Flinching never felt so good

After seeing the Machamp team posted by Obi, I was really interested in making my own team based around preventing attacks. Basically, the concept is the same. Paralyze as much as possible, then get one of the 'annoyers' in and don't let the opponent attack.

AT A GLANCE
Jirachi.gif
Starmie.gif
Machamp.png
tOGEKISS.png
Blissey.png
Spiritomb1.gif


2 STARS, 2 EGGS, 4 HANDS, AND 1 WTFRU!?


Jirachi.gif

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP/8 Atk/216 Def/32 Spd
Impish nature (+Def, -SAtk)
- Stealth Rock
- Wish
- Zen Headbutt
- Body Slam
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Obi's lead Jirachi. Stealth Rocking ASAP feels important and there isn't much room for anyone else to do it. 60% Paralysis and 40% Flinch make for a good annoyer, especially so early in the match since most people open with sweepers.
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Starmie.gif

Starmie @ Leftovers
Ability: Natural Cure
EVs: 172 HP/216 Spd/120 SAtk
Timid nature (+Spd, -Atk)
- Thunderbolt
- Surf
- Ice Beam
- Recover
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Comes in for Garchomp, Gyara, Mence, and Infernape and takes care of each accordingly. Also takes care of Heatran if I can predict Lava Plume.
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Machamp.png

Machamp (M) @ Leftovers
Ability: No Guard
EVs: 252 HP/252 Atk/6 Def
Adamant nature (+Atk, -SAtk)
- Ice Punch
- Dynamicpunch
- Sleep Talk
- Rest
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Another one of Obi's Pokemon. This will usually have to wait until most of the opposing team is paralyzed. Guaranteed confusion is amazing on an attack so powerful, especially since it reduces a paralyzed pokemons chance to attack to 1/3 (or 1/4, idk.) Ice punch so that Fliers and Grounds don't try to wall and Resttalk for status.
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tOGEKISS.png

Togekiss (M) @ Leftovers
Ability: Serene Grace
EVs: 252 HP/6 SAtk/252 SDef
Modest nature (+SAtk, -Atk)
- Body Slam
- Water Pulse
- Roost
- Air Slash
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The last annoyer, but probably the best. Boasting the stats of a fairly good special wall, 60% Paralysis, 60% Flinch, 40% Confusion, and Roost, this thing is hard to kill. I went with Water Pulse over Aura Sphere for the chance to confuse, plus the fact that there isn't too much of a disadvantage in having water over fighting (Both hit rock for super effective, most common steels take fighting neutrally, and I'll switch out on ice.)
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Blissey.png

Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP/80 SAtk/176 SDef
Calm nature (+SDef, -Atk)
- Thunder Wave
- Softboiled
- Flamethrower
- Ice Beam
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Blissey is great Paralysis support, switching in on most Special attacks and getting 100% with TWave. Flamethrower and Ice Beam hit hard on some common Blissey switch-ins, but that makes for my 3rd Ice attack. I'm considering taking it off for something more effective.
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Spiritomb1.gif

Spiritomb (M) @ Leftovers
Ability: Pressure
EVs: 252 HP/140 Atk/116 SDef
Careful nature (+SDef, -SAtk)
- Pursuit
- Pain Split
- Taunt
- Sucker Punch
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The most variable thing on my team. It's worked for me so far, but I'm thinking of switching it out for something else, I just don't know what. Comes in on Psychics and Ghosts and Pursuits the runners while Sucker Punching the stayers. Taunt for those who set-up and because Aromatherapy puts back at step 1. Pain Split as a poor attempt to heal.
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Please don't say anything about me stealing the team or the idea from Obi. I know two of the pokemon are identical and the blissey is almost the same, but the team is different.
 
I was thinking King's Rock for Machamp or Togekiss because both of them have HP restoring moves (which means leftovers can be gotten rid of) , and It will make Machamp into a complete monster if Dynamic Punch hits. It will first render the opposing Pokemon useless with the flinch AND make them confused, decreasing their chances of succeeding an attack further, AND if Thunder Wave has been used, then that will be even more annoying for your opponents.

It's a big if, but not many people will suspect a whole team to be built around annoying moves.


What I like about this team is that when one Pokemon is statused, it may force a switch out, which gives you a free attack or even status the next Pokemon! It's a lose lose situation for your opponents, because of taunt, no rest talkers or aromatherapies. Also the taint stops anyone using any status moves back against you! Sorry for the explanation of what you already probably know, but pointing them out just feels.....Right. (Yes, I am a freak)

Aww man, my only criticism is that I wish I thought of this team first!
 
I was under the impression King's Rock only works for moves without a chance of causing flinch. Also isn't only a 10% chance to flinch? So while annoying I doubt it would make Machamp that good
 
Meh, the odds are against you, but every little chance counts, and also, the point of the team is to annoy the opponent, so if that 10% chance to flinch makes it through, well that would make the opponent even more annoyed!
 
Yea, King's Rock and Bright Powder are frowned upon. And though there's nothing more annoying than using a banned item, I like to annoy with a tourney-legal approach.

I know Leftovers seem redundant on Pokemon with healing moves (which is my whole team), but with residual damage (spikes, poison, sandstorm) being so popular, it's a nice item to have equipped.
 
Kings Rock blows. 90% of the time it is useless. Go Leftovers.

Consider Rapid Spin on Starmie. If your opponent gets down two layers of Toxic Spikes you could be in trouble.
 
Kings Rock blows. 90% of the time it is useless. Go Leftovers.

But 10% of the time, it works everytime.

Consider Rapid Spin on Starmie. If your opponent gets down two layers of Toxic Spikes you could be in trouble.

The only pokemon on my team that Toxic Spikes affects are Blissey, Starmie, Machamp, and Spiritomb and two of them have Natural Cure while one has Rest. I'll consider adding Rapid Spin, but for now its not an immediate concern.

why Modest with Body Slam?

Body Slam is primarily for paralyzing. I prefer it over TWave for the damage, plus it hits grounds and Vire. I know Modest lowers my attack but I don't want to lower my defense with Mild (+SpAtk, -Def). However, I could try Quiet (+Spatk, -Speed)

Still wondering If Spiritomb's the best Taunter I can use.
 
What are those 36 Def EVs on Machamp for? I honestly think that 252 HP / 252 Atk / 4 Spd is the best way to go with any RestTalking Machamp unless, as I had mentioned earlier, those EVs are for certain Pokemon in particular.
 
But 10% of the time, it works everytime.

Leftovers works 10 times more often then Kings Rock. Leftovers will have healed 60% of your HP before you can expect Kings Rock to do anything at all.

The only pokemon on my team that Toxic Spikes affects are Blissey, Starmie, Machamp, and Spiritomb and two of them have Natural Cure while one has Rest. I'll consider adding Rapid Spin, but for now its not an immediate concern.

Natural Cure doesn't matter, because they just get re-poisoned when they switch in. Machamp can Rest / Talk, so he's fine. But Starmie, Blissey, and Spiritomb are basically ruined by Toxic Spikes.
 
I really have no interest in King's Rock. The comment I made back there was just a reference to Anchorman.

Alright this is my last post for the night, I need to go to sleep. But what would you think of this:

dpffa452.png

Drapion@ Leftovers
Ability: Battle Armor
EVs: 252 HP/6Atk/252 Def
Impish nature (+Def, -SAtk)
- Knock Off/Pursuit
- Night Slash/Pursuit
- Brick Break
- Taunt

Instead of Spiritomb. It fulfils the role of Taunter with more speed, better tank stats (Hp, Def), can still pursuit, and absorbs Toxic Spikes by stepping out onto the field. If not, then what move should Starmie drop for Spin?

Also: Crippler, I changed Machamps EVs to 252/252/6.
 
Alright, well I'm about to begin working on and testing my newest team, and I know the rules say that you can only have one active RMT at a time, so I'm going to bump this one more time to get any final reviews before I start my next team.
 
I don't see any problems with Celebi over Spiritomb to give more paralysis support since Blissey walls those psychics and ghosts Spiritomb was meant to counter.
 
I don't see any problems with Celebi over Spiritomb to give more paralysis support since Blissey walls those psychics and ghosts Spiritomb was meant to counter.

Hmm this could work. How about:

Leftovers
Bold
252 HP / 220 Def / 62 Spe
Psychic/grass knot/recover/TWave

?
 
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