I Love Magnezone

Aight, first team I've posted, nothing new to everyone here. Let me know what you think!


Lead: Bronzong @ Light Clay


200px-437Bronzong.png



Ability: Levitate
Nature: Sassy

Moveset
-Stealth Rock
-Light Screen
-Reflect
-Grass Knot

EV Spread
252 HP 80 Def 84 Sp.Atk 92 Sp.Def

Bronzong has to be my favorite lead so far. The ability to set up screens for my sweepers and sponge hits on the switch (or switch in to eq's for free), then reset up screen even if it means taking another hit is a huge asset. Additionally, Stealth Rocks is alway a plus, and Grass Knot gives him a degree of unpredictability and covers a weakness of the team. The EVs in Sp. Atk are enough to where one Grass Knot does at least 50% to most Swamperts and around the same to Hippowdons (depending on how they're specially stacked). Swampert gives the team trouble, as Grass Knot on Bronzong is the only grass move on the team. My strategy for him is to Grass Knot first, SR on the switch. What I've found is that setting up screens and rocks before Gknoting either results in a swampert roar or just a plain switch to infernape or something that can put a serious dent in me. As for all other leads, I'll switch out of Azelfs and Aerodactyls, and everything else usually isn't a threat but just set up fodder for Bronzong.



2nd in Command: Tyranitar @ Lum Berry

550px-248Tyranitar.png


Ability: Sandstream
Nature: Adamant

Moveset
-Crunch
-Dragon Dance
-Earthquake
-Superpower

EV Spread

56 HP 200 Atk 252 Spe

Once banded, Tyranitar has been set free to dance and wreak havoc on the metagame. The EV spread is so because, honestly, it "felt" right. However, this is probably the rightest feeling I've had when completely ignoring smogon in setting up a poke. The EV's allow it to survive hits from special attacks it resists with more than 80% health remaining on average, and special attacks it doesn't resist with more than 60% on average. The item choice is kind of neat in my opinion. Unless Toxic Spikes are on the ground which completely fuck me, Lum Berry allows to keep status-ers (like the damn Rotom forms) in another turn to inevitably will-o-wisp me, then subsequently get pounded. The idea is that Tyranitar more often than not switches into an Overheat (alot of my pokes are steel) or t-bolt from a rotom then proceeds to Dragon Dance on the next turn. Rotom either Will-o-Wisps or gets the hell out of there, giving Tyranitar a free dance regardless. After this is done, Tyranitar has become a true monster, OHKOing most things that don't resist Crunch or completely catching the wall off guard with superpower (assuming it doesn't resist it). With screens up (which is nice because after Bronzong has done this, the opponent usually is about to use a Tyranitar-resisted fire attack), I'll switch to Tyranitar and usually dance twice, assuming the opponent doesn't try to status me on the first turn. Surprisingly, there have been a lot of matches where he does dance twice. Tyranitar's most reliable counter often switches in after a dead poke or on the turn that I dance, but this is completely ok with me, as it gets fucked.


By the MVP: Magnezone @ Leftovers

170px-462Magnezone.png


Ability: Magnet Pull
Nature: Timid

Moveset
-Thunderbolt
-Hidden Power [Fire]
-Substitute
-Thunder-wave

EV Spread
40 HP 252 Sp Atk 216 Spe

My friend disagrees with Magnezone because it's a "role-filler", as apparently its only purpose is to kill steels. While this is partly true, Magnezone has turned many otherwise losses into wins. The idea is simple, switch into Scizor after the common choice banded bullet punch to Tyranitar, take the hit, substitute, then hidden power. This leaves me in a great position against the next poke, as if it isn't a ground type, I can at least get a t-wave off before switching to a reliable counter to set up (which, ironically, is often Tyranitar because it resists the common fire attacks of the pokemon sent in for Magnezone). Magnezone also deals with Skarmory who tends to give my team trouble. In its case, I don't substitute as it is sure to use whirlwind to get Magnezone the hell out of there. Magnezone is MVP because it catches so many switches off guard with the t-wave, and if I'm positive that two unresisted t-bolts will kill it, sub until it's too paralyzed to move and then t-bolt. Often, with sandstorm up, subing and taking attacks will bring the poke into striking range, where just one t-bolt will kill it, and I'm left with a sub to repeat the strategy on the next poke. This is how Magnezone often kills two or more pokes a match.


Next in Line: Scizor @ Life Orb

130px-212Scizor.png


Ability: Technician
Nature: Adamant

Moveset
-Agility
-Brick Break
-Bullet Punch
-Pursuit

EV Spread
168 HP 252 Atk 88 Spe

Like Tyranitar, I used to have Scizor banded. However, taking the band off has shown mixed results rather than the purely good news with Tyranitar. The moveset seems a little awkward, I tried Swords Dance over Agility at one point but I felt that I needed something to give Scizor the speed boost it so desperately needs to take care of the ever-so-common Heatran switch in (which has worked to varying degrees). Pursuit still comes first, however, against Latias and whatever else it hits for super-effective damage. Bullet punch revenge kills whatever I need it for, and Brick Break for walls like Blissey that give me trouble. Overall, Scizor does the job adequately, but if anyone has a recommendation for ditching him, I'd listen.


The Mindful Tank: Suicune @ Leftovers

170px-245Suicune.png


Ability: Pressure
Nature: Timid

Moveset

-Calm Mind
-Surf
-Ice Beam
-Hidden Power [Electric]

EV Spread

172 HP 120 Sp.Atk 216 Spe

Suicune is the glue for the team. When Tyranitar's out of the game, Suicune is happy to take the fire attacks that tear through the rest of the team. Its bulk allows it to shrug off the majority or physical attacks and hit back with a strong special attack that more than often hits the opponent for super-effective damage. It's my answer to Gliscor, Infernape, and water types that surprisingly don't surprise the hidden power electric. It's generally enough to take out Celebi and other grass types that expect to OHKO me with Grass Knot and the like (however after a cm, even a dent is an accomplishment).


Angry Monkey Sweeper: Inernape @ Life Orb

220px-392Infernape.png


Ability: Blaze
Nature: Naive

Moveset

-Close Combat
-Mach Punch
-Overheat
-U-turn

EV Spread

252 Atk 64 Sp.Atk 192 Spe

This guy likes coming in when the other team's pokes are weakened enough to where he can pick them off relatively well. Infernape is also a third check to Blissey, who walls my team pretty well after Tyranitar and Scizor are out of the picture. Infernape u-turns occasionally when it's pretty clear whatever is left in against him is getting OHKO'd, so it comes in handy to scout a counter (and especially handy when that counter can set up on the inevitable switch). The EVs for Sp.Atk are there to give overheat that extra oopmh against steels and grasses, but I've been trying to decide between it and blaze kick in order to put those EVs into speed. Overall, Infernape picks up the slack of the rest of the team, offering speedy wall breaking when Scizor and Tyranitar are out of the picture.


So that's the team. I'm completely open to EV change recommendations or complete swapping of team members. However, be prepared to make a very strong argument against dropping Magnezone, it does its job well.
 
I didn't really have full time to read over this, but consider running Life Orb on TTar instead of Lum. Yea status is bad, but if you're going for a DDTTar, you're missing out on a lot of damage by not using LO.
 
Team looks O.k but i still don't like how you have no real revenge killer. This would not be a problem so much if your lead gae you instant momentum however Bronzong often gets taunted which means that you start on the back foot often. A real quick fix is the azelf duel screans lead, you lose more bulkyness in return for putting your opponint on the back foot right from the start.

AgiliScizor is kinda meh. Its nice in theory however Lucario argubly does this better than scizor. I suggest changing it back to a Banded Scizor since the main reason you stated for droping a band on scizor (Heatran switching in) is covered nicely my T-tar who can also DD up on the switch.

I think Explosion on magnetzone works best over thunder wave as para support does not seem to help your team, explosion also takes out Blissey switching in to wall Magnetzone.

I think that it is worth having a DD Salamence over Infernape as it enjoys having on of its main checks taken out by Magnetzone. You could then run scarf Tar to take out scarf Latias as you can KO them with Pursuit.

Have a nice day!
 
Your bronzong lead is quite creative, and seems to me that it would work very well, so I'll leave it like that.

I understand that Lum is helpful on T-tar, but it really isn't the most useful. Because your team is quite afraid of scizor, as already stated, I would change Tyranitar to this :

Tyranitar @ Life Orb
Jolly
4 Hp / 252 Atk / 252 Spe

Dragon Dance
Stone Edge
Crunch
Earthquake

With Magnezone, Scizor will be gone and nothing and your opponent won't ruin your sweep. You can opt for Adamant if you think you can handle Starmie/Azelf/Gengar/Latias/Infernape with relative ease. You could also run Expert Belt to feign a Choice Band until you DD on their Lucario who thinks you're locked into Pursuit and SD's.

Magnezone would be better of with HP Grass so you have another way to beat Swampert, which troubles your team greatly from what I can see, HP Fire also makes you slower than other Magnezones, although rare.



Agility-Scizor is too gimmicky to be effective, but if you want it, replace Pursuit with Bug Bite, as if you come in on a Psychic, they'll be expecting it allowing you to Agility while they attack, outspeed and ko with bug bite.
Bug Bite hits Celebi about 6x harder.

Suicune seems perfect for this team, as it gives you a +1 Gyara/Mence counter, but after that it's crippled. I would reccomend

Suicune @ Leftovers
Timid
252 Hp / 64 Def / 192 Spe

Calm Mind
Surf
Ice Beam/HP Electric
Rest

This gives Suicune the ability to either beat Mence or Gyara and then rest of the damage and start CM'ing up

Because of the Suicune set change, make Infernape Scarfed, as a final check to +1 Mence/Gyara

Infernape @ Choice Scarf
Naive
64 Atk / 192 Spe / 252 SpA

Fire Blast/OverHeat
HP Ice/HP Electric
Close Combat
GrassKnot / U-Turn

Fire Blast over Overheat if you intend on it being around late game, as then a -2 Overheat will make you set-up fodder will lose you many matches. HP Ice if you chose HP Electric on Cune so you aren't walled by Bulky Waters, and HP electric because every bulky-water in the game is Physically defensive oriented, and your SpA stat is higher, allowing for Higher Damage output, and lets you beat Gyara if it comes in on an expected Close combat to their Vaporeon or something.
GrassKnot is yet another swampert check, which as already stated, however U-turn is probably the best move in the Meta-Game allowing your team to keep up on the offensive, force switches, and rack up SR damage.
 
Hi.

Let me start of by saying that Agility on Scizor is not a viable strategy. You say it is because of the Heatran switch-in but Heatran isn't even OHKOed by Brick Break. Also, if Heatran switches-into Scizor, you can just go to Suicune as you can take a Fire Blast and start setting up or attacking it with a SE STAB Surf. Agility + Bullet Punch is redundant as Bullet Punch always hits first meaning it is a complete waste of a moveslot. I would reccomend using a Choice Band Scizor as it will allows you to revenge kill Salamence, and Tyranitar and trap Latias and Gengar a lot better thanks to Pursuit and a much more powerful Bullet Punch. Here's the set:

Scizor @ Choice Band | Technician
Adamant | 248 HP / 252 Atk / 8 Spe
Bullet Punch | Superpower | Pursuit | U-Turn

Looking at your team, it is possible to patch up weaknesses to a few offensive threats. The lack of a Fighting resist is basically your biggest issue as your team will struggle to deal with Fighting types such as Machamp and Lucario. Nothing can switch-into a Machamp Dynamic Punch without taking a huge risk so it will OHKO / 2HKO your whole team. In addition, it is arguably the best counter to your DD Tyranitar so it will have no problem switching-in. Similarly, SD Lucario can also trouble your team since there is nothing that can take a Close Combat especially at +2. LO Starmie is a dangerous threat to your team as it outspeeds every member of your team -- Thunderbolt disposes of Suicune while the rest is taken care of by Surf / Hydro Pump. Jolteon is an issue as well since a Specs Thunderbolt will potentially destroy your team. Magnezone is your only Electric resist but it has a low SpDef stat, takes big amount of damage from Thunderbolt and cannot do anything in return.

Now, in order to remedy those weaknesses, I would reccomend placing Infernape in the lead position and replacing Bronzong with Celebi. Bronzong seems out of place on this team. With it's only attacking move being Grass Knot, it is a set-up fodder to so many Pokemon. Celebi is an excelent Swampert counter so you will still have something to deal with Swampert as you wanted with GK on Bronzong. Celebi will provide a crucial Fighting resist and a check to the above threats. Thanks to it's high Defence and it's resistance to Fighting, it will be able to take a Dynamic Punch and hit Machamp with Leaf Storm for the OHKO. With HP Fire, it's ability to take a +2 Extreme Speed and outspeed Lucario, it will be a solid SD Lucario check and extra insurance against Scizor which your team seems to be a bit weak to. Against Starmie and Jolteon, it can OHKO with Leaf Storm while being able to take Surf and Thunderbolt respectively as well as any other attacks without falling.

Infernape @ Focus Sash | Blaze
Naive | 64 Atk / 252 SpAtk / 192 Spe
Fire Blast | Close Combat | Fake Out | Stealth Rock

Celebi @ Life Orb | Natural Cure
Modest | 232 HP / 244 SpAtk / 32 Spe
Thunder Wave | Leaf Storm | HP Fire | Rest / Recover

Rest is the preffered healing move here since Celebi can recover it's full HP and remove its status as it switches out thanks to Natural Cure but Recover is a decent alternative as well.

Finally, I would like to suggest using Stone Edge on Tyranitar instead of Superpower. Stone Edge provides STAB and a much more powerful and needed move. Scizor already handles Blissey and Earthquake OHKOes Heatran so I don't think it will be that needed.


Here are the changes summarized since the rate is kinda long:
  • Infernape as a lead and Celebi over Bronzong.
  • CB Scizor over Agility Scizor.
  • Stone Edge over Superpower on Tyranitar.
Good Luck.
 
Hey everyone, thanks for your help!


@ Everyone: I got rid of the terrible Scizor set up after making the post and changed it to this:

Life Orb

Same EVs

Swords Dance, Brick Break, Bullet Punch, Roost


So far, this set has worked wonders, Scizor usually nets a kill, and the switch provides me with an opportunity to double atk and then bullet punch everything into oblivion. Obviously, roost is an option against stall teams, as it's actually been able to outstall the final hippowdown or whatnot by swords dancing and roosting.

@ Giganinja

I'll try explosion over paralysis, the reason paralysis is so effective on Magnezone however is it allows him to scout the next poke and then deal with it accordingly from behind the sub. Whether that means paralyzing it from behind and then sending something out that's slower but can deal with it more effectively is an option, or paralyzing it, subbing until the paralyze activates, which by then the sandstorm has worn them down to killing range and then doing the whole process over again. Basically Magnezone can be a huge bitch which catches the majority of teams off guard and usually gets a couple kills this way without having to sacrifice himself. Also, I'll try mence over infernape and see how it works.


@ Pink Lemonade

I'll try the tyranitar set up if you can promise that at the most, two stone edges will ko blissey. That's why superpower's there.

As for magnezone, HP Grass seems like a waste. The ground pokes that get sent in are usually faster than me, and if im not behind a sub, magnezone doesn't have a chance. The reason magnezone has hp fire is to get the crucial kill on scizor with only one hidden power, thereby keeping its sub at being at +75% hp in case i need it again against skarm or some weird steel that doesn't carry eq or a fire move.

As for suicune, I think I'll try that set up. I've been looking for a way to keep it alive and that may work.

As far as infernape, Gyrados really isn't a huge problem: infernape is more there to take down walls or uturn to scout. While this can be achieved with a scarf, i feel that it's way to redundant to put a scarf on something that fast only to deal with gyarados (which suicune almost always ko's after a ddance).


@ Nosferalto

Let me know what you think of the new Scizor set, but I'll try that out too.

As for infernape, I'll try it and see how it works.

For celebi, I really like it, and I will definitely try it.

On tyranitar, I will try that too.

Overall, t-bolt really isn't an issue, and often I'll leave suicune in to take t-bolts because the opponent won't switch and that gives time for sui to cm up. Sui takes less than 30% from t-bolts at the worst, and each cm reduces that by around 7%.
 
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