~**Cirque du 1337**~

TIME TO GO TO THE CIRCUS! :D
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A quick intro
(By the way, im sorry this RMT is so ridiculously long. I doubt youll read it all but read what you need to.) This team is my 3rd RMT and the final product of months of playtesting and tweaking. The concept began when I saw the Ringling Brothers Greatest show on earth, so I decided to make a Circus based team as a testament to how much I love the circus. I wanted a team that supported my playstyle; balnanced. I ended up with a fun little team that combined support, spikestacking, and offence into a single unified whole that had great synergy. There were several things that this team has to boast about:
- Spikes and SR
- Support moves like Rapid Spin, Trick, and Heal Bell
- 8 immunities, as well as being able to resist or be immune to ALL 17 types of attacks
- 2 priority users
- 4/6 immune to toxic spikes and only 1 SR weakness
- A good balance of specially and physically oriented defense and offence
Another thing I wanted to accomplish was use less than common/creative sets as opposed to the boring standard shit. Face it, the circus is definitely not a boring place, so a circus team shouldn’t be either. This team has done quite well, often taking on the bog standard teams of todays metagame with ease while still being very fun to play. It has about 1390-1450 cre, which is decent and its still as fun as going to the circus. J So here’s the team:
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BUILDING THE TROUPE
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1.) The first thing I needed for a Spikestacking team was a spiker. I wanted to set up spikes as early as possible, as I find them extremely difficult to lay down midgame. After testing skarmory, smeargle, qwilfish, and forretress, I choose the latter for its bulk and its ability to spin.
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2.) I like to spread my entry hazards around and I needed someone to take fire attacks aimed at Forry. I choose ShucaTran as it’s always worked as a stealth rocker for me and could get a boost from the fire attacks it would be switching into.
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3.) With Tran being so weak to ground I needed immunity to it and an answer to DDos and DDmence that switch into Tran. I also needed a spin blocker. Scarfed Rotom came to mind so I tried him out. Honestly, he failed. Not bulky or fast enough to take on DDmence and not quite strong enough to get Kos on much. I needed more speed and power, so I tried Gengar (who is considered a poor spin blocker). I can just say that Gengar exceeded Rotom in all of his duties, and blocked spin just as well, and fit the circus theme better, so he was kept.
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4.) Looking at the team, it seemed very vulnerable to specially based water and electric attacks (No one resisited any of these and Tran was weak too water), as well as being statused. Swampert came to mind with his immunity to elec, but he lacked heal bell. I tried Dragonite, but he took neutral from elec and just generally didn’t work well. After a long search, I found lantern. For some reason he just fit into the team so well. He had the spDef, was immune to elec and resisted water, and had Heal Bell. Perfect!
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5.) Now my team was almost completely specially based. I needed a physical attacker. I tried Machamp, failed. Infernape, failed. Metagross, failed. Everything in OU, failed. I had no idea what to do. As a joke I tested UUs like Azumarill and Hariyama. I remember I tried Hitmontop on a UU team before and it worked rather well, so I tried it and it did better in OU than UU! I don’t know why, but it works.
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6.) The last poke needed to round off the team. I wanted it to be physically based for the most part while still being moderately bulky. I tried many purely physical attackers and I found myself completely fucked by combos like scarm/bliss. In fact, this happened so many times that I had to change to a mixed attacker that could take on both. I tested SubPunchGar, MixApe, and the extremely fun looking MixKiss. Togekiss did 10 times better than the other two and could hit hard with priority. Finally the team was at its pinnacle.

THE SHOW

*The Human(?) Cannonball*
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CANNONBALL (Forretress) (M) @ Occa Berry
EVs: 252 HP/40 Def/216 SDef
Relaxed nature (+Def, -Spd)
* Spikes- Essential for this team
*Rapid Spin- SR hurts Togekiss and Lanturn hates Toxic Spikes, so RS support is very nice indeed.
*Gyro Ball- Main STAB attack. Destroys Aerodactyl , whose rocks and life can be spun away with RS afterwards
*Earthquake- Normally Id go with explosion, but It’s really not a good Idea to 'splode my rapid spinner. Also, EQ is good for hitting Empoleon, Meta, Heatran (should I lose my sanity and stay in), and a bunch of other random shit. Also gets lolz on magnezones that trap me (see Occa Berry explanation).

WHY?: I’m probably going to get a lot of shit for this lead, so let me explain my reason. Upon deciding that my team would be Balance with spikes I was dead set on a Spiker Lead. SR could be easily laid down by Heatran any time whether he led or not, but I found setting up those 3 layers of spikes in the midst of the midgame chaos nearly impossible. However setting up spikes is quiet easy at the beginning of the battle while the opponent is preoccupied setting up rocks or screens or whatever (Both of which can be dealt with by RS and Brick Break). So I tested Smeargle, Skarmory, and even Qwilfish (who worked better than the previous two to my surprise.). On good days, I’d get 2 layers at best. Oddly enough, Taunt wasn’t the big issue, but the frailty or Smeargle and Qwilfish as well as the Skarmory becoming relatively useless once spikes were down was. I was at a loss at what to do, as Forretress was the only spiker viable in OU. But he makes a horrible lead right? Nope. Basically if the opponent isn’t pack taunt, sleep, or a STAB fire move (leads like Swampert, Gross, Jirachi, Empoleon, B-zong, Hippo, ect.) then I will get all three layers more often than not. His bulk and his ability to spin is what makes him superior to all other spikers. Sure he’s weak to Azelfs Taunt or FB, but really what spiker lead isn’t. He’s not perfect, but he’s damn good at doing his job.
EVs: Max HP obviously. 216 spdef evs help Forretress with his shitty sp Def stat, which usually hinders his tanking ability. This thing is only 3HKO’d by most Vap’s surfs and Rotom’s T-bolts, if I recall. The rest is dumped into Def.
ITEM: Ok why Occa berry over Shed Shell? Because I see no reason to run away from Zone when I can take 50% or so from HP Fire and OHKO back with EQ. Also Occa berry has helped scout random fire attacks from leads like D-Nite, Celebi, and the occasional Nidoking (lol). Also, Occa berry has let me set up an extra layer of spikes. In fact many times the situation goes like this:
Turn1: Foe lays SR. I lay spikes layer 1.
Turn2: Foe switches to random poke with fire attack. I lay spike layer 2.
Turn3: Foe uses fire attack and I barely survive due to occa berry. I lay spike layer 3.
Turn4: Switch to Heatran and absorb follow up fire attack.
Turn5: Foe GTFO’s cuz heatran is scary and I say SR. All entry hazards down.
I know it’s insanely situational, but this happens a lot more than you think.
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*The Fire-Eater*
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DANTE (Heatran) (M) @ Shuca Berry
EVs: 4 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
*Stealth Rock- Heatran causes switches like crazy, essentially letting me get my SR down for free. Out of all the Pokémon that can set up rocks, I find heatran to be the most effective.
*Flamethrower- Good, reliable, accurate STAB. I choose this over FB because whenever I use anything that doesn’t have a 95 or above accuracy, it misses. ALWAYS.
*Earth Power- Good coverage and hits opposing Heatran.
*Hidden Power [Grass]- With Shuca berry, I can survive a Swampert or Hippowdon EQ and deal serious damage, usually OHKOing Swampy. Also helps against water types who resist my STAB.

WHY?: Kind of my second lead; Heatran makes a wonderful partner for Forry, sponging those fire attacks. He causes a lot of switches, so laying SR is quiet easy. He provides valuable offensive might, an answer to Scizors who come after Gengar, and just a great all-purpose special attacker. He also baits things like Swampert and getting the KO with Hp Grass.
Evs: 252speed evs and maxed out SpAtk ensure I hit fast and beastly. Previously, I had a bulkier spread but due to Tran’s easily exploitable ground, fighting, and water weakness the bulk just didn’t help. Plus, the moveset is offensive so speed was the superior choice.
ITEM: I love ShucaTran. Basically it gives me a free turn to eliminate the opponents counter to Heatran as well as other Heatran. Besides I hate ScarfTran, so predictable and easily set up on.
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*The Scary Clown*
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RAGNEG (Gengar) (M) @ Choice Scarf
EVs: 4 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
*Shadow Ball: For STAB
*Thunderbolt: for gyara
*Hidden Power [Ice]: For mence
*Trick: For Wallz and Lolz

WHY?: Gengar provides an excellent partner to Heatran, being immune to 2 of its weaknesses. It provides more specially offensive might, a counter to DDos and DDmence, acts as a decent spin blocker, and helps me screw over stall or stat uppers with trick. He’s a very useful poke that really fills the holes in my team.
EVs: Well maxed out SpAtk and 252 speed has always served me well. But recently I’ve been running into Speed+ DDmence who outspeed me after one dragon dance (which is ridiculous). I may have to switch to a timid nature, but I’m not comfortable with losing all that power when my team can just deal with Speed+ mence with priority. Help me with this.
ITEM: Choice Scarf to revenge kill DDancers and other Scarfers. Again tricking scarves onto shit is very helpful.
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*The Acrobat*
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OLIOOP (Hitmontop) (M) @ Leftovers
Ability: Technician
EVs: 252 HP/252 Atk/4 Spd
Adamant nature (+Atk, -SAtk)
*Fake out- Free damage and a free turn of leftovers. What’s not to like?
*Mach Punch- Standard revenge killing move. Has 80bp due to Tech and STAB
*Revenge- Should the opponent NOT be in KO range of mach punch, Revenge is the attack of choice. Normally it hits 120 (with tech and STAB) but if the opponent attacks it hits for a devastating 240 base damage! Revenge followed by mach punch usually KO’s or at least puts a dent in anything that doesn’t resist fighting.
*Sucker Punch- Good for Ghost and Psychic types that resist other moves. Usually used on Starmie trying to rapid spin or Gengar. Not that useful for non-scarf rotom as they usually opt to burn.

WHY?: I really love this thing. It’s one of the most underrated Pokémon out there and fares exceptionally well in OU. TechniTop bends the current speed based metagame over his right knee and smacks it in the ass (with priority and authority! :D). Spikes and SR plus hitmontop is a truly deadly combo. Most stuff that switches in one or twice will be weak enough to be KO’d by Top’s 80 base power (technician + STAB) Mach Punch. He’s damn bulky too, taking on many special attacks with ease (Shit like Latia’s Dpulse and Suicunes Surf are 3-4HKOS). He’s also my answer to all Ttar, resisting both of his STABS and OHKOing with mach punch.
EVs: 252 evs toward raising his dismal HP and maxed atk are standard, but I put the extra 4 in speed so he can outspeed other Hitmontop (it’s happened).
ITEM: Usually people have life orb on Technitop, but Lefties really helped Top’s survivability especially since he must take damage in order to hit like a truck with Revenge.
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*The Exotic Bird*
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CIRCUS (Togekiss ) (F) @ Life Orb
Ability: Hustle
EVs: 148 HP/252 Atk/108 Spd
Lonely nature (+Atk, -Def)
*Extremespeed- her main attack. With STAB, hustle, and LO it hits like a truck AND has priority. It’s really an amazing attack.
*Brick Break- Provides good coverage and hits rock types that resist my other 2 moves. This is what I use on stupid ass Blissey’s or Snorlax that switch in.
*Flamethrower- My trump card against the omnipresent Steel types switch in (It also hits Shedinja! =D lol). This Togekiss has killed many a Scizor.
*Roost- Heals of LO recoil, SR, and other residual damage that spoil Togekisses mixed attacking fun.

WHY?: It may seem like a gimmick at first, but this Togekiss makes a potent mixed attacker. It’s STAB, LO and Hustle boosted Extremespeed deals insane amounts of damage (2HKOs latias, Flygon, Starmie, Salamance, and many others). With spikes down this thing is deadly. It sort of acts like Hitmontop on crack, revenge killing weakened foes but also has the ability to hit its common switch in (Scizor, Jirachi, Metagross, Forry, and Skarm) with Flamethrower. It also helps my team deal with Blissey, who switch in thinking I’m specially based only to get blasted by ES or Brick Break. Speaking of Brick Break, Togekiss also helps me against those teams that like to abuse screens. Kiss also provides a nice ghost immunity for Gengar and a ground immunity for Heat and Lanturn. She’s definitely a force to be reckoned with and I’m not sure why more people use MixKiss, as it’s never let me down (save for the occasional miss due to hustle :p).
EVs: Max attack is a given, and due to her naturally massive special attack she doesn’t really need any investment in that stat. Besides, Flamethrower Kos what it needs to. 148 HP allows Togekiss to switch in on a special attack easily and increases her survivability since she’s going to be getting recoil from LO and all. 108 speed lets me outspeed Adamant Ttar and OHKO with BB.
ITEM: LO to boost power. Simple.
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*The Masked Magician* (sort of a stretch)
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SANDMAN (Lanturn) (M) @ Leftovers Ability: Volt Absorb
EVs: 40 HP/76 Def/140 SAtk/252 SDef
Calm nature (+SDef, -Atk)
*Heal Bell- the main attraction of this set. Burns on Hitmontop, Para on Heatran, and Toxic on Lanturn himself really sucks. Heal bell alleviates all that. Since Lanturn cannot be statused he usually wins the stall war against other walls that can’t heal themselves.
*Thunder Wave- Any fast special sweeper that stays gets paralyzed. I like doing this to scarfgars. Good stuff.
*Thunderbolt- STAB
*Hydro Pump- Most people don’t expect a Lanturn to be packing this much power, so I can usually deal a nice amount of damage on the switch. I used to have Ice beam on here, but Hydro Pump let me hit rotom harder.

WHY?: After a long search for a special tank I finally discovered Lanturn. Holy shit, this thing has saved my ass on so many different occasions. Switch it into Gengar, Rotom, Latias, Porygon-z, ScarfTran, or literally any special attacker and see the MaGiC! It provides a water resist and electric immune (Which Heatran and Togekiss appreciate); it also cripples sp sweepers with T wave, and has the incredibly awesome Heal Bell. Besides being my main answer to Rotom-A, who can be a hassle, there isn’t much else I can say about Lanturn. He walls special attackers. Nuff said. Between him and Forry, I have quite a bit of bulk on my team.
EVs: 252 spDef and 40HP are standard. 140 in special attack lets me hit relatively hard and the rest are dumped in defense.
ITEM: Since Lanturn has no reliable recovery, lefties are a necessity.
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*Revenge- Should the opponent NOT be in KO range of mach punch, Revenge is the attack of choice. Normally it hits 120 (with tech and STAB) but if the opponent attacks it hits for a devastating 240 base damage! Revenge followed by mach punch usually KO’s or at least puts a dent in anything that doesn’t resist fighting.

I don't think it works like that. First of all, when the opponent doesn't attack it has 60x1.5x1.5 power or 135 power. Secondly, if they attack you lose the technician boost, so it has 60x2x1.5 or 180 power. Based on this you might want to use Close Combat, which has no negative priority, and is always twice as powerful as mach punch.

On Togekiss, you probably want to use Aura Sphere in combination with hustle (over BB,) as it will always hit. Brick Break is not hugely effective vs Blissey anyway. A much better method to remove Blissey would be to just use Trick with Gengar. These really do require a similar level of prediction. Edit: Ok I was under the impression that you need an accurate move - Aura Sphere is roughly equivalent in power to brick break, except against Blissey. I thought that it cut the accuracy of special moves when I was writing this, but obviously not. I make the calculation 59-70% for bb against standard (i.e 0hp 252 def calm) Blissey. With SR plus 3 layers of spikes, and leftovers, this has a very small chance to KO. I assume now, since Machamp failed (it obviously plays a totally different role to Hitmontop), you are going to try some changes to your Technitop. Definitely try close combat, and maybe try life orb.

Also, which move did you switch Rest for on Forry?

I would recommend that you put serious Defence investment on your Lanturn. Its base HP is fantastic, so it can easily become almost a mixed wall with investment.

Heatran should swap with Forretress in terms of position IMO. Forretress is very easily trapped by Magnezone and has no recovery now due to Occa over shed shell or leftovers. It is still susceptible to fire moves even with occa, and these are common on leads. I would also suggest that, since you have a cleric, you make the most of it by using rest on your Forretress.

Dragonite leads always have fire blast btw. Many lead will trick you - you get spikes, but you are utterly crippled as a wall, and become major setup fodder, particularly to Magnezone (subcharge Magnezone is the best.) Every lead can also set up SR if it wants to, which the opponent may do if they have Rotom-A (maybe try Payback?)

Technitop really does need LO to KO various threats, such as Salamence after one round of LO recoil. If you want to use Lefties, you should probably opt for an intimidate set.

Overall though this seems a good and innovative team and I hope you have good luck with it.

EDIT: are you doing 2 threat lists?
 
On Togekiss, you probably want to use Aura Sphere in combination with hustle (over BB,) as it will always hit. Brick Break is not hugely effective vs Blissey anyway.

Hustle boosts the power of physical moves. Aura Sphere is a special move and therefore will not receive the boost. I do think Fire Blast > Flamethrower

Why not replace Hitmontop with Machamp? Machamp has much more power and when you utilize the Rest-talk set you have a status absorber as well.

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Machamp @ leftovers/ adamant/ no guard
252 HP, 252 Atk, 6 Spe

- Dynamic Punch
- Payback
- Rest
- Sleep Talk

--> Good old Machamp. Dynamic Punch (not missing with No Guard) works great with all you're entry hazzards as the confusion will force a lot of switches. Payback is for that annoying Rotom-a, that loves to switch-in and absorb Dynamic Punch. The Rest - Sleep Talk combination will keep Machamp healthy during the match so it can cause more damage. Stone Edge is an option too (over Payback).

Hope this helped!
 
Thanks, both of you, for your excellent feedback. I really appretiate it. :D
Now...

@jc104: Im keeping brick break on Togekiss as HO teams are really getting popular these days, plus it hits max defence blissey for like 70-80% which is usually a KO considering theres spikes and SR down most of the time. Even if she lives, softboiled cannot save her. However, I have to thank you for suggesting rest on forretress. I had completly forgotten that my team can abuse rest with a cleric. Since I need Lanturn more than ever to support Forry with heal bell, Ill give Lanturn 140def evs and 76 spatk evs (as opposed to 76 def and 140 spatk). Also, Ill test Heatran as a lead. Btw: before I change anything on hitmontop, Im going to test the Restalk Machamp suggested by Delko.

@Delko: I had tried a Machamp in hitmontop's place before and it didnt seem to work as well. However, I never tried the restalk set and I like the concept, so Ill give it a try.

Once Im done testing all this ill make the nessesary changes. =)
 
Well that was interesting...heres what testing revealed:

-Heatran would lay rocks and die, as opposed to before where he would lay rocks on the switch and still live.

-Machamp fails...Despite the confusion, people never switched and he always ended up getting KOd by faster shit.

-Rest on forry is actually pretty good

-Fire Blast on togekiss always seeemed to miss and drastically reduced the amount of pokes she killed.

All in all, these changes didnt work so im keeping most stuff the same. But again, Rest on Forry worked nicely
 
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