Everybody's Changing

Introduction

Hey guys, Lazyboy here. Long time lurker, first time poster. This is a team I've been working on for absolutely ages (since salamence got banned) and boy has it gone through some pretty drastic changes. What started as a reworking of Team Kevin, Please Come Home slowly became a creation entirely of my own.

I liked the idea of an offensive team using entry hazards so effectively to trouble both stall and offensive teams, but I was never really one for sweeping, so decided to use repeated switching to eventually wear opponents down.

The team still does have trouble with a few specific pokemon, so any improvements would be greatly appreciated. Without further ado, lets get started...

The Team

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Orion
Skarmory @ Lum Berry
Ability: Keen eye
EVs: 252 HP/ 164 Def/ 92 Speed
Impish nature (+Def, -Sp.atk)
-Roost
-Spikes
-Taunt
-Brave Bird

Skarmory has done a pretty good job leading the team, letting me set up spikes early on in the game, stopping slower leads like Hippowdon and Swampert from setting up their entry hazards as well as serving as a great check to a lot of physical threats. I originally chose focus sash Smeargle as a lead, but found that whilst it worked against stall teams just fine, against very offensive teams I would really struggle to set up more than a couple of layers, which could really hurt the team. Skarm allows me to set up spikes a lot more consistently, which puts greater pressure on opposing teams as they make unfavourable switches.

The EVs and item allow me to outspeed Resttalk Gyarados and either pHaze or taunt it. The lack of leftovers can be somewhat of a hindrance, especially against stuff like LO Gyara, but the ability to beat sleep leads like Smeargle and stop them from getting their hazards up is more than worth the sacrifice. The choice of whirlwind over Brave bird was a tricky one. Without an attacking move, Skarm is helpless against taunt Gyarados and can only pHaze out other threats such as Machamp and Breloom, but the scouting and residual damage that whirlwind offers makes it the superior choice in my opinion, also the aforementioned threats can be dealt with by other members of the team.

Switches to Brave bird for an easier matchup with LeadChamp

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Vesuvius
Heatran @ Leftovers
Ability: Flash Fire
EVs: 244 HP/ 36 Sp.Atk/ 12 Sp.Def/ 216 speed
Nature: Calm (+Sp.Def, -Atk)
-Earth Power
-Lava Plume
-Roar
-Stealth Rock

The second half of my entry hazard core, Heatran provides a great number of resistances, an immunity to fire and the ability to cause so many switches it can devastate teams. It assists Skarm by switching into a lot of unfavourable lead match ups and visa versa.

Leftovers is the item of choice due to the fact that opposing spike stacking teams could be troubling, so I wanted to minimise that problem as much as possible. The lack of power can be a problem sometimes, but between spikes, stealth rocks and the great coverage provided by the 3 attacking moves, Heatran has no problems dealing with switch ins such as Swampert, opposing Heatran and other bulky waters. Stealth rock is vital for every team and Heatran is an excellent user of it, as it allows him to scout for threats switching in so he can hit them with the appropriate move later in the match. The lack of explosion can sometimes be a bit of a problem, but the team doesn't have too many problems with Blissey, so it's somewhat redundant.

The EVs allow me to outspeed positive base 75s, such as Smeargle, and ohko them before they can spore me. I never really liked running max speed, as the thought of losing my Heatran to a speed tie really didn't appeal to me, I'd rather know I'd be outsped and deal with it than take a risk that could cost me the game. The rest of the EVs were to max special attack, then dump the rest in HP for a minuscule amount of extra bulk.

Changed to a specially defensive variant to help with the SubRoost Zapdos problem, has worked well so far

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DesertEagle
Flygon @ Choice Scarf
Ability: Levitate
EVs: 40 HP / 252 Atk/ 216 Spd
Nature: Jolly (+Spd, -Sp.Atk)
-Outrage
-Earthquake
-Stone Edge
-U-turn

Flygon has to be one of my favourite pokes of 4th Gen. With arguably the best typing in the game, 100 base speed, acceptable attacking stats and an excellent movepool, Flygon does fantastic every time I use him. He started life out as a standard choice scarf user, but certain pokes, such as Gliscor, became an issue, so he changed into the mixed attacker you see before you.

The moves were pretty standard for a mixed attacker, the usual unresisted coverage. Draco Meteor hits bulky waters harder than anything else, EQ for a nice reliable STAB that also pummels Heatran and fire Blast to mop up any steels like Skarm, Forretress and Bronzong who switch in to liberally. The last move was a toss up. U-turn combined with entry hazards would be amazing, the ability to scout for his switchins and keep momentum would be even better, but in the end I went with roost, mainly because the team lacked a reliable Heatran switchin, and whilst spikes, stealth rocks and the possibility of Life orb or Substitute would take it's toll on the big red monster, the ability to switch into it multiple times was something very important. Also, with roost stall teams have a really tough time doing damage to thing thing outside of status. With an immunity to spikes, sandstorm, toxic spikes and resistance stealth rocks, stall teams that rely on residual damage find themselves at a bit of a loss, and can only hope to get some form of status on it or attack with underwhelming walls.

The EVs and nature are to maximise it's damage output, Mild was chosen over hasty as the only notable threat it outsped was Lucario, who has access to extremespeed anyway. Also, it allows me to put larger dents in Suicune switching into draco meteor, and as my answers to Suicune are shaky at times, I need all the damage I can get.

Changed to Scarf Flygon, the lack of a phazing move on Skarm left me vulnerable to DD Kingdra, It also gives me extra protection againt Empoleon, Gyarados and DDtar

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Jirachi @ Expert Belt
Ability: Serene Grace
EVs: 252 HP/ 176 Sp.def/ 80 Spd
Nature: Hasty (+Spd, -Def)
-Hidden Power Ground
-Ice Punch
-Iron Head
-Wish

This was by far the biggest change to the team, replacing CB scizor previously. The set is a kind of fusion between the specially defensive set and the mixed wallbreaking set. The EVs allow Jirachi to still act as a check to SubSplit Gengar by alternating between Wish and Iron Head and Lucario with HP Ground (although with no investement in Sp.Atk, it requires 1 layer of spikes + 1 CC to ohko, so the EVs may need tweaked). Also, it still act as a lure to Heatran, although once again, with no investement Hp ground will not ohko without some prior damage, so again, the EVs are possibly not the most efficient. The Wish support really helps with both Flygon and Lanturn switching into Heatran too. I chose Ice Punch over U-turn as it now gave me a pretty solid answer to MixNite, a poke that had proved a bit of problem if Scizor was on low health.

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Voltergeist
Rotom-W @ Leftovers
Ability: Levitate
EVs: 252 HP/ 136 Def/ 120 Sp.def
Nature: Calm
-Shadow Ball
-Thunderbolt
-Rest
-Sleep Talk

Rotom-W is the spinblocker of choice these days. With the ability to beat it's common switchins with hydropump, block rapid spin, check and revenge a boatload of threats and cripple pokes with trick, what's not to love about this little possessed washing machine? the moves are pretty self explanatory, thunderbolt to prevent DDGyara and SubPetaya Empoleon from wrecking the team too badly. Shadowball lets me hit Gengar and Celebi for supereffective damage and Hydro pump is the sole reason it's the form of choice, heavily damaging Heatran, Tyranitar and Scizor as they try to switch in and trap you. Finally, Trick lets me cripple potentially dangerous or annoying pokes, like CroCune or curselax, as well as being the only move that can threaten Blissey outside of Pain split.

Once again, the EVs seem a little odd, but they serve their purpose. 220 speed and a choice scarf allows me to outspeed and ohko SubPetaya Emp at +2, jolly Gyara at +1 and a few other threats. This is also my only fighting resist, so he is usualy called upon to deal with potentially game-ending pokes like Lucario and Infernape, although there are certain backup plans in case Rotom can't do his duty. the special attack EVs allow me to ohko Gengar after it switches into stealth rocks once, and the rest are put into HP for as much bulk as possible. This is because the team is based around it's entry hazards, and with spinners like Starmie and Forretress being able to heavily damage Rotom with Hydropump/Payback respectively, he needs to survive for as long as possible.

Changed to a Resttalk Rotom-W, provided a sturdier answer to DD+Taunt Gyara as well as spinblock a bit more effectively. Also gave me a decent status absorber so the Gliscor weakness isn't as bad,but its still not great... though it fares a lot better against Breloom now

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PerfectStorm
Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 52 HP/ 252 Sp.atk/ 56 Sp.Def/ 148 Spd
Nature: Modest
-Charge Beam
-Hydropump
-Ice Beam
-Substitute

"WTF? Lanturn in OU, you must be kidding?!" I most certainly am not. This little angler fish has been an absolute star, fixed most of the holes this had, swept teams and been an all around MVP. This spot used to belong to Chestorest Kingdra, but every man and his dog were well aware of just how good it was and I got tired of bandwagon-ing (that and I had a crippling weakness to Zapdos/Jolteon, but i prefer the former). The addition of Lanturn not only provided the same services that Kingdra gave (a decent answer to LO Starmie/Offensive Suicune) but fixed the weaknesses I'd had against the aforementioned electric-types.

The moves are pretty standard for any offensive water-type, hydropump for a great STAB attack, charge beam to possible sweep as well as hit other water types, such as gyarados, vaporeon and suicune, ice beam to hit the grass and dragon types that resist the former 2 moves. Substitute is a great move for Lanturn. with the given speed EVs, Lanturn can outspeed Vaporeon and Blissey and get a Sub up before being hit by toxic. It also takes advantage of it's 125 base HP, creating 101 HP subs meaning that with a bit of luck, Lanturn can beat bold Blissey 1v1, providing charge beam can get you to at least +4. Even when not setting up for a sweep, substitute does a great job at easing prediction, which can net you some decent damage and even if the switchin outspeeds. My only gripe with this set it Charge Beam. not only have I been screwed over many times by Charge Beam not giving me the required boost to ko, but the accuracy makes Lanturn a shakey answer to Suicune, especially with Pressure reducing the Charge Beam PP to a mere 8.

Conclusion

That about sums up the team. It's been a blast to play and got me to a respectable ladder ranking, but some of the problematic pokes have prevented me from getting anywhere astronomically high. Please let me know if you've got any questions, suggestions or improvement, I'm more than willing to continue improving this team.
 
I like this team a lot. It's pretty well-built and makes use of some less common sets. A couple things I think could be problematic include SubRoost Zapdos and more powerful variants of Heatran. The former gets a lot of setup opportunities and makes things difficult with the Thunderbolt / Toxic combo, while the latter puts Lanturn under a lot of pressure to switch into repeated attacks.

Changing Heatran's set could alleviate both of these issues. A specially defensive set with Roar would work excellently on this team (I built a somewhat similar one before). I'd recommend a Calm nature with 244 HP / 36 SAtk / 12 SDef / 216 Spd and a moveset of Stealth Rock / Lava Plume / Earth Power / Roar. It outspeeds Jolly Tyranitar and catches a lot of switch-ins (Gyarados, Tyranitar, sometimes Flygon, etc.) with Lava Plume's 30% burn rate. Roar also gives you an invaluable second phazer for racking up hazard damage. Leftovers is the standard item choice, but Shuca could be useful for opposing Heatran. That's pretty much all I wanted to suggest; good luck!
 
Threats
Lead Machamp
SubRoost Zapdos


Lead Machamp, while rarer than it once was, is still threatening, as you have nothing that can outright KO it, so it will easily take out at least one of your mons. SubRoost Zapdos, on the other hand, is becoming increasingly popular. With its combination of speed and bulk, it can easily stall your entire team to death, whether it's with Toxic or repeated Thunderbolts.

Solutions
Brave Bird > Whirlwind on Skarmory
SpD Heatran > Current Heatran


Fixing these issues is pretty simple. Brave Bird in conjunction with Lum Berry to cure DynamicPunch's confusion gets a guaranteed 2HKO on Machamp; if you are feeling ballsy, you can even set up Spikes on the second turn expecting a switch. Specially defensive Heatran defeats Zapdos 1-on-1 due to its incredible bulk, meaning you can phaze it out until everything else on the opponent's team dies and then beat it down with repeated Flamethrowers, Protecting for Leftovers recovery / stalling Thunderbolt PP whenever necessary.
Heatran (M) @ Leftovers
Trait: Flash Fire
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature (+SDef, -Atk)
- Flamethrower
- Stealth Rock
- Protect
- Roar
With these changes I think your team looks quite solid, good luck!
 
Hey Lazyboy, gotta congratulate you first of all for using SubCharge Lanturn :) However, there are a couple of problems with the team, in particular weaknesses to DD Gyarados, Kingdra, offensive Heatran and Lucario, as well as SubRoost Zapdos as Faladran mentioned. You have checks to all of these but all are pretty flimsy and can easily be worked past by a decent player.

There are two different fixes I can suggest to help here. Replacing Lanturn would be the easiest and simplest but I really don't want to do that, so instead you could try using Choice Scarf Flygon in place of your current set, covering Kingdra and Gyarados, and using a Mixed Attacking Jirachi > Scizor (use Expert Belt w/ Iron Head, HP Ground, Ice Punch, and Thunderbolt with enough speed to outrun Adamant Lucario).

That should patch up your problems pretty nicely. In addition, that Jirachi works great at luring Heatran and Rotom out which in turn lets your Skarmory lay Spikes more easily.

Hope this helps, good luck :)

EDIT: Oh right, I forgot to mention how you'll beat SubRoost Dos. As mentioned above, definitely run SpDef Heatran :)
 
Hey Guys, thanks for all the comments, they're really appreciated.

Specially defensive Heatran does really help with my subroost Zapdos problems that the team had, and with Heatran now becoming an additional phazer, I really have to problem giving Skarm Brave Bird.

As for the suggestions for Flygon and Jirachi, I originally ran a choice scarf Flygon over the current mixed set and it was very effective. It allowed me to take some of the pressure off of Rotom-W, so that he could perform his spinblocking duties alot better. The main reason I changed it to the current set is that i had no realy way to crack StallBreaker Gliscor. My only option was Rotom-W and letting him get poisoned was really bad.

Jirachi was a real consideration for this team, mainly for the same reasons as Scarf Flygon. It allowed some of the pressure to be taken off of Rotom-W, but my concern is that the mixed set that bubbly suggested, I would become weak to SubSplit Gengar (LO Gengars Focus Blast still does 61.1%-72%). I could run a specially defensive version of jirachi (which, coincidentally I can attest to it's effectiveness whilst I was piloting Blazin Kicken Chicken's Ashes of the Wake RMT ). This would definitely help with the new LO Gengar weakness and I suppose help pokes switching into Heatran with wish support, however a more reliable answer will still probably be needed.

I've also had a little discussion with my good friend WillSO (shoutouts to him, he's been a great help with this team) and we discussed in brief the use of resttalk Rotom-W as opposed to scarf Rotom-W. This would allow me to keep checking threats such as DD Gyara, but also allows me to fair a bit better against LO Starmies repeated attacks and spinblock more effectively. The only slight problem that comes to mind (feel free to call me out on this :P) is that Rotom-W will no longer be able to deal with SubPetaya Emp, but after running a few calcs, found that Lanturn does a pretty good job against Emp anyway. With Grass Knot only hitting for 40 BP, Surf is actually the more damaging option, even then a torrent boosted +1 surf will do between 44.3%-52.2% and considering Lanturn can just set up subs alongside Emp, it shouldn't be too much of a problem. This also allows Rotom-W to fair slightly better against StallBreaker Gliscor, not minding the poison as much, though I'm still a bit reluctant to switch the Flygon set, as 1v1 Rotom-W will still lose to Gliscor.

Right, with that said I'll make the changes suggested (I will go with the scarf Flygon suggestion, as Skarmory is no longer able to phaze it out). I guess the Gliscor weakness will have to be a necessary evil, unless someone can find a suitable answer.

Once again, thanks for all your comments, they are really appreciated. I'll edit the first post, put changes in bold etc. and see how the new and improved team fares :)
 
Hey Lazy,

I really enjoyed laddering with this team in it's earlier renditions, although as you know I really didn't like Scizor and felt it played inefficiently. Lanturn however, was fantastic and being able to beat Bliss most of the time proved invaluable towards opening up for either a MixGon sweep, a Heatran sweep or even a continuation of Lanturn's own.

I did notice the team being surprisingly MixApe weak - something I'm surprised previous raters didn't point out (perhaps they'd argue differently) - but previously your best answer was Scarf Rotom and that could easily be pursuit trapped by TTar or Scizor depending on the move it was locked in on.

And this brings me to the suggested changes that we made. ResTalk Rotom was suggested as it provided a still solid answer to Gyara without too many boosts and maintened longevity so that it could be used as an answer to Infernape more often.
However, I'd suggest Will-O-Wisp over Shadow Ball so that it could help spread Burn, which can either get some residual damage on SubRoost Zapdos or ruin physical switches like Tyranitar, Scizor and Weavile (lol).

I'm not sure how Scarf Flygon fits on this team to be honest. I'd definitely preferred MixGon here - I'm not sure how it relates to the new changes.
I'd need to playtest it here. My issue with Scarf Flygon is that it's very predictable.

Another threat to this team is CroCune - once it has a couple of boosts under it's belt it is very difficult for this team to handle - trick scarf rotom previously could somewhat handle it, forcing it out on a CM, Sleep Talk or Rest allowing Lanturn to handle it at neutral. Lanturn doesn't appreciate +2 Surfs at all - and Charge Beam is a shaky answer at best.

As we discussed, switching to Scarfrachi and MixGon again might solve this issue.
 
I'm not sure how Scarf Flygon fits on this team to be honest. I'd definitely preferred MixGon here - I'm not sure how it relates to the new changes.
I'd need to playtest it here. My issue with Scarf Flygon is that it's very predictable.

True, but what makes Scarfgon so good is that it can be predicatble and still do its job extremely well.

However, I think that a Grass type could go a long way here, perhaps over Jirachi (It seems like that slot is getting changed a lot haha). Celebii would give you the famous FWG core, and can easily take repeated hits from Gliscor and Natural Cure handles Toxic. She can also utilize Leech Seed, which can cause lots of switches, which in turn nets you lots of entry hazards damage. For your team, I recommend the standard SubSeed set:

Celebii@Leftovers
Timid Nature, 252Hp/4Def/252Spe
Substitute
Leech Seed
Recover/HP Fire/HP Ice
Grass Knot

This gives you great bulk and speed, allowing you (among other things) to outspeed Gliscor and Leech Seed before he can Taunt. I recommend Recover in the third slot for extra survivability, but either Hidden Power functions well too. If you want it, Earth Power also allows you to destroy non-Scarf Heatran, but personally I think that between Flygon, Lanturn, and your own Heatran, you're pretty well covered.

I hope that helps!
 
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