Introduction:
Um....Well this is a team that me and a friend on shoddybattle and here on smogon...Jolteon17 built together from scratch. After my last team which performed decently, but I would not have called it succesfull, I had kinda lost interest in competitive pokemon for a couple weeks until I had a day off and decided that I wanted to make a REALLY good and well built team that I, or anybody else, could use with great success, and could handle many of the threats in the Metagame. So I started with a ScarfJirachi after noticing that it could single handedly cover more than half of the Top 10 Offensive Threats, and I know its a little odd to base a team around a Scarfer, but we didnt really base it around him, as much as trying to cover everything that it couldnt while still being able to pull off a sweep of our own.
P.S. The team is named after the song by Journey, becuase of the way this team always seems to be loosing, then comes back late game and leaves the opponent throwing their mouse against the wall.
Team Building Process:
Well after seeing the revenging expertise that Jirachi provided, I knew I wanted him on my team so naturally he was the first to go in, even before beginning to work with Jolteon17. From there I wanted to find pokemon that could work well with Jirachi and handle many of the threats that Jirachi couldnt, as well as be able to handle mons that could set up on Jirachi once he gets locked into an attack. The next two pokemon came to us at the same time so they will be shown that way.
Okay, so I knew that there were going to be two types of players I would face, those who would attempt to take advantage of Jirachi being locked into a move and set up on him, and those who would try to come in for the easy kill and hit him with a super-effective STAB attack. So I decided to try to do the best of both worlds and with the help of Jolteon17, came up with two relatively versatile pokemon that can handle many threats as well as provide excellent switch in's to anything hoping to obliterate my poor Jirachi. Heatrna comes in on anything I predict will use a Fire attack, gets a free Flash Fire boost and proceeds to rip holes into many teams that are unprepared or whos Fire resists have already been eliminated. Heatran itself has actually pulled off many late-game sweeps if not revealed early to due the unreal power of a +1 Fire Blast coming of a 130 base SpAtk stat. Rotom, on the other hand, was chosen to provide Levitate in order to take advantage of anything hoping to EQ Jirachi. Also, Rotom has saved me from Gyara many times due to being able to survive a +1 waterfall and KO back with Thunderbolt. On a side note, we chose these two pokemon because of their near airtight synergy with eachother
The next two mons also came to us at the same time, and after picking the previous 3, we saw a couple of things we needed. First, we needed entry hazards, pretty bad because without them Jirachi cant revenge very well due to a 299 max attack with the Jolly nature we run in order to tie other +1 base 100s. So I needed Entry Hazards so like most people, I immediately thought Skarmory, and havent regretted that. Also, we noticed that...duh...we needed a lead that could fair well against many other leads and reliably get SR up, and work well with Skarm. After searching around for talking for a while Jolteon suggested the SkarmPert duo and I loved it. So in went Swampert as our lead and Skarmory as our Spiker/Phazer.
After choosing said 5 mons, I thought to myself, whew, 5 down and 1 to go, but it was not that easy. After a while of talking, we decided we needed a strong stat-boosting sweeper of our own. I immediately thought Salamence, for obvious reasons, but looking at our team, we noticed that it was pretty bulky and throwing Salamence in there only for raw power was not going to be the best choice. Then, I think it was Jolteon that suggested Gyarados because of his ability(Intimidate) as well as his ability to sweep weekened team after a single dance, and provided great synergy with the rest of my team, and could fully take advantage of my entry-hazards as well as providing a MUCH needed water-resist which I later realized was the only type that this team doesnt have at least two resists for.
At A Glance:
Under The Microscope:
Entry Hazard Supporters
Lead:
Spread:
Swampert@Leftovers
Abilty: Torrent
Nature: Relaxed
252 Hp / 252 Def / 4 Atk
Moves:
-Stealth Rock
-Earthquake
-Ice Beam
-Roar
Strategy:
Well I am pretty sure that every one of you knows how the Mixpert Lead works, but for the sake of this Rmt, il explain anyway. Unlike many leads nowadays that either lose horribly or cause the other lead to run in terror, Swampert fairs fairly well against almost every lead, bar sleepers. Against faster Taunt Leads, I get to chose between either EQ or Ice Beam for the more common than not 2HKO. Against Slower leads, or non-Taunters, I almost always SR the first turn, then proceed to either Attack or Roar away until I find a mon that can't threaten me, then I either attack, or if I come across a grass mon, I can switch to Skarm to start Spike-Stacking.
The moveset here is pretty standard, Leftovers is Swamperts main form of Recovery, which works wonders whilst phasing the opponent away. A Relaxed Nature gives Swampert solid bulk, while not hindering Swampy's attacking capabilities, and the EV's make him a SOB to take down with anything but a grass attack. Stealth Rock is standard on pretty much every lead, especially on teams that focus on Entry-Hazards like mine. Earthquake is Swampert's main form of attack, getting a STAB boost, coming off a respectable atk stat and with 100 BPs, you can bet it will leave a dent in anything that doesnt resist it. Ice Beam is here to provide coverage and hit many things for Super-Effective damage that EQ fails to even hit, and if Swampy has a decent amount of health, takes care of Salamence also, and Roar is for phazing and scouting out the opponents team so I know when to bring in Skarmory.
Spiker:
Spread:
Skarmory@Shed Shell
Ability: Pressure
Nature: Impish
252 Hp / 64 Atk / 176 Def / 16 Spe
Moves:
-Brave Bird
-Spikes
-Whirlwind
-Roost
Strategy:
Skarmory is here solely to provide Spikes for the team, and she does it flawlessly. Usually, Skarmory comes in on a grass type attack aimed at Swampert or an EQ aimed at Jirachi or Heatran and then whirwinds the first turn(yes whirlwind) solely to rack up SR damage and/or expire Rain Dance or Sunny Day if they are up. Then I Start To Spike, and when they switch in a mon to stop me, I switch to a counter and eliminate it so I am free to Spike worry-free. Once I get my spikes up I can Whirlwind and roost away until the team is at the mercy of Jirachi/Heatran/Gyarados.
Shed Shell is prefered here over Leftovers because I already have Roost for recovery, and it allows me to escape the dreaded Magnezone which can ruin my fun. Impish and the EV's give Skarmory optimum bulk and allow it to outspeed other Skarms and 64 Atk EV's give Brave Bird something to work off of. Brave Bird is just incase I get Taunted, or am the last mon alive, Spikes is for um...spikes? In order to weaken the foe's team, and combined with whirlwind and SR, I can usually cause at least 3 of the opponents mons to loose 50% health, 25 % from spikes each turn, or 25 % from SR each turn(Gyara/Mence) bar levitators. Also, Roost is obviously for recovery but also helps when I predict an electric attack coming of a paralyzed poke.
Scarfers
Revenger:
Spread:
Jirachi@Choice Scarf
Ability: Serene Grace
Nature: Jolly
4 Hp / 252 Atk / 252 Spe
Moves:
-Iron Head
-Fire Punch
-Ice Punch
-U-Turn
*Sorry about the color just highlight it*
Strategy:
"OMFG JIRACHI U FUCKING NOOB GO DIE"
Player left the room
NarutoXXUzumaki Wins!
Jirachi is nothing less than the glue that holds this team together. Without Jirachi, SOOOOOO many common OU mons would walk all over this team. She provides so much to this team its hard to explain. Virtually anything that nets a kill on my team can be easily dismissed of afterwards by Jirachi, and she also provides some much needed speed to our team. As stated early, this team was built around Jirachi and eliminating pokemon that resist its STAB flinch-haxing Iron Head and once the opposing team is significantly weakened, she comes in and devastates them. Early game, I almost always bring her out on something she threatens and then U-Turns out on the switch so that I can bring out the appropriate counter. On the other hand, in late game, she comes out and once I have seen enough of the team to be able to know whether they are going to switch, and to whom, or if they are going to stay in, I choose the appropriate attack and proceed to wreak havoc.
Choice Scarf is the key to this set for it allows Jirachi to outspeed almost everything in OU, and Jolly Nature and the EV'sallows it to either tie or beat anything bar +1 base 110's or higher, which area far from common, bar Latias who cant threaten me. Iron Head is necessary on Jirachi due to a relatively low 299 Atk, and combined with Serene Grace it allows me to get virtually twice as many hits in than most mons. Fire Punch allows me to deal with the likes of Lucario(After Spikes) and Scizor and to an extent, Metagross, While Ice Punch allows me to quickly eradicate Dragons from the opponents team, and there is nothing more satisfying than freezing Heatran on the Switch :D. Also, U-Turn allows me to survive and is very useful when it comes to scouting the opponents team and used with Spikes and Sr on the field, it can really rack up damage.
Clean Up:
Spread:
Heatran@Choice Scarf
Ability: Flash Fire
Nature: Naive
4 Atk / 252 Spe / 252 SpAtk
Moves:
-Fire Blast
-Earth Power
-Dragon Pulse
-Explosion
Strategy:
Heatran is here to serve as my second revenger, for bulkier mons that I worry Jirachi will not be able to KO, and provides great synergy with Jirachi and Rotom. 9 times out of 10, He comes in on a Fire attack and once he gets a Flash Fire boost late game, you might as well just quit right then and there. Even without a Flash Fire boost he can easily dispatch of any steel in the metagame and also can handle unboosted dragons with Dragon Pulse. As well as an all out attacker, if a vital mon of my team is down and without it, a specific mon threatens me, I send out Heatran as a suicidal bomber to rid myself of any and all threats, offensive and defensive.
As you all probably know, Heatran equiped with a Choice Scarf and a Timid Nature with max Spe and SpAtk is a threat to any unprepared team. A Flash Fire boost, which is easy to achieve with 2 fire weak mons, makes up for the loss of SpAtk due to using Timid over Modest and allows Heatran to rip through teams using its main form of attack, Fire Blast. Also, Earth Power is used as a secondary STAB and hits many things that are immune or resistant to Fire for at least Neutral damage. Dragon Pulse allows me to hit Latias and Mence hard, so long as they dont carry Surf or EQ or are unboosted. And Explosion is really the staple of this set as it allows me to deal with a couple of threats that would otherwise threaten this team.
The Attackers
The Bulky Ghost:
Spread:
Rotom-C@Leftovers
Ability: Levitate
Nature: Bold
252 Hp / 168 Def / 88 Spe
Moves:
-Leaf Storm
-Willow-Wisp
-Shadow Ball
-Thunderbolt
Strategy:
Rotom has not been on many teams because I always used to use Gengar over him for the Speed and attacking power, but after battling with Rotoms for a while, I noticed HOW MUCH bulk Rotom could actually run. Now, I absolutely love him, and He works well with pretty much everybody on my team, especially Heatran. He usually comes in on a Ground attack or Electric attack aimed at Skarmory or Gyarados and then shoots off STAB Thunderbolts and Shadow Balls, denting everything not named Blissey. He also provides me with my only Gyara and Swampert coverage, being able to survive a +1 Waterfall and OHKO back with Thunderbolt.
Leftovers allows Rotom to recover, if only a little, and combined with a Bold Nature and the Bulky EV's alloded make this Rotom pretty hard to take down with anything but a STAB Shadow Ball or Pursuit. Leaf Storm is the reason why I chose Rotom-C, In order to cover Swampert who would otherwise threaten my team, and HP Fire gives me some surprise OHKOs on Scizor. Shadow Ball provides a powerful STAB that is only resisted by Dark and Steel, and Thunderbolt is my most powerful STAB and my main choice of attack for anything that doesnt resist it.
The Crazy Fish:
Spread:
Gyarados@Leftovers
Ability: Intimidate
Nature: Jolly
104 Hp / 192 Atk / 40 Def / 172 Spe
Moves:
-Dragon Dance
-Waterfall
-Stone Edge
-Taunt
*Again, sorry about the color*
Strategy:
Gyarados was the last mon added to this team, and one of the most important. Without Gyarados, my team would just switch around dealing a little damage and not really doing any real Intimidating...pun intended...damage and have no core sweeper. He comes in sometimes early game and sometimes late game depending on the opponents team and either rips holes in the rivaling team, or Cleans up the damage left by the other 3 offensive mons, and devastates the opposing team.
Leftovers allows Gyarados to survive longer if brought out Early Game, and I dont really miss the loss of power from not using LO but thats just me IDK about Jolteon's experience. Intimidate is great as it allows Gyarados to take more hits and combined with the Bulky Ev's Spread, he can be pretty hard to take down. The Ev's are something I came up with and its a modified version of the BulkyGyara spread on smogon, the only difference is the loss of a little bulk for the ability to outspeed base 130 Spe pokes and keep the same attacking power as the BulkyGyara spread. Dragon Dance is the staple of Gyarados and allows him to become a terrifying force and allows him to abuse the power and Flinch that his main STAB attack, Waterfall provides. Stone Edge allows him to hit flyers hard such as other Gyaras and Salamence, and Bounce gives him extra leftovers recovery and another powerful STAB attack.
Final Look:
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*Changes in unbold
Um....Well this is a team that me and a friend on shoddybattle and here on smogon...Jolteon17 built together from scratch. After my last team which performed decently, but I would not have called it succesfull, I had kinda lost interest in competitive pokemon for a couple weeks until I had a day off and decided that I wanted to make a REALLY good and well built team that I, or anybody else, could use with great success, and could handle many of the threats in the Metagame. So I started with a ScarfJirachi after noticing that it could single handedly cover more than half of the Top 10 Offensive Threats, and I know its a little odd to base a team around a Scarfer, but we didnt really base it around him, as much as trying to cover everything that it couldnt while still being able to pull off a sweep of our own.
P.S. The team is named after the song by Journey, becuase of the way this team always seems to be loosing, then comes back late game and leaves the opponent throwing their mouse against the wall.
Team Building Process:

Well after seeing the revenging expertise that Jirachi provided, I knew I wanted him on my team so naturally he was the first to go in, even before beginning to work with Jolteon17. From there I wanted to find pokemon that could work well with Jirachi and handle many of the threats that Jirachi couldnt, as well as be able to handle mons that could set up on Jirachi once he gets locked into an attack. The next two pokemon came to us at the same time so they will be shown that way.


Okay, so I knew that there were going to be two types of players I would face, those who would attempt to take advantage of Jirachi being locked into a move and set up on him, and those who would try to come in for the easy kill and hit him with a super-effective STAB attack. So I decided to try to do the best of both worlds and with the help of Jolteon17, came up with two relatively versatile pokemon that can handle many threats as well as provide excellent switch in's to anything hoping to obliterate my poor Jirachi. Heatrna comes in on anything I predict will use a Fire attack, gets a free Flash Fire boost and proceeds to rip holes into many teams that are unprepared or whos Fire resists have already been eliminated. Heatran itself has actually pulled off many late-game sweeps if not revealed early to due the unreal power of a +1 Fire Blast coming of a 130 base SpAtk stat. Rotom, on the other hand, was chosen to provide Levitate in order to take advantage of anything hoping to EQ Jirachi. Also, Rotom has saved me from Gyara many times due to being able to survive a +1 waterfall and KO back with Thunderbolt. On a side note, we chose these two pokemon because of their near airtight synergy with eachother


The next two mons also came to us at the same time, and after picking the previous 3, we saw a couple of things we needed. First, we needed entry hazards, pretty bad because without them Jirachi cant revenge very well due to a 299 max attack with the Jolly nature we run in order to tie other +1 base 100s. So I needed Entry Hazards so like most people, I immediately thought Skarmory, and havent regretted that. Also, we noticed that...duh...we needed a lead that could fair well against many other leads and reliably get SR up, and work well with Skarm. After searching around for talking for a while Jolteon suggested the SkarmPert duo and I loved it. So in went Swampert as our lead and Skarmory as our Spiker/Phazer.

After choosing said 5 mons, I thought to myself, whew, 5 down and 1 to go, but it was not that easy. After a while of talking, we decided we needed a strong stat-boosting sweeper of our own. I immediately thought Salamence, for obvious reasons, but looking at our team, we noticed that it was pretty bulky and throwing Salamence in there only for raw power was not going to be the best choice. Then, I think it was Jolteon that suggested Gyarados because of his ability(Intimidate) as well as his ability to sweep weekened team after a single dance, and provided great synergy with the rest of my team, and could fully take advantage of my entry-hazards as well as providing a MUCH needed water-resist which I later realized was the only type that this team doesnt have at least two resists for.
At A Glance:






Under The Microscope:
Entry Hazard Supporters
Lead:

Spread:
Swampert@Leftovers
Abilty: Torrent
Nature: Relaxed
252 Hp / 252 Def / 4 Atk
Moves:
-Stealth Rock
-Earthquake
-Ice Beam
-Roar
Strategy:
Well I am pretty sure that every one of you knows how the Mixpert Lead works, but for the sake of this Rmt, il explain anyway. Unlike many leads nowadays that either lose horribly or cause the other lead to run in terror, Swampert fairs fairly well against almost every lead, bar sleepers. Against faster Taunt Leads, I get to chose between either EQ or Ice Beam for the more common than not 2HKO. Against Slower leads, or non-Taunters, I almost always SR the first turn, then proceed to either Attack or Roar away until I find a mon that can't threaten me, then I either attack, or if I come across a grass mon, I can switch to Skarm to start Spike-Stacking.
The moveset here is pretty standard, Leftovers is Swamperts main form of Recovery, which works wonders whilst phasing the opponent away. A Relaxed Nature gives Swampert solid bulk, while not hindering Swampy's attacking capabilities, and the EV's make him a SOB to take down with anything but a grass attack. Stealth Rock is standard on pretty much every lead, especially on teams that focus on Entry-Hazards like mine. Earthquake is Swampert's main form of attack, getting a STAB boost, coming off a respectable atk stat and with 100 BPs, you can bet it will leave a dent in anything that doesnt resist it. Ice Beam is here to provide coverage and hit many things for Super-Effective damage that EQ fails to even hit, and if Swampy has a decent amount of health, takes care of Salamence also, and Roar is for phazing and scouting out the opponents team so I know when to bring in Skarmory.
Spiker:

Spread:
Skarmory@Shed Shell
Ability: Pressure
Nature: Impish
252 Hp / 64 Atk / 176 Def / 16 Spe
Moves:
-Brave Bird
-Spikes
-Whirlwind
-Roost
Strategy:
Skarmory is here solely to provide Spikes for the team, and she does it flawlessly. Usually, Skarmory comes in on a grass type attack aimed at Swampert or an EQ aimed at Jirachi or Heatran and then whirwinds the first turn(yes whirlwind) solely to rack up SR damage and/or expire Rain Dance or Sunny Day if they are up. Then I Start To Spike, and when they switch in a mon to stop me, I switch to a counter and eliminate it so I am free to Spike worry-free. Once I get my spikes up I can Whirlwind and roost away until the team is at the mercy of Jirachi/Heatran/Gyarados.
Shed Shell is prefered here over Leftovers because I already have Roost for recovery, and it allows me to escape the dreaded Magnezone which can ruin my fun. Impish and the EV's give Skarmory optimum bulk and allow it to outspeed other Skarms and 64 Atk EV's give Brave Bird something to work off of. Brave Bird is just incase I get Taunted, or am the last mon alive, Spikes is for um...spikes? In order to weaken the foe's team, and combined with whirlwind and SR, I can usually cause at least 3 of the opponents mons to loose 50% health, 25 % from spikes each turn, or 25 % from SR each turn(Gyara/Mence) bar levitators. Also, Roost is obviously for recovery but also helps when I predict an electric attack coming of a paralyzed poke.
Scarfers
Revenger:

Spread:
Jirachi@Choice Scarf
Ability: Serene Grace
Nature: Jolly
4 Hp / 252 Atk / 252 Spe
Moves:
-Iron Head
-Fire Punch
-Ice Punch
-U-Turn
*Sorry about the color just highlight it*
Strategy:
"OMFG JIRACHI U FUCKING NOOB GO DIE"
Player left the room
NarutoXXUzumaki Wins!
Jirachi is nothing less than the glue that holds this team together. Without Jirachi, SOOOOOO many common OU mons would walk all over this team. She provides so much to this team its hard to explain. Virtually anything that nets a kill on my team can be easily dismissed of afterwards by Jirachi, and she also provides some much needed speed to our team. As stated early, this team was built around Jirachi and eliminating pokemon that resist its STAB flinch-haxing Iron Head and once the opposing team is significantly weakened, she comes in and devastates them. Early game, I almost always bring her out on something she threatens and then U-Turns out on the switch so that I can bring out the appropriate counter. On the other hand, in late game, she comes out and once I have seen enough of the team to be able to know whether they are going to switch, and to whom, or if they are going to stay in, I choose the appropriate attack and proceed to wreak havoc.
Choice Scarf is the key to this set for it allows Jirachi to outspeed almost everything in OU, and Jolly Nature and the EV'sallows it to either tie or beat anything bar +1 base 110's or higher, which area far from common, bar Latias who cant threaten me. Iron Head is necessary on Jirachi due to a relatively low 299 Atk, and combined with Serene Grace it allows me to get virtually twice as many hits in than most mons. Fire Punch allows me to deal with the likes of Lucario(After Spikes) and Scizor and to an extent, Metagross, While Ice Punch allows me to quickly eradicate Dragons from the opponents team, and there is nothing more satisfying than freezing Heatran on the Switch :D. Also, U-Turn allows me to survive and is very useful when it comes to scouting the opponents team and used with Spikes and Sr on the field, it can really rack up damage.
Clean Up:

Spread:
Heatran@Choice Scarf
Ability: Flash Fire
Nature: Naive
4 Atk / 252 Spe / 252 SpAtk
Moves:
-Fire Blast
-Earth Power
-Dragon Pulse
-Explosion
Strategy:
Heatran is here to serve as my second revenger, for bulkier mons that I worry Jirachi will not be able to KO, and provides great synergy with Jirachi and Rotom. 9 times out of 10, He comes in on a Fire attack and once he gets a Flash Fire boost late game, you might as well just quit right then and there. Even without a Flash Fire boost he can easily dispatch of any steel in the metagame and also can handle unboosted dragons with Dragon Pulse. As well as an all out attacker, if a vital mon of my team is down and without it, a specific mon threatens me, I send out Heatran as a suicidal bomber to rid myself of any and all threats, offensive and defensive.
As you all probably know, Heatran equiped with a Choice Scarf and a Timid Nature with max Spe and SpAtk is a threat to any unprepared team. A Flash Fire boost, which is easy to achieve with 2 fire weak mons, makes up for the loss of SpAtk due to using Timid over Modest and allows Heatran to rip through teams using its main form of attack, Fire Blast. Also, Earth Power is used as a secondary STAB and hits many things that are immune or resistant to Fire for at least Neutral damage. Dragon Pulse allows me to hit Latias and Mence hard, so long as they dont carry Surf or EQ or are unboosted. And Explosion is really the staple of this set as it allows me to deal with a couple of threats that would otherwise threaten this team.
The Attackers
The Bulky Ghost:

Spread:
Rotom-C@Leftovers
Ability: Levitate
Nature: Bold
252 Hp / 168 Def / 88 Spe
Moves:
-Leaf Storm
-Willow-Wisp
-Shadow Ball
-Thunderbolt
Strategy:
Rotom has not been on many teams because I always used to use Gengar over him for the Speed and attacking power, but after battling with Rotoms for a while, I noticed HOW MUCH bulk Rotom could actually run. Now, I absolutely love him, and He works well with pretty much everybody on my team, especially Heatran. He usually comes in on a Ground attack or Electric attack aimed at Skarmory or Gyarados and then shoots off STAB Thunderbolts and Shadow Balls, denting everything not named Blissey. He also provides me with my only Gyara and Swampert coverage, being able to survive a +1 Waterfall and OHKO back with Thunderbolt.
Leftovers allows Rotom to recover, if only a little, and combined with a Bold Nature and the Bulky EV's alloded make this Rotom pretty hard to take down with anything but a STAB Shadow Ball or Pursuit. Leaf Storm is the reason why I chose Rotom-C, In order to cover Swampert who would otherwise threaten my team, and HP Fire gives me some surprise OHKOs on Scizor. Shadow Ball provides a powerful STAB that is only resisted by Dark and Steel, and Thunderbolt is my most powerful STAB and my main choice of attack for anything that doesnt resist it.
The Crazy Fish:

Spread:
Gyarados@Leftovers
Ability: Intimidate
Nature: Jolly
104 Hp / 192 Atk / 40 Def / 172 Spe
Moves:
-Dragon Dance
-Waterfall
-Stone Edge
-Taunt
*Again, sorry about the color*
Strategy:
Gyarados was the last mon added to this team, and one of the most important. Without Gyarados, my team would just switch around dealing a little damage and not really doing any real Intimidating...pun intended...damage and have no core sweeper. He comes in sometimes early game and sometimes late game depending on the opponents team and either rips holes in the rivaling team, or Cleans up the damage left by the other 3 offensive mons, and devastates the opposing team.
Leftovers allows Gyarados to survive longer if brought out Early Game, and I dont really miss the loss of power from not using LO but thats just me IDK about Jolteon's experience. Intimidate is great as it allows Gyarados to take more hits and combined with the Bulky Ev's Spread, he can be pretty hard to take down. The Ev's are something I came up with and its a modified version of the BulkyGyara spread on smogon, the only difference is the loss of a little bulk for the ability to outspeed base 130 Spe pokes and keep the same attacking power as the BulkyGyara spread. Dragon Dance is the staple of Gyarados and allows him to become a terrifying force and allows him to abuse the power and Flinch that his main STAB attack, Waterfall provides. Stone Edge allows him to hit flyers hard such as other Gyaras and Salamence, and Bounce gives him extra leftovers recovery and another powerful STAB attack.
Final Look:
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*Changes in unbold