Me, Mef, 'nd Red - back in da buildin'
Lookin' to blow anotha one million!
Click to listen to a song from the album!
Overview:
A new team I've been working with. So far, it seems to be doing well. However, I would greatly appreciate feedback from Smogon users like you, because you guys know your stuff. ;) I originally had no intention on making this a team dedicated to Blackout!, but after looking at my first three members, I though it was just perfect! :D
Method Man
Infernape -
Focus Sash | Blaze
Hasty | 6 Atk / 252 Sp.Atk / 252 Spe
Taunt________Flamethrower/Stealth Rock
Endeavor_____Vacuum Wave
*NOTICE*
I might just change Flamethrower to Stealth Rock. Endeavor and Vacuum Wave do solve most of my problems. Slower leads, like Metagross, will allow me to Stealth Rock the first turn and still get some damage on it. Against faster leads, I'll at least be able to Stealth Rock correctly if I predict incorrectly.
Almost every opposing lead Mista Mef meets will be defeated or nearly defeated. Meth's Endeavor will always weaken any target that tries to kill it, and no other Pokémon that Flamethrower can't handle will run a priority move that can beat Meth's Vacuum Wave.
You may have noticed how I have replaced the usual Stealth Rock you see on this lead with Taunt. This is so that I will not have a hard time dealing with Roserade leads (who would otherwise use Sleep Power and set up) and even Smeargle-Sash leads. I realize Stealth Rock can be a very beneficial entry hazard, but many more times I find being able to shut down one of my opponent’s Pokémon can be even more important – especially when a Sashed Pokémon with Endeavor and a prioritized move basically has it cut out for me. Losing to enemy leads is much more detrimental than giving up Stealth Rock. And if the opponent decides to switch out to counter Method Man... they will still be hit hard by Endeavor.
And if this Taunt thing doesn't work out as well as I planned, I'll probably go back to my good ol' Dark Armed (Aerodactyl) lead. Giving up Stealth Rock does kinda hurt, but it does make Infernape's chances of striking back hard higher.
____________________________
Redman
Scizor -
Choice Band | Technician
Adamant | 248 HP / 252 Atk / 8 Spe
Bullet Punch___U-Turn
Superpower____Pursuit
Redman cleans up the act and brings it all togetha. ;) Redman's bulkier than others of his kind to withstand attacks he may take as he switches in. I find that Speed is really unnecessary on Scizor with nearly everything else generally being able to outspeed it (if it’s not using Bullet Punch).
Being such an important sweeper, he'll need to take hits and still stand to return them. That's why I put some EVs in Special Defense, to soften Draco Meteors, Surfs, and other special attacks. Redman will likely force some switch-outs and get in a Pursuit on those who run. Forcing switch-outs will familiarize me with the opponent's team to better aid in teamwork and my own switch-outs and ins. But if Red sees some real heat, then he'll have to hit Brick City.
____________________________
Jirachi
Jirachi -
Choice Scarf | Serene Grace
Jolly | 80 HP / 252 Atk / 176 Spe
Iron Head_______Thunderpunch
Fire Punch_______Ice Punch
I chose to give Jirachi all of the elemental punches for maximum coverage, for a moveset able to strike many of the biggest threats in the OU - Salamence (my biggest worry), Scizor, Gyarados, and Tyranitar. Iron Head's rate of flinching is also boosted to 60% thanks to Serene Grace, and makes a good STAB'd attack.
____________________________
Dracomon
Salamence -
Life Orb | Intimidate
Naughty| 4 HP / 252 Atk / 252 Spe
Dragon Dance__Outrage
Earthquake____Flamethrower
D:< Dracomon's a naughty little devil that can tear apart things like your project which is to be turned in tomorrow. But really, this Pokémon is an absolute terror when an opening is made. Dracomon's your standard Naughty Dancing Salamence, except I've chosen Flamethrower to fill in the final slot - Fire Blast missing in crucial moments disrupts game-breaking flows and may force switches. I try to save Dracomon 'til late-game, where the opponent's Steel walls (assuming they have any) should be weakened enough so Flamethrower can subdue them.
____________________________
Delivery!Rotom-Heat -
Leftovers | Levitate
Bold | 252 HP / 168 Def / 88 Spe
Thunderbolt______Shadow Ball
Will-O-Wisp______Overheat
Immune to DynamicPunch and able to inflict a burn with Will-O-Wisp, Rotom-Heat allows me to have an effective counter to Machamp, which would otherwise be extremely hard to take down. I'm wondering if I should use HP Fighting over Shadow Ball. Giving up Shadow Ball makes it harder to take down Dusknoir, but Tyranitar's a bigger threat. If Choice Band Tyranitar decides to Pursuit me, I will be able to 2HKO it with HP Fighting. Otherwise, I would be forced to switch out and lose about 2/3 of Rotom's health, and it doesn't have a reliable recovery move... HP Fighting also lets me beat Magnezone. ;D
____________________________
Yo Mama!
Snorlax -
Leftovers | Thick Fat
Adamant | 4 HP / 252 Atk / 252 Sp.Def
Return________Pursuit
Earthquake____Fire Punch
And that’s when yo mama takes the stage! Besides being able to absorb Fire-type attacks like Heatran, yo mama has the great ability of also being able to munch on Ice-type attacks. This way, Dracomon and Hamon have no worries.
Return is better than Body Slam in my opinion because although a 30% chance of paralysis seems like a lot, it does not happen very often. I’m better off with consistent, and stronger hits. I chose to have Pursuit over Self-Destruct because many Pokémon that see yo mama will want to tag out into a counter. Before they can do that, yo mama just bangs on them. Gengar and Rotom, Pokémon Method Man doesn’t like, get screwed by yo mama.
Any Steel-type Pokémon, like Skarmory or Bronzong, who think that they can wall you out get beaten with a flaming fist of fury. <>_<>* If a Fighting threat like Heracross appears, then Hamon soars across the field to tank those hits easily with its resistances to them.
Lookin' to blow anotha one million!

Click to listen to a song from the album!

Overview:






A new team I've been working with. So far, it seems to be doing well. However, I would greatly appreciate feedback from Smogon users like you, because you guys know your stuff. ;) I originally had no intention on making this a team dedicated to Blackout!, but after looking at my first three members, I though it was just perfect! :D
Method Man

Infernape -

Hasty | 6 Atk / 252 Sp.Atk / 252 Spe
Taunt________Flamethrower/Stealth Rock
Endeavor_____Vacuum Wave
*NOTICE*
I might just change Flamethrower to Stealth Rock. Endeavor and Vacuum Wave do solve most of my problems. Slower leads, like Metagross, will allow me to Stealth Rock the first turn and still get some damage on it. Against faster leads, I'll at least be able to Stealth Rock correctly if I predict incorrectly.
Almost every opposing lead Mista Mef meets will be defeated or nearly defeated. Meth's Endeavor will always weaken any target that tries to kill it, and no other Pokémon that Flamethrower can't handle will run a priority move that can beat Meth's Vacuum Wave.
You may have noticed how I have replaced the usual Stealth Rock you see on this lead with Taunt. This is so that I will not have a hard time dealing with Roserade leads (who would otherwise use Sleep Power and set up) and even Smeargle-Sash leads. I realize Stealth Rock can be a very beneficial entry hazard, but many more times I find being able to shut down one of my opponent’s Pokémon can be even more important – especially when a Sashed Pokémon with Endeavor and a prioritized move basically has it cut out for me. Losing to enemy leads is much more detrimental than giving up Stealth Rock. And if the opponent decides to switch out to counter Method Man... they will still be hit hard by Endeavor.
And if this Taunt thing doesn't work out as well as I planned, I'll probably go back to my good ol' Dark Armed (Aerodactyl) lead. Giving up Stealth Rock does kinda hurt, but it does make Infernape's chances of striking back hard higher.
____________________________
Redman

Scizor -

Adamant | 248 HP / 252 Atk / 8 Spe
Bullet Punch___U-Turn
Superpower____Pursuit
Redman cleans up the act and brings it all togetha. ;) Redman's bulkier than others of his kind to withstand attacks he may take as he switches in. I find that Speed is really unnecessary on Scizor with nearly everything else generally being able to outspeed it (if it’s not using Bullet Punch).
Being such an important sweeper, he'll need to take hits and still stand to return them. That's why I put some EVs in Special Defense, to soften Draco Meteors, Surfs, and other special attacks. Redman will likely force some switch-outs and get in a Pursuit on those who run. Forcing switch-outs will familiarize me with the opponent's team to better aid in teamwork and my own switch-outs and ins. But if Red sees some real heat, then he'll have to hit Brick City.
____________________________
Jirachi

Jirachi -

Jolly | 80 HP / 252 Atk / 176 Spe
Iron Head_______Thunderpunch
Fire Punch_______Ice Punch
I chose to give Jirachi all of the elemental punches for maximum coverage, for a moveset able to strike many of the biggest threats in the OU - Salamence (my biggest worry), Scizor, Gyarados, and Tyranitar. Iron Head's rate of flinching is also boosted to 60% thanks to Serene Grace, and makes a good STAB'd attack.
____________________________
Dracomon

Salamence -

Naughty| 4 HP / 252 Atk / 252 Spe
Dragon Dance__Outrage
Earthquake____Flamethrower
D:< Dracomon's a naughty little devil that can tear apart things like your project which is to be turned in tomorrow. But really, this Pokémon is an absolute terror when an opening is made. Dracomon's your standard Naughty Dancing Salamence, except I've chosen Flamethrower to fill in the final slot - Fire Blast missing in crucial moments disrupts game-breaking flows and may force switches. I try to save Dracomon 'til late-game, where the opponent's Steel walls (assuming they have any) should be weakened enough so Flamethrower can subdue them.
____________________________
Delivery!Rotom-Heat -

Bold | 252 HP / 168 Def / 88 Spe
Thunderbolt______Shadow Ball
Will-O-Wisp______Overheat
Immune to DynamicPunch and able to inflict a burn with Will-O-Wisp, Rotom-Heat allows me to have an effective counter to Machamp, which would otherwise be extremely hard to take down. I'm wondering if I should use HP Fighting over Shadow Ball. Giving up Shadow Ball makes it harder to take down Dusknoir, but Tyranitar's a bigger threat. If Choice Band Tyranitar decides to Pursuit me, I will be able to 2HKO it with HP Fighting. Otherwise, I would be forced to switch out and lose about 2/3 of Rotom's health, and it doesn't have a reliable recovery move... HP Fighting also lets me beat Magnezone. ;D
____________________________
Yo Mama!

Snorlax -

Adamant | 4 HP / 252 Atk / 252 Sp.Def
Return________Pursuit
Earthquake____Fire Punch
And that’s when yo mama takes the stage! Besides being able to absorb Fire-type attacks like Heatran, yo mama has the great ability of also being able to munch on Ice-type attacks. This way, Dracomon and Hamon have no worries.
Return is better than Body Slam in my opinion because although a 30% chance of paralysis seems like a lot, it does not happen very often. I’m better off with consistent, and stronger hits. I chose to have Pursuit over Self-Destruct because many Pokémon that see yo mama will want to tag out into a counter. Before they can do that, yo mama just bangs on them. Gengar and Rotom, Pokémon Method Man doesn’t like, get screwed by yo mama.
Any Steel-type Pokémon, like Skarmory or Bronzong, who think that they can wall you out get beaten with a flaming fist of fury. <>_<>* If a Fighting threat like Heracross appears, then Hamon soars across the field to tank those hits easily with its resistances to them.