Gen 4 #1 Showdown - Venom Storm

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Wanted to share my favourite team that I've made in a while - Venom Storm - my take on toxic spikes offense. I think this style is very strong on ladder at the moment and I was able to go toe to toe against some top top players with it.

I discovered the combination of Zapdos + Rotom was causing a lot of teams trouble. While opponents could often play around one, they couldn't play around both without taking heavy sacrifices. Toxic spikes was all the support it needed. The rest of the team has a favourable matchup against Tyranitar, Heatran and Clef and the team aims to wear them down before they wear down Zapdos and Rotom.

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Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 64 Def / 4 SpA / 112 SpD / 80 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Thunderbolt
- Hidden Power [Ice]
- Protect
- Roost

We lead out with the star of the show. I'm quite proud of the EV spread. The EV's live a Modest Specs Draco Meteor from Latias and a+1 Gyarados Ice Fang after stealth rocks. It outspeeds Heatran and the remaining 4 EVs go into special attack to OHKO Wacan Gyarados after Stealth Rocks.

Thunderbolt is chosen over Discharge on this team because the extra power is needed for wearing down Clefable, Heatran and Tyranitar.

Protect has enough niche uses to justify it's place:
  • It pairs well with Toxic Spikes
  • It's useful scouting on a Pokemon people don't usually expect it on - particularly scouting pursuit from CB Tar
  • It protects against Explosion, which is useful in the lead spot and you can bait Explosion two turns in a row with Rotom in the back
  • It provides leftovers recovery before sandstorm is up and if they don't have sandstorm this set is very difficult to kill
  • It PP stalls, for example if a specs Latias uses Draco meteor > protect + roost will drain 4 PP and it can basically never Draco Zapdos again

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Swampert @ Leftovers
Ability: Torrent
EVs: 240 HP / 248 Atk / 20 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Waterfall
- Ice Punch

Swampert forces out Clefable, Tyranitar and Heatran and sets up Stealth Rocks. 20 speed to outspeeds other Swamperts because this team is weak to them.

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Roserade @ Black Sludge
Ability: Poison Point
EVs: 248 HP / 32 SpA / 228 Spe
Timid Nature
IVs: 0 Atk
- Sleep Powder
- Shadow Ball
- Leaf Storm
- Toxic Spikes

I think the number one reason to use toxic spikes is to cripple Tyranitar, which this team takes advantage of. A lot of people hate on Roserade but this set finds it easy to switch in, put one pokemon to sleep and set up toxic spikes. In some matchups that can be as good as two KO's.

The forth move has a lot of freedom, I'm using shadow ball to check Gengar and Sub Rotom. It also makes it harder for Latias to switch in.
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Rotom-Wash @ Magnet
Ability: Levitate
EVs: 120 HP / 196 SpA / 192 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Thunderbolt
- Shadow Ball
- Pain Split

The second part of the thunderbolt spam. All of my teams struggle against this set, so I figured my opponents would too. Shadow ball is chosen over the more traditional Wil-O-Wisp as with Toxic Spike support stall can really struggle to handle this set once Tyranitar is out of the way.

The EV's live a +1 Gyarados waterfall after Stealth Rocks, it can obviously crit or flinch, but it's the best you can do. There are a few extra EV's to get a better sandstorm number. It outspeeds all Heatran and defensive Latias and the rest goes into Special Attack. This variant needs as much Special Attack as possible to break through stall.

Stall really can't do much to this set, but this set can't do that much to stall either. Most of the strategy revolves around PP stalling their recovery moves and fishing for crits. Clefable in particular regularly has to risk a crit against this set. You can also use switching to PP stall and generally I just like to drag the game out, create prediction opportunities and critical hit opportunities.

Life orb was too exploitable by good players in the sand. It was often at risk of dying to a double protect from Jirachi and I didn't have the brain power to play around it. Leftovers is solid, but it made Pain Split much weaker against Clefable. Pain Split is a crucial component of PP stalling Clefable out of recovery moves. So I went with Magnet as it seemed to be the perfect balance and helped bluff a choice item.

This set it obviously very weak to Pursuit Tyranitar and shouldn't be brought out early game.

It can block rapid spin, but in most scenarios it's not worth the risk of wearing Rotom down. Just a niche prediction option later in the game.

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Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 36 Atk / 4 SpA / 216 Spe
Jolly Nature
- Substitute
- Iron Head
- Calm Mind
- Thunder

Originally this was just a protect +3 attack Jirachi which offered some nice utility but had no real synergy with the team. I was introduced to this disgusting set and realised it was perfect for this team. Losing protect hurts, but with electric spam and Toxic Spikes support, this Jirachi has everything in needs to make opponents retire from competitive pokemon.

This set feels like it's trying to do too much, but ends up being the perfect amalgamation in the current metagame. With Thunder and Iron Head it can play like a standard utility Jirachi, easily switching in and spreading paralysis. But if my opponent gives it the opportunity to use Substitute and Calm Mind then unfortunate doesn't even begin to describe the following sequence of events.

It is the only steel type on this team so Specs Latias can be a problem. Latias can't safely switch into anything. Zapdos and Rotom can lure it in and deal with it in their own ways and if the worst comes to the worst, Roserade is always willing to volunteer as tribute.

I went with 216 Speed as I don't have a great way of luring in and wearing down Gliscor.


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Flygon @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Outrage
- Thunder Punch
- U-turn

I don't really like scarf Flygon in the current meta, but it just felt like the right Pokemon for handling the threats I was struggling with. The team is very good at wearing opponents down for an Outrage sweep. I don't fully understand why, but I guess it's because people end up sacrificing the things they don't think they need.

I use Thunderpunch because I'm scared of Gyarados. You could use fire blast to improve the Skarmory matchup if you're braver than me. Substitute Rotom makes it super easy to guarantee the knock off on Flygon.

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I'm interested to know modern players thoughts:
https://pokepast.es/89a2d9a4f7282fd9
 
Love the thoughtfulness on the EV spreads. I'm not good enough at diagnosing problems with the team without seeing it in action but you might be able to optimize the leftovers/black sludge recovery by tweaking some HP on Zapdos, Swampert and Rose (I know Rachi needs to 101 HP sub). I always anchor to the largest number divisible by 16 + 1 but I think +7 might still be maximizing HP and leftovers. You'll need to tweak your defensive stats accordingly.

Magnet is a nifty item for Rotom, I've been running a similar set but with LO and I've had the issues you've described even though its powerful.

This is maybe also a dumb thing to plan for but it looks like you kind of get annihilated by rain outside of the 100% accurate thunder. You could maybe shuffle some roles in fit a clefable in here somewhere. Flygon is kind of bleh but I get the speed control is sorely needed so that something like DDnite doesn't come in on Rose and proceed to annihilate.

I could also see SpDef/Torm Tran being somewhat irritating to deal with because you can't wear it down with sand or t-spikes and it sits on more than half of your team. Not sure how often you're clicking shadow ball on Rose but HP Ground or HP Ice might be a decent alternative. I can see how opposing rotom might be something you'd like to have an answer for though.

Keeping swampert healthy feels like kind of a big deal for this team and I feel like certain flavors of Breloom might require some big brain moves to deal with. I'm curious how you've fared against the standard loomtran.
 
To add I think offensive starmie can be really difficult for these types of structures, especially since the spin re-enables Ttar from doing what you don't want it to do. A scarf tar of your own might be nice here.
 
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