Team InfeRAPE'd
Hi, and welcome to my first RMT! Im VodK, or Ethan (feel free to call me Ethan, i dont mind :D ). Normally peoples first RMT's suck, but im gonna try my best to make this one good! All feedback is appreciated, as long as its constructive. Anyways, onto the Team!
Hi, and welcome to my first RMT! Im VodK, or Ethan (feel free to call me Ethan, i dont mind :D ). Normally peoples first RMT's suck, but im gonna try my best to make this one good! All feedback is appreciated, as long as its constructive. Anyways, onto the Team!
At a Glance:
Aerodactyl
WeWillRockU (Aerodactyl) (F) @ Life Orb Trait: Rock Head
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Stealth Rock
- Taunt
- Earthquake
- Stone Edge
Scizor
Scissor (Scizor) (F) @ Choice Scarf Trait: Technician
EVs: 252 Atk / 4 SpD / 252 Spd
Jolly Nature (+Speed, -SAtk)
- Iron Head
- U-Turn
- Superpower
- Aerial Ace
I use Scizor for dealing quick and strong damage to pokemon like Tyranitar (if my Rotom-W is down) , Reuniclus and revenge killing low-hp pokemon. I can also use Scizor as death fodder, just like Aerodactyl, after it has taken out opponents Espeons/Reuniclus/Tyranitar etc. I use the Occa Berry to protect myself from the suprise Flamethrower from Tyranitar, HP Fire from Rotom W and HP Fire from Magnezone also.
Ferrothorn
Thorny (Ferrothorn) (M) @ Rocky Helmet Trait: Iron Barbs
EVs: 252 HP / 88 Def / 168 SDef
Relaxed Nature (+Def, -Spd)
- Spikes
- Leech Seed
- Gyro Ball
- Power Whip
I use Ferrothorn for dealing with annoying Water-Types that may obliterate Infernape with Surf, Scald or Hydro Pump. I can easily take out threats like Jellicent with Power Whip (2HKO) and then annoy them with Leech Seed and set up spikes whilst im doing so. I know that if I get burnt by a Jellicent then im pretty much screwed, but its a risk im willing to take. I use leftovers for quick HP recovery with Leech Seed, healing around 15-20% per turn.
Rotom-W
Calgon! (Rotom-W) @ Choice Scarf Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Volt Switch
- Hydro Pump (Surf/Scald?)
- Hidden Power [Fire]
- Trick
Rotom-W is my main Pokemon to take out threats to Infernape. It can screw over most Jellicent and Tyranitar by using Trick to give them a Choice Scarf, then spamming Thunderbolt, HP and Hydro Pump. Im highly considering changing Hydro Pump for Surf or Scald, due to the accuracy of Hydro Pump being 80 and only hitting every now and then. The Scarf is used for trick reasons (like I already said) but spamming thunderbolt can really smash a dent into most rain teams.
Tyranitar
TyraniRAWR (Tyranitar) (M) @ Choice Band Trait: Sand Stream
EVs: 156 HP / 252 Atk / 100 Spd
Adamant Nature (+Atk, -SAtk)
- Stone Edge
- Crunch
- Pursuit
- Superpower
Choice Band, Max Attack Tyranitar = OMG. It reaches 604 attack unboosted and OHKO's most of the metagame. I mostly use it as a switch-in for Jellicent and hit it with a Pursuit or Crunch. It can also smash a large dent in Gliscor, and sometimes KO it. I also use this to send in on Drizzle Politoed and KO it, taking the Rain away and setting up a Sandstorm. The Sandstorm doesn't matter 1 tiny little bit to the strategy of the team, its just a good thing to have an auto-weather pokemon to take care of those pesky Politoeds and nipple-faced Ninetales'.
Infernape!
InfeRAPE (Infernape) (M) @ Life Orb Trait: Blaze
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Swords Dance
- Fire Punch
- Close Combat
- Grass Knot
As one of my favourite Pokemon, I decided to build a whole team around the mighty Infernape! I love this set for Infernape as it hits hard , and hits even harder under a Swords Dance boost. Getting a SD up isnt a great challenge, as normally the only Pokemon left are Ice types ir Grass types etc.. Fire Ounch provides coverage and gets a STAB boost, making it hit pokemon extremely hard. Close Combat is a bread-and-butter move for Infernape, with 120 base power, 100 accuracy and STAB, you cant go wrong (besides the defense and sp. defence lowerages). Mach Punch can be used on Pokemon like Cloyster who have a change of KO'ing Infernape, and thus defeating the whole point of the team. The Life Orb is essential, giving more attack power for a small fraction of HP each turn. Jolly nature for the extra speed, and Blaze ability, because, well, I don't think DW Infernape has been released yet.






This whole team was built around one of my favourite Pokemon, Infernape.
I wanted to build a team that would let my team take out threats to Infernape, then let Infernape pull a late game sweep and also pull ME a win. :)
Onto the Sets!!!
I wanted to build a team that would let my team take out threats to Infernape, then let Infernape pull a late game sweep and also pull ME a win. :)
Onto the Sets!!!
Aerodactyl

EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Stealth Rock
- Taunt
- Earthquake
- Stone Edge
Aerodactyl, my lead is used for taunting other leads and then setting up Stealth Rock. It can take a fake-out from most leads and hit them back hard with either Earthquake or Stone Edge (the EdgeQuake combo, providing super effective or neutral coverage for nearly every pokemon in the game, if you didn't know.) Aerodactyl can also be a good use of death fodder if I need a free switch to any of my other pokemon, as after it has set up Stealth Rock, it has fulfilled its purpose on the team and is useless. The sash is just for if they outspeed me with an attack at the start of the game, but still giving me the ability to set up my rocks.
Scizor

Scissor (Scizor) (F) @ Choice Scarf Trait: Technician
EVs: 252 Atk / 4 SpD / 252 Spd
Jolly Nature (+Speed, -SAtk)
- Iron Head
- U-Turn
- Superpower
- Aerial Ace
I use Scizor for dealing quick and strong damage to pokemon like Tyranitar (if my Rotom-W is down) , Reuniclus and revenge killing low-hp pokemon. I can also use Scizor as death fodder, just like Aerodactyl, after it has taken out opponents Espeons/Reuniclus/Tyranitar etc. I use the Occa Berry to protect myself from the suprise Flamethrower from Tyranitar, HP Fire from Rotom W and HP Fire from Magnezone also.
Ferrothorn

Thorny (Ferrothorn) (M) @ Rocky Helmet Trait: Iron Barbs
EVs: 252 HP / 88 Def / 168 SDef
Relaxed Nature (+Def, -Spd)
- Spikes
- Leech Seed
- Gyro Ball
- Power Whip
I use Ferrothorn for dealing with annoying Water-Types that may obliterate Infernape with Surf, Scald or Hydro Pump. I can easily take out threats like Jellicent with Power Whip (2HKO) and then annoy them with Leech Seed and set up spikes whilst im doing so. I know that if I get burnt by a Jellicent then im pretty much screwed, but its a risk im willing to take. I use leftovers for quick HP recovery with Leech Seed, healing around 15-20% per turn.
Rotom-W

Calgon! (Rotom-W) @ Choice Scarf Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Volt Switch
- Hydro Pump (Surf/Scald?)
- Hidden Power [Fire]
- Trick
Rotom-W is my main Pokemon to take out threats to Infernape. It can screw over most Jellicent and Tyranitar by using Trick to give them a Choice Scarf, then spamming Thunderbolt, HP and Hydro Pump. Im highly considering changing Hydro Pump for Surf or Scald, due to the accuracy of Hydro Pump being 80 and only hitting every now and then. The Scarf is used for trick reasons (like I already said) but spamming thunderbolt can really smash a dent into most rain teams.
Tyranitar

TyraniRAWR (Tyranitar) (M) @ Choice Band Trait: Sand Stream
EVs: 156 HP / 252 Atk / 100 Spd
Adamant Nature (+Atk, -SAtk)
- Stone Edge
- Crunch
- Pursuit
- Superpower
Choice Band, Max Attack Tyranitar = OMG. It reaches 604 attack unboosted and OHKO's most of the metagame. I mostly use it as a switch-in for Jellicent and hit it with a Pursuit or Crunch. It can also smash a large dent in Gliscor, and sometimes KO it. I also use this to send in on Drizzle Politoed and KO it, taking the Rain away and setting up a Sandstorm. The Sandstorm doesn't matter 1 tiny little bit to the strategy of the team, its just a good thing to have an auto-weather pokemon to take care of those pesky Politoeds and nipple-faced Ninetales'.
Infernape!

InfeRAPE (Infernape) (M) @ Life Orb Trait: Blaze
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Swords Dance
- Fire Punch
- Close Combat
- Grass Knot
As one of my favourite Pokemon, I decided to build a whole team around the mighty Infernape! I love this set for Infernape as it hits hard , and hits even harder under a Swords Dance boost. Getting a SD up isnt a great challenge, as normally the only Pokemon left are Ice types ir Grass types etc.. Fire Ounch provides coverage and gets a STAB boost, making it hit pokemon extremely hard. Close Combat is a bread-and-butter move for Infernape, with 120 base power, 100 accuracy and STAB, you cant go wrong (besides the defense and sp. defence lowerages). Mach Punch can be used on Pokemon like Cloyster who have a change of KO'ing Infernape, and thus defeating the whole point of the team. The Life Orb is essential, giving more attack power for a small fraction of HP each turn. Jolly nature for the extra speed, and Blaze ability, because, well, I don't think DW Infernape has been released yet.
Potential Threats to my Team:
Gengar - If Tyranitar gets taken out, then this thing can sweep my team with ease.
Feel free to tell me more!
Gengar - If Tyranitar gets taken out, then this thing can sweep my team with ease.
Feel free to tell me more!
NOTES (READ):
All changes will be in Red
Don't give feedback if its not constructive . eg. "YOUR TEAM SUCKZ" as a post. I will think about every suggestion somebody gives me, unless its stupid like "USE MAGIKARP".
_______________________________________
Thanks,
VodK
All changes will be in Red
Don't give feedback if its not constructive . eg. "YOUR TEAM SUCKZ" as a post. I will think about every suggestion somebody gives me, unless its stupid like "USE MAGIKARP".
_______________________________________
Thanks,
VodK