all the hazards possible, you might have some trouble breaking through defensive cores given that you're carrying two Choice Scarf users, that will constantly have to switch everytime your opponent switches their counter in, killing all of your momentum. I think Rain Dance Kingdra could work in place of Rotom, as it does patch up a lot of your problems. It deals with Hippowdon / Tyranitar switching into Kingdra as you Rain Dance, eliminating weather easily, while also being able to set up on Choiced Keldeo locked into the wrong move. Scarf Rotom-W is setup bait for a lot of things, no matter what you lock yourself into. The freedom to switch up moves is really nice as you now have another win condition outside of relying on Smeargle to setup, which doesn't seem 100% reliable.

Pretty cool team in general, but I think a lot of your problems stem from using Smeargle. It does compound a lot of your weaknesses, but I understand that these can be played around. Hope you take these changes on board, good luck!

Kingdra @ Life Orb
Trait: Swift Swim
EVs: 28 HP / 252 SAtk / 228 Spd
Modest Nature (+SAtk, -Atk)
- Rain Dance
- Hydro Pump
- Draco Meteor
- Dragon Pulse / Surf / Ice Beam
  • 252 HP / 160 SDef / 96 Spe + Timid Nature for Jirachi
  • Body Slam + U-Turn > Thunder Wave + Stealth Rock for Jirachi
  • Taunt + Stealth Rock > Life Orb + Quick Attack for Terrakion
  • Rain Dance Kingdra > Choice Scarf Rotom-W
 
Hi there,

Decided to rate this because of the team name, Rise Against are excellent. Anyway, as for your team I noticed that you did have some pretty fundamental problems that need addressing. First of all, I notice that you have a Focus Sash Smeargle, but not an effective way of dealing with preventing hazards / Sandstorm damage. I also think that you're heavily lacking a solid lead, which you might want to add given that your team is very offensive.

well, smeargle is usually my lead, as it helps bounce back hazards a little with good prediction, but yes, sandstorm and hazards in general kind of wreck my strategy.

If you're unsure of the set for Terrakion, then I'd strongly suggest you run Focus Sash with Taunt for the set, and drop X-Scissor for Stealth Rock. This gives you a reliable lead against most matchups, as well as giving you a decent check to opposing Terrakion when your Focus Sash is still intact. In general, I think it's much better for your team as Terrakion will be getting up Stealth Rock turn 1 in most matches, whereas Jirachi really needs to come in safely to do so and even then it baits more switches losing you more momentum.
so, i tried the changes out first, before i actually replied, and this worked so well. it relieved a lot of pressure from jirachi, so now it can just go around fucking them up with paralysis. terrakion almost always gets rocks up, which is great!

If you decide to go with this change, then you may find that you no longer need to run Stealth Rock on Jirachi. I like the idea of Specially Defensive Jirachi on an offensive team such as this as it gives you at least some sort of buffer for the special behemoths of the tier. I think you'd make good use of U-Turn in place of Stealth Rock on Jirachi, mainly because you can switch in on a lot of special attackers and U-Turn out as they switch, racking up more hazard damage on your opponent and easing prediction. I also think you might want to drop Thunder Wave for Body Slam while you're at it. Body Slam has a lot more use for stopping Landorus / Thundurus-T setting up on you and potentially sweeping you, while either of them can pretty easily plough through your team if they come in on Jirachi. I also think you should try running a Timid Nature with 96 Speed EVs aswell, meaning you can now outpace Mamoswine and Iron Head it before it hits everything on your team hard -- this is very important if you decide to go with my next change that may make you a little more Mamoswine weak.
changed to everything except the body slam>thunder wave. i just didnt like how it didnt always work, my luck was terribad with it. but everything else worked fine. I might end up trying ice punch>fire punch/u-turn to nail those set-up sweepers, as u-turn just seemed to create problems by leaving more hazardd down. and the ev set works great, the SpD drop isnt that noticeable, and it helps to outspeed the little things, like tenta, other jirachi, etc.

Considering that you're running an offensive team that doesn't fully utilize all the hazards possible, you might have some trouble breaking through defensive cores given that you're carrying two Choice Scarf users, that will constantly have to switch everytime your opponent switches their counter in, killing all of your momentum. I think Rain Dance Kingdra could work in place of Rotom, as it does patch up a lot of your problems. It deals with Hippowdon / Tyranitar switching into Kingdra as you Rain Dance, eliminating weather easily, while also being able to set up on Choiced Keldeo locked into the wrong move. Scarf Rotom-W is setup bait for a lot of things, no matter what you lock yourself into. The freedom to switch up moves is really nice as you now have another win condition outside of relying on Smeargle to setup, which doesn't seem 100% reliable.
tried this as well, and love it. still need some time to fully play it right, but the set im using is the standard one with dp>meteor. it really helps to have an extra check on rain, as well as another sweeper.
 
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