5th Gen ONLY team

This is my first RMT so criticism is appreciated!!

After hearing the projected VGC 2011 rules and scouting common threats and sets in Gen 5, I concocted this team. It's still under development, but has been mostly succesful thus far.

Lead: Rankurusu
252 HP/ 4 DEF/ 252 SPA
@ Life Orb
Quiet Nature
Ability: Magic Guard
Trick Room
Shadow Ball
Psychic
Focus Blast
rankurusu.png

This thing is deadly. While deffensive calm mind and recover sets may seem more popular, the offensive set can totally wreck your opponent. The idea is simple predict the taunt and attack or set up Trick Room.
If Trick Room is set up, continue to sweep using this destructively cute rascal. If not, attack using the bulkiness of Rankurusu. It really is a win-win with this set.

Tank: Roobushin
252 HP/ 40 ATK/ 216 SPDef
@ Flame Orb
Careful Nature
Ability: Guts
Bulk Up
Drain Punch
Mach Up
Payback
roopushin_by_gold_duck-d347ojg.png

I really don't see how it's possible to build a 5th gen team without this guy. I mean, he defines amazing in every aspect of the word. If TR is up this thing is even more deadly, as i can bulk up and drain punch to recover health from the previous hit. The best thing about this is the ev's i decided to use, and I haven't seen anything similar thus far. With the decently high SD, I can withstand almost any neutral special attack and laugh as I use drain punch to regain that lost HP. Like I said, amazing.

Hazards: Nattorei
252 HP/ 128 DEF/ 128 SPDef
@ Leftovers
Careful Nature
Ability: Iron Barbs
Stealth Rock
Spikes
Explosion
Power Whip
Nattorei.png

Nattorei really is a hit or a miss with me. At times, I rarely use him and at others he wins matches for me(or loses). If TR is somehow still up, I'll usually get rocks up and 2 spikes before exploding or fainting. Power whip actually works rather nicely as Nattorei has a decent attack and can do good damage coupled with its entry hazard capabilites, but the 4x weakness to fire is hard to overlook.

Special Sweeper: Sazandora
4 HP/ 252 SPA/ 252 SPD
@ Choice Scarf
Modest Nature
Ability: Levitate
Draco Meteor
Dark Pulse
Fire Blast
U-Turn
sazandora_by_yotsu_chii_luvah-d2z74e5.jpg

I think Sazandora is often overlooked by its dragon bretheren of gen V. Never the less, it's devistating especially in late game where I use my "Hihidora" (yes I take credit for that XD) combo. It can revenge kill and its defenses and resitances are nothing to scoff at either. The only thing that can actually outspeed this thing is Doryuuzu in a sandstorm, but then again what doesn't....

Physical Sweeper: Hihidaruma
4 HP/ 252 ATK/ 252 SPD
@ Choice Band
Adamant Nature
Ability: Encourage
Flare Blitz
Hammer Arm
U-turn
XXX___Hihidaruma_by_Winter_Freak.jpg

How Game Freak got away with making Pokemon this offensively potent this Generation I'll never know. But this thing has death written all over it.
Hihidaruma's flare blitz kills EVERYTHING and it can outspeed a good deal of threats. When paired with Sazandora, they cover both special and phyiscal as well as each others' weaknesses. You do NOT wana meet one of these without a game plan as the choice banded variety are not to be disturbed.

Wild Card: Voltolos
4 HP/ 252 SPA/ 252 SPD
@ Electric Jewel
Timid Nature
Ability: Mischevious Heart
Nasty Plot
Thunderbolt
Thunder Wave
Hidden Power [Ice]
Voltolos.png

Electric/Flying really is an excellent typing. Voltolos's mischevious heart ability allows me to set up parahax on opposing pokemon without trouble and boost my special attack to rediculous levels. One of the main reasons he's on the team, however, is for his ability to take on common threats I'd be hopeless against otherwise. Opposing Landloses and Voltoses would roam free to kill at least one of my Pokes without HP Ice on this thing plus it's a good Pokemon in general.

Threats?
Ulgamoth: This thing, may be the best counter to this team. After one Butterfly Dance it outspeeds practically everything I own. And if that wasn't bad enough its two STAB moves hit super effective on THREE of my Pokemon. Considering I only have one move that hits it for SE damage and stealth rocks aren't always up, this thing can cause serious trouble...
Landlos: This thing was the reason I added Voltolos over Kojondo in the first place, as I was losing to many battles to this thing. Sand Power Earthquakes do an insane amount of damge.
Doryuuzu: When this thing is in a sandstorm, when isn't it a threat? Out of one he's not much trouble but in one, he proves to be a pain, nothing too much however.
Erufuun: Not really a threat, but a nuisance that either dies instantly or takes out TWO of my Pokemon

So that's all I've got, any suggestions? I can totally use them.
 
If your running TR and speedy attackers, would they not contradict each other? I mean, you'd be broken if they switched in their Rankurursu in which case Sazandora could have gotten him, but now their Rank outspeeds with Focus Blast for the KO.
 
TR only lasts 4 turns after used so it's not like I'll be sending in Sazandora or Hihidaruma out with it on. Like I said they're mainly for late game after Rankurusu and Roobushin clear things out with the help of TR because without it they're way more vulnerable. I've had a lot of success with it so far.
 
I think you posted this awhile ago judging by the japanese names but...
I would run this on that Nattorei

252 HP/ 128 DEF/ 128 SPDef
@ Leftovers
Relaxed Nature
Ability: Iron Barbs
Stealth Rock/Spikes
Gyro Ball
Leech seed
Power Whip

The reason for this is that the relaxed nature (up def/down speed) raises the power of the gyro ball. Not only that but gyro ball is STAB (same type attack bonus) and defense being upped is Nattorei's main selling point. The reason I woudn't run stealth rocks and spikes on Nattorei is because you won't be able to set up all that without diying unless you leech seed. Trust me, Leech seed Nattorei is a bitch to KO. Explosion is a waste of a wall if you ask me, power whip I do agree on because it can take out those ever too frequent tyranitars and wreck a sandstorm team. (not to mention the sandstorm doesn't affect Nattorei. I really hope you change that Nattorei for your sake. GET RID OF THE TRICK ROOM! Its not worth setting it up for two of your pokes, especially when you are running the red ape. There is a lot of switching in competative and that will only screw it over!
 
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