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Bouncin' and Trouncin'.

Greetings mortals, welcome to an RMT whose ultimate results will decide the fate of Earth, so you're under good advice to assist as much as you can.

I made this team after scanning over a few other threads, some current, some in the archive. I've been playing Ubers recently but these threads sparked enough creativity and initiative for me to reach deep into my cerebral cavity and pull this out. So here it is.

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Jirachi, @Leftovers
Careful; 252 HP, 252 SpDef, 4 Spd
-Zen Headbutt
-U-turn
-Wish
-Stealth Rock

I lead with Jirachi for Stealth Rock; its aura of commonly packing a Scarf discourages opposing Trickers, and sometimes allows me to get Stealth Rock out against the ubiquitous Aerodactyl. Once Stealth Rock's up, I U-turn the hell out to the appropriate Pokemon. Wish helps the rest of the team, and Zen Headbutt is there to hit stuff like Gengar later in the game.
The leftover 4 EVs were put in Speed to outpace opposing base 100s with no Speed EVs.

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Skarmory, @Shed Shell
Impish; 252 HP, 252 Def, 4 Spd
-Drill Peck
-Roost
-Roar
-Spikes

Ah, Skarmory. This team was built around him and his amazing Spikes. Jirachi lures in Metagross or Tyranitar on occasion, then Skarm walls them dry and lays Spikes, then starts shuffling as quickly as it can. Skarm is pretty much the core of this team, so the Shed Shell is a must to dodge Magnezone, and that lack of recovery makes me disdain Brave Bird recoil even more, so I went with Drill Peck.

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Rotom-H, @Choice Scarf
Modest; 252 SpAtk, 252 Spd, 4 HP
-Thunderbolt
-Shadow Ball
-Overheat
-Will-O-Wisp

I've noticed that no matter how much psychological therapy I endure, I just don't stop hating Lucario and Scizor. So I threw Rotom into the mix, who conveniently blocks Rapid Spin too. The Scarf allows me to outspeed Swords Dance Lucario all the time. Thunderbolt and Overheat are no-brainers; Shadow Ball is to pick off Gengar and Celebi and all those pests. Will-O-Wisp is a filler more than anything, but a well-predicted one could certainly prove its worth as it burns Tyranitar or Machamp. Still, it's open to debate.

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Starmie, @Leftovers
Timid; 172 HP, 120 SpAtk, 216 Spd
-Surf
-Reflect
-Rapid Spin
-Recover

The one, the only, the lone Rapid Spinner I ever seem to use. Since Rotom is already checking Gyarados, I decided on Reflect over Thunderbolt so I'm not total Pursuit bait. My main Infernape counter, as well as some kind of insurace against other teams abusing entry hazards. I slightly changed the EVs from the standard Spinner spread; this allows a bit more offense as opposed to a bit more bulk, but again, that's open to debate.

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Snorlax, @Choice Band
Adamant; 252 Atk, 252 SpDef, 4 Spd
-Return
-Pursuit
-Earthquake
-Fire Punch

I had a clear weakness to Calm Minders, and I lurve trapping, so my next addition was this lummox. CB makes for a very powerful Return and for a respectable Pursuit. Superpower alongside Earthquake looks loppy, but I elected both so I can dispatch with Calm Mind Jirachi and Magnezone, and I already have Zen Headbutt on Jirachi to deal with Gengar anyway. Still, not set in stone.

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Infernape, @Choice Band
Jolly; 252 Atk, 252 Spd, 4 HP
-Flare Blitz
-Close Combat
-U-turn
-Stone Edge

I hate Infernape. I hate its face, its name, its cry, the horse it rode in on, everything. But as everyone can agree on, U-turn works great in conjunction with entry hazards. I wanted something fast and not Steel, so Scizor was out, so I decided to attempt to compromise my contempt for this dumb little thing. I considered Flygon (still considering, actually) but Infernape looks better because it has much more useful STAB and higher Attack and Speed. Flare Blitz and Close Combat for STAB, Stone Edge for coverage, U-turn for general principles.
*I'm highly open to changing Infernape,* but it does fill its role very well.

Damn, I can't wait for Salamence to be Uber, as one DD pretty much spells certain doom for this team, and I suppose that hole is the reason this thread is even posted.

Any and all help greatly appreciated, don't hesitate, nobody will bite.
Help this team live to bounce and trounce another day.
 
and that lack of recovery makes me disdain Brave Bird recoil even more, so I went with Drill Peck.

You have Roost for recovery. Therefore, you should replace Drill Peck with Brave Bird.
Whirlwind > Roar, because the rare Soundproof pokemon won't be affected by Roar (but will be by WW)

If you make your Starmie a scarfer (and give it Ice Beam), you could revenge kill a +1 Salamence. It's up to you. When/If Salamence is banned, you can switch it back (or keep it, Scarf Starmie can revenge other things as well).
 
you can use a scarf on infernape instead of a band to revenge dragon dance salamance with stone edge. If the idea isn't too safe for you, you may also use scarf flygon instead, and outrage/dragon claw/draco meteor the salamance, although if salamence has max speed flygon will get into a speed tie which may not be all that reliable.

Alternatively you could scarf your starmie and make it offensive to revenge salamance.

Finally, you can change your jirachi's zen headbutt to ice punch to kill off salamence after it kills someone with outrage.
 
Scarf Flygon is tying for Speed with a DD'd Salamence and I was seeking greater insurance than that. I'm opposed to making Starmie run a Scarf because that makes Spinning more difficult, plus I lose out on Recover. Zen Headbutt is there primarily for Gengar and finishing Machamp (whom I also hate to no end).
 
Changing ape to a scarf (or starmie, which is probably the better option) will help with DDmence. Actually nevermind that, just go on the suspect ladder, no salamence.

Good team, but you should switch around the choice users. Having three is a bit too much so here is what might work:

-Make rotom the bulky kind, to stop gyarados and lucario. Run a sub rotom with 252 HP/64 SpA/188 Spe Timid to outspeed adamant luke. Sub allows you to burn ttar and scizor, making them useless. You can also discharge stuff for the par hax.

-Run a scarf ape.
 
I suggest changing Snorlax.
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Snorlax, @Choice Band
Adamant; 252 Atk, 252 SpDef, 4 HP
-Return
-Pursuit
-Earthquake
-Fire Punch

Earthquake hits both Jirachi and Magnezone. Firepunch can be used to hit Sub/Magnet Rise Magnezone repeatedly without worrying about the Attack drop from Superpower. I honestly didn't see much used for Superpower. Fire Punch also hits Scizor, Foretress, and Skarmory pretty hard, OHKOing both of the former.
 
You could take the Scarf off of Rotom and add Reflect over Will-o-wisp. This means you still have the screen.

And then you could use Scarf on Starmie with Ice Beam>>Reflect on Starmie. Scarf Rotom is easily destroyed if it is locked into Overheat by Scarftar and Pursuited so you lose your check to Gyarados and Lucario.
 
Snorlax has 4 Speed EVs to outrun other Snorlax. That might prove useful whenever I face another Snorlax, whereas 4 HP EVs is only useful under highly, highly specific circumstances, but I probably will exchange Superpower for Fire Punch.

I like the idea of making Rotom bulky, but I'm really paranoid about Jolly Luke. There's no other assurance against him on this team, and although it's rare, I dislike the risk.

I'm iffy about Scarf Starmie because of how greatly it incoveniences Starmie's Rapid Spin duties.
 
I've given a bit of thought to replacing Infernape with a DD Dragonite or SD Lucario. I lose out on U-turn, but setting up is another way to provoke switches. I also gain a priority move by changing to one these. Scarfed Infernape isn't OHKOing Sally with Stone Edge anyway.
 
Drill peck is a very weak move that will be of very little use against most opponents. Therefore I would consider using Taunt instead, as this help prevent Skarm from being set up on whilst it lays spikes, and allows you to prevent stall teams from healing up. You could go either physically or specially defensive with the spread. With a spdef spread you can set up on both weak special and physical attackers, but you may have trouble with things like CBTars Stone Edge. I would put 128 speed Evs on to outrun RestTalk Gyarados and Crocune, and also outrun most Choice Band TTar.

Good luck
 
I know how weak Drill Peck is, but it is useful for finishing weakened sweepers and KOing Fightings. I didn't put any EVs in Special Defense because Skarm already barely survives the 2HKO from CB Tyranitar's Stone Edge as is.

Mainly, I'm seeking guidance for what/if to change Infernape. I noticed this team has no set-up, and that bothers me, so Lucario and Dragonite have been my main ideas.
 
I agree with ForTheSwarm; Roost compensates for the HP loss from Brave Bird, while the damage from Brave Bird is well worth it. You should also invest 64 EVs in Atk, for the sole purpose of OHKOing Infernape switch-ins; Infernape being a rather popular Pokemon nowadays (as you've noted).
 
Hi ya! Well i'd advise changing skarms item to leftovers. I've done so, because i just havn't seen Magnazone in a long time. Now if you change your item to leftovers, how about changing drill peck to fly? Fly has almost 20 more base power, gives free leftovers revory. When i've used it, it allmost works like a 6% healing move one turn, then a some what powerfull move the secend turn. Sure it gives a free switch, but really most pokemon can sutch into a skarmery's Brave bird, so that draw back allmost doesn't matter. I've found it's a ok healing move when skarms tauted, and you can't aford to switch out.
 
Skarmory's a big piece here so I'm not changing the Shed Shell. What bothers me most about Brave Bird is the huge recoil from Fightings, who are the main..or only things I'll be attacking rather than phazing.
 
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