There's a team I've grown quite fond of in 4th Gen recently. I have gotten startlingly good results despite its very odd appearance, as it centers around a ridiculous amount of surprise tactics and misdirection. Also, this is the first time I'm throwing a team up on Smogon, so bear with my lack of pictures to catch everyone's eye. Alas, most of these are Smogon sets, so only a couple of truly original sets show up.
At a glance:
Lucario
Heatran
Kingdra
Roserade
Metagross
Cresselia
THE NITTY GRITTY
LUCARIO: Bow To None
Lonely (+Atk, -Def) nature
4 HP/252 Atk/252 Spe, 0 Def IV
-Counter
-Close Combat
-Crunch
-Extremespeed
Item: Focus Sash
Ability: Inner Focus
A traditional bit of Counter-Sash that NOBODY EVER SEEMS TO EXPECT. I still always get a chuckle out of the retarded Swampert or Metagross lead who sees a Lucario, fears the Swords Dance and EQs in a blind panic only to immediately be faced with a 6-5 on turn two. Pretty much this guy's entire purpose is to attack until he keels over, which can really mess some people up who expect more offensively reserved tactics (On the other hand, it's a fricking Lucario. What's it gonna do, set up Toxic Spikes?). CC and Crunch get notable coverage, and EXSpeed is there for the occasional revenge-kill if Luke gets phazed out, but it's mainly for picking off those pesky Sash users. I am considering subbing in Bullet Punch instead in order to at least lightly smack incoming Ghosts once my Sash is gone, and I can't think of any notable situations where the extra 20 power would matter. Thoughts?
Another thing I like about this Lucario is that the vast majority of Trick-Scarf leads don't bother him a bit. It's pretty easy to see coming these days and just go straight for an attack, and then all of a sudden a 418-speed Lucario is on the field butt-raping everything.
As an aside, this guy also works quite well against Fake Out leads due to Inner Focus, with EXSpeed or Bullet Punch to nip off Sashes as usual. The only leads I consistently have trouble with are: Gyarados, who usually sets up on my attack drop and can Taunt my Counter if I use it a turn too early; and paraflinch-hax Jirachi, and I believe that's all I have to say about that. If Lucario stays in for a bit, he also falls victim to Zapdos (I call it Birdachu) rather easily for my tastes thanks to Roost-stalling, but that's why I have Metagross. (I'll explain that in a minute.)
HEATRAN: Bluff Check, DC 20 (Epic Nerdity is Epic)
Naive (-SpD, +Spe) nature
4 Atk/252 SpA/252 Spe
-Substitute
-Fire Blast
-Earth Power
-Explosion
Item: Leftovers
More delicious, delicious misdirection. The best possible scenario is for something with a blatant Fire weakness to come in and revenge-kill Lucario. From there, it's easy to bluff a ScarfTran set and get a free sub. Even if Blissey comes in, two to three Fire Blasts and an Explosion are going to hurt like hell if not kill.
This is really just a Smogon set; nothing much to say. It's great bait for Cresselia against an actual ScarfTran, and Roserade is great bait for ol' faux ScarfTran here. It also has all the same counters, which I'm not terribly familiar with so please do point out the more dangerous ones you notice.
KINGDRA: Shenanigans Galore
Modest (-Atk, +SpA) nature
252 SpA/4 SpD/252 Spe
-Draco Meteor
-Ice Beam
-Hydro Pump
-Hidden Power [Electric]
Item: Choice Scarf
Ability: Swift Swim
...WHAT THE FUCK IS THIS. I'll tell you what it is, it's the greatest damn Kingdra ever.
It works best by coming in either to shrug off a Fire attack aimed at Roserade (though a Burn is unsavory, it's not the end of the world like for most Kingdras) or as an ACTUAL revenge killer, most often right after Heatran embraces his Islamic-extremist roots, and going straight for unexpected attacks on chunky switch-ins, especially the hilarious Skarmory Switch-in Situation (as I have named it). You'd be surprised (I was too) at the number of times a physical wall has come in to punish my DD-setup only to be on the receiving end of a Draco Meteor or Hydro Pump. Early-game, I only like to show Hydro Pump or Draco Meteor, since Mixdra will occasionally carry one of those. It's either later on or when I really need it when such hilarity as HP Electric hits the field and OHRs their precious Gyarados.
The big thing I am undecided about here is the ability. On the one hand, Scarfed Swift Swim plus HP Electric equals a thoroughly dead Rain Dance team, but Rain is awfully rare in OU aside from some Ludicolos. On the other hand, critical hits shouldn't be necessarily relied on, so Sniper has some iffiness about it too.
Again, unfortunately, there are problems. If a Gyarados actually switches INTO this Kingdra, I'm never cocky enough to have anticipated that by choosing Hidden Power. At the most, Gyarados will take negligible damage from a Draco Meteor thanks to its special bulk and be able to set up or attack/Taunt the switch-in. Also, Birdachu makes a return appearance as a well-suited deterrent, as even Ice Beam won't do enough damage to it for my tastes.
In looking at this fellow, please don't tell me to change to a mixed or physical set, whether you think those are "better" options or not. This guy is my first completely original set, he's close to my heart, and the aforementioned Rain scenario has actually happened, turning a 2-5 into a 2-0. This dude is going to stay a special set pretty no matter what, and there's very little chance of the Choice Scarf going to anyone else either. Instead, tell me what ELSE sucks about the team, or at least what is mediocre and could use an alteration.
ROSERADE: The Glue
Timid (-Atk, +Spe) nature
4 HP/252 SpA/252 Spe
-Leaf Storm
-Sleep Powder
-Hidden Power [Ground]
-Sludge Bomb
Item: Life Orb
Another typical Smogon thingamajigger. It's definitely the glue of the team, being the only completely straight-ahead sweeper that ever stays alive for long. Having STAB Grass is handy, especially because Swampert can be be a pain in the ass for everybody else on the team. Snagging a kill on non-Scarfed Heatrans is also quite handy, because that's one less potential explosion to worry about with Cress later on. The main beef here is that it can't touch Skarmory other than to put it to sleep, and if I miss then Roserade fellaciates a STAB Brave Bird. I can't always count on having Heatran to scare it off either, since Heatran tends to blow up on special walls early on in the game in order to facilitate, if not perform, their murdering. However, Skarmory often doesn't come into contact with Roserade because it's rather easily baited into switching into Kingdra and dying immediately thereafter.
CRESSELIA: Stallin' Stalin
Calm (-Atk, +SpD) nature
252 HP/200 Def/56 SpD
-Charge Beam
-Ice Beam
-Rest
-Sleep Talk
Item: Leftovers
Surprise, another Smogon set. Cresselia can take hits like a damn mountain, and with its handy Ground immunity it dodges a lot of things for Heatran. Cress also jumps in for Roserade a lot; R often gets targeted with Ground attacks because of her weaker physical defense, and the former is also neutral to Flying and Fire attacks that plague the latter on a daily basis.
Interestingly enough, this set tends to work best at the end of the game, when any special walls have been exploded upon and all that's left is one or two sweepers and perhaps a solitary tank such as Torterra. In spite of Cresselia's pathetic SpA, Ice Beam and Charge Beam will still scare the hell out of Dragonite/Flygon and Gyarados respectively once they see it, and neither will stay in for long. Past that point, it's typical Cresselia fare: stall until the cows don't come home, and then cry because there are no more cows for you to slaughter with a +6 Ice Beam.
METAGROSS: Fuck Your Breloom
Impish (+Def, -SpA) nature
252 HP, 240 Def, 16 Spe
-Explosion
-Sleep Talk
-
-
Item: Choice Band
I found this set somewhere a while back; I don't remember where, but I want to give that person money. Again, you're probably seriously questioning my blood alcohol level at this point. Well, with this particular Gross, I have chained my way through a rather incredible number of Blissey, Suicune, Birdachu, Celebi, Gliscor, Shaymin, Tentacruel, and even the occasional Swampert by politely blowing up in its punk-ass face and then calling it a wanker for staying in. Even the mighty Breloom can't shut it down thanks to a one-choice-only Sleep Talk, which has resulted in a number of hilarious rage-quits when some poor noob loses their precious Spore-Puncher.
This one is another one that will take a crapton of convincing, evidence, and money to convince me to drop from the team, because he's an amazing anti-Zapdos. Zappy often stays in, expecting to be able to stall out an Agility 'Gross with Roost and whack back with T-bolt every once in a while, and then acts all sad when its skeletal system goes flying out of its rectum.
OKAY. Now that I've said all that, here's some weaknesses I know about:
1.) Zapdos. Zapdos Zapdos Zapdos. If I don't have Metagross and Cress is too hurt to take a hit, I am literally boned in the tush against a Birdachu.
2.) Bulky Baton Pass leads, the main one coming to mind being Zapdos again. Even with a +Atk nature, Lucario can't do much to an unfortunate number of them (excluding Umbreon, obviously) with a good but not great 350 attack, particularly if they can get around the Counter-Sash bit.
3.) Paraflinch Jirachi. Then again, who doesn't technically have a weakness to this? All I can really do here is A.) hope to be able to Rest with Cress through all the flinching and paralyzation, or B.) plop Heatran in front of it, get paralyzed, hopefully Sub or hurt a switch-in, and have to deal with the same Jirachi again later on even less even footing.
That's al I can motivate myself to think of right now in the way of weaknesses, as it's 11:30 and I pulled an all-nighter last night. Any comments and criticisms are welcome, especially of the anti-Zapdos variety.
At a glance:
Lucario
Heatran
Kingdra
Roserade
Metagross
Cresselia
THE NITTY GRITTY
LUCARIO: Bow To None
Lonely (+Atk, -Def) nature
4 HP/252 Atk/252 Spe, 0 Def IV
-Counter
-Close Combat
-Crunch
-Extremespeed
Item: Focus Sash
Ability: Inner Focus
A traditional bit of Counter-Sash that NOBODY EVER SEEMS TO EXPECT. I still always get a chuckle out of the retarded Swampert or Metagross lead who sees a Lucario, fears the Swords Dance and EQs in a blind panic only to immediately be faced with a 6-5 on turn two. Pretty much this guy's entire purpose is to attack until he keels over, which can really mess some people up who expect more offensively reserved tactics (On the other hand, it's a fricking Lucario. What's it gonna do, set up Toxic Spikes?). CC and Crunch get notable coverage, and EXSpeed is there for the occasional revenge-kill if Luke gets phazed out, but it's mainly for picking off those pesky Sash users. I am considering subbing in Bullet Punch instead in order to at least lightly smack incoming Ghosts once my Sash is gone, and I can't think of any notable situations where the extra 20 power would matter. Thoughts?
Another thing I like about this Lucario is that the vast majority of Trick-Scarf leads don't bother him a bit. It's pretty easy to see coming these days and just go straight for an attack, and then all of a sudden a 418-speed Lucario is on the field butt-raping everything.
As an aside, this guy also works quite well against Fake Out leads due to Inner Focus, with EXSpeed or Bullet Punch to nip off Sashes as usual. The only leads I consistently have trouble with are: Gyarados, who usually sets up on my attack drop and can Taunt my Counter if I use it a turn too early; and paraflinch-hax Jirachi, and I believe that's all I have to say about that. If Lucario stays in for a bit, he also falls victim to Zapdos (I call it Birdachu) rather easily for my tastes thanks to Roost-stalling, but that's why I have Metagross. (I'll explain that in a minute.)
HEATRAN: Bluff Check, DC 20 (Epic Nerdity is Epic)
Naive (-SpD, +Spe) nature
4 Atk/252 SpA/252 Spe
-Substitute
-Fire Blast
-Earth Power
-Explosion
Item: Leftovers
More delicious, delicious misdirection. The best possible scenario is for something with a blatant Fire weakness to come in and revenge-kill Lucario. From there, it's easy to bluff a ScarfTran set and get a free sub. Even if Blissey comes in, two to three Fire Blasts and an Explosion are going to hurt like hell if not kill.
This is really just a Smogon set; nothing much to say. It's great bait for Cresselia against an actual ScarfTran, and Roserade is great bait for ol' faux ScarfTran here. It also has all the same counters, which I'm not terribly familiar with so please do point out the more dangerous ones you notice.
KINGDRA: Shenanigans Galore
Modest (-Atk, +SpA) nature
252 SpA/4 SpD/252 Spe
-Draco Meteor
-Ice Beam
-Hydro Pump
-Hidden Power [Electric]
Item: Choice Scarf
Ability: Swift Swim
...WHAT THE FUCK IS THIS. I'll tell you what it is, it's the greatest damn Kingdra ever.
It works best by coming in either to shrug off a Fire attack aimed at Roserade (though a Burn is unsavory, it's not the end of the world like for most Kingdras) or as an ACTUAL revenge killer, most often right after Heatran embraces his Islamic-extremist roots, and going straight for unexpected attacks on chunky switch-ins, especially the hilarious Skarmory Switch-in Situation (as I have named it). You'd be surprised (I was too) at the number of times a physical wall has come in to punish my DD-setup only to be on the receiving end of a Draco Meteor or Hydro Pump. Early-game, I only like to show Hydro Pump or Draco Meteor, since Mixdra will occasionally carry one of those. It's either later on or when I really need it when such hilarity as HP Electric hits the field and OHRs their precious Gyarados.
The big thing I am undecided about here is the ability. On the one hand, Scarfed Swift Swim plus HP Electric equals a thoroughly dead Rain Dance team, but Rain is awfully rare in OU aside from some Ludicolos. On the other hand, critical hits shouldn't be necessarily relied on, so Sniper has some iffiness about it too.
Again, unfortunately, there are problems. If a Gyarados actually switches INTO this Kingdra, I'm never cocky enough to have anticipated that by choosing Hidden Power. At the most, Gyarados will take negligible damage from a Draco Meteor thanks to its special bulk and be able to set up or attack/Taunt the switch-in. Also, Birdachu makes a return appearance as a well-suited deterrent, as even Ice Beam won't do enough damage to it for my tastes.
In looking at this fellow, please don't tell me to change to a mixed or physical set, whether you think those are "better" options or not. This guy is my first completely original set, he's close to my heart, and the aforementioned Rain scenario has actually happened, turning a 2-5 into a 2-0. This dude is going to stay a special set pretty no matter what, and there's very little chance of the Choice Scarf going to anyone else either. Instead, tell me what ELSE sucks about the team, or at least what is mediocre and could use an alteration.
ROSERADE: The Glue
Timid (-Atk, +Spe) nature
4 HP/252 SpA/252 Spe
-Leaf Storm
-Sleep Powder
-Hidden Power [Ground]
-Sludge Bomb
Item: Life Orb
Another typical Smogon thingamajigger. It's definitely the glue of the team, being the only completely straight-ahead sweeper that ever stays alive for long. Having STAB Grass is handy, especially because Swampert can be be a pain in the ass for everybody else on the team. Snagging a kill on non-Scarfed Heatrans is also quite handy, because that's one less potential explosion to worry about with Cress later on. The main beef here is that it can't touch Skarmory other than to put it to sleep, and if I miss then Roserade fellaciates a STAB Brave Bird. I can't always count on having Heatran to scare it off either, since Heatran tends to blow up on special walls early on in the game in order to facilitate, if not perform, their murdering. However, Skarmory often doesn't come into contact with Roserade because it's rather easily baited into switching into Kingdra and dying immediately thereafter.
CRESSELIA: Stallin' Stalin
Calm (-Atk, +SpD) nature
252 HP/200 Def/56 SpD
-Charge Beam
-Ice Beam
-Rest
-Sleep Talk
Item: Leftovers
Surprise, another Smogon set. Cresselia can take hits like a damn mountain, and with its handy Ground immunity it dodges a lot of things for Heatran. Cress also jumps in for Roserade a lot; R often gets targeted with Ground attacks because of her weaker physical defense, and the former is also neutral to Flying and Fire attacks that plague the latter on a daily basis.
Interestingly enough, this set tends to work best at the end of the game, when any special walls have been exploded upon and all that's left is one or two sweepers and perhaps a solitary tank such as Torterra. In spite of Cresselia's pathetic SpA, Ice Beam and Charge Beam will still scare the hell out of Dragonite/Flygon and Gyarados respectively once they see it, and neither will stay in for long. Past that point, it's typical Cresselia fare: stall until the cows don't come home, and then cry because there are no more cows for you to slaughter with a +6 Ice Beam.
METAGROSS: Fuck Your Breloom
Impish (+Def, -SpA) nature
252 HP, 240 Def, 16 Spe
-Explosion
-Sleep Talk
-
-
Item: Choice Band
I found this set somewhere a while back; I don't remember where, but I want to give that person money. Again, you're probably seriously questioning my blood alcohol level at this point. Well, with this particular Gross, I have chained my way through a rather incredible number of Blissey, Suicune, Birdachu, Celebi, Gliscor, Shaymin, Tentacruel, and even the occasional Swampert by politely blowing up in its punk-ass face and then calling it a wanker for staying in. Even the mighty Breloom can't shut it down thanks to a one-choice-only Sleep Talk, which has resulted in a number of hilarious rage-quits when some poor noob loses their precious Spore-Puncher.
This one is another one that will take a crapton of convincing, evidence, and money to convince me to drop from the team, because he's an amazing anti-Zapdos. Zappy often stays in, expecting to be able to stall out an Agility 'Gross with Roost and whack back with T-bolt every once in a while, and then acts all sad when its skeletal system goes flying out of its rectum.
OKAY. Now that I've said all that, here's some weaknesses I know about:
1.) Zapdos. Zapdos Zapdos Zapdos. If I don't have Metagross and Cress is too hurt to take a hit, I am literally boned in the tush against a Birdachu.
2.) Bulky Baton Pass leads, the main one coming to mind being Zapdos again. Even with a +Atk nature, Lucario can't do much to an unfortunate number of them (excluding Umbreon, obviously) with a good but not great 350 attack, particularly if they can get around the Counter-Sash bit.
3.) Paraflinch Jirachi. Then again, who doesn't technically have a weakness to this? All I can really do here is A.) hope to be able to Rest with Cress through all the flinching and paralyzation, or B.) plop Heatran in front of it, get paralyzed, hopefully Sub or hurt a switch-in, and have to deal with the same Jirachi again later on even less even footing.
That's al I can motivate myself to think of right now in the way of weaknesses, as it's 11:30 and I pulled an all-nighter last night. Any comments and criticisms are welcome, especially of the anti-Zapdos variety.