A Shark in the Sand

At a glance:

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Main Sweeper:
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Garchomp @ Choice Scarf
Adamant - 252 atk, 252 speed, 4 hp
Rough Skin
~Outrage
~Dragon Claw
~Earthquake
~Fire Fang
Garchomp is the main sweeper of this team. With it's natural power and a choice scarf, there is very little that can take two hits and keep coming. In testing, about 80% of the time, once Garchomp finally comes out, it's already over. Everything left will either be OHKOed at their health or aren't remotely threatening.

Core:
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Ferrothorn @ Leftovers
Careful - 252 hp, 4 def, 252 SpD
Iron Barbs
~Leech Seed
~Power Whip
~Stealth Rocks
~Thunder Wave
Ferrothorn serves as my special wall, and checks a good portion of my main sweeper's counters. Ferrothorn can take hits for days from Choice Scarf Latios or Starmie and proceed to cripple it with Thunder Wave. Setting up rocks is always a nice touch, but doesn't necessarily matter with this team as much as it should. Leech Seed forces switches while Power Whip is to deal with a Starmie that doesn't switch out.

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Skarmory @ Leftovers
Impish - 252hp, 232def, 24 spe
Sturdy
~Brave Bird
~Roost
~Spikes
~Whirlwind
Skarmory helps to deal with the physical counters to Garchomp, specifically Mamoswine and Donphan. Due to its natural bulk, Skarmory can take hits on the physical side for days while shuffling around the opponent with whirlwind and roosting off the damage. The two mentioned threats to Garchomp are threats for a different reason than the threats that Ferrothorn deals with, because the Priority Ice Shard is standard on those sets. As a result, Skarmory's job is to absorb damage and then either switch into Infernape on a predicted non-Earthquake, or deal as much damage as it can while staying healthy itself.

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Zapdos @ Life Orb
Timid - 252 SpA, 252 Spe, 4 HP
Pressure
~Heat Wave
~HP Ice
~Volt Switch
~Roost
Zapdos's job is to deal heavy damage onto Pokemon that can potentially sponge Garchomp's moves once it's locked into one. Heat Wave deals with steel types that resist the stab dragon-type Outrage, such as Jirachi and Ferrothorn, where as HP Ice and Volt Switch deal with flying types that resist the stab ground-type Earthquake, such as Tornados or Skarmory.

Rounding it out:
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Infernape @ Choice Band
Jolly - 252 atk, 252 spe, 4 SpD
Iron Fist
~Flare Blitz
~Close Combat
~Mach Punch
~U-Turn
Infernape is, in a sense, my back-up sweeper. After stab, and ability, Infernape has a +1 Priority move with 72 base power and Choice Banded boost. Fortunately, as well, Infernape also counters a lot of Garchomp's counters, such as Mamoswine. Close Combat can easily destroy Mamoswine, even thick fat and bulky ones that would take neutral damage from Flare Blitz and potentially survive with a sliver of hp. The U-turn, along with some good predictions, can heavily damage a Latios or Starmie that's predicting a Close Combat or Flare Blitz respectively, and put it in a range where Ferro can easily scare it out or KO it, as well as giving me switch-initiative after they switch out.

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Mamoswine @ Life Orb
Adamant - 252atk, 248hp, 8 spd
Thick Fat
~Ice Shard
~Icicle Crash
~Earthquake
~Substitute
Mamoswine was the final addition to this team, and I feel it rounds it out perfectly. The natural and incredibly impressive power of Mamoswine can scare out many pokemon that are afraid of it, allowing me to set up a substitute and almost guaranteeing a KO. Furthermore, since I use an adamant Garchomp, I will usually be outsped by other choice scarfed Garchomps, as Jolly is the usual nature on them. Even then, an adamant Garchomp would be a speed tie with mine, which is something I would prefer not to risk. Mamoswine helps tremendously here against opposing Garchomps that would otherwise give me a massive headache. In the end, while it was a last minute decision, I feel that Mamoswine really filled this team out well.
 
This team looks nice, just a few tiny nitpicks.

No offense, but your garchomp looks to be an inferior moxie mence to me. It's slower, and while it has higher power because of adamant, it does'nt get a moxie boost from a kill.

So while I realize it's the main poke of the team, I recommend switching Garchomp to either a speed boosting nature, or change him to moxie mence.
 
This is a childish excuse, but I just don't like Salamence xD. That said, a practical reason is that I feel that Garchomp's stabs are much better than Mence, and allows him to deal heavier hits. Furthermore, the heavier power off the bat means that Chomp also makes a good revenge killer before switching out. Mence has a problem with that, since it gains its power from Moxie.
 
i understand. I hate blissey with a passion, and I'm not too keen on mence's looks either.

Still, if you don't want him to get outclassed, use a +speed nature. Of course, garchomp will never be fully outclassed in this regard due to his typing, but it might be nice to be able to outspeed +1 base 100s, like landorus and volcarona.

Other than that, I could possibly see adamant working, so long as you support it the right way.

@fire rage
if garchomp has adamant nature, then he has a slightly higher attack than a jolly mence.

What I'm saying though is that garchomp, when using adamant, is outsped by salamence, and the extra damage is negligiable.

Personally, I'd run a plus speed nature on scarf chomp, but it's void's team, and if he's happy with it, I won't deprive him of it.
 
hi

Cool team. First off, I really think Infernape needs to go. If the opponent is running rain it is pretty much inferior to all the other fighting types in the current metagame as it will have its other STAB weakened. Considering rain is pretty much everywhere atm your infernape won't be doing much a lot of the time. I would definitely change Infernape to a Life Orb Breloom. This way you retain your mach punch user as well as your fighting type, but you gain a pokemon who is not uselss against rain and is infact one of the best pokemon to have against rain. Bullet Seed is a really good STAB to hit common rain pokemon hard with, and Mach Punch and Low Sweep can hit ferrothorn hard, and if you predict a tornandus switch in and use low sweep, you can beat it if it stays in. Much better than infernape who will be hindered by rain a lot of the time.

Now, your team was weak to sun offense in the beginning, with volcarona and Venusaur being 2 very troublesome pokemon for this team to take on when under the sun. Your 2 current steels only really add to this weakness. To alleviate this an easy fix is using Air Balloon Heatran > Skarmory. This gives you a great way to hard wall the 2 aforementioned and either PHaze out or kill respectively. His STAB under Sun helps fix the hole left by infernape and his better typing and ability for combating sun will come in handy when you run into those team types. He can really do the damage to sun teams with Flash Fire Boosted Fire Blast dealing massive damage to anything not immune to it under sun, and if you play conservatively with your balloon you can evade the common dugtrio as well, further aiding in beating sun. If your balloon is still intact you can also handily check a lot of common DD dragons as well, so thats always a major perk.

Now that you lost your spikes, I think that changing your ferrothorn set to accomodate that would be pretty good. I would use Spikes > Leech Seed on this set. Leech Seed is not very useful imo without protect as pretty much all ferrothorn switch ins will be forcing you straight out making you get only 1 turn of recovery which will be pretty much negated when you switch back in. With this you get the nice spikes skarmory was providing back which is pretty useful for your team. I would also change your Mamoswine EV spread to 252Atk/ 4Def/ 252Spe and Superpower > Substitute. Mamoswine excels at revenge killing, so using it to abuse sub isn't really that good when its meant to be out there revenging theirans and dragons. It won't find many chances to get a substitute up in the fast paced metagame, and it needs to run max speed itself to outspeed breloom and CB dragonite. Superpower helps you nail air balloon heatran and does reliable damage to rotom-w and bronzong, which is good.

GL with the team
Heatran @ Air Balloon
Nature: Timid (+Spe -Atk)
Trait: Flash Fire
EV's: 252SpA/ 4SpD/ 252Spe
Roar/ Fire Blast/ Earth Power/ Hidden Power [ICE]

Breloom @ Life Orb
Nature: Jolly (+Spe -SpA)
Trait: Technician
EV's: 252Atk / 4 Def/ 252Spe
Spore/ Mach Punch/ Bullet Seed/ Low Sweep
 
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