3rd Gen Style

I built this team with a couple old classic RSE pokes who saw a lot of use back then, and only one has fallen out of favor now (Milotic). I also added some guys from other gens, and the team is basically built around the agility metagross, who I loved to use back in the RSE days. The strategy is still basically the same, which is to pair metagross with some hard hitting wallbreakers to help soften up the enemy team, and then use agility and go crazy.

The Team:

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Jirachi @ Leftovers
Trait: Serene Grace
EVs: 252 HP / 120 SAtk / 136 Spd
Modest Nature (+SAtk, -Atk)
- Wish
- Stealth Rock
- Doom Desire
- Body Slam

Jirachi is basically a supporter, providing stealth rocks, paralysis with body slam, wishes for his team mates, and also doom desire. In my opinion this is a very important supporting move, allowing a sweeper to set up or score a much easier ko against a troublesome opponent. Since Jirachi can switch out and it will still occur, I see no reason not to use this move.

Conkeldurr (M) @ Flame Orb
Trait: Guts
EVs: 176 HP / 252 Atk / 80 SDef
Adamant Nature (+Atk, -SAtk)
- Mach Punch
- Drain Punch
- Bulk Up
- Facade

Conkeldurr is a generally nice poke, with the flame orb he gets a nice attack boost right away, and with a bulk up hits nearly 1000 attack. The fact that I used facade over payback leaves him completely walled by ghosts, but facade does a ton to anything that resists his STAB moves. Plus with team preview I know if my opponent has a ghost anyway.

Metagross @ Life Orb
Trait: Clear Body
EVs: 52 HP / 252 Atk / 204 Spd
Adamant Nature (+Atk, -SAtk)
- Agility
- Meteor Mash
- Earthquake
- Ice Punch

The focus of the team. With an agility he hits around 450 speed, outspeeding nearly everything. Meteor Mash hits hard, and earthquake can take care of stuff that resists it. Ice punch is nice to take out those annoying dragons metagross already resists, as well as the ever present gliscor.

Latios (M) @ Choice Specs
Trait: Levitate
EVs: 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Draco Meteor
- Hidden Power [Fire]
- Psychic
- Surf

Latios is my first wallbreaker. Almost nobody likes taking a choice spec draco meteor, and even if they switch in a blissey or whatever, the residual damage will stack up, eventually to the point where metagross can finish it off. His moves provide reasonable coverage but draco meteor is the main job of latios.

Infernape (M) @ Choice Band
Trait: Blaze
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Mach Punch
- Close Combat
- Flare Blitz
- U-turn

Infernape is my second wallbreaker and scout, from the physical side. He has pretty good synergy with latios, and can hit very hard with his STABs. U-Turn is also a great move to check if my opponent is switching, and bring in my counter for free with some residual damage too! I really like this guy although he usually does not last too long, but in his short life span he can do some serious damage.

Milotic (M) @ Leftovers
Trait: Marvel Scale
EVs: 252 HP / 180 Def / 76 SDef
Bold Nature (+Def, -Atk)
- Scald
- Recover
- Ice Beam
- Dragon Tail

Milotic seems to have been forgotten since its days of glory in RSE. In my opinion milotic is still quite good. I don't believe he is outclassed by some of the other bulky waters, since he gets recovery, a phazing move, and the amazing ability marvel scale. Once i can get hit with a status move, milotics defence jumps to 393, along with already high special defence. With recover he becomes very had to take down, and can also hit back with his decent 100 base spA. I love milotic's ability to take status that would otherwise mess up his team mates and use it to my advantage.
 
Your team is walled hard by Jellicent - Latios is the only answer to this team.

You can change your Infernape to a MixApe

Fire Blast | Close Combat | Grass Knot | U-turn @ LO. You still got the U-turn for momentum, while also having the ability to 2HKO Jellicent coming in with 96% health with Grass Knot after SR. You lose Mach Punch, but you have Conkeldurr anyways.

Alternatively, you may try a Scarftar over your Infernape to dispatch and kill Jellicent with either Crunch or Pursuit. It is also a great revenge killer that will eliminate other potent threats, such as a NP Thundurus and Latios, both of them who you have no real answer to. Although you may lose some firepower vested by your Infernape, Tyranitar covers many significant checks and also facilitates your Metagross sweep, by removing its hard counter Jellicent. You may possibly run Fire Blast on your Scarftar to maim Skarmory / Ferrothorn / Forretress / Scizor switch-ins. All it really need is its double STAB to revenge the specific threats of your team anyways.

Speaking of Jirachi, I don't see that set working. Mainly because it's not defensive enough to take hits and Wish-healing / Doom-Desiring. At the very least it needs Protect.

I would advise going specially defensive, to have a much solid answer to Latias, Latios, Tornadus, Thundurus, and Reuniclus, all very threatening monsters that Jirachi can cover with lots of investment in Special Defense.

Iron Head | Body Slam | Stealth Rock | Wish
252 HP | 240 SDef | 16 Spe | Careful Nature

Some consider 32 Spe to outrun Jolly Ttar, but those are really uncommon and really not something to be fussing over. You can go crazy with the speed creep and give it >40 Spe EVs to outrun Celebi, Gliscor, Tentacruel, bulky Politoed, etc, but honestly Jirachi needs all the special defense it can get to soak up those powerful special hits. Outrunning Modest Specs Toed is enough.

I removed Doom Desire, since you really need that Iron Head to break Latias's Substitutes and to paraflinch Reuniclus to death.

PS - If you find your Conky staying active for < 4 turns, Toxic Orb does equal or less damage than Flame Orb (Toxic: 6% - 1st turn, 12% - 2nd turn, 18% - 3rd turn; whereas Burn: 12% every turn).
 
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