With the recent release of HGSS, and it's effects on the metagame, I thought I would create a new team to use and exploit many of the new combo's that are possible, as well as use Pokémon that remind me of the games, while also having the ability to use it on Wifi just as well. After testing a fair bit on Shoddy, the team has a good record so far, with many wins recorded. Without further ado, the team.
Team at a glance:
Foretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 112 Atk / 144 Def
Relaxed
~ Toxic Spikes
~ Stealth Rock
~ Rapid Spin
~ Payback
My lead, and very effective at it's job. It's primary role at the start of the match is to get the hazards out, and if needed, spin away any hazards my team doesn't want. Taunters are dealt with by Payback, which does a lot to Azelf, which is the only Taunter I have seen so far. Weakness to Fire is covered by Heatran, Fighting I tend to use Payback on.
Suicune @ Life Orb
Ability: Pressure
4 HP / 252 SpA / 252 Spe
Timid
~ Calm Mind
~ Surf
~ Ice Beam
~ Hidden Power Electric
First Pokémon that I am completely new to, but it is a force whenever it is needed. Timid Suicune is a surprise to many opponents, who think this is a Stall team of sorts. With many Pokémon in the standard metagame being so physically offensive, a special attacking suprise can greatly damage anybody who isn't prepared. My only gripe is that it isn't as sturdy as I would of liked, so EV tweaks would be great. Covers a lot of my teams weaknesses, and has it's Electric and Grass weakness covered by Flygon and Heatran respectivly.
Rotom-C @ Leftovers
Ability: Levitate
EVs: 252 HP/80 Def/86 Spd/88 SAtk
Bold nature (+Def, -Atk)
~ Thunderbolt
~ Shadow Ball
~ Leaf Storm
~ Light Screen
Pseudo CeleTran combo, but instead it is Rotom-C for the team. Recommended by Krommetje, and a nice addition. Good coverage, hits Swampert hard, and still gets the team support it needed to.
Dragonite @ Life Orb
Ability - Inner Focus
60 HP / 252 Atk / 192
Naughty
~ Dragon Dance
~ Extreme Speed
~ Thunderbolt
~ Aqua Tail
A change in tempo here, as Dragonite exploits a new toy in Extreme Speed to devastating effect. Dragon Dance on this set is a must, giving it that little bit more bite, and after a single Dance, the speed needed to hit almost all of OU hard. Ice Punch is again a must, hitting the otherwise dangerous Zapdos clean out of the park, KOing after Rocks, or after one Dance, or even used in tandem with Extreme Speed. I went mixed just because if I cannot hit something hard with a physical attack, Thunderbolt can hit them hard enough to make them think twice about sticking around too long. Ice weakness is taken nicely by Suicune and Heatran.
Flygon @ Choice Scarf
Ability - Levitate
80 HP / 252 Atk / 176 Spe
Adamant
~ Earthquake
~ Outrage
~ Stone Edge
~ U-turn
This is the main source of offense in my team. This serves to hit Metagross and Scizor hard with Earthquake, Gyarados with Stone Edge, everything else with Outrage and scout with U-turn. Simple enough to use, but has ample chances to switch in thanks to it's Ground immunity. And better still, with Choice Scarf, this serves as an excellant revenge killer. As mentioned, Ground immunity is useful to get in on.
Heatran @ Leftovers
Ability - Flash Fire
244 HP / 32 SpA / 12 SpD / 220 Spe
Calm
~ Substitute
~ Fire Blast
~ Protect
~ Taunt
And this ladies and gentlemen, is the glue of this team. My version on the infamous Tauntran, and as many of my opponents will probably say, it is a bugger to get rid of. Substitute combined with Protect allow me to rack up Poison damage, Taunt allows me to stop set up in it's tracks, and Fire Blast does plenty of damage to everything as it dies from Poison. Paired with Celebi and Dragonite, this has great defensive coverage.
Well, there is the team. Closing comments are that I feel I lack a good way to stop Mamoswine, but otherwise, this team is probably one of the most fun and dangerous I have used. So please, comment away.
Foretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 112 Atk / 144 Def
Relaxed
~ Toxic Spikes
~ Stealth Rock
~ Rapid Spin
~ Payback
My lead, and very effective at it's job. It's primary role at the start of the match is to get the hazards out, and if needed, spin away any hazards my team doesn't want. Taunters are dealt with by Payback, which does a lot to Azelf, which is the only Taunter I have seen so far. Weakness to Fire is covered by Heatran, Fighting I tend to use Payback on.
Suicune @ Life Orb
Ability: Pressure
4 HP / 252 SpA / 252 Spe
Timid
~ Calm Mind
~ Surf
~ Ice Beam
~ Hidden Power Electric
First Pokémon that I am completely new to, but it is a force whenever it is needed. Timid Suicune is a surprise to many opponents, who think this is a Stall team of sorts. With many Pokémon in the standard metagame being so physically offensive, a special attacking suprise can greatly damage anybody who isn't prepared. My only gripe is that it isn't as sturdy as I would of liked, so EV tweaks would be great. Covers a lot of my teams weaknesses, and has it's Electric and Grass weakness covered by Flygon and Heatran respectivly.
Rotom-C @ Leftovers
Ability: Levitate
EVs: 252 HP/80 Def/86 Spd/88 SAtk
Bold nature (+Def, -Atk)
~ Thunderbolt
~ Shadow Ball
~ Leaf Storm
~ Light Screen
Pseudo CeleTran combo, but instead it is Rotom-C for the team. Recommended by Krommetje, and a nice addition. Good coverage, hits Swampert hard, and still gets the team support it needed to.
Dragonite @ Life Orb
Ability - Inner Focus
60 HP / 252 Atk / 192
Naughty
~ Dragon Dance
~ Extreme Speed
~ Thunderbolt
~ Aqua Tail
A change in tempo here, as Dragonite exploits a new toy in Extreme Speed to devastating effect. Dragon Dance on this set is a must, giving it that little bit more bite, and after a single Dance, the speed needed to hit almost all of OU hard. Ice Punch is again a must, hitting the otherwise dangerous Zapdos clean out of the park, KOing after Rocks, or after one Dance, or even used in tandem with Extreme Speed. I went mixed just because if I cannot hit something hard with a physical attack, Thunderbolt can hit them hard enough to make them think twice about sticking around too long. Ice weakness is taken nicely by Suicune and Heatran.
Flygon @ Choice Scarf
Ability - Levitate
80 HP / 252 Atk / 176 Spe
Adamant
~ Earthquake
~ Outrage
~ Stone Edge
~ U-turn
This is the main source of offense in my team. This serves to hit Metagross and Scizor hard with Earthquake, Gyarados with Stone Edge, everything else with Outrage and scout with U-turn. Simple enough to use, but has ample chances to switch in thanks to it's Ground immunity. And better still, with Choice Scarf, this serves as an excellant revenge killer. As mentioned, Ground immunity is useful to get in on.
Heatran @ Leftovers
Ability - Flash Fire
244 HP / 32 SpA / 12 SpD / 220 Spe
Calm
~ Substitute
~ Fire Blast
~ Protect
~ Taunt
And this ladies and gentlemen, is the glue of this team. My version on the infamous Tauntran, and as many of my opponents will probably say, it is a bugger to get rid of. Substitute combined with Protect allow me to rack up Poison damage, Taunt allows me to stop set up in it's tracks, and Fire Blast does plenty of damage to everything as it dies from Poison. Paired with Celebi and Dragonite, this has great defensive coverage.
Well, there is the team. Closing comments are that I feel I lack a good way to stop Mamoswine, but otherwise, this team is probably one of the most fun and dangerous I have used. So please, comment away.