Summer Storm- an OU RMT by Electrolyte and Jukain

Electrolyte

Wouldn't Wanna Know
is a Top Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
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The Storm is coming.
My comments will be in Green. Jukain's comments will be in Purple.​
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Hello guys, and welcome to my 5th RMT- Summer Storm. I haven't really followed OU much because of LC work, so I decided to make a team. I knew Jukain and I had always yearned to make a team together, so we hooked up on IRC, spent 10 minutes discussing, and this was the result. It was a really great teambuilding session, as we not only built a very solid team from scratch but we also made it solid enough on our first try that I pretty much never had to make any later changes. I've been using this team on the suspect ladder for the past week, and it has really impressed me. On IRC, Jukain and I decided that we would try to build a Hyper Offensive Rain team- and you bet we did. I had experience with Hyper Offense in the past; for instance, my Syndicate RMT- however, I was never comfortable with building HO in Rain due to the fact that it was really easy to start racking up same type weaknesses and I would always end up with a massive Electric-type weakness. This team, in my opinion, is both solid and unique in that it is able to take offensive momentum and rocket launch it up through the roof and at the same time maintain an adequate amount of bulk due to type resistances. The sheer amount of offensive pressure from four different sweepers as well as the combined strength of quickly spammable Rain boosted STAB Hydro Pumps from ScarfToed and LO Starmie easily cut through most opposing teams that I fought. This team has been extremely enjoyable for me to play with, because it 99% of the time ends in me using something to set up and then sweep my opponent to victory. I have grown to love this team and give tons of thanks to Jukain who built this magnificent team with me.
Welcome to this super amazing RMT! lyte and I built this team over IRC and it worked almost instantaneously. This is the best quick team I've ever built with anyone. It's a rain HO, which I hadn't done in a while. It quickly gains control of every battle and never loses it with correct play. It's not perfect by any means, but it can overcome its flaws easily with setup and a generally decisive win of the weather war. It has a couple things I generally like in a HO team, specifically a suicide lead and setup sweepers that you find many teams weak to. It even manages to escape the typical Agility Thundurus-T and Jolteon weaknesses. As an aside, rain Volcarona is fucking awesome. Seriously.
(there is no teambuilding stage for me to explain because Jukain and I were awesome and perfected this team on our first shot. Cheers.)
Oh, you want descriptions?​
~The Team in Detail~
~POLITOED~
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Heh heh go on you're so funny heh no you're not shut the fuck up already srs
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THE STORM​
Politoed @ Choice Scarf​
Trait: Drizzle​
EVs: 4 HP / 252 SAtk / 252 Spd​
Timid Nature​
- Encore​
- Hydro Pump​
- Ice Beam​
- Surf​
Politoed is a serious team player. He has three major jobs- setting up Rain, switching into less dangerous moves and then Encoring them, and blasting the opponent to pieces with its STAB and Rain boosted Hydro Pump, which reaches a base power of 270. Rain is pretty important for this team as it makes Jirachi's Thunder and Volcarona's Hurricane (ooh, spoilers) perfectly accurate. It also powers up Starmie's Hydro Pump and Jirachi's Water Pulse, fucks with Sand / Sun / Hail, and protects Jirachi from the occasional surprise Fire-type coverage move. Encore is Politoed's next important job. Jukain and I originally planned for CS Politoed to be our revenge killer, but from my experience in battling, Politoed uses its Choice Scarf much more to switch into faster attacks that it can sponge a few of (such as Thundurus-T's HP Ice or Keldeo's Hydro Pump) Encore them, and then switch to a teammate that resists said move to set up. The Scarf lets Politoed do this reliably and effortlessly, and it grants a ton of setup opportunities that often spell doom for my opponent. Toed also does some other smaller things, such as wreck shit with a speedy Hydro Pump, revenge kill things faster than Starmie, and clean late game. Ice Beam hits Dragons and Grass-types, which is pretty useful. Surf is extra coverage that doesn't miss. Toed does take a lot of predicting to use, however, and a slip up could easily mean a shit ton of lost momentum- and therefore, aside from the relatively safe Encore whose job is to give me momentum, I am not 100% comfortable with spamming Politoed early game. Thankfully, late game is a totally different story.
Politoed is quite possibly the most important Pokemon on this team, and that is because it sets up rain. Volcarona needs rain. Dragonite needs rain. Politoed fulfills this role marvelously. Generally I prefer to run Choice Specs, but this team was in need of some sort of revenge killer, so we compromised and ended up running this. It helps a ton against setup sweepers, with Encore enabling one of our own sweepers to come in, set up once, and then murder the foe. Surf is generally the first move I'll go for if I'm not against a setup sweeper, as I don't trust Hydro Pump's accuracy. It's generally powerful enough to do the job, but if I know I have a free shot (like against an unboosted Volcarona or something) then I'll go for the stronger Hydro Pump. Ice Beam is honestly rarely used, but it can be critical against +1 Dragonite and non-Choice Scarf Salamence, so it has stuck. Unfortunately, I have to play it safe almost all of the time, as it doesn't really have the bulk to sponge hits, despite the fact that it often ends up taking some sort of Surf or Hydro Pump -- resisted hits. Once I get the weather war won though, I tend to play it recklessly unless an opposing setup sweeper is still alive. Having a Choice Scarf user is critical for any team, and despite not being the best in its class, Politoed definitely does the trick. This thing is also so important for Landorus that it's not even funny. Seriously -- that thing is a bitch to face.
Synergy:​
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- Garchomp​
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- Dragonite, Jirachi, Volcarona​
Potential Changes:​
~I really like Scarf Encore, and HPump is a necessity. Perhaps HP Grass instead of Surf to hit Gastrodon and Rotom-W? Or HP Electric to nail Vaporeon, Gyarados, and other Water-types?​
~GARCHOMP~
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Hey I'm here to fuck bitches​
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THE RUMBLE​
Garchomp @ Focus Sash​
Trait: Rough Skin​
EVs: 4 HP / 252 Atk / 252 Spd​
Jolly Nature​
- Stealth Rock​
- Swords Dance​
- Earthquake​
- Outrage​
Lead Garchomp is quite possibly one of my favorite Pokemon to use in OU. It can win one-on-one against an amazing amount of common leads and is almost never at a disadvantage, except against crap like Custap Berry Skarmory. It leads in every battle pretty much, though I sometimes try and keep its sash intact. If the opponent has a spinner, so be it. That means free turns of setup. When your spinner is OHKOed after Stealth Rock, it's not like Stealth Rock is going away any time soon anyway. Against teams with Espeon and Xatu, I'll generally go either for a Swords Dance or straight for the attack. It's amazing how much Garchomp can wreck on Turn 1 if the opponent lacks something like a Skarmory. Against Custap Berry Skarmory, I'll generally switch straight to or lead with Politoed, knock Skarmory down to 1 HP, and switch into Jirachi to avoid the crippling Brave Bird. I always have Starmie to spin away the hazards Skarmory gets up as a result anyway. I don't want anything getting murdered by Brave Bird.
Garchomp is a fucking boss, leading off every single one of my matches with a bang. It's an extremely reliable lead, getting Stealth Rock up 99% of the time I need it to and then setting up a quick Swords Dance for some early game wallbreaking. The Focus Sash pretty much guarantees that my Chomp can defeat opposing SashLead Terrakions, and also pretty much guarantees that I get Stealth Rock up bar faster Taunters. Stealth Rock is quite important for this team, as it helps wear down Sun teams and knocks off Sturdies and Focus Sashes. It also gives me the upper hand against VoltTurn teams and other HO teams too. After setting SR, I often use Garchomp to set up a quick Swords Dance and then attempt to punch some holes in the opponent by spamming Outrage and Earthquake. Teams without a Skarmory or a Bronzong will be quickly damaged beyond repair by Garchomp, whose +2 EQ can easily at least 2HKO most Steel-type walls. Even Skarm can fall to repeated boosted Outrages, which does around 33% iirc. Garchomp's role isn't to sweep, however- it's just to purely punch holes, kill a few Pokemon, and dent Steel-types for Dragonite; basically, opening up the game with an explosion of offensive momentum and destruction. I usually like to play recklessly with Garchomp as people tend to overpredict when a +2 Sashed sweeper glares them in the face, but against defensive teams I tend to save Garchomp for later and focus more on getting Starmie in to spin away hazards and such. Either way, Chomp is a magnificent lead for the team.
Synergy:
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- Politoed, Jirachi, Volcarona, Starmie​
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- Jirachi​
Potential Changes:​
~Perhaps Fire-type coverage over Swords Dance to hit Skarmory and Ferrothorn early on? I usually never have Rain up before I attempt to punch holes with Chomp, so Fire Fang / Fire Blast won't be weakened. However, the loss of Swords Dance means the loss of a lot of offensive power, which I am not keen to give up.​
~DRAGONITE~
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THE TURBULENCE​
Dragonite @ Leftovers / Lum Berry​
Trait: Multiscale​
EVs: 252 Atk / 4 SpDef / 252 Spd​
Adamant Nature​
- Dragon Dance​
- Earthquake​
- ExtremeSpeed​
- Outrage​
Dragonite is just a great sweeper overall in this metagame. Personally, I run Lum Berry over Leftovers because fuck it we're running rain and I'd rather have the extra safeguard against burn and Toxic and if not the ability to throw out a second Outrage right after the first one. Having priority is just great too, and ExtremeSpeed outdoes every other priority move in the game. Dragonite is even a pretty decent Breloom check! It often ends up getting in mid-game and netting one or two kills after a Dragon Dance to pave the way for Jirachi to sweep in conjunction with Volcarona. I'm also not sure why there are 4 HP EVs there -- they should be 4 SDef -- but it really isn't that much of a big deal. Earthquake is super important just in case I can't preserve Garchomp, as Jirachi is the biggest bitch ever to live otherwise. Fire Punch really isn't plausible on a rain team when it won't do much of anything to Steel-types and I have rain Volcarona.
Standard DD Dragonite is sweeper #2- and a powerful, reliable one at that. His plethora of useful resistances and access to Dragon Dance quickly turns him into a very frightening sweeper that is also a pain for the opponent to take down initially. As long as I can keep Stealth Rock off the field, Dragonite will be able to set up at least one Dragon Dance and then it's sweeping time. Outrage really fucks everything that doesn't resist it, and can easily tear away 75% or more from most non-Steel type opponents. If Garchomp successfully dented or weakened said Steel-types, then Dragonite's job is even easier- as it can just muscle through them with an Outrage or two. Earthquake hits those pesky Steel-types, and can also be used as a solid attack option when I don't want to lock myself into Outrage. ExtremeSpeed is extremely valuable priority that lets Dnite hit faster Scarfers as well as act as a semi-revenge killer. Dragonite is a really important member of the team not just because it can set up and sweep easily- but also because of its resistances, bulk, and access to ESpeed that lets it also take the role of being a bulky weather check as well as a suicide revenge killer if need be. It's a great and reliable Pokemon and definitely holds its worth on this team.
Defensive Synergy:​
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- Politoed, Jirachi, Volcarona, Starmie​
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- Jirachi​
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- Garchomp, Jirachi​
Potential Changes:​
~None really.​
~JIRACHI~
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Bitch I will phuk u up​
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THE STATIC​
Jirachi @ Leftovers​
Trait: Serene Grace​
EVs: 252 HP / 4 SAtk / 252 Spd OR 252 HP / 100 Def / 156 Spd​
Timid Nature​
- Calm Mind​
- Substitute​
- Thunder​
- Water Pulse​
Most people see Jirachi and automatically assume that it's Specially Defensive or Scarfed or something like that. Then they're surprised when my SubCM RainRachi sweeps their team easily. Jirachi is sweeper #3, and it's taking the role of bulky setup sweeper. On my Hyper Offensive teams, I really like using Steel-type setup sweepers (such as Lucario, which I used in my Syndicate RMT) and I knew Jirachi would work, as I'd used it before with my Songs About Jane RMT. SubCM Jirachi is a really handy special sweeper as its natural bulk and resistances let it set up on nearly anything. It's great for setting up on opposing bulky Steel-types such as Skarmory, Forretress, or Ferrothorn, who assume it's a Specially Defensive set and go on setting up hazards. Jirachi is a great anti-stall / defensive sweeper because relatively few common defensive Pokemon can break Jirachi's Substitute, and especially not after a Calm Mind. Then, Jirachi can just set up to +6 SpA and just power through my opponent, resistances or not. Jirachi's Thunder and Water Pulse are great together, as they hit all but Grass-types (which are easy setup bait) and Dragon-types (which can be picked off by Chomp / Dnite or ParaFusioned) hard. The added Paralyze chance from Thunder also really helps Dragonite, who is relatively slow and appreciates having faster Scarfers crippled. Jirachi can also act as a special sponge, as 252 HP gives it a moderate amount of special bulk that lets it defeat the likes of CS Latios. Jirachi is a very important member of the team.
If you looked at this team and thought that Jirachi was likely to be a Choice Scarf user, which honestly it does, I'm not surprised. That's what the whole ladder thought! This thing has ripped teams apart time upon time. I can bait my opponent into thinking that Jirachi isn't SubCM through various switches and then eliminate the few foes I need gone. Thunder can be incredibly useful, catching many a faster foe and beginning the endless parafusion. I've considered Grass Knot over it and even run it a few times, but the paralysis chance has proven so invaluable in a ton of cases that I'm a bit wary of forgoing it. Jirachi is also the all-important Latios check -- though it can't do much in return, paralysis is really good enough, as Latios relies on its Speed to work in this metagame. I've run a couple teams with SubCM Jirachi in the past, including one I made with my tutor (Funkasaurus), and the surprise factor it has on this team is just great. It generally tends to finish out the game for me. I've toyed around with the EV spread some, and I do find the standard (by standard I mean on-site) 252 HP / 100 Def / 156 Spd Timid spread to work pretty damn well against Outraging Pokemon. Without the defensive investment, taking those hits is difficult. It just barely outspeeds Modest Landorus, which is honestly enough for me since Water Pulse KOes it with just a bit of prior damage in the rain and the extra Speed gained from going max is honestly pretty useless. I'm outspeeding Naughty Salamence and Nasty Plot Celebi. Neither of which have a shot at OHKOing with any move. Yeah -- no.
Defensive Synergy:​
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- Dragonite​
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- Politoed, Garchomp, Dragonite, Starmie​
Potential Changes:​
~None really. Changing attack moves is an option but the paralyzing from Jirachi's Thunder can really be a game saver sometimes. And anyways, other than the rare Gastrodon, few Pokemon can successfully wall Jirachi anyway.​
~STARMIE~
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Bitch I am fabulous​
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Mr. Bubbly
THE TYPHOON
Starmie @ Life Orb​
Trait: Natural Cure​
EVs: 4 HP / 252 SAtk / 252 Spd​
Timid Nature​
- Rapid Spin​
- Hydro Pump​
- Ice Beam​
- Psyshock​
Well, this team needs a spinner to function. It has Volcarona -- I mean, that's enough on its own. But it also has Dragonite, and every Pokemon on the team is vulnerable to hazards. Starmie is a damn good spinner. Ice Beam is interchangeable with Thunderbolt really -- Thunderbolt lets Starmie get by Jellicent, but Ice Beam is really nice to have against Garchomp, which is quite the bitch to this team. Well, it's standard Starmie. It plays a key role on this team, and having rain-boosted Hydro Pumps flying around is always good, though I'm careful not to rely on it.
Starmie is the team's dedicated spinner and general offensive check. A team with 2 heavily Stealth Rock weak Pokemon needs to have spin support- so we chose Starmie, whose natural Speed, decent power, and great coverage also helps the team cover some slower threats. We decided to go with Life Orb for maximum power, as Starmie is generally a revenge killer and then a cleaner / hole puncher. Its nice Speed stats lets it check multitudes of things when Politoed doesn't want to lock itself- including Keldeo, Terrakion, Lati@s, or opposing Garchomp. Its Life Orb boosted attacks really pack a punch, and Starmie can usually take out at least one foe with its fast and powerful attacks. Having Psyshock on the team also really helps take out problematic Fighting-type revenge killers such as Keldeo or Terrakion, which love to check Dnite / Volc. HPump hits like a truck in and out of Rain, and is a great move to spam in order to do some wallbreaking. Ice Beam hits Dragons and Grass-types.
Defensive Synergy:​
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-Garchomp​
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- Dragonite, Jirachi, Volcarona​
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- None​
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- None​
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- Dragonite, Volcarona​
Potential Changes:​
~I am considering adding Thunderbolt to Starmie's moveset so it can hit Water-types and Skarmory for a bit more damage... but I am unsure of what to replace it with. Ice Beam is needed to hit Lati@s.​
~VOLCARONA~
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WOOOOOOSH​
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THE GUST​
Volcarona @ Leftovers​
Trait: Flame Body​
EVs: 4 HP / 252 SAtk / 252 Spd​
Timid Nature​
- Quiver Dance​
- Bug Buzz​
- Fire Blast​
- Hurricane​
A lot of people see me using Volcarona on a Rain team and automatically assume that I'm a noob- until I use it to sweep them clean. Hurricane Volcarona is a frightening sweeper that sacrifices the power of one of its STABs in order to gain a powerful, perfectly accurate coverage move that hits almost everything hard. Quiver Dance is what makes Volcarona so famously dangerous- simultaneously boosting its Speed, power, and Special bulk all at the same time. Bug Buzz and Fire Blast are the chosen STABs here as they have good coverage together and can be used to cover the team's general weaknesses (Dark / Ghost types, Steel-types) Volcarona is also great for checking Scizor, Sun, and Psychic-types, all of whom it can destroy with its powerful STABs (bar Heatran who can be taken down by nearly every other member of the team) Its Speed, power, bulk, and typing / coverage make Volcarona a very important late game sweeper.
Before making this team, I had never used rain Volcarona. When we started building our team, we decided to build around it. I was expecting a decent sweeper that worked sometimes. Boy, was I wrong! This thing has been a spectacular surprise, ripping apart unsuspecting teams. Hurricane is just so beyond amazing, nuking much of the metagame even without the boost from STAB. The confusion chance is just icing on the cake and infuriates the fuck out of opponents. Fire Blast is pretty much a necessity to hit Ferrothorn, Skarmory, and co. Bug Buzz is the only STAB move on this set that can really be spammed, and it's 100% necessary against the Lati twins and even Celebi, which can survive a +1 Hurricane at full health if it's specially defensive. Additionally, Tyranitar would beat it otherwise. Honestly, it's a no brainer. So many teams are unprepared for rain Volcarona -- it's a seriously underrated and underestimated threat. It's those kind of Pokemon that win you games.
Defensive Synergy:​
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- Garchomp, Jirachi​
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- Politoed, Dragonite, Starmie​
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- Jirachi​
Potential Changes:​
~Move set changes? Giving it Giga Drain would really help a lot, but I don't know what to get rid of... Hurricane is really useful for taking out those pesky Fighting-types that Volc loves to set up on.​
Closing Statements
This has been overall a great team that really doesn't lose against much. It can win match-ups against virtually every playstyle given correct plays are made and all that good stuff. It's definitely one of the more successful teams we've made and escapes so many stereotypical weaknesses of rain HO. It doesn't autolose to any priority user. It isn't ridiculously weak to Thundurus-T or Jolteon. It manages to cover opposing threats while still fulfilling its own goal, which is the key balance to hit teambuilding in this metagame. Rate it, steal it, call it trash -- do whatever you all do! Thanks for reading!​
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Threatlist
Major
~Skarmory + SpDef wall. GastroSkarm walls the fuck out of this team, and is a pain to take down if the applies enough offensive pressure to keep Volcarona (who is the only one that can take the two down by itself) from setting up. I've considered using Giga Drain on Volc for the sole purpose of beating them, but it's a rare core so I decided not to. SkarmBliss can also be annoying, though Jirachi can at least help out, and Starmie can use Psyshock to beat Blissey too. Either way, Skarmory is a pain if it's joined with a specially bulky partner.​
Mid
~Musketeers. Not their specs / banded sets but mainly their Scarf set- which can revenge kill nearly every single sweeper on this team. Starmie is the only one that can reliably deal with both Keldeo and Terrakion, but it gets worn down easily and can be taken down with Pursuit. Smart play usually helps me get past them, but a slip up could easily mean massive team damage.​
Minor
~Rotom-W can sometimes be annoying when joined with a sweeper, as it can just run around and burn the crap out of everything. I usually try to hit it hard with Chomp / Dnite and weaken it to prevent it from doing too much damage.​
Against the Meta
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: Bug-types are rarely a problem for this team. Volcarona and Dragonite can set up easily on them, and Garchomp's Stealth Rock keeps them in check nicely. All members of the team can hit them neutrally at least, too.
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: Other than Hydriegon and Tyranitar, Dark-types are relatively rare, and Dark-type attacks are pretty rare anyways. Hydriegon is walled by Jirachi under rain and can be KO'd by Volcarona / Starmie, whilst Tyranitar can also be walled by Jirachi or taken down by Garchomp / repeated LO HPumps from Starmie.
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: This team uses greater offensive power to keep Dragon-types at bay. Keeping Dragonite and Garchomp active and Jirachi healthy can usually force Dragon-types to stay on their toes enough that Stealth Rock wears them down to easily defeatable levels. The only one that is ever really a threat is Garchomp, but Starmie and Toed can easily check it. Kyu-B is also sometimes a problem, but against it Jirachi and Garchomp + SR should be enough to do the trick.
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: They are somewhat problematic because they often carry HP Ice to hit Dnite / Chomp. Lead Rotom-W is also annoying to face as it forces a Volc switch lest Chomp get burned. However, most Electric-types are eventually taken down somewhere down the line, either by a rain boosted HPump, an EQ from the Dragons, or a boosted STAB from Volc.
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: Fighting types can be dealt with multiple ways. Starmie is the quickest way, easily switching in on Drain Punches and then OHKOing with Psyshock. Dragonite can also set up on Fighting-types with Choice items, as its bulk and resistance lets it sponge those attacks. Volcarona also falls under this regard. Scarf Terrak and Keldeo can be annoying at times because of their ability to mess with Dnite / Volc sweeps, but can often be worn down with smart switching and constant pressure from Starmie.
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: This is a Rain team.
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: Flying is not a very common offensive type now that Tornadus-T is gone, but when faced with it Jirachi is the best answer. Stealth Rock is often enough to wear down most opposing Flying-types, and Starmie / Jirachi / Toed can take them down with super effective attacks.
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: This team loves the presence of Grass-types. Volcarona, Jirachi, and Dragonite can set up all over their faces, so teams that rely too much on active Grass-types (Sun!) are not at all hard to defeat when offensive play with Volc and Dnite are kept at a maximum.
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: The only remotely problematic Ground-type is Landorus-I, who finds it hard to set up against this team and can also be revenge killed by Politoed and / or Dragonite. A well played Lando-T can be annoying sometimes, but it does get worn down quickly and can be removed by boosted neutral attacks.
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: Ghost-types are not very common in OU, and most members of the team can handle them anyway. Politoed loves to Encore Gengar's Substitute and Jellicent's Recover, and Jirachi can set up on Jellicent too. Starmie can OHKO Gengar with a quick Psyshock. Sableye can theoretically be annoying but can be taken down by Volcarona / Starmie who dgaf WoW and can hit it hard with Bug Buzz.
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: Jirachi and Volcarona set up all over these guys. Starmie's and Politoed's powerful Water-type STABs also deal a lot of damage to these guys.
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: Psychic types are all pretty much easily delt with and setup on by Jirachi. Lati@s, Espeon, Alakazam, and Celebi really can't scratch Jirachi's Steel hide, and end up as setup bait. Psychic-types are also hit hard by the powerful physical attacks from the two Dragons and the Bug-type STAB of Volcarona.
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: Poison is an extremely rare attack type, and either way, Garchomp / Jirachi smushes it. Tenta is setup bait for Jirachi, and can be KOd by Chomp, Starmie, and Dnite as well. Small threats.
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: Rock-types can be dealt with by Toed / Starmie offensively or Chomp / Jirachi defensively. EQ from Dnite can also work to snag a switch in. Chomp is usually the answer, as its EQ can hit them hard.
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: Steel-types are fun because they can be baited easily by the Dragons and then setup on by Jirachi or Volcarona. However, when paired with the right partners, they can be annoying at times, but most of the time they're just setup bait.
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: Offensive Water-types can be handled quite easily but it is occasionally hard to muscle past them. Jirachi's Thunder is what does the trick most of the time, or a boosted neutral STAB move from Volc or the Dragons. Gastrodon is the most annoying of the bunch, as it can wall Jirachi flat as well as toxic stall half the team. It, when paired with Skarm, is probably the most problematic thing this team has ever faced. I'd have to resort to setting up and then taking it out, but smart players can easily prevent that. Pretty big problem.
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: Blissey gets shat on by the Dragons and Starmie's Psyshock. With a bit of luck, Jirachi can muscle past it too.
IMPORTABLE
Storm (Politoed) @ Choice Scarf
Trait: Drizzle
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Encore
- Hydro Pump
- Ice Beam
- Surf
Rumble (Garchomp) @ Focus Sash
Trait: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Stealth Rock
- Swords Dance
- Earthquake
- Outrage
Turbulence (Dragonite) @ Leftovers
Trait: Multiscale
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Dragon Dance
- Earthquake
- ExtremeSpeed
- Outrage
Static (Jirachi) @ Leftovers
Trait: Serene Grace
EVs: 252 HP / 4 SAtk / 252 Spd
Timid Nature
- Calm Mind
- Substitute
- Thunder
- Water Pulse
Typhoon (Starmie) @ Life Orb
Trait: Natural Cure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Rapid Spin
- Hydro Pump
- Ice Beam
- Psyshock
Gust (Volcarona) @ Leftovers
Trait: Flame Body
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Quiver Dance
- Bug Buzz
- Fire Blast
- Hurricane
 
well this team is pretty solid but you can really get screwed over by hazards, rocks alone majorly mess up half your team. Maybe using leftovers on starmie would allow it to stay around for longer. Thunder could replace psyshock to do a lot more damage to jellicent and be reliable for skarmory. Then you have to rely on HPump for terrakion but surf works as well. If you use surf I would try out water gem.
Typhoon (Starmie) @ Leftovers/Water Gem
Trait: Natural Cure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Rapid Spin
- Hydro Pump/Surf
- Ice Beam
- Thunder
Otherwise most things rely on good play gl.
also this new forums format is dumb/.​
 
well this team is pretty solid but you can really get screwed over by hazards, rocks alone majorly mess up half your team. Maybe using leftovers on starmie would allow it to stay around for longer. Thunder could replace psyshock to do a lot more damage to jellicent and be reliable for skarmory. Then you have to rely on HPump for terrakion but surf works as well. If you use surf I would try out water gem.
Typhoon (Starmie) @ Leftovers/Water Gem
Trait: Natural Cure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Rapid Spin
- Hydro Pump/Surf
- Ice Beam
- Thunder
Otherwise most things rely on good play gl.
also this new forums format is dumb/.​
I've actually been testing out both as of late, and they're good options to help Starmie stick around longer. Thanks for the rate!
 
Hi there Electrolyte and Jukain. This is a pretty cool rain team, but there are a few minor problems that stick out which I want to help address and patch. Your team is not using Volcarona to it's full potential and your team contains some redundancy which is often not acceptable if one wishes to use an ideal team build. To fully make use of Volcarona's niche, allowing it to be the team's sole Reuniclus counter opens the doors for more options. Not being forced into Jirachi gives you more diversity in that slot and makes Volcarona's slot less redundant since it now is an individualized check with Dragonite being a semi-check as well if it becomes weakened (although Dragonite is not ideal since you have to lose Multiscale and possibly Outrage). Besides this, your team has trouble with a few opposing threats. Ground-types give your team problems comparable to deepthroating a Cacturne while being sodomized by a Steelix. Landorus can switch into Jirachi and then wreck havoc. Even if Rain is up, Water Pulse is going to be doing a pittance and Landorus is going to get a free kill. Garchomp, offensive Landorus-T, and Mamoswine among others are just painful to be against. Another threat to your team is Rotom-W, as you mentioned, which basically gives you the finger just by burning Dragonite and Garchomp and Pain Split'ing off your rain abusers. Keldeo is a huge problem, especially Specs and Expert Belt sets, due to the fact that it simply just has to Icy Wind Dragonite with Stealth Rock down to kill it or hitting it as you switch and then use Icy Wind as you think it's choiced. Against Starmie, it lacks survivability so two rain-boosted Surf's take it down or, alternatively, an Icy Wind + Hidden Power Bug tandem. SubCM Latias is a threat because, with a Jirachi counter along side it (which there always is!) to help PP stall it or kill it, you really can't do much besides utilize a Scarf Encore which is, to say the least, not reliable at all especially when they Dragon Pulse you on the switch. Starmie is another problem that your team has. You really are weak to Water-types in general as they prevent you from setting up with your sweepers due to them commonly having Ice-types coverage. Lastly, you are kind of weak to standard stall due to the fact that none of your Pokemon individually can break down walls and are all weak to common stallmons.

To help solve your problems, I have a few suggestions for you. First of all, try out a support Bronzong instead of Jirachi. Bronzong solves your weakness to all Ground-type Pokemon that you had previously while making Volcarona not as redundant. Bronzong can switch into Landorus, Garchomp, etc. with relative easy and set Stealth Rock which frees up a move on Garchomp. Additionally, Bronzong fairs better against most Dragon-type Pokemon which your team had a few problems with. The set is up to you to decide from testing, but I'd certainly recommend a Max SpD spread to switch into Landorus with Stealth Rock / Gyro Ball / HP Ice / Earthquake. With this change, your team's have to change slightly. You become weaker to Gyarados who can simply Waterfall and Bounce you to death due to the fact you lack a Thunder user which can tank a Waterfall and Ferrothorn as well which Bronzong cannot break while Jirachi could. Stealth Rock is also not needed on Garchomp now that Bronzong is the setter.

With Garchomp's newfound slot opening, I'd try out Aqua Tail. This gives you a solid Pokemon which does well against stall as you're rather weak to it. It can nail common Ground-type switch-ins which Dragonite is walled by too such as Hippowdon, Landorus-T, etc. along with nailing Skarmory due to the Rain-boost. It gives you a solid offensive core. If I were you, I'd run a Haban Berry on Garchomp to keep Scarf Salamence, Latias, etc. from revenge killing you and giving Dragonite an open door to sweep; however, Yache Berry can work as well, but Dragons seem more pressing of an issue. Starmie can't OHKO you with Ice Beam if you have Yache, but if they're smart they'll just OHKO with Hydro Pump due to the fact that Yache is rather common as an item.

Your team suffers from a slight Ferrothorn weakness without Jirachi to set up on it, so using Superpower > Earthquake on Dragonite retains similar coverage while giving you a way to OHKO Ferrothorn. Additionally, I've found Scald on Scarf Politoed > Surf is better since you can burn Ferrothorn switch-ins and still KO the things you need to anyways. I'd definitely go with Lum Berry on Dragonite since Rotom-W is such a littled annoyance as well.

As mentioned previously, Gyarados is rather problematic along with stall. The fact that Jellicent walls your Starmie in rain is just meh. You definitely need Thunder instead of Psyshock. Hydro Pump OHKO's Fighting-type Pokemon anyways and Thunder nails Gyarados as it Bounces while Waterfall doesn't 2HKO making it not as problematic. I would also go with Recover instead of Ice Beam due to the fact you have switch-ins to Dragons anyways. Hydro Pump in rain nails most Grass-types not named Celebi whom you have several counters for. Recover gives you some reliable recovery to continually switch into Bulky Toed, Jellicent, etc. and it can even Recover off damage Gyarados does to it. Also, I would go with Analytic Starmie to hit Rotom-W, Jellicent, and other common switch-ins like Ferrothorn as hard as possible. Doing 40% to a Ferrothorn on the switch with a Hydro Pump is too good! Lum Berry Dragonite absorbs Scald burns for you Additionally, your team is HO so who cares about a Burn or Toxic.

Lastly, due to the fact that you're so hard-pressed against some Water-types, try out Passho Berry on Volcarona with a spread of 144 HP / 252 SpA / 112 Spe Modest. This gives you all the speed you need to outspeed Scarfed Keldeo and Lati@s and +2 and a big bulk + power boost. You can lure in Keldeo to Surf you at +1 and then BOOM. Passho activates and their Keldeo is dead while you have a Volcarona ready to sweep. This also lets you set up on some Starmies which are big hoes to your current lineup.

That's all I have to say really. Good luck.
 
Hi there Electrolyte and Jukain. This is a pretty cool rain team, but there are a few minor problems that stick out which I want to help address and patch. Your team is not using Volcarona to it's full potential and your team contains some redundancy which is often not acceptable if one wishes to use an ideal team build. To fully make use of Volcarona's niche, allowing it to be the team's sole Reuniclus counter opens the doors for more options. Not being forced into Jirachi gives you more diversity in that slot and makes Volcarona's slot less redundant since it now is an individualized check with Dragonite being a semi-check as well if it becomes weakened (although Dragonite is not ideal since you have to lose Multiscale and possibly Outrage). Besides this, your team has trouble with a few opposing threats. Ground-types give your team problems comparable to deepthroating a Cacturne while being sodomized by a Steelix. Landorus can switch into Jirachi and then wreck havoc. Even if Rain is up, Water Pulse is going to be doing a pittance and Landorus is going to get a free kill. Garchomp, offensive Landorus-T, and Mamoswine among others are just painful to be against. Another threat to your team is Rotom-W, as you mentioned, which basically gives you the finger just by burning Dragonite and Garchomp and Pain Split'ing off your rain abusers. Keldeo is a huge problem, especially Specs and Expert Belt sets, due to the fact that it simply just has to Icy Wind Dragonite with Stealth Rock down to kill it or hitting it as you switch and then use Icy Wind as you think it's choiced. Against Starmie, it lacks survivability so two rain-boosted Surf's take it down or, alternatively, an Icy Wind + Hidden Power Bug tandem. SubCM Latias is a threat because, with a Jirachi counter along side it (which there always is!) to help PP stall it or kill it, you really can't do much besides utilize a Scarf Encore which is, to say the least, not reliable at all especially when they Dragon Pulse you on the switch. Starmie is another problem that your team has. You really are weak to Water-types in general as they prevent you from setting up with your sweepers due to them commonly having Ice-types coverage. Lastly, you are kind of weak to standard stall due to the fact that none of your Pokemon individually can break down walls and are all weak to common stallmons.

To help solve your problems, I have a few suggestions for you. First of all, try out a support Bronzong instead of Jirachi. Bronzong solves your weakness to all Ground-type Pokemon that you had previously while making Volcarona not as redundant. Bronzong can switch into Landorus, Garchomp, etc. with relative easy and set Stealth Rock which frees up a move on Garchomp. Additionally, Bronzong fairs better against most Dragon-type Pokemon which your team had a few problems with. The set is up to you to decide from testing, but I'd certainly recommend a Max SpD spread to switch into Landorus with Stealth Rock / Gyro Ball / HP Ice / Earthquake. With this change, your team's have to change slightly. You become weaker to Gyarados who can simply Waterfall and Bounce you to death due to the fact you lack a Thunder user which can tank a Waterfall and Ferrothorn as well which Bronzong cannot break while Jirachi could. Stealth Rock is also not needed on Garchomp now that Bronzong is the setter.

With Garchomp's newfound slot opening, I'd try out Aqua Tail. This gives you a solid Pokemon which does well against stall as you're rather weak to it. It can nail common Ground-type switch-ins which Dragonite is walled by too such as Hippowdon, Landorus-T, etc. along with nailing Skarmory due to the Rain-boost. It gives you a solid offensive core. If I were you, I'd run a Haban Berry on Garchomp to keep Scarf Salamence, Latias, etc. from revenge killing you and giving Dragonite an open door to sweep; however, Yache Berry can work as well, but Dragons seem more pressing of an issue. Starmie can't OHKO you with Ice Beam if you have Yache, but if they're smart they'll just OHKO with Hydro Pump due to the fact that Yache is rather common as an item.

Your team suffers from a slight Ferrothorn weakness without Jirachi to set up on it, so using Superpower > Earthquake on Dragonite retains similar coverage while giving you a way to OHKO Ferrothorn. Additionally, I've found Scald on Scarf Politoed > Surf is better since you can burn Ferrothorn switch-ins and still KO the things you need to anyways. I'd definitely go with Lum Berry on Dragonite since Rotom-W is such a littled annoyance as well.

As mentioned previously, Gyarados is rather problematic along with stall. The fact that Jellicent walls your Starmie in rain is just meh. You definitely need Thunder instead of Psyshock. Hydro Pump OHKO's Fighting-type Pokemon anyways and Thunder nails Gyarados as it Bounces while Waterfall doesn't 2HKO making it not as problematic. I would also go with Recover instead of Ice Beam due to the fact you have switch-ins to Dragons anyways. Hydro Pump in rain nails most Grass-types not named Celebi whom you have several counters for. Recover gives you some reliable recovery to continually switch into Bulky Toed, Jellicent, etc. and it can even Recover off damage Gyarados does to it. Also, I would go with Analytic Starmie to hit Rotom-W, Jellicent, and other common switch-ins like Ferrothorn as hard as possible. Doing 40% to a Ferrothorn on the switch with a Hydro Pump is too good! Lum Berry Dragonite absorbs Scald burns for you Additionally, your team is HO so who cares about a Burn or Toxic.

Lastly, due to the fact that you're so hard-pressed against some Water-types, try out Passho Berry on Volcarona with a spread of 144 HP / 252 SpA / 112 Spe Modest. This gives you all the speed you need to outspeed Scarfed Keldeo and Lati@s and +2 and a big bulk + power boost. You can lure in Keldeo to Surf you at +1 and then BOOM. Passho activates and their Keldeo is dead while you have a Volcarona ready to sweep. This also lets you set up on some Starmies which are big hoes to your current lineup.

That's all I have to say really. Good luck.
Thanks, I'll test out your changes!
 
Hiya dudes,
I don't have much but I definitely think that Fire Blast over Swords Dance on Garchomp is a big improvement, wrecking things like Skarmory, Forretress, Ferrothorn, and even Scizor (these are pretty easily predicted to switch in) and if you're leading with Chomp most of the time if won't be hindered by Rain. I may be wrong but SD seems a bit useless/a waste, opposed to a move that surprise the opponent and take out a mon that's a threat to the team. (Also helps with your Ferrothorn issue :toast:.) Otherwise solid team dudes, hope this rate helped.
 
Really, really solid team.

I could only spot one poke that could mess you up:

I know it isn't super common, but do you have an answer to DD or special Kingdra?
 
Hi there electrolyte!Remember me?Lets skip the intro and get to rating,shall we?I have personally tested your team,and it is pretty solid. First off,I heavily agree with what others are saying about your spinner,it is way too frail,and dies too easily,allowing stealth rock to screw your team over really badly.Starmie is not a "dedicated spinner" like you said.It is more of an offensive sweeper,only providing rapid spin support in addition to it's offensive prowess.Therefore,I would recommend a more defensive pokemon for this role,even though you are running HO.Your choices are between defensive Starmie,Tentacruel,and Blastiose.Yes,Blastiose.But lets talk about your other options first,shall we?Defensive Starmie has it's own merits,as it can take on Keldeo easily.But,the problem still remains,you are still too frail and if you take too many EVs out of Speed into Defense can defeat the sole purpose of Starmie:to be a speedy spinner.And not only that,it has to choose between Ice beam and Psyshock to beat Garchomp or Keldeo respectively because you cannot have both on the defensive set.And Starmie can do little to harm common spinblocker Jellicent.(Gengar can be defeated easily even without Psyshock)But don't let all these flaws deter you;Defenisve Starmie is an excellent choice.

Next up is Tentacruel.Just like Starmie,it still has a few flaws.It adds to your Garchomp weakness,which is not good at all.While Keldeo cannot do much to it,it can't do much to Keldeo either,and is big set-up fodder to SubCM variants.But enough about Keldeo and Garchomp.What about other threats?GastroSkarm becomes much less troublesome,because you can simply Toxic Gastrodon and because you are a bulky spinner,you can spin away Skarmory's hazards without fear of more LO recoil.But,huge threats to your team such as Reuniclus(TR) are gonna be more of a problem.

Blastiose on the other hand is just a very,very sturdy physical wall.While Tentacruel's defenses suck(80/65 defenses just doesn't do it),it's defenses rock.But obviously it does not have the speed that Tenta and Starmie has.It has Rain dish and you can use a combination of Rain dish+Toxic+Protect to stall out ghosts.While it is not neutral to grass,it can use it's weakness to grass to lure in Grass-types for your Jirachi or Volcarona to set up on.Keldeo and Garchomp can't do much to it,and just like Tentacruel,it can just toxic Gastrodon and bulky spinblockers.However,don't think that it is the best option of the three;it lacks a way to scratch Keldeo other than toxic and is HUGE set-up fodder for many,many sweepers.You can run roar to counter this,but you will lack any way to beat spinblockers.
I think,in just my opinion,that Starmie will be the most effective.It's speed and typing is the best and it will be extremely helpful because it isn't affected by status.Nonetheless,you should test out each one of them one-by-one to see which one is the most effective.Ok electrolyte,I have talked a lot about your spinner but what about other team members?

I think that you should replace Rachi with Bronzong just like that other person said.This gives you a way to beat Landorus-I IF it sets up.This is a really huge if,because there is not clear team member that if can use to set up;all your team members destroy it.But other than Landorus,Bronzong gives you a reliable Stealth Rocker freeing out a lot of space for Garchomp.With this newfound space,you can use it to put Haban berry on Garchomp so that you can clear other dragons for Dragonite to sweep easily.
Speaking of Dragonite,I just realised that both Dragonite and Garchomp have almost the same defensive counters.Why?It should be super obvious that they are both dragon types with main attacking moves being Earthquake and Outrage.Therefore,I suggest you change Dragonite with something else.Yes,I know that Dragonite can sweep teams easily and is like,#4 in the ranks right now,but I have never really liked the thing,because I have never been actually clean-sweeped by it.Dragonite,even if it does have Lum berry,it still remains vulnerable to the most common status in the metagame:Burn.It also increases the urgency of rapid spin,putting more pressure on your spinner.Therefore,I suggest a bulky special attacker that synergises well with your team.If you are itching to put 2 dragons on your team,Latios/Latias is your best options IMO.Not only do they not care about burn much,but they are like a magnet attracting stuff like Jirachis and Tyranitars which you can then double switch to Garchomp to set up a Substitute (which falls over Stealth Rock) and then Swords dance to screw the opposing team over.Even a Salac berry is a possible replacement over sash,to increase your speed and outspeed faster threats.(Be sure to run an odd number HP for this)

That is really all I can say.Nice to see you back again in OU electrolyte and tell your buddy I said hi.Hope I helped and good luck!

Replacements:


Offensive Starmie----->Defensive Starmie,Tentacruel or Blastoise
SubCM Jirachi ----->Specially Defensive Bronzong
Dragonite ------->Latis(or any other special attacker that synergises well)
Sash Stealth Rock Garchomp----->SubSalac Garchomp
 
Cool team dudes :D I think I'll keep this short and sweet!

Starmie is there to spin, correct? Well at the moment Jellicent is a total stop to your Starmie, and Starmie will not be able to get that spin off. With that said I suggest you replace Psyshock with Thunder. Thunder easily 2HKOs Jellicent, which allows you to properly utilize Starmie's spinning abilities. This is huge for a team that carries both Dragonite and Volcarona! It looks like your main draw with Psyshock is that it helps against the fighters, namely Terrakion and Keldeo; well Thunder takes care of Keldeo just as well as Psyshock and Hydro Pump is doing more to Terrakion anyway. I've never really found Psyshock very helpful on Starmie, people really only ran it in fear of CM Keldeo but Thunder is a guranteed 2HKO plus you outspeed.

Secondly, I suggest you run Psyshock over Water Pulse on Jirachi. This should help against the problematic fighting-type Pokemon. It always you to use Jirachi as a secondary check to Keldeo and Terrakion, plus its usually a better move when you are aiming to sweep with Jirachi. Water Pulse is pretty weak, though Parafusion is no doubt fun :)

Good Luck!
 
Not true joeyboy. If anything, I suggest flash cannon. It really depends on what you need to hit. water pulse and thunder have nothing on gastrodon. Psyshock would help against fighting types, but thunder is usually enough to get passed keldeo and terrakion (assuming rain) with the chance of paralysis. Psyshock however, leaves you screwed over by TTar and Hippowdon. Sand can just come in and completely stop you doing anything. Flash Cannon does a decent chunk to TTar and Hippowdon, and has a good chance of spc. def. drop. This combined with the fact that nothing except shedinja is immune to this combination makes it the superior choice.
 
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