Flying Finns [OU RMT]

Welcome


Introduction
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OK guys, I have another Rate my team to throw at you! I Love to play offensive style and I'm offensive for my heart, also I find offensive teams to be the most easiest genre of team to utilize due to their hard-hitting nature and ability to finish games faster than if I was to use any other form of play; defenses aren't all that make a team successful, but resistances and other methods of synergical movements allow offense to be at its best as it then creates its own defense from this. Offensive teams, such as most balanced teams, consists of some sort of core that work together to open wholes for other Pokémon or a Pokémon in the core... usually a set-up sweeper.

The following team that I will present is as you may have already noticed, based upon the concept of the "offensive" play; the purpose being to demonstrate the full synergical potential of a team that would usually fall to teams that are of a more "bulkier" nature, such as stall through residual damage, but, however, do not share this common trait as it shuts down stall -- you could call this team "anti-stall", though that wasn't its initial intention when it was created. The team itself is based around the concept of absolutely shutting down stall teams's purpose that is setting up entry hazards easily and, from that, obliterate these teams and overwhelm all foes in general with a mixture of wall-breaking and all-out, hard-hitting attacks; attacking each side of the attacking spectrum equally to even out the possibility of encountering certain biased teams. This team is based around enabling the successful sweep of the Pokémon, Lucario as it is possibly the best late-game sweeper in Pokémon history, but, the highlight of the team, and probably the team player of this team is Heatran -- you'll see why later in this Rate my team topic.

I hope one enjoys this Rate my team, but, as it is far from being the best team, I hope one can possibly suggest help for this team to increase its potential. Note that the core of this team is: Salamence, Heatran, and Lucario, and this is not subject to change unless I am given a pretty good reason why it can or should for the best results.

And if you are curious about name; first of all I'm finnish I wanted to make it clear with that name. Flying Finns is a nickname to famous Finnish Long-Distance runners. The Most famousest are Paavo Nurmi and Lasse Virén, but i had to name 4 others. If you are interested, heres the Wikipedia Link: http://en.wikipedia.org/wiki/Flying_Finn_(sports)

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Through the Microscope
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Gliscor (M) @ Leftovers *** Paavo Nurmi
Ability: Sand Veil
EVs: 208 HP | 80 Atk | 220 Spe
Jolly Nature [+Speed, -Special Attack]
- Earthquake
- Roost
- U-turn
- Stealth Rock
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Set Analysis:

Gliscor is probably one of the best leads in Pokémon existence due to the fact that it has very good Speed, decent Attack (meaning it can retailiate against other common leads and in late-game) and access to Stealth Rock. Gliscor works as my primary check to threats such as Swords Dance Lucario, Tyranitar and non-Ice Punch Machamp; Heracross and non-Ice Punch Metagross fall under the list to an extent, also. Having a Jolly Nature allows me to outpace all positive-natured base 90 Pokémon such as Jolly Ice Punch Lucario, etcetera. I chose Sand Veil over Hyper Cutter simply because the evasion increase is much more reliable and helpful to me on so many levels, especially when I encounter stall teams with Hippowdon / Tyranitar, etcetera -- with Sand Veil, Gliscor can laugh head on at most Scizors locked into a move that isn't Bullet Punch and spam Earthquake at it as if it was nothing. Obviously, Roost gives me a reliable recovery for stalling out Pokémon such as Tyranitar if I switch in on Stone Edge and can't afford to hit it back with Earthquake.

Taunt vs U-turn: I spent weeks trying to figure out how to deal with this dilemna; Taunt helped me deal with the odd Skarmory leads and other leads from setting up, however, once we had switched out our Pokémon, my opponent would end up switching in again and setting up, meaning Taunt is useless unless I need to stall out a Pokémon such as non-Ice Beam Blissey or Breloom; though this may be beneficial to my team to an extent, it is no where as beneficial as U-turn, as the aforementioned scenarios can be worked around albeit a bit dificult, mind you. U-turn is much more useful for this particular team because as a lead, Gliscor may encounter lots of faster leads with Taunt... leads that may not be hit by Earthquake - most notably, Azelf. These leads can Taunt me and I will be forced to switch, in which time, they can hit me with a variety of moves such as Fire Blast, Psychic, or Explosion -- all moves that I can't really afford to be hit by as Scizor is my only check to Azelf otherwise, and it is OHKOed by Fire Blast and takes a massive hit from Explosion -- I need Scizor to play as a team-player; long enough for it to do its job -- it cannot do its job if it is at ~30% health, or not very effectively at least. I eventually turned to using U-turn because I could scout out any lead that my seem a problem, breaking Focus Sashes that could cause problems, and switching to immediate counters; being able to do 50%+ on both Azelf and Celebi is great as I can go straight to Scizor without any problems, and, possibly prevent Stealth Rock from being set-up. U-turn is a great move also because it hits Celebi as I have said before -- it can switch into Thunder Wave because of its immunity to Electric-type attacks and deal hefty amounts of damage as sometimes Scizor nor Heatran can deal with Celebi as some carry Hidden Power Fire and Earth Power for them both, respectively, as Gliscor isn't taking major damage from Grass Knot.

Earthquake is for obvious STAB against foes and Stealth Rock is a necessity to this team in particular because of the need to remove Focus Sash and deal heavy damage to foes such as Gyarados and Salamence, both of which are major threats to this team if my checks are removed beforehand.
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EVs & Nature:

The EVs are a slight variation from the standard EVs: 220 Spe, paired with a Jolly nature allows me to outspeed opposing Gliscors that run 308 Speed, so I am not subject to Taunt and I can deal with most Substitute + Calm Mind Jirachi - the unfortunate thing is, I end up making a revelation in my team, giving my opponent a slight upper-hand, to an extent I guess. The 80 Atk allow me to 2HKO most Metagross and Tyranitar with Earthquake, and 2HKO Celebi and Azelf with U-turn. The rest of the EVs are dumped into HP to compensate for the loss in original Defense that the original EV spread would have created.
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Other Options
Before I ended up settling for Gliscor, I went through testing phases with two other Pokémon: Swampert, then, for a more offensive approach, Mamoswine. To be honest, all I was looking for was an effective lead with an immunity to Electric-type attacks and possibly some way of dealing with Tyranitar and/or Lucario as Salamence couldn't take the latter after a Swords Dance boost + Stealth Rocks + Life Orb, and Scizor isn't exactly the best switch-in to Tyranitar.
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Lead Comparison

This is how Gliscor fairs against the top ten common leads according to the usage statistics; blue indicates little trouble caused, orange indicates that there is a bit of switching to do, and red is problematic:
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    Metagross: Metagross is a pretty simple lead to deal with; Earthquake on the first turn to scout its set; it will either be Trick Scarf, in which it is forced to switch out, or it is the standard set which is 2HKOed anyway, so I use Stealth Rock as he switches. Not a problematic Pokémon to deal with as a lead, to be honest.
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    Azelf: Azelf isn't really a problematic lead thanks to U-turn as I have already stated; I switch to Scizor to Bullet Punch / U-turn if Azelf has Taunted or if it hasn't, respectively.
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    Jirachi: This is in the same boat as Metagross, I guess. I must watch out for possible Ice Punch carriers, though.
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    Swampert: Unlike the top three leads, I have real problems with Swampert. I will never stay in; I will always U-turn out to Scizor to take Ice Beam, and then use that to U-turn to Rotom-W, and then back to Scizor - a long-winded situation indeed. =[
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    Aerodactyl: Like Azelf but a lot easier to handle: U-turn out on their Taunt, breaking their Focus Sash, and move to Scizor to Bullet Punch or Pursuit.
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    Infernape: Thinking I'll switch due to the possibility of being hit by Fire Blast, I usually just Stealth Rock then go to Rotom-W, or just U-turn to break the Focus Sash.... from there it just depends on the set.
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    Hippowdon: Not much I can do to it, nor is there much they can do to me; we both setup Stealth Rock with a 100% guarantee, then I'll just U-turn to Scizor, U-turn to Rotom-W or whatever...
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    Bronzong: Again, I can't really harm it, nor can it really harm me -- we both setup Stealth Rock. Then I U-turn out to Scizor who U-turns, back and forth.
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    Ninjask: Heh, easy. Just Stealth Rock as they Substitute / Protect, then go to Heatran who Fire Blasts as they Protect (to conceil Taunt) and then use Taunt before they Baton Pass -- my team can't handle most recipients.
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    Tyranitar: As a lead, Tyranitar can be an absolute threat if it is Mixed; Scizor nor Gliscor can deal with it. U-turn to Scizor, maybe?
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Scizor (M) @ Choice Band ***Hannes Kolehmainen
Ability: Technician
EVs: 248 HP | 252 Atk | 8 SpD * Would better be bulkier? *
Adamant nature [+Attack, -Special Attack]
- Bullet Punch
- Quick Attack
- U-turn
- Pursuit
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Set Analysis:

Basic CB Scizor. Hmm, what could I say about this? To be honest, I really needed something that could switch in to some special-based attacks from Pokémon such as Vaporeon, etcetera, cause some U-turn damage, then go to Rotom-W to finish them off. Without Scizor on this team, and the resistances it brings, I wouldn't have a check to foes such as Blissey, Cresselia, Tyranitar, Gengar, Alakazam and most Salamences. I may have Salamence, Gliscor and Lucario with physical attacks that can do heavy damage to Blissey, but Scizor is the only one who can take potential status attacks and still deal with it and Cresselia. Having a trapper on this team is also welcomed because my team is otherwise really weak to foes such as Life Orb Latias, etcetera. The reason I wanted to go with the bulkier version of Choice Band Scizor is simply because I needed to be able to take the odd physical attack and more special attacks from Salamence and Latias' Draco Meteor.

Bullet Punch allows me to have a useful revenge killer to threats such as Salamence, Tyranitar, Gengar and Alakazam; maybe the odd Flygon, too. A lot of people argue about what move is better: Superpower or Brick Break, first latter has no side effects to its use, but the former is stronger even with its power weakening after its first use; the Defense drop isn't always attractive, too. Anyway, I decided to opt for Superpower because it hits foes much more harder even if the Pokémon walking into it resists. Hitting incoming Scizors for high damage is also favoured because sometimes I will be reluctant to switch straight to Heatran until I have forced my foe into using a resisted move. U-turn is for my second, obvious STAB which allows Scizor to take the role as primary scouter for me team; in tandem with Pursuit, Scizor can easily trap foes and either U-turn on them if they expect a Pursuit or Pursuit if they can't afford to lose the Pokémon later in the game. I will always U-turn on foes such as Blissey and Cresselia first, however, because they usually have a trapper of their own, like Magnezone, to protect them.
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EVs & Nature:

The EVs allow me to switch into Draco Meteor from a Life Orb Latias and Salamence, and KOes the former with either Pursuit on the switch or U-turn; Salamence is hit by Bullet Punch and so are foes such as Tyranitar. The EVs provide physical bulk, to an extent, as I needed to be able to switch into Outrages much more easier and Earthquakes from Hippowdon or even Swampert. The EVs also also allow Scizor to OHKO most Gengar, 2HKO most Latias, and do a minimum of 55% on Salamences for revenge killing purposes. The EVs may seem wierd, but the bulk they provide is invaluable. Bulky Water-types such as Vaporeon and Suicune do about ~30% so they can be switched into easier just in case I am wary about switching to Latias due to trapping.
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Other Options

Scizor
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Tyranitar

Tyranitar was my second, and last candidate to act as trapper after Scizor became the dominant choice against Metagross. Now, Tyranitar looks all well and good on paper, but, to be honest, it isn't really the best addition to the team because of its shared Fighting and Ground-type weakness with Heatran and Lucario. It also cannot revenge kill effectively and it is hit hard by Water-type attacks - I only have one Pokémon that can switch into all types of Water-type attacks, and that is Rotom-W - I have to make sure that my opponent's trapper is eliminated before I send it out. Furthermore, Tyranitar would increase my weakness to foes such as Metagross and Mixed Salamence. Scizor can switch into their odd moves and revenge kill the latter. Scizor and Lucario help with my revenge killing scenario between the two against foes such as Infernape who may get left open if I miss play Rotom-W. Mamoswine plays into the same situation, but Scizor can OHKO it straight away with Bullet Punch, while Tyranitar falls.
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Rotom-W (F) @ Choice Scarf *** Ville Ritola
Ability: Levitate
EVs: 4 Def | 252 SpA | 252 Spe
Timid Nature [+Speed, -Attack]
- Shadow Ball
- Hydro Pump
- Thunderbolt
- Trick
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Set Analysis

Rotom-W acts as my Choice Scarfed Pokémon and therefore, it acts as my revenge killer to a myriad of threats such as Life Orb Starmie, Heatran, and so on. Without Rotom-W's useful resistances and Special Defense it researched his spot in this team. Thanks to Rotom-W good Speed and defenses, it serves as my main answer to various themed-teams such as Rain Dance teams and Sunny Day teams -- these teams usually fall short of outspeeding Rotom-W unless, for the former, they have a positive natured Pokémon with a base Speed that is higher than Rotom-W', or they have a Pokémon with an ability that doubles Speed in weather changing conditions (such as Jolly Kingdra in the Rain thanks to Swift Swim). Again, without Rotom-W being able to switch into these types of teams, I would almost certainly fall without much effort on the part of my opponent. You may also notice that my team is weak to Gyarados with Dragon Dance -- Rotom-W is my only answer to it -- as Rotom-W can outspeed neutral natured Gyarados' who (somehow) reach +2, Rotom-W is a reliable counter; however, I must be very wary of opponents who may carry a potential trapper, so I must play around this somehow or another. As I have already briefly mentioned, Rotom-W is very susceptible to Pursuit users, because of this, it means that when Rotom-W has done its job and my opponent's team has been weakened, I can sacrifice Latias, allowing Lucario to have an open path to set up and sweep. That is the beauty of Pursuit-bait.

When I initially thought up of the idea of using Choice Scarf Rotom-W, I immediately wanted to use this set, because it's so simple and useful. This was soon found to put me at a disadvantage because Pokémon such as CurseLax and CroCune used this as the opportunity to set up on me and sweep me after two or so Curses / Calm Minds, respectively. Being able to lock them into one move allowed me to use that as an opportunity to set up or force my opponents into a predictable switch, putting me in the driver's seat of the match. Thunderbolt was an obligatory move to his Pokémon such as Suicune, Vaporeon, Gyarados, and Starmie for super effective. In the same vein, Shadow Ball was deemed the superior choice of STAB move compared to any other Ghost-type move. I just wish that the accuracy was better, and therefore I have a better check to Bulky Dragon Dancers such as Dragonite and Salamence -- bulky variants of Salamence / Dragonite are not usually 2HKOed by Scizor's Bullet Punch, meaning relying on revenge killing is not an option. Hydro Pump is probably the best move because it's massive power. It can OHKO many poor pokemons which switch into it. Example; Tyranitars, Gliscors under Sand Veil, and Choice Scarf Heatran, another Pokémon that can cause a bit of trouble and cause for concern when strategising any move.
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Other Options

Though it seems that Rotom-W was a natural choice for this team, it is not exactly the truth; a lot of other options were tested during the time in which I had to create this team. All had their individual traits that benefited the team in various ways in terms of resistances, offensive traits, and ability to ease Lucario's potential set up. Here were the difference situations I had to confront when looking for a revenge killer.

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Heatran (F) @ Life Orb *** Taisto Mäki
Ability: Flash Fire
EVs: 4 Def | 252 SpA | 252 Spe
Timid Nature [+Speed, -Attack]
- Fire Blast
- Earth Power
- Hidden Power Grass
- Taunt
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Set Analysis

Heatran; well, to be more specific, Taunt Life Orb Heatran – the ultimate stall-breaker – the most important member of this team, in its own right, of course. The destructive force that Heatran imposes upon foes is mind-boggling. Before I had written the analysis, I would never had imagine using a set that wasn’t carrying Choice Scarf due to its revenge killing qualities – fantastic, yes, though Life Orb Heatran surpasses this with its strength and its efficiency was definitely promising during the testing phase. People often question the ability Heatran has to destroy opponents because of its slow Speed stat, but the fact of the matter is that there is no Pokémon, bar Blissey, that can switch-in on Heatran without getting 2HKOed from its Fire Blast which is remarkable, and one would think that it is of “Uber proportions” – its STAB Fire Blast is certainly a danger to most.

Heatran acts as my check to Pokémon such as Will-O-Wisp Dusknoir/Spiritomb, Defensive Rotom-A, Scizor, and other Pokémon that I cannot be bothered to list. Hidden Power Grass hits Swampert for the OHKO, as well as hitting other bulky Water-types for the same damage as Hidden Power Electric. One may ask, however, ‘Why use Hidden Power Grass over Hidden Power Electric just for Swampert?’ – simple: though Gyarados is a more prominent threat, most common variants such as the offensive Gyarados are taking approximately 37% from Fire Blast on the switch, meaning, with Stealth Rock factored, I can hit it again, thus removing it from the game. Earth Power, naturally, complements Fire Blast as it removes opposing Fire-types and Heatrans who otherwise attempt to ‘cushion’ the hit, as it were.
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Taunt

Taunt, however, is the definition of this set; it is what makes Heatran so threatening towards the opposition. Especially stall teams. Taunt absolutely shuts down Blissey that don’t carry Seismic Toss.
  • It shuts down stall RestTalkers
  • Most spikers cannot switch into Heatran and get shut down anyway.
  • Taunt prevents recovery, meaning no stall; the use of stats moves and stat modifiers / screens are also negated.
  • Trick is rendered useless.
Taunt is an unbelievably useful move but why use it over Explosion? Well, Explosion is generally used to remove Pokémon such as Gyarados, Flygon, Salamence, and Blissey – the first three listed Pokémon are 2HKOed by Fire Blast after Stealth Rock, where as the Defensively-orientated Blissey take about 32% from Fire Blast – it can’t fight back either without Hidden Power Ground (lol) or Seismic Toss. ‘But how does Taunt help my team, and, in particular, my two primary sweepers: Salamence and Lucario?’ – again, simple; Taunt prevents Pokémon from crippling these Pokémon as they sweep or set-up on opposing Pokémon. Let’s use Blissey as an example of a Pokémon that is crushed by Taunt: If it has Ice Beam + Thunder Wave, it is a risky thing for me to switch-in on without being severely damaged by paralysis. Ice Beam is left on Taunted Blissey, making it set-up fodder for my Lucario; the same situation for Salamence if Blissey has Seismic Toss. Heatran can obviously stay in on Flamethrower users to obtain a Flash Fire boost. Furthermore, with the utilization of Taunt, this Heatran is the best counter to Torment Heatran who only carries Lava Plume as an attacking move. ^___^
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EVs & Nature:

The EVs are very generic; maximizing Heatran’s strong attacking power and allowing it to outpace all Pokémon that do not yield more than 278 Speed; Pokémon such as Breloom and Kingdra – both annoying Pokémon – OHKOing with Fire Blast and Taunting both Pokémon respectively.
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Damage Calculations:

For those who are picky about damage calculations that can attest for Heatran’s strong attacking power, here are the top ten calculations that are currently relevant to Heatran’s common switch-ins.

Life Orb Fire Blast vs 252 HP / 252 Def Bold Blissey: 27.73% - 32.77%
Life Orb Fire Blast vs 0 HP / 0 SpD Adamant Gyarados: 38.37% - 45.32%
Life Orb Fire Blast vs 0 HP / 0 SpD Naive Salamence: 51.66% - 60.73%
Life Orb Fire Blast vs 4 HP / 0 SpD Jolly/Adamant Flygon: 50.66% - 59.60%
Life Orb Fire Blast vs 0 HP / 4 SpD Timid Starmie: 55.17% - 65.52%
Life Orb Fire Blast vs 136 HP / 0 SpD Timid Starmie: 49.49% - 58.31%
Life Orb Fire Blast vs 252 HP / 136 SpD Bold Rotom-A: 69.41% - 82.24%
Life Orb Fire Blast vs 252 HP / 0 SpD Bold Rotom-A: 87.27% - 102.91%
Life Orb Hidden Power Grass vs 252 HP / 0 SpD Bold Vaporeon: 44.83% - 53.02%
Life Orb Hidden Power Grass vs 252 HP / 0 SpD Bold Suicune: 44.06% - 51.98%

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Salamence (M) @ Life Orb ***Volmari Iso-Hollo
Ability: Intimidate
EVs: 16 Atk | 240 SpA | 252 Spe
Naive Nature [+Speed, -Special Defense]
- Draco Meteor
- Fire Blast
- Brick Break
- Roost
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Set Analysis
Old MixMence is the most dangerous variant of Salamence in the current metagame and one of the most dangerous Pokémon of all time. I originally ran the Mixed Dragon Dancer set consisting of Dragon Dance / Draco Meteor / Earthquake / Outrage, but I just couldn’t use Salamence when it still had to fight against hits Stealth Rock weakness – I originally had a Rapid Spinner, however, in Starmie > Gliscor, but the Stealth Rock weakness and the weakness to Lucario / Tyranitar was just unbelievable, so, thanks to a suggestion for Joshe / Schaft, I decided to test out the Old MixMence as it carried Roost. It worked like a charm even though I was originally reluctant to use it. Thanks to Roost, I could reinstate Gliscor without the need of a Rapid Spinner. I could also pose an even bigger threat to stall teams, who would rely on Stealth Rock + other forms of residual damage in the form of Life Orb and sandstorm, as this was no longer a problem for Salamence in particular.

Draco Meteor is a destructive move. So destructive, that I believe it to be the best attacking move in the entire game – so much damage is caused by the one move, even to Steel-types, the only resistors in the game, struggle to handle its might. Brick Break allows me to hit Blissey for the 2HKO, OHKO Lucario after Stealth Rock, in most situations (as Fire Blast’s accuracy could cost me the game if it was ever to fail me); it also allowed me to break Breloom’s Substitute without relying on Fire Blast’s poor accuracy to hit consecutively. It also OHKOed the most common variants of Tyranitar if they bared Fire Blast and Ice Beam (I would have to switch-in on the Fire Blast, obviously), after Stealth Rock. The inaccurate Fire Blast of Salamence puts Steel-types in further damage without having to worry about Brick Break or Draco Meteor’s awesome power; they would be forced into staying in or dying. I usually run Fire Blast when an obvious Draco Meteor is seen by my opponents, so I can remove their Steel-type ‘cushion’, then enabling Salamence to fire off Draco Meteor to finish off whatever decides to stay in or come in. Roost, again, is what makes this set fantastic – recovering from any incurred residual damage or damage of the sort. – it goes over Outrage – being stuck into one move for 2-3 turns was very unreliable and made Salamence vulnerable to being checked or being set-up upon.
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EVs & Nature:


The EVs allow me to maximize Salamence’s Speed potential and enable me to tie with all other Pokémon that yield a positive base 100 Speed stat (with maximum EV investment, obviously), such as physical-based mixed Jirachi, while outpacing every other Pokémon that cannot hit a 328 Speed stat at minimum, of course. 240 SpA makes Draco Meteor as threatening as I have been saying this whole time. The remaining 16 Attack EVs is what allows Brick Break to break Breloom’s Substitute, 2HKO Heatran and Blissey, and OHKO Tyranitar, after Stealth Rock damage is factored into the equation. The Naive nature is used so I do not lose any stat points in my attacking stats, Speed, or Defense – the latter so I can take hits from Lucario and a Bullet Punch from Scizor after Stealth Rock, in particular. There aren’t many special attacks that Salamence is supposed / able to take anyway, so it would be pointless decreasing another stat for something as useless as that.
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Damage Calculations:

For the benefit of those who like numbers to justify a Pokémon’s power –again- here are some damage calculations against ten Pokémon that Salamence is likely to encounter in battle, mainly its use of Draco Meteor.

Life Orb Draco Meteor vs 252 HP / 0 SpD Impish Hippowdon: 81.67% - 96.43%
Life Orb Draco Meteor vs 252 HP / 0 SpD Impish Gliscor: 93.50% - 110.45%
Life Orb Draco Meteor vs 252 HP / 0 SpD Relaxed Swampert: 71.29% - 83.91%
Life Orb Draco Meteor vs 252 HP / 0 SpD Adamant Scizor (Common Steel-type switch-in): 45.64% - 54.07%
Life Orb Draco Meteor vs 252 HP / 0 SpD Bold Zapdos: 75.00% - 88.28%
Life Orb Draco Meteor vs 252 HP / 0 SpD Bold Suicune: 57.43% - 67.82%
Life Orb Brick Break vs 252 HP / 0 Def Adamant Tyranitar: 84.16% - 100.00%
Life Orb Brick Break vs 252 HP / 252 Def Bold Blissey: 46.78% - 55.18%
Life Orb Fire Blast vs 252 HP / 0 SpD Bold Celebi: 73.76% - 87.13%
Life Orb Fire Blast vs 252 HP / 80 SpD Sassy Bronzong: 66.27% - 78.11%

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Lucario (M) @ Life Orb *** Lasse Virén
Ability: Inner Focus
EVs: 252 Atk | 4 HP | 252 Spe
Adamant Nature [+Attack, -Special Attack]
- Close Combat
- ExtremeSpeed
- Crunch
- Swords Dance
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Set Analysis

Lucario is my main sweeper on this team, it's a good one at that! Thanks to its 4x resistance to Pursuit, it can easily set-up after Rotom-W has been sacrificed to either Tyranitar or Scizor, and commence sweeping with its awesome power. Not much can be said about this said, so I'm not going to bother attempting to say much. This is probably the most destructive Pokémon in the game, especially in late-game situations -- it has been established as such, but people still don't prepare for it as much as they should, to be honest -- at their own cost, of course. The whole point of the team was to overwhelm the opponent to a situation in which I would be left able to use Lucario to set-up and sweep the rest of my opponents team. Paired with Salamence in particular, its typing is balanced out excellently, and the attacking power of special attacks and Lucario's physical attacks make enable it to achieve excellent synergy with many-a-Pokémon on this team.

Close Combat is a STRONG move indeed. Even Pokémon that resist the attack have problems with taking it effectively, often causing opponents to carry Ghost-type Pokémon to do so instead. The obligatory STAB is what makes this attack, plus Lucario, special as it has the Base Power equalled to that of Heatran's Fire Blast: 180, and with similar attacking power on both sides of the attacking spectrum, it isn't something to be overlooked after physical foes have been annihilated by Heatran and co. ExtremeSpeed is another obligatory move, allowing me to revenge kill a lot of foes that I could do before with Scizor's Bullet Punch; not only that, I can generally hit faster foes for heavy damage, meaning I don't have to switch-out and attempt tp deal with it separately, ruining that opportunity to surprise my opponent. Now, Crunch vs Ice Punch; well, I have always found Crunch to be better as it OHKOes all major Ghost-type switch-ins that may attempt to shut down Lucario's sweep, but that leaves me open to Gliscor and Salamence -- or does it? Well, Ice Punch is more or less useless (in my opinion) in this metagame because of the abundance of Gliscors and Salamences that actually carry enough Speed that can out-do any attempt Lucario could possibly have of outpacing them and OHKOing with Ice Punch. Besides, I have checks for both Pokémon -- two Pokémon that are the minority compared to the amount of Ghost-types, and Cresselia, that attempt to check Lucario.

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EVs & Nature:

Nothing too complexed here. Adamant nature + 252 Atk EVs means that I can absolutely abuse Lucario's strength to the max without having to rely on obligatory prior damage on all opposing Pokémon. Max Speed outpaces all Pokémon that yield less than 279 Speed -- a Speed stat that Lucario hits currently. The remaining 4 EVs are just dumped into HP.
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Damage Calculations:

[/COLOR]Close Combat vs. max HP / Def Skarmory 84.4% - 99.7%
Close Combat vs. max HP / Def Bronzong: 95.2% - 100% (67% chance to OHKO)
Close Combat vs. max HP / Def Hippowdon: 75.7% - 89.3%
Close Combat vs. max HP / Def Forretress: 79.7% - 93.8%
Close Combat vs. max HP / Def Donphan: 82.0% - 96.9%
Crunch vs. max HP / Def Cresselia: 63.5% - 74.8%
Crunch vs. max HP Cresselia: 85.1% - 100% (2.6% chance to OHKO)
Crunch vs. max HP / Def Dusknoir: 88.4% - 100% (21% chance to OHKO)
Crunch vs. max HP / Def Celebi: 78.7% - 93.1%
Crunch vs. max HP / Def Rotom - Appliance: 100%
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Conclusion

Yeah, so that's it. Though it seems like a glorified team, it actually works well but has a lot of simple problems; I wouldn't be posting this RMT unless I honestly wanted you to Rate my team. So let's give it a shot Smogonites! ;)

Threat List

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| Gyarados :
  • Dragon Dance: If this thing has a Dragon Dance, I could be in some real shit, especially if Rotom-W is out of the picture; otherwise, Rotom-W can outpace all Adamant Gyarados up to +2 and Thunderbolt its ass. If Rotom-W is out of the picture, then I am forced to use Salamence's Intimidate + Lucarios resistances to work around Gyarados until I can fool the user into Waterfalling Salamence as I Draco Meteor its ass. A real problem if it is used correctly, I cant kill it without sacrifises.

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| Starmie :Life Orb: This is a hell-of-a bitch if Rotom-W is removed as I am forced to revenge kill it with both Lucario and Scizor's ExtremeSpeed and Bullet Punch, respectively. I hope I can encounter it as a lead so I can bluff Rotom-W to be a slower Pokémon so I can get rid of it with -relative- ease.
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| Tyranitar :
  • Choice Scarf: This thing is such a bitch if they Ice Beam Gliscor or Flamethrower Scizor; it comes down to bluffing and revenge killing at the end of the day.
  • TyraniBoah: Always requires a sacrifice and some mode of revenge killing -- just depends on what I have left. :x I just gotta hope that I can Bullet Punch it and not switch-in upon it using Flamethrower.

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But as For Now u have a Nice Team I Dont Really See a Problem Just watch out for MysticGar It can Cause you Problem Once Rotom-W Is out of the Picture
 
Dude please don't steal other peoples teams. You even use Vasta's words and everything. You only changed Latias for for a CS Rotom.
 
@shizzle, don't worry its perfectly fine. He has just modernised Vastas team by using Rotom over Latias. Its totally legit lol
 
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