It's a Work in Progress, but it's doing well.

I've recently made this team in hopes of having near perfected it by the time my repairman fixes my WiFi here in a week or so. I know perfection won't likely ever happen, but it I can aim near it. The team is as follows:​

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Scrafty
Leftovers
Moxie
Jolly Nature
4 HP / 252 Atk / 252 Spe
~Dragon Dance
~Hi Jump Kick
~Crunch
~Ice Punch
I'm leading with Scrafty for only a few reasons. The first being the abundance of people who lead with a Steel type. This allows a quick and dirty setup of a Dragon Dance or two, and hell for however many turns he lives. The second reason is to clean out teams early so that the rest of the team hasn't very many troubles. After one or two Drangon Dances, and a Moxie point or two, not much will slow him down. High Jump Kick is a terror of a move, and with the Accuracy boost 5th gen gave it, a very ideal move choice. Crunch roughs up Ghosts that would dare attempt a switch-in on HJK, and really helps with Reuniclus. Ice punch deals with one of his weaknesses in Flying Types. At a high enough Speed and Attack, it OHKOs and Outspeeds newer threats like Tornadus and Thundurus, while keeping old-school favorites like Zapdos and Togekiss at bay.​

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Skarmory
Leftovers
Sturdy
Impish Nature
252 HP / 232 Def / 24 Spe
~Roost
~Spikes
~Whirlwind
~Brave Bird
My designated Physical wall. Designed to lay Spikes and take any Physical hit like a champ. Comes in on Tyranitar leads that would normally just OHKO Scrafty with Superpower, or come in on any Physical Threat outside Pursuit that is aimed at Celebi, Jellicent, or Blissey.
Whirlwind, along with three layers of Spikes and Blissey's Stealth Rock makes for some beautiful phazing damage, making the resulting sweeps much, much easier. Brave Bird prevents my iron clad brid from becoming Taunt Fodder, and deal with the likes of Virizion, Brellom, or other Grass or Fighting types. If it ain't broke, don't fix it.​

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Blissey
Leftovers
Natural Cure
Bold Nature
252 HP / 252 Def / 4 Sp.Def
~Stealth Rock
~Softboiled
~Seismic Toss
~Toxic
This.... thing thus creats the infamous SkarmBliss combonation. It's been slightly forgotten, but that doesn't make it a poor choice. Stealth Rock is used alongside Skarmory's Spikes to create an epicenter of hazards around my opponent's feet, lacking only Toxic Spikes and Leech Seed for maximum potential. Softboiled just makes for ragebait, as whatever damage was given to Blissey before, suddenly disappears. Seismic Toss does safe, standard damage to anything that isn't a Ghost Type, which gives Blissey the ability to ease the lives of my team members by 100HP towards the opponent. Toxic supports the team alongside the mass hazards in residual breakdown of an opponent. they go wing-in-hand together, and make a potent wall squad.​

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Jellicent
Leftovers
Water Absorb
Bold Nature
248 HP / 216 Def / 44 Spe
~Surf
~Will-O-Wisp
~Recover
~Taunt
This here Jellyfish comlpetes my defensive Triad in three ways. One, it acts as one of the best spinblockers available. Two, spreads Will-O-Wisp to physical sweepers, basically nullifying them. Three, it can come in on powerful Water moves aimed at Skarmory, Galvantula, or Scrafty, and shut bulky Waters down. Non-Choiced Rotom still give it a hard time however. I chose Surf over Sclad for one reason. Will-O-Wisp. I can get a guaranteed Burn off of it, outside of missing or Flash Fire / Fire Type switch in, and hit harder with Surf. Recover acts like Blissey's Softboiled and keeps Jellicent alive longer. Taunt can shut down Pokemon that may chose to set up on Jellicent while it recovers or spreads Burns. Now onwards to some offense, shall we?​

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Celebi
Life Orb
Natural Cure
Modest Nature
220 HP / 252 Sp.Atk / 36 Spe
~Nasty Plot
~Giga Drain
~Hidden Power Fire
~Earth Power
I've changed the set at Smogon around for a few reasons. I didn't feel that Recover was necessary alongside Giga Drain. All it does is heals a set amount of HP without the Life Orb Recoil. At +2 or +4, this Recoil won't matter, as nearly everything Giga Drain hits, a large chunk of HP will be headed my way. This then made room to end the HP Fire or Earth Power Debate, amking this Celebi a much more potent sweeper, no longer having to switch out on Steels or Fires, it can just stay in and KO things headed its way. Nasty Plot is the Crux of this set, as it boosts
Celebi's already shining Special Attack, allowing for a lethal KO spree. This Pokemon namely helps out tonnes with Bulky Waters, something my team could have troubles with. Jellicent spreads Burn like a wildfire, which brings Scrafty down to a mere waste. Blissey, outside of Toxic, can't really touch it, and Skarmory's Brave Bird just isn't enough. Giga Drain covers these gaps, especially with Natural Cure, as Pokemon such as Jellicent are known to spread tonnes of status.​

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Galvantula
Choice Specs
Compoundeyes
Timid Nature
4 HP / 252 Sp.Atk / 252 Spe
~Thunder
~Bug Buzz
~Hidden Power Ice
~Volt Switch
The scout and revenge killer of the team. Stealth Rock and an Abundance of Fire and Ground types threw this well-designed Pokemon into Smogon's latest experiment in Rarely Used. I figure it deserves more, just with the capability it holds. Thunder and Compundeyes makes Galvantula what we all know it as today. Outside of the Rain, it has the most accurate Thunder in the Metagame. Correct me if I'm wrong. It provides some beautiful STAB too. Bug Buzz does the same pretty much, just for a different group of Pokemon, and potentially supports Celebi with a Special Defense lowering. Hidden Power Ice prevents the likes of Landorus and Gliscor from walling it to Never Used and back, while Volt Switch plays as the Special Attack version of U-Turn, allowing for team scouting.​


And there you have it. It's doing fairly well during laddering on the Smogon and Pokemon Online Servers, and I haven't really noticed any true counters. Any ideas? And I appologize if the images are too big, I can change them if you'd like.​
 
I've seen a little problem on this team: three of your pkmns are weak to fire and there is a pokemon who can hit all of your pkmns exept for Jellicent: Infernape. If your opponent leads with this, Infernape can OHKOing Scrafty with STAB close combat before the boost of DD and then the only one that can hit Infenape is Jellicent. Sturdy saves Skarm from a OHKO fire blast and then you have two opportunities: 1) throw away the fire ape with wirlwind, but in this way you don't put Spikes, and any pkmn with a priority attack can kill Skarmory 2) Try to OHKOing Infernape with Drill peck but he can have Focus sash. Blissey and Celebi are surely OHKO with Close combat and Fire blast. Infernape has the same speed of Galvantula and this is a question of IVs to see who attacks first.
 
Hey there. Cool team.

First off, run Psychic over Earth Power on Celebi. Dragonite is a much bigger threat to your team than Heatran, and can use Celebi as complete DD set up fodder otherwise. Also, run Leftovers over Life Orb in order to make up for Recover, as otherwise, the enemy can possibly life orb stall you and take you out with a weak priority move. With Nasty Plot and excellent coverage, the power drop isn't really noticeable. Finally, change Celebi's spread to 156 HP / 252 SAtk / 100 Speed. This will let you outrun max speed Adamant Dragonite and kill it with a +2 Psychic before it can finish you off.

Your team also is extremely weak to double dance Terrakion and Swords Dance Lucario; Excadrill can be a problem too, as Skarmory cannot really kill it; just phaze it away. To fix both of these issues, run a Gliscor over Galvantula. It is easily the most replaceable member of your team.

Gliscor @ Toxic Orb
Ability: Poison Heal
Impish Nature
252 HP / 40 Def / 216 Speed
~Taunt
~Ice Fang
~Earthquake
~Swords Dance

Taunt is chosen over Protect due to your lack of a rapid spinner, and Taunt will stop Gliscor for being used as setup fodder for the likes of Forretress and Skarmory. Ice Fang lets Gliscor act as a secondary counter to Dragonite. The speed EVs allow you to outspeed max speed Adamant Lucario, who absolutely destroys your team if it is running a Life Orb set.

Finally, entry hazards are a major problem for your team; it is better to have a rapid spinner than a spin blocker. Therefore, replace Jellicent with a Rapid Spin Starmie.

Starmie @ Leftovers
Natural Cure
Timid Nature
4 Def / 252 SAtk / 252 Speed
~Rapid Spin
~Hydro Pump
~Recover
~Thunderbolt

Thunderbolt lets you hit the most common OU spinblocker, Jellicent,for super effective damage. Starmie is the best rapid spinner in the game due to that reason, and it will almost always get a spin off. Hydro Pump lets you hit hard, and will act as your revenge killer in place of Galvantula.

Good luck.
 
mayby try running choice scarf terrakion over galavatula as it hits alot harder and will give enemy celebi and sp.def rachi/heatrans alot of trouble after sr, so if you added terra you could then change celebi's earth power to psychic to hit gliscor and dnite otherwise a nice team
 
Hey nice team, I was thinking on scrafty maybe you can try using bulk up instead of dragon dance. Seeing as the defense will help you live longer, if thats what you are going for. Also if you want to take more hits, drain punch over hi jump kick. hi jump kick isn't reliable bulk up will give you the defense and attack to counter many things. Just a thought. Otherwise nice team galvantula could easily be replaced as many others have said....
 
also, you seem to have semi-stall. Personally, I would lead with Skarm and keep Scrafty as your late-game sweeper, although I would swap Galvantula for Gliscor and Blissey for another awesome late-game sweeper, either pure physical Sharpedo or double dance Terrakion; both these guys can and will destroy late game.

Sets:
Sharpedo @ Life Orb
Ability: Speed Boost
Adamant
252 Attack, 200 Speed, 56 HP
-Waterfall
-Crunch
-Ice Fang/EQ
-Protect
oh yeah, 200 speed lets you outspeed excadrill in sand after 2 boosts. You can use 108 speed to outspeed Deoxys-S after two boosts, but the extra bulk does nothing because Sharpedo's extremely frail.

or double dance Terrakion
Terrakion @ Life Orb/Air Balloon
Ability: Justified
Jolly
252 Attack, 252 Speed, 4 HP
-Rock Polish
-Swords Dance
-Close Combat
-Stone Edge.
Hope this helped.
 
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