Can you tell I haven't played 4th Gen yet?

Yeah, I'm severely biased towards pokemon that are from 3rd generation or earlier. Basically, the goal of this team is to get Stealth Rock and Toxic Spikes up and then turn it into a switching war by continually switching in hard-hitters.

Aerodactyl (M) @ Focus Sash
Ability: Pressure
EVs: 252 Atk/4 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Taunt
- Stealth Rock
- Rock Slide
- Earthquake

Worst case scenario, I get rocks up and they don't. Best case scenario, this guy kills 4 pokemon and my opponent leaves the room (true story). Taunt is amazing, and even if this guy dies, it's okay as long as he set up rocks.

Tentacruel (M) @ Black Sludge
Ability: Liquid Ooze
EVs: 252 HP/120 Def/136 SDef
Calm nature (+SDef, -Atk)
- Rapid Spin
- Toxic Spikes
- Surf
- Ice Beam

The Toxic Spiker of the team and also the Spinner, although I normally don't have to spin until late in the game, if at all. Also is somewhat of a Infernape counter.

Scizor (M) @ Choice Band
Ability: Technician
EVs: 244 HP/252 Atk/12 Spd
Adamant nature (+Atk, -SAtk)
- Bullet Punch
- U-turn
- Superpower
- Pursuit

This is revenge killer #1. Everyone knows what is coming, so a switch often occurs. I can either Pursuit them on the way out or U-Turn to scout their switch. Or I can just use BP or SP and hit whatever comes in pretty hard. This is my namesake right here, and he's amazing.

Salamence (M) @ Life Orb
Ability: Intimidate
EVs: 16 Atk/252 Spd/240 SAtk
Naive nature (+Spd, -SDef)
- Draco Meteor
- Earthquake
- Flamethrower
- Outrage

I'm not as high on MixMence as some people, and he's probably one of the most likely to get replaced (see below). However, he does manage to force plenty of switches and still hit stuff hard.

Azelf @ Life Orb
Ability: Levitate
EVs: 16 HP/20 Atk/220 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Explosion
- Flamethrower
- Psychic
- Hidden Power [Ground]

I just realized now that I never had anything equipped to my Azelf. I should fix that :P Anyways, this is my other half of mixed sweepers and the less likely to be replaced. He hits hard and almost always takes out a poke with Explosion before dying. Alternately, I just blow him up on my opponent's bulky water/ground and watch Scizor or Snorlax sweep from there.

Snorlax (M) @ Leftovers
Ability: Thick Fat
EVs: 168 HP/120 Def/220 SDef
Careful nature (+SDef, -SAtk)
- Curse
- Body Slam
- Rest
- Earthquake

Yeah, Rotom and Gengar completely screw this up, as do TrickScarfers/Specsers. But I'll take my chances when you consider how game-breaking this can be if done right. I am considering Crunch over EQ, though.


Anyways, I notice three real problems. First of all, Metagross can sweep through a large amount of my team and I have no real counter. Second, Swampert runs around freely because I have no grass moves. Finally, Rotom's Fire/Electric combo plus WoW hits my entire team hard. I'm thinking that maybe putting a Rotom of my own over Mence could solve the Metagross problem and also help with Swampert if I put HP: Grass on it. But that still leaves me with a Rotom weakness. Any other advice? :)
 
a little more description would be nice but here i go

the main selling point of an aerodactyl is its speed, hence its ability to taunt out most leads. this is why aerodactyl is used mostly on teams with a stealth rock weakness. you only have 1 weakness, and moreover a spinner, so you should opt for something that can hurt more later on or something that can beat more leads, like metagross and leadape respectively.
however, if your strategy is to force switches, a swampert lead would be best
Swampert@Leftovers
Torrent
240 HP/216 Def/52 SpA-Impish
Stealth Rock
Ice Beam
Earthquake
Roar
Good at phazing, and later on you can use roar to shuffle their team
(do keep in mind that roaring actually minimizes toxic spike damage, and that spikes may be a better option)

tentacruel is a good choice, you can counter metagross by switching in tentacruel on the meteor mash and go to salamence on the inevitable earthquake. (though metagross laughs in the face of your entry hazards, and can easily come back)
another option would be forretress
Forretress@Leftovers
Sturdy
252 HP/112 Atk/144 Def-Relaxed
Toxic Spikes/Spikes
Gyro Ball
Rapid Spin
Explosion/Earthquake
Like i discussed with swampert, spikes/toxic spikes is your choice, keep in mind neither hits flying/levitators but spikes hits steels
toxic spikes is good for breaking walls and some sweepers (like LO infernape)
forretress can fix that metagross problem if it carries EQ

mixmence is certainly good for a team that is based on forcing switches

azelf
the main thing im wondering is HP ground, what is it for? id recommend either HP fighting or grass knot for tyranitar

snorlax
snorlax really took a beating in DP, with any two moves you pick there will always be something that can wall it. personally id pick a sub-heatran in this slot

Heatran@Leftovers
Flash Fire
26 HP/252 SpA/232 Spd/Timid
Substitute
Flamethrower/Fire Blast
Earth Power
Toxic/Dragon Pulse/HP Electric/HP Ice/HP Grass

this supports forretress well and also counters scizor
the speed EVs are enough to outrun any neutral nature rotom, and heatran especially likes getting will-o-wisped, and heatran can switch in on meteor mash and flamethrower/fire blast for the ohko (watch out for the earthquake)
Fire Blast/Flamethrower is accuracy/power
clearly if you have toxic spikes you dont need toxic
D-pulse and HP Ice are 2 options for dragons, HP Electric is for Gyarados, and HP Grass is for Swampert


i hope this helps ^^
 
Back
Top