Introduction
A.K.A. twash's team V2. This is a team I've been playing with in DPP OU lately. It doesn't utilize anything that can really be defined as anti-metagame, but it's very comfortable to play with and features a couple of somewhat uncommon additions. Although I mostly play BW now, I occasionally like to return to the more balanced 4th Generation with this team.
In-Depth
[box]
Starmie @ Life Orb
Trait: Natural Cure
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Hydro Pump
- Thunderbolt
- Ice Beam
- Rapid Spin
[/box]
I've been seeing a lot more teams with Starmie leads in this forum lately. People seem to be catching on to how effectively it performs; Starmie begins the battle offensively and can put a lot pressure on opponents. Standard FWG-based teams tend to be universally weak to Starmie, which is able to outspeed and hit a large amount of common Pokemon. Starmie's moveset is optimal for coverage purposes, and Rapid Spin's ability to remove hazards really helps my other team members switch around more safely. Although Starmie is placed in the lead position, I sometimes save it for late-game sweeping after opposing teams have been weakened significantly.
Not my favorite lead to see, especially since a lot tend to run U-turn now (I may have helped to popularize 112 SDef CB Azelf). Depending on the player and the set, I may either go for Hydro Pump + Rapid Spin or switch to Gengar. Pretty unpredictable considering the number of viable lead sets it can run.
I'm glad these aren't used much any more. I'll either have to sacrifice Starmie or switch in Jirach on the Payback to hopefully flinch it to death. Some people use Psychic on Starmie to get the KO, but I feel it isn't worth limiting Starmie's coverage for an increasingly uncommon lead.
In theory, any one of Starmie's attacks + Rapid Spin will take out Aerodactyl and Stealth Rock along with it. However, smart players will Rock Slide for a possible flinch, so I may switch to Jirachi to Iron Head it.
Starmie 2HKOs Metagross, so it's usually forced to get up Stealth Rock (which I can spin away later) or retaliate with Earthquake. These leads are put at an offensive disadvantage right from the beginning of a match.
Pretty much similar to Metagross.
Hydro Pump + Rapid Spin should handle things nicely, seeing as I can survive a Fake Out and a resisted attack. I do need to be wary of Scarf variants with U-turn, though.
It's pretty obvious that this won't be staying in, unless it's running Passho for some reason. BKC recommends Ice Beam for incoming Grass switch-ins, which I find to be a good option.
Switch to Heatran on the possible U-turn.
I'll probably Ice Beam to hit it down close to its Sash, even though I'll usually have to sacrifice Starmie to Leaf Storm. After that, Jirachi will come in and U-turn to finish it. If my opponent switches, I just need to keep attacking or get up Stealth Rock so that it can't set up.
Starmie OHKOs Hippowdon without a problem, but it's unfortunately paired with Blissey most of the time.
Shaymin for the initial switch into Thunderbolt, then to Jirachi on the Ice Beam to U-turn out. Against better players, I might just Earth Power to catch a Heatran on the switch.
I tend to go for Thunderbolt or even Hydro Pump, as most players will want to save their Dragonite for later.
Either Hydro Pump or Ice Beam works fine.
I'm pretty sure Hydro Pump won't necessarily KO, so I usually switch to Jirachi to threaten with an Iron Head. I usually U-turn on the switch from there.
Skarmory is extremely unlikely to stay in, so I'll usually Ice Beam to catch a Grass-type or Scarf Flygon.
Hydro Pump doesn't OHKO, while Payback does a lot. I'll go to Heatran to threaten it out and set up Stealth Rock.
[box]
Heatran (M) @ Shuca Berry
Trait: Flash Fire
EVs: 244 HP / 36 SAtk / 12 SDef / 216 Spd
Calm Nature (+SDef, -Atk)
- Stealth Rock
- Flamethrower
- Earth Power
- Will-O-Wisp
[/box]
This started out as a standard ShucaTran, but I soon realized that I had some issues with SubRoost Zapdos (another large and somewhat underrated set in this metagame). As a result, I decided to roll with the TormentTran EV spread for some extra bulk. They allow me to outspeed Jolly Tyranitar while retaining the ability to hit decently hard. I sometimes swap out Shuca for Leftovers, but I find the former helpful for handling Earth Power Shaymin and opposing Heatran. Will-O-Wisp isn't seen on more common Heatran sets, but it allows me to catch threats like Gyarados, Tyranitar, and even Scarf Flygon on the switch. Heatran works as a sponge for some weaker special attacks and manages to remain pretty threatening itself.
[box]
Suicune @ Leftovers
Trait: Pressure
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Hydro Pump
- Ice Beam
- Hidden Power [Electric]
[/box]
Suicune has been a mainstay on nearly all my teams. It provides me with a very reliable switch into threats like Heatran and Gyarados. Late-game, Suicune can utilize Calm Mind alongside its considerable bulk to sweep through teams. One thing I really like about Suicune is that it functions as a "parallel" sweeper with Starmie; the two share identical coverage, with the main differences being speed and bulk. The main reason I prefer Suicune over other bulky Waters like Vaporeon is that it works well both offensively and defensively, and doesn't open up an unnecessary Breloom weakness.
[box]
Shaymin @ Leftovers
Trait: Natural Cure
EVs: 252 HP / 72 SAtk / 184 Spd
Timid Nature (+Spd, -Atk)
- Leech Seed
- Seed Flare
- Earth Power
- Hidden Power [Ice]
[/box]
Shaymin is another Pokemon that I make use of quite often. It covers all the bulky Waters that this team would have issues with otherwise. Although the LO sweeper is a good set, I like this Leech Seed variant for its considerable bulk and ability to provide some healing for the team. Shaymin still manages to hit pretty hard with a bit of SAtk investment, especially factoring in Seed Flare's high BP and potential SDef drops. The EVs allow Shaymin to outpace Jolly Lucario so that I can hit it with an Earth Power. Although many of these type of sets feature Protect or Substitute, I utilize a 3-attacks version to ensure I can deal with Heatran and Dragonite. I sometimes miss HP Fire in the last slot for hitting Scizor and Forretress, so I occasionally switch between the two. Other than that, Shaymin is a valuable member that reinforces the team's bulky offensive theme.
[box]
Jirachi @ Choice Scarf
Trait: Serene Grace
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Iron Head
- Fire Punch
- U-turn
- Trick
[/box]
You will find a Jirachi on nearly every Faladran team, of course. Besides being my personal favorite Pokemon, Jirachi patches up some weaknesses that this team suffers. Some of the main reasons for running Scarf Jirachi as opposed to Scarf Flygon include Trick, more bulk, and the ability to check different threats (Gengar and Lucario come to mind). Iron Head is always helpful for flinch trolling and checking Tyranitar, and Fire Punch covers most Steels decently. Since Heatran and Shaymin both have methods of dealing with Dragonite, I opted for Trick and U-turn instead of Ice Punch. U-turn allows Jirachi to function a bit like Flygon, scouting opposing teams and maintaining offensive momentum. Trick has been generally useful as an emergency method for dealing with bulky stat-uppers. It ensures that I don't lose to things like late-game CM Jirachi or Curselax.
[box]
Gengar (M) @ Life Orb
Trait: Levitate
EVs: 40 Atk / 216 SAtk / 252 Spd
Hasty Nature (+Spd, -Def)
- Shadow Ball
- Focus Blast
- Thunderbolt
- Explosion
[/box]
Gengar fulfills the sixth team position by adding in crucial immunities to Normal, Fighting, and Ground. The latter two are especially useful, seeing as my team is rather lacking in resistances to those types. Although SubSplit is the standard and remains a very effective set, I prefer to use this MixGar set for its unpredictability and stallbreaking potential. Thunderbolt hits bulky Waters really hard, which helps a lot against people who use something like Vaporeon to check Gengar. With proper double switching, I can occasionally Thunderbolt an opposing Gyarados or Skarmory as well. Explosion is probably the most valuable move on this set; as soon as I eliminate Blissey, Starmie or Suicune can sweep through standard stall a lot more easily. I tend to be very careful about when to explode, hiding my moveset and scouting for Protect or opposing predictions. It helps that Explosion is less common on Gengar, though; some opponents just don't expect it at all. Gengar also works as a powerful sweeper in its own right, as well as a secondary check to SD Lucario.
Conclusion
I haven't had to use this team for anything serious, so of course it's been performing well on the ladder and on Wi-Fi (lol). Like I said, it's been very comfortable to play with and the bulky offensive theme suits my playstyle well. That being said, I'm open to any suggestions that could improve this team in any way.
Starmie @ Life Orb
Trait: Natural Cure
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Hydro Pump
- Thunderbolt
- Ice Beam
- Rapid Spin
Heatran (M) @ Shuca Berry
Trait: Flash Fire
EVs: 244 HP / 36 SAtk / 12 SDef / 216 Spd
Calm Nature (+SDef, -Atk)
- Stealth Rock
- Flamethrower
- Earth Power
- Will-O-Wisp
Suicune @ Leftovers
Trait: Pressure
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Hydro Pump
- Ice Beam
- Hidden Power [Electric]
Shaymin @ Leftovers
Trait: Natural Cure
EVs: 252 HP / 72 SAtk / 184 Spd
Timid Nature (+Spd, -Atk)
- Leech Seed
- Seed Flare
- Earth Power
- Hidden Power [Ice]
Jirachi @ Choice Scarf
Trait: Serene Grace
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Iron Head
- Fire Punch
- U-turn
- Trick
Gengar (M) @ Life Orb
Trait: Levitate
EVs: 40 Atk / 216 SAtk / 252 Spd
Hasty Nature (+Spd, -Def)
- Shadow Ball
- Focus Blast
- Thunderbolt
- Explosion
Trait: Natural Cure
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Hydro Pump
- Thunderbolt
- Ice Beam
- Rapid Spin
Heatran (M) @ Shuca Berry
Trait: Flash Fire
EVs: 244 HP / 36 SAtk / 12 SDef / 216 Spd
Calm Nature (+SDef, -Atk)
- Stealth Rock
- Flamethrower
- Earth Power
- Will-O-Wisp
Suicune @ Leftovers
Trait: Pressure
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Hydro Pump
- Ice Beam
- Hidden Power [Electric]
Shaymin @ Leftovers
Trait: Natural Cure
EVs: 252 HP / 72 SAtk / 184 Spd
Timid Nature (+Spd, -Atk)
- Leech Seed
- Seed Flare
- Earth Power
- Hidden Power [Ice]
Jirachi @ Choice Scarf
Trait: Serene Grace
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Iron Head
- Fire Punch
- U-turn
- Trick
Gengar (M) @ Life Orb
Trait: Levitate
EVs: 40 Atk / 216 SAtk / 252 Spd
Hasty Nature (+Spd, -Def)
- Shadow Ball
- Focus Blast
- Thunderbolt
- Explosion