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CAP Metagame Analysis Workshop

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"This is a very good supporter and Mixape counter all in one. It resists everything save HP Ice that Infernape could throw at it, and is an effective Fighting-type counter in general."

? Flamethrower/Grass Knot? It doesn't resist Flamethrower, is outsped, and doesn't like taking boosted hits. ._.
 
frontnormal-ffidgit.png


Name: Fidgit
Typing: Poison / Ground
Trait: Persistent (When this Pokemon uses field effect moves such as Tailwind or Trick Room, the effects last for eight turns rather than four.), Vital Spirit.
Stats: 95 HP / 76 Atk / 109 Def / 90 SpA / 80 SpD / 105 Spe
Role: Field Hazard Set-Up, Wish-Supporter
What to watch out for: The trouble with beating Fidgit is that it doesn't really have a standard set, thanks to its versatility. However, once you see how it's switched in or one of its moves, they're fairly simple to manuever around. Leading Fidgit is almost always setting up a field hazard like Trick Room or Tailwind, which is the most threatening form. Thanks to Persistent, these hazards last for 2 more turns, meaning that things like Belly Drum Snorlax or Swords Dance Marowak get a little bit of extra time to wreak havok. Try to make sure they're put out of commission early on. Support sets will usually have Encore, so be careful of what moves you use while it's around. Fidgit will take advantage of the free turns to spin away your spikes or set up its own spikes/screens/etc. They will usually have only Earth Power as an attack, but you will sometimes find Shadow Ball variants for Gengar and the Rotoms.
Counters: Gyarados, Hippowdon, Swampert, Blissey (with Ice Beam), Gengar (without Shadow Ball), Rotom-w (without Shadow Ball). Note that almost all slower counters can be subject to Encore and set up on, situationally.

Tell me if this is too long for "at a glance".
 
frontnormal-ffidgit.png


Name: Fidgit
Typing: Poison / Ground
Trait: Persistent (When this Pokemon uses field effect moves such as Tail Glow or Trick Room, the effects last for eight turns rather than four.), Vital Spirit.
Stats: 95 HP / 76 Atk / 109 Def / 90 SpA / 80 SpD / 105 Spe
Role: Field Hazerd Set-Up, Wish-Supporter
What to watch out for: The trouble with beating Fidgit is that it doesn't really have a standard set, thanks to its versatility. However, once you see how it's switched in or one of its moves, they're fairly simple to manuever around. Leading Fidgit is almost always setting up a field hazard like Trick Room or Tail Wind, which is the most threatening form. Thanks to Persistent, these hazards last for 8 turns, meaning that things like Belly Drum Snorlax or Swords Dance Marowak get a few extra turns to wreak havok. Try to make sure they're put out of commission early on. Support sets will usually have Encore, so be careful of what moves you use while it's around. Fidgit will take advantage of the free turns to spin away your spikes or set up its own spikes/screens/etc. They will usually have only Earth Power as an attack, but you will sometimes find Shadow Ball variants for Gengar and the Rotoms.
Counters: Gyarados, Hippowdon, Swampert, Blissey (with Ice Beam), Gengar (without Shadow Ball), Rotom-w (without Shadow Ball). Note that almost all slower counters can be subject to Encore and set up on, situationally.

Tell me if this is too long for "at a glance".

Beej I already did that ;_;

Also, I'm almost done with the in-depth fidgit bit, and i'll edit it in.
 
you linked to the wrong thing beej, link to the movepool...

you should have probably waited until I finished Syclant so you can see what it will be like, I'm chopping and changing sections atm.
 
OK, I'd just thought I'd keep everyone up to speed on the format I've decided on although if you have suggestions I'd like to hear them.

~ Introduction (Complete)
~ CAP Pokemon at a glance (Complete)
~ In-depth look at the new Pokemon
Essentially an expansion on the individual pokemon's analysis to familiarise the user with what the pokemon usually runs and could run and how if they should attempt to stop it. This is more of a focus on applying a standard metagame team to the CAP metagame and aims to teach new server users how to counter the threats of the CAP pokemon.
~ Team Building
The incoporating CAP pokemon into a team subsection is intended to be an extension of the previous one and is aimed at showing what niches the individual cap pokemon can perform and basically filling in the gaps from the previous section. For example, it probably won't be obvious from the previous section that Rev is a great spin blocker and helps stall a lot. Hopefully it will build on the previous section for the reader's education, when they get familiar with the CAP pokemon they can get ideas of how to use them and so take the chance to experiment with them. There may be some overlap here with the "what else can it do" but I don't think that will be a problem too much.
"What does a team need to be successful in the CAP metagame?" will probably take the form of a checklist kind of thing which is showing how you need to adapt your team to make it less [insert CAP pokemon] weak.
~Differences between the Standard Metagame and the CAP Metagame
Pokemon/Strategies that perform better and worse. This is the section where I'd probably need most help.

You put "Tail Glow", but I think you meant "Tailwind". D: (under Persistent)

lol where? check again (i'm not a douche who would edit it and then pretend it didn't happen btw)
 
You may want to add "Spin Blocker" under Role for Revenankh. That's the main reason people use bulky Ghost in the first place, right?

I'll get started on something...

EDIT- Leman was talking about Beej's.

Also, Persistant doesn't increase the length of Reflect or Light Screen, but you implied it did.

..."Dualscreen" themed teams -- Persistent lengthens the duration of each by two turns and makes these strategies more viable.
 
Trait: Persistent (When this Pokemon uses field effect moves such as Tail Glow or Trick Room, the effects last for eight turns rather than four.)

It only increases by two turns; It should be Tailwind instead of Tail Glow; Tailwind only last for three turns without Persistent.
 
You may want to add "Spin Blocker" under Role for Revenankh. That's the main reason people use bulky Ghost in the first place, right?

I'll get started on something...

EDIT- Leman was talking about Beej's.

Also, Persistant doesn't increase the length of Reflect or Light Screen, but you implied it did.
In my opinion, simply being a Bulky Ghost doesn't make Revenankth's role a spin blocker because that is not the main reason why people use him. That, and Rapid Spin is used even less these days thanks to the versatility of the new Rotom forms. Revenankth's main role is being a boosting sweeper that is extremely difficult to stop late game, like Curselax or Cursepert.

I am not saying that Revnankth can't be used as a spin blocker, for it definitely has the stats and typing to do it, but I just wanted to make it clear that it's not the reason most people use it.
 
I meant bulky Ghosts in general, but I forgot to pluralize Ghosts which does not help the clarity of my post. On defensive teams that IS the main reason people use them.

Rev admittedly is different since it is the only buly ghost that can threaten to sweep your team, but that shouldn't make any difference. I suppose I am biased since that is how I use Revenankh, but that's because I've never found him amazing on a team without entry hazards.

EDIT- And congrats on mods again.
 
OK, I'd just thought I'd keep everyone up to speed on the format I've decided on although if you have suggestions I'd like to hear them.

~ Introduction (Complete)
~ CAP Pokemon at a glance (Complete)
~ In-depth look at the new Pokemon
Essentially an expansion on the individual pokemon's analysis to familiarise the user with what the pokemon usually runs and could run and how if they should attempt to stop it. This is more of a focus on applying a standard metagame team to the CAP metagame and aims to teach new server users how to counter the threats of the CAP pokemon.
~ Team Building
The incoporating CAP pokemon into a team subsection is intended to be an extension of the previous one and is aimed at showing what niches the individual cap pokemon can perform and basically filling in the gaps from the previous section. For example, it probably won't be obvious from the previous section that Rev is a great spin blocker and helps stall a lot. Hopefully it will build on the previous section for the reader's education, when they get familiar with the CAP pokemon they can get ideas of how to use them and so take the chance to experiment with them. There may be some overlap here with the "what else can it do" but I don't think that will be a problem too much.
"What does a team need to be successful in the CAP metagame?" will probably take the form of a checklist kind of thing which is showing how you need to adapt your team to make it less [insert CAP pokemon] weak.
~Differences between the Standard Metagame and the CAP Metagame
Pokemon/Strategies that perform better and worse. This is the section where I'd probably need most help.

Team Building and In-depth look at the pokemon are basically the same, if we all do the in-depth like I did. More emphasis should be placed on the differences from the standard metagame and the CAP metagame imo, and the part about "What does a team need to be successful in the CAP metagame?" should be incorporated into the differences section.
 
team building and indepth look are not the same - I've done it in that order specifically so that it flows logically from a decent player being able to apply their team and strategy to the metagame and then knowing how to use the CAP pokemon.
 
Pyroak

How is it commonly used?

Due to its massive HP and very impressive defences the most effective sets tend to be Leach Seed stallers with a Recovery move and Flamethrower (or Lava Plume on sets without Toxic), while Energy Ball/Grass Knot and Toxic compeate for the last moveslot.
A Grass STAB move was the most common when Pyroak first came out and is still a fine choice for Tyranitar and Stratagem but it does let some setup sweepers like DDSalamence and DDGyrados come in almost for free, so Toxic has been growing in popularity as with it almost nothing in the game is safe switching in. Most things that do not mind Toxic are dealt with by STAB Fire moves or badly annoyed by Leach Seed.
Stealth Rock and Aromatherapy are occasionally used in the last slot for team support.

What else can it do?

Bulky Physical Sweepers with Life Orb are also quite popular, even with its base 70 attack the fact that both its STAB moves have 120 base power and no drawbacks (thanks to Rock Head) means that it can hit hard with or without a Howl boost and its natural bulk gives it plenty of time to get that boost. Other than the STAB moves some combination of Brick Break, Howl, Rest and Synthesis are used. They sometimes run Hidden Power Ice for Dragons or Ground for Heatran who both pose a serious threat to this set otherwise.

Boosting Special Sweepers can also work with Growth two STAB moves and either a Hidden Power or healing move, but runs into big problems with at least one common sweeper (Heatran or Mence) depending on what Hidden Power it lacks.

Both Choice items are usable on Pyroak, but it does not poses the raw power to threaten many geriatric walls without multiple boosts so they are quite rare and easy enough to handle.


How do you stop it?

Coming soon.

-----
As for the others... Rev's What to watch out for needs a short mention of Ice Punch, Oak's needs to have its incredible bulk emphasised more and a quick mention of its Physical sweeping ability.
 
eric, you need to add more to the first section since you make it seem like pyroak is just an annoyer. just in general like to wall metagross and zapdos in particular and check gyarados and scizor and cripple walls and set up SR usually.

And tbh, Lava Plume is more threatening than Toxic to Mence since it will still smash stuff with LO Outrage all it will do is cut its survivability but it still has the chance to take down a pokemon or two whilst with Burn its completely useless. Gyarados is 3HKOed by Grass Knot anyway and Offensive ones are 2HKOed after SR damage. Lava Plume burn also threatens stuff like DDtar too and makes sure you beat Tentacruel and deters and cripples Fidgit.

I know you like Toxic but Lava Plume / Grass Knot / Leech Seed is just as good IMO and just as common Grass Knot and Energy Ball combined = ~40% with is bigger than 25% Toxic. That's just for example because with 261 usages I'd pretty much ignore all doug's pyroak stats unless its a big percentage like >50% since that will likely be skewed by anyone furiously laddering with Pyroak

Pyroak sweepers are rare not "quite common" are usually limited to noobs using gimmicks from experience. And Pyroak is usually too slow, lacks power and lacking its bulk when using sets like that so advice them that's its usually inferior although can catch opponents off guards and [insert advantage here]. Make sure they're aware of the drawbacks so they know what is most effective whilst still knowing what else it can do and retaining and open mind.

good start
 
eric, you need to add more to the first section since you make it seem like pyroak is just an annoyer. just in general like to wall metagross and zapdos in particular and check gyarados and scizor and cripple walls and set up SR usually.
Point taken, I will add a few things that it likes to switch into and can block.

And tbh, Lava Plume is more threatening than Toxic to Mence since it will still smash stuff with LO Outrage all it will do is cut its survivability but it still has the chance to take down a pokemon or two whilst with Burn its completely useless. Gyarados is 3HKOed by Grass Knot anyway and Offensive ones are 2HKOed after SR damage. Lava Plume burn also threatens stuff like DDtar too and makes sure you beat Tentacruel and deters and cripples Fidgit.
Lava Plume has a 30% chance to burn and is resisted by both Gyra and Mence. Its not the kind of move to try on a predicted switch, but Toxic is.
Lava Plume can often interfere with Oak's ability to outstall walls, as many things, like Vappy, can only be beaten by Toxic. And those extra few BP give you a much better chance at 1KOing Lucario as well as doing more to everything else.

I know you like Toxic but Lava Plume / Grass Knot / Leech Seed is just as good IMO and just as common Grass Knot and Energy Ball combined = ~40% with is bigger than 25% Toxic. That's just for example because with 261 usages I'd pretty much ignore all doug's pyroak stats unless its a big percentage like >50% since that will likely be skewed by anyone furiously laddering with Pyroak
Ok I will make them a bit more prominent, but Toxic is staying as a major option.

Pyroak sweepers are rare not "quite common" are usually limited to noobs using gimmicks from experience. And Pyroak is usually too slow, lacks power and lacking its bulk when using sets like that so advice them that's its usually inferior although can catch opponents off guards and [insert advantage here]. Make sure they're aware of the drawbacks so they know what is most effective whilst still knowing what else it can do and retaining and open mind.
They account for almost 20% of all Pyroaks used so "quite common" is the phrase I would use and I have almost beed sweept by them on a few occasions as my team does not have a Heatran who is pretty much a full stop to them, but anyway I will put in something about them not being very fast and the loss of some defencive EVs hurting their survival power.


good start
Thanks.
 
ok, update time.

I've more or less completed the Syclant sections bar the team building section.

You guys better get your pokemon sections done, then I'll start on teambuilding. Look at the syclant section for what I roughly expect.

I think it makes sense to leave the metagame analysis until I and the community have further testing strategem and everything settles down.
 
just posting (double post - sorry) to say that I am sorry that I haven't had the time due to work commitments to work on this as much as I would have liked.

I am still very much committed to this and the guys who claimed other pokemon need to complete/expand their work.

I haven't used Strategem a lot so I need comments and opinions on its effect on the metagame.
 
I dont know if I'm allowed to post since i'm not very experienced, but I think this analysis is overall correct.

Revenankh

How it is commonly used?

Revenankh's by far most used and effective set is the Bulk Up + Rest. It almost always consists of Bulk Up/Rest/Hammer Arm/Shadow Sneak and is usually paired with Shed Skin and Leftovers. Its two biggest selling points are its bulkiness and its ease to switch in. Shed Skin, in fact, grants him a virtual status immunity along with an heavily effective rest - whose length will be often cut off. These facts combined together make a lot of pokemon, which rely on statuses, simple setup fodder.

There are other sets, but the Bulk Up is the one with the most destructive potential. It can easily find room for many Bulk Ups and, once it has +6 to both Atk and Def, there are very few pokemon which can stop it, almost none which can revenge kill it. This is why almost any team must have a reliable and swift answer to Revenankh, much like Snorlax in the old G/S/C era.

Perhaps, the most important thing to remember is that its typing, ability and stats screw many common strategies. You cant Explode on it, since it is a Ghost. You cant rely on Toxic, Will-o-Wisp or Thunderwave - it will shrug off anything with Shed Skin and set up in your face. And, if it is not enough, the standard EV spread makes it so bulky that even supereffective special attacks cant 2HKO it if not backed by a good special attack stat. Revenankh is the reason why rely too boldly into pokemon like Blissey and Swampert has become a bigger liability than it used to be in the standard metagame

What else it can do?

Of the other options Revenankh can run, the most notably ones are the Choice, the Nasty Plot and the SubPunch sets. When equipped with a Choice Band, Revenankh packs quite a punch, and since it can easily force switches and almost none will dare switching in a Ghost, Focus Punch could hurt a lot. Similarly, the SubPunch set could give your opponent a hard time if it does not expect it and is unprepared. On the same wavelength, most special walls are scared off by Revenankh, so a Nasty Plot set could catch them offguard. Whichever set it runs, Revenankh can also be a nice spin blocker thanks to its Ghost typing.

Beware, however: these sets rely heavily on the surprise factor. Once the set is unveiled, these strategies lose most of their efficacy, and can be countered without much trouble - at least, when compared to the more threatening Bulk Up set.

Another tricky option, albeit not-so-common, is Ice Punch on the Bulk Up set. Most of its counters are hit supereffectively by this move (most notably Shaymin-S, Salamence and Zapdos), but the lack with either a Ghost or a Fighting move can open up for other kind of weaknesses, namely Azelf (Trick, Taunt and Specs Psychic which may OHKO with a modest nature), Gengar (Trick) and Alakazam (Trick, Encore and Specs Psychic which will almost always OHKO with a modest nature)

How do you stop it?

Skarmory fares pretty well against the standard Bulk Up Revenankh, thanks to its STABbed Brave Bird and Whirlwind, paired with a good enough defense to soak up Hammer Arm and Roost off the damage. Hyppowdon can also phaze the ghost and recover off the damage - Hammer Arm does not 2HKO even after a Bulk Up - but it cannot do much in return, as any residual damage/status from hazards can be erased by Rest. Similarly to Hippowdon, Fidgit and some other pokes can Encore its setup moves, but these methods will not kill him - at best they will force him out

Even if Revenankh is nigh impossible to OHKO with unboosted attacks, there are quite a few pokemon, like Shaymin-S, Celebi and Jirachi, which can 2HKO with the help of Choice Specs. However, Revenankh can hit them, switch out and heal off the damage later, while your revenge killers may not withstand repeated beatings - however annoyers like Subseed Shaymin-S and Leech Seed Celebi will create a lot of problems to the Ghost. Togekiss could work even without specs, but Hammer Arm will hurt a lot - especially when you think that, like Skarmory, Roosting in Rev's face means taking a supereffective hit from Hammer Arm.

Gyarados is almost always a good answer against Bulk Up Revenankh, since it can shut it down with Taunt and Dragon Dance without many second thoughts. Be careful, however, that since Revenankh has troubles with many Flying types but it can block Rapid Spin, Stealth Rock will be often up on the opponent's side, and so its Flying-typed pokemon like Gyarados, Shaymin-S and Salamence will all lose 25% right off the bat upon switching in.

Zapdos also makes a good counter, but needs a particular set. The common Roost/ThunderBolt/2nd attack/status or 3rd attack set loses to Revenankh since it does not deal enough damage. Rev will simply Bulk Up and Rest until it can smash you. The effective set Zapdos can run rely on the pair HP flying/Metal Sound. While its accuracy can be not perfect, Metal Sound is crucial to force Rev to switch. With its SP def cut in half, Hp flying is an easy 2HKO. However, depending on the other 2 moves Zapdos picks could have problem either with Gyarados or Scizor (Roost is hardly negotiable), since it will lack either Heat Wave or Thunderbolt.

If you want something more tailored rowards Revenankh, you need something which can nullify its main strengths. Taunt has already been noted, but Trick is even better, since, with a Choice Scarf equipped, Bulk Up Revenankh is pretty much useless. Beware of the rare choice variants, though. Another good idea, albeit gimmicky, is Worry Seed. With only one move it can negate the virtual status immunity granted by Shed Skin and prevent it from using Rest thanks to Insomnia. And, since not so many pokemon like to lose their ability, there are few safe switch ins even if you predict the Worry Seed.

Whichever way you choose to deal with Revenankh, be sure to have one on every CAP team you make and to put it into use swiftily. The more Bulk Ups Revenankh gets in, the fewer the possibilities to counter it will become. Needless to say, a fully setup Revenankh will rip your team apart. So, whichever thing you want to do, do it fast.




Hope it is good enough, otherwise feel free to edit or even delete it. And, BTW, I would give my credit to who used against me the Worry Seed + Toxic Torterra set, but onestly I dont remember who he was exactly - maybe Jagged_Angel or Deck Knight or anyone else, I cant remember now. As soon as I discover it I wll give my credit as due.
 
Looking at it, it looks fine and I will probably use it, although I am extremely busy atm.

Top work.
 
Pyroak

How is it commonly used?

Due to its massive HP and very impressive defenses the most effective sets tend to be Leech Seed stallers with a Recovery move and Flamethrower (or Lava Plume on sets without Toxic), while Energy Ball/Grass Knot and Toxic compete for the last moveslot.
A Grass STAB move was the most common when Pyroak first came out and is still a fine choice for Tyranitar and Stratagem but it does let some setup sweepers like DDSalamence and DDGyrados come in almost for free, so Toxic has been growing in popularity as with it almost nothing in the game is safe switching in. Most things that do not mind Toxic are dealt with by STAB Fire moves or badly annoyed by Leech Seed.
Stealth Rock and Aromatherapy are occasionally used in the last slot for team support.

Oak can successfully wall an impressive number of OU threats (Especially once Leech Seed is active) and it can stall them out with Leech Seed or Toxic. It loves to switch in on things like Metagross, Scizor, Zapdos and just about every tank in OU without a STAB Super Effective attack. To give you an idea of how well it takes hits from some of the more hard hitting tanks:
Physical Swampert Stone Edge: 36.49% - 43.24%
Stranded Bronzong Explosion: 75.68% - 89.19%
0 SpA Celebi's Psychic: 19.82% - 23.65%
Rest-Talk Tran's Lava Plume: 25.00% - 29.73%
96 Atk Skarm's Brave Bird: 46.40% - 55.41% (Not a 2KO with Leach Seed+Leftovers)

What else can it do?

Bulky Physical Sweepers with Life Orb are also quite popular, even with its base 70 attack the fact that both its STAB moves have 120 base power and no drawbacks (thanks to Rock Head) means that it can hit hard with or without a Howl boost and its natural bulk gives it plenty of time to get that boost. Other than the STAB moves some combination of Brick Break, Howl, Rest and Synthesis are used. They sometimes run Hidden Power Ice for Dragons or Ground for Heatran who both pose a serious threat to this set otherwise.

Boosting Special Sweepers can also work with Growth two STAB moves and either a Hidden Power or healing move, but runs into big problems with at least one common sweeper (Heatran or Mence) depending on what Hidden Power it lacks.

Both Choice items are usable on Pyroak, but it does not poses the raw power to threaten many geriatric walls without multiple boosts so they are quite rare and easy enough to handle.

All the offensive sets tend to run into four major problems:
1. Its low speed means that revenge killing is quite easy so long as you have something strong enough.
2. The cut in defensive investment means that it can no longer take hits quite as well.
3. It lack the power to break walls on both sides of the spectrum, unless it is hitting SE.
4. Very poor coverage makes it easy enough to wall with the right Pokes.

How do you stop it?

Stealth Rock will make it lose a good chunk of its HP with each switch and reduce the number of Pokemon it can safely come in on quite effectively, however the more common sets will carry a recovery move so once it gets in it will be able to recover.

Sandstorm Inducers make its main healing move much less effective and reduce Oak's worth massively. Tyranitar especially gives Oak problems as it can (only just) 1KO with CB Stone Edge.

Anything with Toxic can be a makeshift counter and stop Oak from stalling your team to death, having 2 layers of Toxic Spikes up has the same affect.

Things that are immune to Leech Seed sound good but none of them can take STAB Flamethrower comfortably, the same goes for Steel Types that are immune to Toxic. Poison types with a healing move (and without a fire weak) can often stall Oak out or set up on it, an example is Wish Fidgit.

Very powerful set up sweepers without a fire weakness (LODDGyra/Mence or Double Dance Outrage Kingdra) can beat it or force it out after several boosts but will be crippled by Toxic and Leech Seed.

The best things against the most common staller set are Tentacruel with its immunity to Toxic, Liquid Ooze against Leech Seed, resistence to Fire and nutrallity to Grass, and CM Magic Guard Clefable which can safely set up against Oaks attacks.

Heatran gets a special mention against offensive sets, it walls almost all of them entirely by 4x resisting or getting a boost from Oak's STAB moves, Brick Break or Hp Ground could sting but they are very rare.

Shed Skin BU Revenankh tends to come out on top, but it needs a long time to set up due to Leech Seed damage and a few well timed crit Flamethrowers can occasionly beat it down.

-----------

Anything else?

Edit: Zarator it needs more mention of Ice PunchBU Rev (Beats most Flying counters many bulky Grounds, and most importantly Mence and SkyMin), Zapdos as a counter, Skarm's roost making it weak to Hammer Arm, Encore.. And that's all I see for now.

Its a good start though!
 
Great work zarator, that looks very comprehensive. It wasn't me who used that sneaky Worry Seed set, maybe DK then.

I think Zapdos definitely needs adding to the 'How to stop it' section since alot of the CAP variants run HP flying/Metal Sound.

Not used much that i've seen, but Spiritomb has Taunt, good defences, immunity to Fighting moves and Nasty Plotted or CM Shadow Balls with which to unwrap the mummy.

Edit: Doh eric beat me to the Zapdos mention.

Edit: BTW eric, Leech Seed not Leach. Lava Plume not Larva.
Also I would give Gyarado's Taunt (plus other Taunt users) a special mention since you heavily advocate Toxic and Leech Seed.
Aerodactyl doesn't see much use if it's not leading but it can Taunt and Stone Edge plus resists Fire and neutral to Grass.
 
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