Hi everyone, this is a quick TormentTran team that I have created but just want advice on how to improve it. I have had some success on the Showdown ladder (Managed to get to like top 50, but then dipped back down).
Team in detail:
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Earthquake
- Roar
- Slack Off
Description: Hippowdon immediately sets up sand which helps with the TormentTran chip damage. She also provides general bulk in addition to SR and Roar for more chip damage. Nothing too much to say here. Hippowdon is a useful pokemon that I like to keep alive as long as possible. Her Sand Stream ability also helps immensely versus Rain Dance teams, which would otherwise run through this team like a hot knife through butter.
Roserade @ Black Sludge
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Toxic Spikes
- Spikes
- Leech Seed
- Grass Knot
Description: In my opinion Roserade is a bit frail but if I can get her in behind say a Reflect or another advantageous situation, getting up a layer of Spikes or two is very helpful because all of the switches that Heatran tends to cause. I also like to scout the team before setting up Toxic Spikes, because the Toxic Spikes are necessary only for Blissey/Swampert/Vaporeon/Suicune (non-RestTalk variants), and many teams are almost fully resistant to T-Spikes anyway. Leech Seed is surprisingly good against Blissey while I set up, it restores like 30% health and otherwise contributes to chip damage.
Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Overheat
- Thunderbolt
- Shadow Ball
- Trick
Description: My first trickster. As we all know, it is pretty much impossible to play a choiced pokemon against TormentTran once he has a sub up. So getting the Scarf onto another Pokemon is generally useful. Other than Tyranitar, Rotom tends to attract special walls like Blissey and Clefable. Getting a scarf onto them (especially Clefable) makes life much easier for TormentTran. Other than tricking, Rotom has some utility as a spin-blocker and revenge-killer.
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Iron Head
- Ice Punch
- Trick
Description: The second trickster. Like I said, the more opponents who are locked into one move, the better. Jirachi also performs scouting with U-turn, and Iron Head works well late-game when the other team is weakened (especially with Sandstorm + Poison). Ice Punch is just for additional coverage. Nothing too much to say here.
Latias (F) @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Dragon Pulse
- Reflect
- Recover
- Healing Wish
Description: Latias fills certain defensive holes such as Breloom and Infernape. This set I have had success with. Reflect helps with getting in Roserade and Heatran easier in certain situations, and helps them set-up the entry hazards or substitute. Recover is self-explanatory. Healing Wish is a move that has actually saved me late game a few times. For example if Heatran is paralyzed, or low health, Healing Wish can give him a second wind late game. Another option I have considered is to change this Latias to a Trick variant, but haven't actually gotten around to testing that yet. Actually I could scarf this Latias and also make Rotom a more bulky/dedicated spin blocker, which could improve the team. But also three Trick users could also be beneficial to the overall strategy. Just food for thought.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 244 HP / 36 SpA / 12 SpD / 216 Spe
Calm Nature
IVs: 0 Atk
- Substitute
- Protect
- Torment
- Lava Plume
Description: The last Pokemon is TormentTran, just the standard set. Hopefully after all the tricking and what not, Heatran is ready to end the game via his Torment stall. His most troublesome Pokemon are Blissey, Clefable, Swampert, CMers, RestTalkers which all don't like being tricked or poisoned. Otherwise I have had a lot of success and rage-quits with this Pokemon and I enjoyed setting a team up to aid in his success.
Thoughts and tips on improving the team are appreciated!
Also although this is not a full blown stall team, I still want to include a type coverage chart.
Team Type Resistance Coverage:
1 (0.5 damage) + 1 (immune) = 2 total
2 (0.5 damage) = 2 total
1 (0.5 damage) = 1 total
2 (0.5 damage) + 1 (immune) = 3 total
2 (0.5 damage) + 1 (0.25 damage) = 3 total
3 (0.5 damage) + 1 (immune) = 4 total
1 (0.5 damage) = 1 total
1 (0.5 damage) + 1 (0.25 damage) = 2 total
2 (0.5 damage) = 2 total
3 (0.5 damage) = 3 total
3 (0.5 damage) + 2 (0.25 damage) = 5 total
1 (0.5 damage) + 1 (0.25 damage) = 2 total
3 (0.5 damage) = 3 total
2 (immune) = 2 total
1 (0.5 damage) + 1 (immune) = 2 total
2 (immune) = 2 total
2 (0.5 damage) = 2 total
So every type is covered with Grass being the most resisted type (5 resists) and Ghost and Dark being tied for the least resisted types (1 resist each).
Lastly I want to mention some troublesome Pokemon other than the special walls and CMers. Notably these are Starmie and Mixed-Infernape that runs a set that can hit almost every team member super-effectively. Starmie with Recover can be hard to play against. Mixed-Infernape can be weakened through chip damage (making predictive switches, Protecting, etc) or revenge-killed if Jirachi or Rotom still have their scarves.
Thanks again!
Team in detail:
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Earthquake
- Roar
- Slack Off
Description: Hippowdon immediately sets up sand which helps with the TormentTran chip damage. She also provides general bulk in addition to SR and Roar for more chip damage. Nothing too much to say here. Hippowdon is a useful pokemon that I like to keep alive as long as possible. Her Sand Stream ability also helps immensely versus Rain Dance teams, which would otherwise run through this team like a hot knife through butter.
Roserade @ Black Sludge
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Toxic Spikes
- Spikes
- Leech Seed
- Grass Knot
Description: In my opinion Roserade is a bit frail but if I can get her in behind say a Reflect or another advantageous situation, getting up a layer of Spikes or two is very helpful because all of the switches that Heatran tends to cause. I also like to scout the team before setting up Toxic Spikes, because the Toxic Spikes are necessary only for Blissey/Swampert/Vaporeon/Suicune (non-RestTalk variants), and many teams are almost fully resistant to T-Spikes anyway. Leech Seed is surprisingly good against Blissey while I set up, it restores like 30% health and otherwise contributes to chip damage.
Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Overheat
- Thunderbolt
- Shadow Ball
- Trick
Description: My first trickster. As we all know, it is pretty much impossible to play a choiced pokemon against TormentTran once he has a sub up. So getting the Scarf onto another Pokemon is generally useful. Other than Tyranitar, Rotom tends to attract special walls like Blissey and Clefable. Getting a scarf onto them (especially Clefable) makes life much easier for TormentTran. Other than tricking, Rotom has some utility as a spin-blocker and revenge-killer.
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Iron Head
- Ice Punch
- Trick
Description: The second trickster. Like I said, the more opponents who are locked into one move, the better. Jirachi also performs scouting with U-turn, and Iron Head works well late-game when the other team is weakened (especially with Sandstorm + Poison). Ice Punch is just for additional coverage. Nothing too much to say here.
Latias (F) @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Dragon Pulse
- Reflect
- Recover
- Healing Wish
Description: Latias fills certain defensive holes such as Breloom and Infernape. This set I have had success with. Reflect helps with getting in Roserade and Heatran easier in certain situations, and helps them set-up the entry hazards or substitute. Recover is self-explanatory. Healing Wish is a move that has actually saved me late game a few times. For example if Heatran is paralyzed, or low health, Healing Wish can give him a second wind late game. Another option I have considered is to change this Latias to a Trick variant, but haven't actually gotten around to testing that yet. Actually I could scarf this Latias and also make Rotom a more bulky/dedicated spin blocker, which could improve the team. But also three Trick users could also be beneficial to the overall strategy. Just food for thought.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 244 HP / 36 SpA / 12 SpD / 216 Spe
Calm Nature
IVs: 0 Atk
- Substitute
- Protect
- Torment
- Lava Plume
Description: The last Pokemon is TormentTran, just the standard set. Hopefully after all the tricking and what not, Heatran is ready to end the game via his Torment stall. His most troublesome Pokemon are Blissey, Clefable, Swampert, CMers, RestTalkers which all don't like being tricked or poisoned. Otherwise I have had a lot of success and rage-quits with this Pokemon and I enjoyed setting a team up to aid in his success.
Thoughts and tips on improving the team are appreciated!
Also although this is not a full blown stall team, I still want to include a type coverage chart.
Team Type Resistance Coverage:
So every type is covered with Grass being the most resisted type (5 resists) and Ghost and Dark being tied for the least resisted types (1 resist each).
Lastly I want to mention some troublesome Pokemon other than the special walls and CMers. Notably these are Starmie and Mixed-Infernape that runs a set that can hit almost every team member super-effectively. Starmie with Recover can be hard to play against. Mixed-Infernape can be weakened through chip damage (making predictive switches, Protecting, etc) or revenge-killed if Jirachi or Rotom still have their scarves.
Thanks again!
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