"Ben" (Talonflame) (M) (Lvl.64) @ Sharp Beak (Left)
Ability: Gale Wings
Nature: Adamant
IVs: 31/31/31/15-16/31/10-11
EVs: 252 HP / 252 Atk / 4 Spd
- Flare Blitz
- Brave Bird
- Tailwind
- Protect
My tribute to
The Dutch Plumberjack and his main man Bob. Works much more as a suicide Tailwind lead, though I often find that it can last through the battle and put in BB work, due to my limited encounters with Hikers, Wokers, and the like to this point. My youngest brother received this in Y and had it collecting dust there, so I pulled it out. The OT is listed as Ben, and has odd symmetry with Bob, hence the 'nickname'.
Teelo (Blastoise) (F) (Lvl.50) @ Blastoisinite (Center)
Ability: Torrent
Nature: Modest
IVs: 31/31/31/31/22-23/31
EVs: 6 HP / 252 SAtk / 252 Spd
- Protect
- Dragon Pulse
- Aura Sphere
- Water Spout
After witnessing so many records get set with Megatoise, I finally caved in to peer pressure and bred one of my own. As one would expect from the positioning and moveset, Teelo's role is to be the offensive wrecking ball of the frontline, supporting others in taking down opposing Water resists and immunes with his coverage if he lives long enough. Aura Sphere is specifically here for evasive bastards (most of whom are Fighting-weak, coincidentally) and Bastiodon4. Even Blissey can't stomach more than a couple of shots. The bulk on hand has immensely helped, as Teelo tends to survive shots I don't expect it too (although that applies to "Ben" to a lesser degree as well). Named after the luchador of the same name.
Blizzmarck (Bisharp) (M) (Lvl.53)
Focus sash (Right)
Ability: Defiant
Nature: Adamant
IVs: 31/31/31/0/17/3
EVs: 108 HP / 252 Atk / 4 Def / 4 SpD / 140 Spe
- Protect
- Knock Off
- Iron Head
- Sucker Punch
My tribute to
R Inanimate and his TR killer Bismarck, this was the replacement for my Mega Scizor that netted me the 347-win streak a while back. I wanted to replicate his Surf team exactly, and though that version of the team only got me to 144 wins, it definitely works.
Here, Bisharp functions in several roles--he actually may be the most important member of the team:
- TR counter
- lure for attacks that would normally head for "Ben" (mainly, luring Rock/Ground attackers into going for Ground, leaving Talonflame free to set Tailwind without fear)
- Intimidate absorber ("Ben" is mainly there for Tailwind and doesn't mind the Attack drop)
- as the slowest starter, exploit Tailwind more than anyone else
Shitty IVs, but the low speed does help in case TR does go up.
SamiClone (Greninja) (M) (Lvl.53) @ Life Orb
Ability: Protean
EVs: 4 HP / 252 SAtk / 252 Spd
IVs: 31/13/31/31/31/31
Naïve Nature (+Spd, -SDef)
- Grass Knot
- Dark Pulse
- Scald
- Mat Block
My tribute to
R Inanimate and his Greninja Samidare (hence the nickname). Much like the first version of his Mat Block setter, the nature is imperfect for what he's trying to achieve, but that's part of his charm. No Ice Beam, due to the existence of the other two starters, and I find that Dark Pulse is handy for picking off weakened opponents that would screw over "Ben" and Blizzmarck with direct contact abilities. Since the team now revolves around Tailwind Water Spout spam, SamiClone comes in mainly to buy remaining leads an extra turn if Tailwind ends and "Ben" is down, target certain foes when Teelo has multiple targets to prioritize, and isolate himself in a corner and snipe with Dark Pulse in last-opponent-mon situations (when the Bench player isn't a setup 'mon or lacks ranged attacks of its own).
BM860 (Starmie) (Lvl.51) @ King's Rock
Ability: Natural Cure
EVs: 4 HP / 252 SAtk / 252 Spd
IVs: 31/13-14/31/31/31/31
Timid Nature (+Spd, -Atk)
- Thunderbolt
- Ice Beam
- Surf
- Psychic
My Imperfect "graft" for this team, the main reason this team was created, and my awesome special cleanup, with excellent coverage to help end battles. It outruns some threats on his own but loses to others, so it appreciates Tailwind. With the frontline becoming much more solid than before, this has become a filler of sorts, but the extra coverage is always welcome, he is my go-to for dealing with Gyarados, and King's Rock has offered more flinches than one would think given the set.
Many battles go pretty simply, as those who have seen this kind of setup before can attest to: Tailwind-Protect-Protect on Turn 1, Brave Bird-Water Spout-Knock Off Turn 2, Profit, with the proper adjustments made for dealing with Trick Room setters, Fake Out users and such. On most occasions, only Talonflame goes down, and the fourth 'mon in can usually help clean up form that point. Talonflame has actually become less of a suicide Tailwind setter as time as gone and I have become better at predicting the AI; he lives through roughly 60-70% of battles now, and the only thing that really gives him trouble is Rock Slide (most other anti-Flying measures target Teelo first, and Stone Edge obviously has its accuracy issues). Picking through teams of Water resists and immunes, one at a time, is getting easier as I become reflexive at dealing with particular sets, and the leads cover enough troublesome sets that the only opponent setup giving me consistent problems are multiple paralysis spreaders (whether through Thunder Wave or abilities).