Hey everyone, Swordsman95 is back with a new RMT. I've been working on this team, testing and revamping it for about a week, until I found I had hit a decent stride, and got a pretty good win streak on Pokemon Lab. I wanted to test out some of my favourite Pokemon in a team situation, and use some new ones. I thought of the traditional F/W/G core, at one point, but it didn't work out ideally, so I've dropped that idea, though if someone can suggest a way to implement it properly, I'll be happy to give it a shot.
So, onto the team. The basis was to use a Machamp Attacking Lead set, which I've found can run through half the opponent's team, if they are not careful. Then, I wanted to use Cresselia - a Pokemon I EV'd and trained on my Platinum. It was a beast, and even with no attacking moves, annoyed and stymied my opponents at school with its Dual Screening set. Now, onto the team in depth:
Lead:
Machamp@ Lum Berry
No Guard
EVs: 240 HP / 236 Atk / 16 SpD / 16 Spe
Adamant
Moves:
~ Dynamicpunch
~ Payback
~ Ice Punch
~ Bullet Punch
The aforementioned Machamp lead is basically an ultimatum to opponents - set up rocks, or do some damage, but basically never both. Bad prediction can cause massive destruction to the enemy, and confusion hax can really hamper the opponents attempts to set up or sweep. The brilliance of Machamp is that I can always at least take out their lead. Very handy. 16 Speed EVs allow me to outspeed other Machamp Leads at the expense of a little Attack, which is ideal. The confusion also helps my next Pokemon set up. Being the standard Smogon set, no further explanation is needed, and the moves are quite self explanatory.
The Centrepiece
Cresselia@ Light Clay
Levitate
EVs: 252 HP / 148 Def / 40 SpD / 68 Spe
Bold
Moves:
~ Light Screen
~ Reflect
~ Lunar Dance
~ Thunder Wave
Cresselia largely helps form the basis of my team, by inherently providing status support that also serves to let me set up screens and my sweepers more readily and allow even bulky Pokemon to outspeed and hit as hard as possible. The only problem is the inability to touch Ground types, namely Flygon, but I don't want to trade out Thunder Wave for Ice Beam. I'd be too slow to stop Scarfgons U-Turning out anyway, and they end up dealt with in any case usually. This Pokemon is non-negotiable on my team, and will not be replaced, and it's moves should ideally remain the same. Even without screens I can sponge hits quite well and care of Lunar Dance (which when I first used it against my friends, it scared them shitless) I can revive sweepers, especially those afflicted by status and weakened. I can also swap this in on Psychic attacks directed at machamp, meaning he can come back and do damage of impede the opponent later.
The Bulky Water/Tank:
Swampert@ Leftovers
Torrent
EVs: 240 HP / 216 Def / 52 SpD
Relaxed
Moves:
~ Stealth Rock
~ Earthquake
~ Ice Beam
~ Roar
In my infinite originality, I chose a standard MixPert *gasp*. The mud fish can weather attacks, that are not Grass type well, and excellently behind screens. I put it in so that I can set up SR, without resorting to a suicide lead, in the second place which would make no sense, and Swampert seemed sensible. In addition, SR aids greatly in dealing with the likes of Zapdos, Gyarados and Togekiss, especially when combined with phazing. However, I am not entirely sure about his worth on this team - the bulk is always useful and he can fight for himself somewhat, but he is, sadly, slow (though I can live with that, especially aided by paralysis) and lacks just a little bit of power. What I'm looking for here are similar capabilities, but a bit more punch... any suggestions, either in terms of change to the moveset and/or EVs or an entirely different Pokemon?
The Physical Sweeper
Metagross@ Choice Band
Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Adamant
Moves:
~ Meteor Mash
~ Earthquake
~ Explosion
~ Bullet Punch
Metagross ia a team member that has undergone a myriad of changes of moveset, but in the end, I always come back to old reliable - the Choice Bander. Agiligross was the next best option, but didn't always have the same consistency, and I desperately needed priority. The damage output on this set, and the chance of an Attack boost is phenomenal. It can punch holes through anything it hits neutrally, or even not very effectively. A +1 Meteor Mash tore apart an Electivire switch-in, for example. One of the selling points here is Bullet Punch, which makes Metagross a "heavy duty" revenge killer, hitting incredibly hard on the switch in. This is particularly useful for taking down Flygons and Gengars which, with their speed can cause great difficulty. Earthquake naturally is a great move, 2HKOing so many enemies while hitting with 100 accuracy. Explosion basically nerfs anything that's not immune, nothing to dislike about that. Metagross can potentially be replaced or have it's set shifted, depending on the situation. Metagross' typing is als excellent as it can absorb Psychic and Flying attacks directed at Machamp.
The Mixed Attacker
Infernape@ Life Orb
Blaze
EVs: 252 Atk / 64 SpA / 192 Spe
Naive
Moves:
~ Close Combat
~ U-Turn
~ Stone Edge
~ Overheat
Another team member that has undergone a few moveset changes, but this is devidedly the best one for the team, with the ability to outspeed many opponents and put holes in the other team. Although priority would be nice, Mach Punch bogs down the moveset. THe lack of perfect accuracy moves is also annoying, but I do what I can... pray, that is. It can actually take a hit behind screens, but even then, is incredibly frail, which irks me a bit. however, I love the wallbreaking ability and the speed coupled wiht power and switching moves. I was definitley considering the switch intil it saved me a few times, and it can destroy Bronzong's and Skarmorys who get cocky. However, replace ments and changes regarding my favourtie flaming monkey are welcomed.
The X-Factor
Jirachi@ Leftovers
Serene Grace
EVs: 252 HP / 80 SpA / 176 Spe
Timid
Moves:
~ Substitute
~ Calm Mind
~ Flash Cannon
~ Thunderbolt
This little pixie came into my team to replace a wayward revenge killing Rotom that became set-up fodder and blew my mind. Supplemented with screens, Jirachi is amazing, as both a tank and a sweeper. Before I elaborate, allow me to point out that this thing gets scared of Flygons and Swamperts, two issues for this team in general. Now, as I said, this is the team's X-Factor. Behind screens, the opponent is normally paralysed, meaning I can Substitute then proceed to Calm Mind. This often draws in Skarmory and TauntDos, who can be dispatched promptly with Thunderbolt. The two attacking moves have a chance of lowering SpD of paralysing, which are added bonuses. Often, enemies just can't work out wha tt do, and end up wasting turns failing to break my substitutes while my stats rise, or switching hopelessly. I can actually get to +6 late game, all the while recovering HP with leftovers. To illustrate the power of this set, I can say this for sure - it can defeat Blissey 1v1, and has done so multiple times, especially factoring in SpD drops. Even with reinforcements, Blissey usually goes down as I can nerf the switches with crazy boosts. SubCM Jirachi, I love you, don't ever change.
Main Threats:
Swampert / Flygon / Yanmega
Swampert: General bulkiness, and a lack of a Grass move can mean a well played Swampert is GG for me. If my Swapert is alive, I can Roar away Curse variants. I find the best way to eliminate them presently, is through my own Swampert, or confusion hax with my Macahmp, assuming it hasn't fainted. Curse its Ground typing...
Flygon: Actually not too bad, but it's whimsical, always U-Turning away. I have not fixed way to nail it, bar predicting it and hitting it with powerful STAB. Jirachi certainly lures it and can get a shot or two off with s Sub up.
Yanmega: With protect and Speed Boost, it can score super effective hits easily, with Bug Buzz and HP Ground, and can normally take out my Cresselia before I am able to paratlyse it. Very annoying, Stealth Rock helps, as does stalling Life Orb damage, but Yanmega is a bitch. Period.
Well, thanks for reading, all help is greatly appreciated, so have at it!
So, onto the team. The basis was to use a Machamp Attacking Lead set, which I've found can run through half the opponent's team, if they are not careful. Then, I wanted to use Cresselia - a Pokemon I EV'd and trained on my Platinum. It was a beast, and even with no attacking moves, annoyed and stymied my opponents at school with its Dual Screening set. Now, onto the team in depth:
Lead:
Sprite.png)
Machamp@ Lum Berry
No Guard
EVs: 240 HP / 236 Atk / 16 SpD / 16 Spe
Adamant
Moves:
~ Dynamicpunch
~ Payback
~ Ice Punch
~ Bullet Punch
The aforementioned Machamp lead is basically an ultimatum to opponents - set up rocks, or do some damage, but basically never both. Bad prediction can cause massive destruction to the enemy, and confusion hax can really hamper the opponents attempts to set up or sweep. The brilliance of Machamp is that I can always at least take out their lead. Very handy. 16 Speed EVs allow me to outspeed other Machamp Leads at the expense of a little Attack, which is ideal. The confusion also helps my next Pokemon set up. Being the standard Smogon set, no further explanation is needed, and the moves are quite self explanatory.
The Centrepiece

Cresselia@ Light Clay
Levitate
EVs: 252 HP / 148 Def / 40 SpD / 68 Spe
Bold
Moves:
~ Light Screen
~ Reflect
~ Lunar Dance
~ Thunder Wave
Cresselia largely helps form the basis of my team, by inherently providing status support that also serves to let me set up screens and my sweepers more readily and allow even bulky Pokemon to outspeed and hit as hard as possible. The only problem is the inability to touch Ground types, namely Flygon, but I don't want to trade out Thunder Wave for Ice Beam. I'd be too slow to stop Scarfgons U-Turning out anyway, and they end up dealt with in any case usually. This Pokemon is non-negotiable on my team, and will not be replaced, and it's moves should ideally remain the same. Even without screens I can sponge hits quite well and care of Lunar Dance (which when I first used it against my friends, it scared them shitless) I can revive sweepers, especially those afflicted by status and weakened. I can also swap this in on Psychic attacks directed at machamp, meaning he can come back and do damage of impede the opponent later.
The Bulky Water/Tank:

Swampert@ Leftovers
Torrent
EVs: 240 HP / 216 Def / 52 SpD
Relaxed
Moves:
~ Stealth Rock
~ Earthquake
~ Ice Beam
~ Roar
In my infinite originality, I chose a standard MixPert *gasp*. The mud fish can weather attacks, that are not Grass type well, and excellently behind screens. I put it in so that I can set up SR, without resorting to a suicide lead, in the second place which would make no sense, and Swampert seemed sensible. In addition, SR aids greatly in dealing with the likes of Zapdos, Gyarados and Togekiss, especially when combined with phazing. However, I am not entirely sure about his worth on this team - the bulk is always useful and he can fight for himself somewhat, but he is, sadly, slow (though I can live with that, especially aided by paralysis) and lacks just a little bit of power. What I'm looking for here are similar capabilities, but a bit more punch... any suggestions, either in terms of change to the moveset and/or EVs or an entirely different Pokemon?
The Physical Sweeper

Metagross@ Choice Band
Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Adamant
Moves:
~ Meteor Mash
~ Earthquake
~ Explosion
~ Bullet Punch
Metagross ia a team member that has undergone a myriad of changes of moveset, but in the end, I always come back to old reliable - the Choice Bander. Agiligross was the next best option, but didn't always have the same consistency, and I desperately needed priority. The damage output on this set, and the chance of an Attack boost is phenomenal. It can punch holes through anything it hits neutrally, or even not very effectively. A +1 Meteor Mash tore apart an Electivire switch-in, for example. One of the selling points here is Bullet Punch, which makes Metagross a "heavy duty" revenge killer, hitting incredibly hard on the switch in. This is particularly useful for taking down Flygons and Gengars which, with their speed can cause great difficulty. Earthquake naturally is a great move, 2HKOing so many enemies while hitting with 100 accuracy. Explosion basically nerfs anything that's not immune, nothing to dislike about that. Metagross can potentially be replaced or have it's set shifted, depending on the situation. Metagross' typing is als excellent as it can absorb Psychic and Flying attacks directed at Machamp.
The Mixed Attacker

Infernape@ Life Orb
Blaze
EVs: 252 Atk / 64 SpA / 192 Spe
Naive
Moves:
~ Close Combat
~ U-Turn
~ Stone Edge
~ Overheat
Another team member that has undergone a few moveset changes, but this is devidedly the best one for the team, with the ability to outspeed many opponents and put holes in the other team. Although priority would be nice, Mach Punch bogs down the moveset. THe lack of perfect accuracy moves is also annoying, but I do what I can... pray, that is. It can actually take a hit behind screens, but even then, is incredibly frail, which irks me a bit. however, I love the wallbreaking ability and the speed coupled wiht power and switching moves. I was definitley considering the switch intil it saved me a few times, and it can destroy Bronzong's and Skarmorys who get cocky. However, replace ments and changes regarding my favourtie flaming monkey are welcomed.
The X-Factor

Jirachi@ Leftovers
Serene Grace
EVs: 252 HP / 80 SpA / 176 Spe
Timid
Moves:
~ Substitute
~ Calm Mind
~ Flash Cannon
~ Thunderbolt
This little pixie came into my team to replace a wayward revenge killing Rotom that became set-up fodder and blew my mind. Supplemented with screens, Jirachi is amazing, as both a tank and a sweeper. Before I elaborate, allow me to point out that this thing gets scared of Flygons and Swamperts, two issues for this team in general. Now, as I said, this is the team's X-Factor. Behind screens, the opponent is normally paralysed, meaning I can Substitute then proceed to Calm Mind. This often draws in Skarmory and TauntDos, who can be dispatched promptly with Thunderbolt. The two attacking moves have a chance of lowering SpD of paralysing, which are added bonuses. Often, enemies just can't work out wha tt do, and end up wasting turns failing to break my substitutes while my stats rise, or switching hopelessly. I can actually get to +6 late game, all the while recovering HP with leftovers. To illustrate the power of this set, I can say this for sure - it can defeat Blissey 1v1, and has done so multiple times, especially factoring in SpD drops. Even with reinforcements, Blissey usually goes down as I can nerf the switches with crazy boosts. SubCM Jirachi, I love you, don't ever change.
Main Threats:



Swampert / Flygon / Yanmega
Swampert: General bulkiness, and a lack of a Grass move can mean a well played Swampert is GG for me. If my Swapert is alive, I can Roar away Curse variants. I find the best way to eliminate them presently, is through my own Swampert, or confusion hax with my Macahmp, assuming it hasn't fainted. Curse its Ground typing...
Flygon: Actually not too bad, but it's whimsical, always U-Turning away. I have not fixed way to nail it, bar predicting it and hitting it with powerful STAB. Jirachi certainly lures it and can get a shot or two off with s Sub up.
Yanmega: With protect and Speed Boost, it can score super effective hits easily, with Bug Buzz and HP Ground, and can normally take out my Cresselia before I am able to paratlyse it. Very annoying, Stealth Rock helps, as does stalling Life Orb damage, but Yanmega is a bitch. Period.
Well, thanks for reading, all help is greatly appreciated, so have at it!