As anyone that knows me knows, I've been fairly obsessed the Suspect Ladder lately. I got into competitively battling shortly after Garchomp was banned so when Suspect testing started for Chomp again, I KNEW I had to try it out and see why it was banned in the first place. I wasn't disappointed, in fact, the creation or prevention of a Chomp sweep usually decides most games I've played.
Anyway, on to the team. My goal was to create a successful HO Suspect team. Unfortunately the Suspect metagame is very unstable, as people try so many new things that often times stick as people see their success. Such as Haban Berry Chomp, Roserade leads, and other fads. My goal is to create a sufficient team to weather the tides of change in the metagame. Lately as the title suggest though, I'm stumped. I just can't create a consistent team. I do great against Bulky Offensive and other HO teams typically, yet I fall short against Stall and Semi-Stall, specifically Spikes or TSpikes.
Team at a glance:
In-Depth
Azelf @ Light Clay
Ability: Levitate
EVs: 252 HP / 4 Def / 252 Spe
Nature: Jolly
- Reflect
- Light Screen
- Taunt
- Explosion
Excellent way to start off the game, gets off screens more often than not. This was originally filled by Uxie, but Roserade was a huge pain for this team so I decided that the speedy Taunt from Azelf was worth losing the extra bulk and possible Memento.
Azelf - Reflect, for the Explode, Psychic/Flamethrower won't do much to me in the first place, so don't worry about those, if Taunted, switch to TTar and set up.
Metagross - Reflect, then Light Screen, Taunting is not a good idea with how common Meteor Mash/Bullet Punch.
Aerodactyl - Reflect, checking for Taunt, if none, continue to set up until taunted, then switch to DDMence if Reflect is up, if not, Garchomp.
TTar - Reflect, Light Screen, Explode.
Hippowdon - Reflect, Light Screen, switch out, it can't do much to me, most switch to Skarmory after setting up SR, switch to Raikou if this happens, Spikes hurt this team, try to keep it down as few as possible.
Roserade - Taunt, Light Screen, Reflect, switch out, to DDMence, not worth Exploding only to get rid of Focus Sash.
These are the only leads I see really.
Salamence @ Life Orb
Ability: Intimidate
EVs: 232 Atk / 34 SpA / 252 Spe
Nature: Naughty
- Dragon Dance
- Outrage
- Earthquake
- Flamethrower
I love Salamence, very often sweeps teams as most people only plan for Chomp, meaning they usually only use walls such as Skarmory, and revenge killers/switch ins like non-Scarfed Latias. Mence easily handles all of these things.
Raikou @ Leftovers
Ability: Pressure
EVs: 68 HP / 116 SpA / 72 SpD / 252 Spe
Nature: Timid
- Thunderbolt
- Hidden Power: Ice
- Substitute
- Calm Mind
This guy is incredibly, I'm actually really surprised it isn't used more often, he's my go-to guy for countering Manaphy, as well as revenge killing GChomp, infact, it kills 50% of Chomps without even needing to revenge kill them, as so many people underestimate this guy's speed, with 115 Base Spe it outruns Chomp by quite a bit, and OHKOs most, with the exception of SpD bulky or Yaches.
Typically, you will bring this in on Manaphy, threatening it, the threat of a TBolt usually prompts people to bring in Chomp. What you'll usually do on the first move is Sub up, guaranteeing a kill on whatever Chomp switches in, Yache, Scarf, or otherwise, baring misses. If I miss, no problem, it's a free Switch in and Intimidate for Salamence, as well as a forced switch and free set up on Scarfs.
Tyranitar @ Babiri Berry
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Jolly
- Dragon Dance
- Crunch
- Stone Edge
- Fire Punch
I love TTar, I use it on most of my teams, and this team is no exception, it is a great partner for my Garchomp because of Sandstream, and overall great sweeper, who can sponge SpA attacks decently. I love bringing this in on Rotoms and setting up, this is also a great Scizor lure with Babiri Berry, as well as getting the 2HKO on most Manaphies with +1 Stone Edge, as most will Tail Glow, expecting me to switch out.
Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 Spe
Nature: Adamant
- U-Turn
- Bullet Punch
- Superpower
- Quick Attack
CB Scizor, one of the best ways to deal with Garchomp in Suspect these days, with CB Bullet Punch doing over 50%. I chose Quick Attack over Pursuit because if I think something is going to switch, I prefer to U-Turn to scout, with Magnezone being nearly omnipresent as a result of Scizor's usage to beat Chomp. I usually bring Scizor in only late game after I've scouted the opponents team a bit, to make sure that Zone is not there, as well as to surprise the opponent with a revenge kill on Chomp.
Garchomp @ Salac Berry
Ability: Sand Veil
EVs: 252 Atk / 252 Spe / 4 SpD
Nature: Jolly
- Substitute
- Swords Dance
- Dragon Claw
- Earthquake
I actually got the idea as a result of Legacy Raider's Suspect Analysis, and decided to try it, as I was having troubles utilizing Haban/Yache Chomps, as well as ScarfChomp, as so many people prepare for those exclusively. This guy is the ultimate endgame sweeper, Subbing up to start, so he gets rid of those "ChompChecks", Weavile, Mamoswine, and Scizor as well as working its way down to a Salac Berry, meaning it won't have its sweep ended by a Scarfer, though ironically, ScarfChomp is the only problem when it comes down to that. SD is not necesarily used too often, as I try to keep my Sub up as long as possible, for the Chomp checks listed above. If given the chance (for example, takes 2 hits to break Sub as a result of Screens), I'll do it, but otherwise, it could be used for something else.
Threat List coming tomorrow.
Edit: Fixed Sprites.
THREAT LIST (STOLEN STRAIGHT FROM JABBA'S THREAD!)
Defensive Threats:
Blissey - Salamence, TTar, Garchomp, and Scizor can all come in on Blissey is set up or kill it.
Bronzong - Salamence can 2-3HKO, while Raikou can come in on non-EQ variants often times.
Celebi - Salamence comes in to Flamethrower, Scizor U-Turns but HP: Fire is annoying and fairly common on CM variants now. TTar can come in, absorb a Grass Knot, and Crunch if it comes down to it.
Cresselia - Cress is annoying, especially TWavers, but Raikou can come in on most and set up some CMs.
Forretress - Most everything on my team can come in and set up, though TSpikes is annoying so I'll often switch to Mence to Flamethrower it.
Gliscor - Annoying if it gets up a Rock Polish, but Raikou can revenge kill it with HP: Ice otherwise.
Gyarados - Raikou on EQ-less variants, otherwise, Mence.
Hippowdon - Raikou can KO a weakened one with HP: Ice, very annoying when paired with Blissey
Jirachi - Very annoying, but most of my team has a way of dealing with it and/or resists Steel.
Rotom-A - Annoying, but TTar can come in and Crunch it, or Raikou can try and use it to set up CMs
Skarmory - Raikou or Mence, if Mence is down, it becomes a huge pain to deal with if paired with Blissey, which it often is.
Snorlax - Depends on the set. Scizor can Superpower on non-Fire Punch or EQ'rs, TTar on Crunch/Fire Punch, and Mence and Chomp can set up on most of its sets.
Suicune - Can be annoying, especially those with Roar, but Raikou can CM up with it, while Scizor can put the hurt on it with 35+% U-Turns
Swampert - Annoying to deal with, especially Ice Beam/EQ variants, as I've forced to try and work around it with predictions, such as Scizor U-Turning to Mence, or Raikou, forcing the opponent to take a 50-50 percent chance of predicting correctly.
Tyranitar - Garchomp and Salamence
Vaporeon - Raikou
Zapdos - Annoying but Raikou and TTar can deal with it, though struggle.
Offensive Threats:
Azelf - Okay well I'm just going to address this one as a lead. TTar sets up on it if my own Azelf loses the speed tie and they Taunt, Salamence also works so the Explosion doesn't hurt so much.
Breloom - Scizor to break the sub and U-Turn to Mence to cause Intimidate and resist the Focus Punch, I usually leave what ever is already in to absorb the sleep.
Gengar - Don't see it much at all, but considering its speed, I'm going to assume if someone is using it, they're using HP: Ice for Chomp, so go to Raikou and CM up. Getting up a sub preferably, as many carry Explode for Blissey.
Gyarados - Mence or Raikou, depending on the 4th slot, Ice Fang or EQ. Tell me if I'm wrong but I believe Raikou outspeeds after 1 DD.
Heatran - Mence and Chomp can use it as set up fodder, Dragon Pulse from LO Tran never OHKOs Chomp, and puts it into Salac Berry boosting area, effectively giving me +2 Atk +1 Spe in 1 turn.
Infernape - Chomp or Mence on HP: Ice-less versions, Raikou revenge kills.
Jolteon - TTar sets up, Chomp can come in on those choiced on TBolt.
Latias - Scizor comes in, if not, TTar, LO Grass Knot/HP:Fire/Dragon Pulse/Recover variants give me a lot of trouble, Raikou can revenge kill with HP:Ice, possibly setting up a CM or two?
Kingdra - If it sets up rain, I'm forced to stall it out with sacrifices and/or smart switches, most of my team can KO if given the chance to hit first though.
Lucario - Once it sets up SD, it's unstoppable, but with most of my team, that isn't going to happen, besides maybe +0 Raikou? Not sure even then, as TBolt will do a lot, the Scizor revenge kills.
Machamp - Incredibly annoying, I hate confusion so much, I'm usually willing to sacrifice TTar to revenge it with a Superpower from Scizor or free Sub/Set-Up for Chomp
Magnezone - Doesn't effect me too badly, as my only Steel is Scizor, which I mostly only U-Turn with, if I'm not U-Turning, I'm BPing a set-up Chomp or Latias, forcing them to die or switch, meaning Scizor already did it's job, so Magnezone can have it, those choiced on HP: Fire is free set up for Chomp, TTar, Raikou, and Mence.
Mamoswine - Scizor or Raikou must revenge it.
Metagross - Mence or Chomp and try and set up on Ice Punch-less variants, otherwise, gotta do a prediction war with Scizor.
Salamence - Never see it because of Chomp, Mixed varieties are outsped and killed by 2/3 of the team, if it sets up a DD on me, I'm doing something wrong, as all of my team can KO it unboosted.
Scizor - Big problem, ends most of my sweep, TTar can act as bait to get it out of the way, Mence can try and Flamethrower if it survives the BP, and Chomp just has to try his best to keep up his sub, or pray for a miss.
Starmie - Scizor U-Turns, or Raikou sets up.
Tyranitar - Mence and Chomp both set up, Scizor can BP non-Babiri versions
Zapdos - Surprised I don't see too many, and LO Agility/TBolt/Heat Wave/HP:Ice sounds like it'd be amazing in this metagame, especially since SR is much less common because of lack of Mence usage, and the fact that the 3 most used pokes: Chomp, TTar, and Scizor, all use it. I guess Blissey usage drives it down. Anyway, getting off track. TTar can try and KO, otherwise, Raikou can attempt to set up.
Anyway, on to the team. My goal was to create a successful HO Suspect team. Unfortunately the Suspect metagame is very unstable, as people try so many new things that often times stick as people see their success. Such as Haban Berry Chomp, Roserade leads, and other fads. My goal is to create a sufficient team to weather the tides of change in the metagame. Lately as the title suggest though, I'm stumped. I just can't create a consistent team. I do great against Bulky Offensive and other HO teams typically, yet I fall short against Stall and Semi-Stall, specifically Spikes or TSpikes.
Team at a glance:






In-Depth

Azelf @ Light Clay
Ability: Levitate
EVs: 252 HP / 4 Def / 252 Spe
Nature: Jolly
- Reflect
- Light Screen
- Taunt
- Explosion
Excellent way to start off the game, gets off screens more often than not. This was originally filled by Uxie, but Roserade was a huge pain for this team so I decided that the speedy Taunt from Azelf was worth losing the extra bulk and possible Memento.
Azelf - Reflect, for the Explode, Psychic/Flamethrower won't do much to me in the first place, so don't worry about those, if Taunted, switch to TTar and set up.
Metagross - Reflect, then Light Screen, Taunting is not a good idea with how common Meteor Mash/Bullet Punch.
Aerodactyl - Reflect, checking for Taunt, if none, continue to set up until taunted, then switch to DDMence if Reflect is up, if not, Garchomp.
TTar - Reflect, Light Screen, Explode.
Hippowdon - Reflect, Light Screen, switch out, it can't do much to me, most switch to Skarmory after setting up SR, switch to Raikou if this happens, Spikes hurt this team, try to keep it down as few as possible.
Roserade - Taunt, Light Screen, Reflect, switch out, to DDMence, not worth Exploding only to get rid of Focus Sash.
These are the only leads I see really.

Salamence @ Life Orb
Ability: Intimidate
EVs: 232 Atk / 34 SpA / 252 Spe
Nature: Naughty
- Dragon Dance
- Outrage
- Earthquake
- Flamethrower
I love Salamence, very often sweeps teams as most people only plan for Chomp, meaning they usually only use walls such as Skarmory, and revenge killers/switch ins like non-Scarfed Latias. Mence easily handles all of these things.

Raikou @ Leftovers
Ability: Pressure
EVs: 68 HP / 116 SpA / 72 SpD / 252 Spe
Nature: Timid
- Thunderbolt
- Hidden Power: Ice
- Substitute
- Calm Mind
This guy is incredibly, I'm actually really surprised it isn't used more often, he's my go-to guy for countering Manaphy, as well as revenge killing GChomp, infact, it kills 50% of Chomps without even needing to revenge kill them, as so many people underestimate this guy's speed, with 115 Base Spe it outruns Chomp by quite a bit, and OHKOs most, with the exception of SpD bulky or Yaches.
Typically, you will bring this in on Manaphy, threatening it, the threat of a TBolt usually prompts people to bring in Chomp. What you'll usually do on the first move is Sub up, guaranteeing a kill on whatever Chomp switches in, Yache, Scarf, or otherwise, baring misses. If I miss, no problem, it's a free Switch in and Intimidate for Salamence, as well as a forced switch and free set up on Scarfs.

Tyranitar @ Babiri Berry
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Jolly
- Dragon Dance
- Crunch
- Stone Edge
- Fire Punch
I love TTar, I use it on most of my teams, and this team is no exception, it is a great partner for my Garchomp because of Sandstream, and overall great sweeper, who can sponge SpA attacks decently. I love bringing this in on Rotoms and setting up, this is also a great Scizor lure with Babiri Berry, as well as getting the 2HKO on most Manaphies with +1 Stone Edge, as most will Tail Glow, expecting me to switch out.

Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 Spe
Nature: Adamant
- U-Turn
- Bullet Punch
- Superpower
- Quick Attack
CB Scizor, one of the best ways to deal with Garchomp in Suspect these days, with CB Bullet Punch doing over 50%. I chose Quick Attack over Pursuit because if I think something is going to switch, I prefer to U-Turn to scout, with Magnezone being nearly omnipresent as a result of Scizor's usage to beat Chomp. I usually bring Scizor in only late game after I've scouted the opponents team a bit, to make sure that Zone is not there, as well as to surprise the opponent with a revenge kill on Chomp.

Garchomp @ Salac Berry
Ability: Sand Veil
EVs: 252 Atk / 252 Spe / 4 SpD
Nature: Jolly
- Substitute
- Swords Dance
- Dragon Claw
- Earthquake
I actually got the idea as a result of Legacy Raider's Suspect Analysis, and decided to try it, as I was having troubles utilizing Haban/Yache Chomps, as well as ScarfChomp, as so many people prepare for those exclusively. This guy is the ultimate endgame sweeper, Subbing up to start, so he gets rid of those "ChompChecks", Weavile, Mamoswine, and Scizor as well as working its way down to a Salac Berry, meaning it won't have its sweep ended by a Scarfer, though ironically, ScarfChomp is the only problem when it comes down to that. SD is not necesarily used too often, as I try to keep my Sub up as long as possible, for the Chomp checks listed above. If given the chance (for example, takes 2 hits to break Sub as a result of Screens), I'll do it, but otherwise, it could be used for something else.
Threat List coming tomorrow.
Edit: Fixed Sprites.
THREAT LIST (STOLEN STRAIGHT FROM JABBA'S THREAD!)
Defensive Threats:

















Offensive Threats:


















