WHAT? OVER 9,000!?!?!?!
TEAM OVER 9,000
At A Glance






OVERVIEW
What I wanted to do with this team was be able to set up a Tyranitar sweep late game, as well as have a tightly knit team that can work together to win. Everybody has their role, and everyone relies on the others to get their job done. Unlike most of my teams, this team only contains two non-OU pokes. I've had reasonable success with this team if I think before I act, and use everyone to their potential. So in depth, here it is.
Changes I've been trying
Alright, so after much testing and tinkering, I'm taking Wind2008's idea of a Jolteon, but using it in tandem with Charizard. I feel it works the best for my team and 90% of the time, Charizard comes in after rocks are gone. Hitmontop is VERY reliable at that. Jolteon also allows me to cover Vaporeon's Electric weakness off while allowing it to regain LO recoil. Mangnezone just didn't hit hard enough and didn't do enough to get a place on here, and Jolteon can deliver.
LEAD
Diomedes (Swampert) (M) @ Leftovers
Ability: Torrent
EVs: 252 HP/4 Atk/252 Def
Relaxed nature (+Def, -Spd)
- Earthquake
- Ice Beam
- Stealth Rock
- Roar
Basically this is your standard lead mixpert. But it never disappoints. This bad boy always gets rocks up, usually can beat the opposing lead, and can roar away any Gyarados or Suicune that thinks it's set-up bait. Also, it messes up all Ninjasks that try to set up a baton pass. EQ and Ice Beam give so great coverage, taking care of almost everything. Only problems are against LeadApe with Grass Knot, but i can usually set up rocks the first turn when it does.
Spinner/Surprise Killer
Heracles (Hitmontop) (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP/252 Atk/4 Spd
Adamant nature (+Atk, -SAtk)
- Rapid Spin
- Sucker Punch
- Close Combat
- Mach Punch/Stone Edge
With Charizard a crucial part of my team, Hitmontop is one of the most reliable spinners there are. This is the standard RS set, but without foresight, where i op for just sucker punch. Some might question why I have Sucker punch and mach punch on the same set, but usually I go with Stone Edge, Mach punch is just for some occasions that i prefer it. Close Combat is for STAB, and is basically required. Sucker Punch actually allows me to switch into Gengar and get a OHKO, Alakazam, and 2HKO Starmie (without Psychic) while still staying alive and supporting. Hitmontop also can absorb Rock moves headed towards Charizard, then hit back with Close Combat.
The Revenge Killer
Odysseus (Charizard) (M) @ Choice Scarf
Ability: Blaze
EVs: 4 Def/252 Spd/252 SAtk
Modest nature (+SpA, -Atk)
- Air Slash
- Hidden Power Ice
- Fire Blast
- Focus Blast
This guy suprises everyone he faces, and gets a couple of KO's to go with the surprise factor. He outruns basically everything that isn't scarf'd, but still packs quite a punch. I used to run Flamethrower on this set, but I realized the trade in accuracy is a fair trade off for the huge boost in power. Dragon Pulse is obviously for Dragons, Focus Blast is for those stupid Rock types, especially Ttar, although I would hope Charizard doesn't have to try to kill it. I run Air Slash over HP for many reasons. For one, a secondary STAB is very important. When I know i can pick off weakened Pokemon without using Fire Blast, or think my opponent is going to switch, Air Slash will usually get a neutral hit on anything switching in, or kill whatever stays in. Also, since Charizard almost always goes first, the 30% flinch rate pays huge dividends. It allows me almost a second life 30% of the time when I use it, which could very well change the entire game in my favor. Charizard can pick off a huge amount of threats, basically any weakened sweeper that isn't DD gyarados. Since I wasn't running HP Grass/Electric, I realized I could use HP Ice in place of Dragon Pulse! DP is to hit dragons, and HP Ice hits them a lot harder (180 power vs 280, for most dragons). It's paid dividends for me since now I can OHKO Salamence with our without rocks, something I was not capable of before. Also, to everyone who says that Charizard cannot work because rocks will always be in, that is not the case. Charizard only comes in after I am sure rocks are down (thank you Hitmontop) and almost always begins at 100% health.
Healer and the Bulk
Perseus (Vaporeon) (M) @ Leftovers
Ability: Water Absorb
EVs: 188 HP/252 Def/68 Spd
Bold nature (+Def, -Atk)
- Wish
- Surf
- Protect
- Toxic/Hidden Power Electric
Wish support is key in any team. Vaporeon is without a doubt the best in the business, with great bulk and typing. I am extremely torn on my last move, however. Toxic is great in letting me outstall and screw with people in many situations. But HP Electric allows me to take out Gyarados very easily, which is key when Magnezone can't necessarily switch in safely. Any help on making this decision would be greatly appreciated. I need it. Anyways, Surf is a must, high power, STAB, and 115 SpA puts a dent in many. Whenever some loser tries to surf away Charizard or Tyranitar, Vappy gets 1/2 of a wish back for free. Charizard can switch into Celebi trying to Leaf Storm and Blast it if it stays in. Pert can take any Electric attacks aimed for it and dish out a EQ right back at it.
Kickstart My Heart
Menelaus (Jolteon) (M) @ Life Orb
Ability: Volt Absorb
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Shadow Ball
- Thunderbolt
- Thunder Wave
- Hidden Power [Grass]
The second half of my revenge killer/mid game sweeper tandem. Jolteon and Charizard cover each other pretty damn well, to say the least. Jolteon also basically eliminates Vaporeon's weakness, and instead it turns it into a healing mechanism for it. Pretty nifty stuff. HP Grass is for those Swamperts who think they're so darn cool. Twave is to take out anything i deem fit to live right now, but cripple. Shadow Ball is for coverage, especially Celebi and Rotom-A. Tbolt does a terrific amount of damage, and leaves a dent anything this side of Blissey and the Grounds. Jolteon gives me that extra kick I need without the fear of being choice'd. It has worked wonders for me.
The Cleaner
Ajax (Tyranitar) (M) @ Leftovers
Ability: Sand Stream
EVs: 104 HP/144 Atk/72 Def/188 Spd
Adamant nature (+Atk, -SAtk)
- Dragon Dance
- Earthquake
- Crunch
- Fire Punch
The bulky Counter DD set. Personally, I am a huge fan of bulky sweepers that have a way to get around the speed deprivation. This Ttar does it, and can take away many of its common counters, mainly scizor, physical swampert, and hippowdon. This is another reason Magnezone isn't needed as much, as I can take care of Scizor with Fire Punch. Then it can DD and sweep. Crunch is used because Stone Edge NEVER hits for me, even though it supposedly hits 80% of the time. hahaha. EQ is for coverage. But this leaves me easily walled by Skarmory, but Charizard can take him out pretty damn easily. Tyranitar is more durable with the EV's, allowing it to take more petty hits while it sets up. Vappy's wish also comes in handy if he's weak but is getting a second chance to sweep. When a fighting type tries to kill it, here comes Charizard to let rip an Air Slash. Grass? Charizard. Water? Vappy. Ground? Charizard. Bug? Charizard. You get the point.
Team Making Process

I love Charizard with a burning passion and ScarfZard gives me a surprise factor, yet a power revenge killer.


Charizard needs a spinner, and someone to take care of it's x4 rock weakness. Hitmontop takes care of both of those requirements as well as helping out against many physical threats (intimidate) and its ability to take down others with close combat/sucker punch.



Charizard has a weakness to water as well.. so why not put in someone that is completely immune to it? Also, water STAB is a valuable thing against many foes. Wish support is key as well, to heal Zard if Hitmontop fails his RS role. Also you need a counter to Gyrados on every team, and there it is.




I need a lead still. Rocks can help in so many ways, and i also need a phazer to get me out of some sticky situations. Swampert comes to mind, doesn't it? It also gets a useful immunity to electric, something my team needs. So far the synergy is coming together.





I'm still missing a sweeper. I need someone that isn't going to be OHKO'd by a shuckle's tackle, but something that can still dish out damage. The Ttar set I use is bulky enough to allow it to stay alive while cleaning up after a few DD's.






Instead of the horrible Magnezone, I get more bang for my buck with Jolteon. Faster, more powerful, everything I want. He also compliments everyone very, very well. Great addition, although people will probably be disappointed that Charizard is still here. He's just too valuable when one can play him correctly.
Conclusion
This is my second RMT, and everybody will probably be able to pick it apart and make it a lot better. But from my use of it, it has been the most successful team I've had, and only want to make it better.
THREAT LIST (copied from Wind2008 who got it from someone who got it from someone)
Threat list uses pokemon that I'm testing from Wind2008's advice
Scizor: Charizard.
Salamence: Charizard, Swampert, Jolteon
Gyarados: Jolteon better deliver or else I have to rely on Vappy
Rotom-Jolteon's Shadow Ball takes care of it.. if Ttar can Crunch before it can WoW, its okay
Heatran: Swampert, Hitmontop, Charizard, can kill, Jolteon can beat non scarf'd version for a revenge kill, Vappy
Latias: Swampert if it doesnt have Grass Knot. Jolteon's shadow ball dents it pretty well, too.
Metagross: Swampert and Zard
Lucario: Swampert, Zard, Hitmontop
Infernape:Swampert if it doesn't grass knot, Charizard, Vappy
Jirachi: Jolteon can beat them, Tyranitar can if it isn't scarfd/I have a couple DD's, Charizard
Gengar: Jolteon, but Hitmontop generally destroys it.
Swampert: Jolteon, TTar's counter
Blissey: swampert and Hitmontop
Azelf: swampert almost always beats it.. it uses taunt and then SR while i Ice Beam both times, then it either explodes or dies from another ice beam.
Starmie: jolteon and somewhat swampert, along with hitmontop.. sorta
Gliscor: swampert is the best, but vappy can work in a pinch,
Vaporeon: jolteon
Magnezone: hm. Charizard, Hitmontop, Swampert
Kingdra: ugh. idk. sorta Jolteon
Breeloom: Hate the guy so much. Best bet is to take the sleep then bring in Charizard
Skarmory: TTar's Fire Punch after a few DDances. But Jolteon can take him, as well as Charizard
Bronzong: Zard's Fire blast or Shadow Ball from Jolteon
Celebi:Shadow Ball from Jolteon, Crunch from TTar if it outspeeds, Charizard as well.
Flygon: ice beam from Swampert does the job, HP ice from Zard
Suicune: Jolteon
Jolteon: Swampert.
Empoleon: Jolteon, Swampert, hitmontop
Forretress: I use it to set up TTar, zard can kill it too
Electivire: Jolteon can absorb it but not really take a hit, Swampert can EQ and KO it.
Togekiss: Jolteon, Swampert
Weavile: Charizard.
Aerodactyl: Jolteon can kill it, so can swampert
Mamoswine: Vaporeon can slowly but surely take it down, Charizard can kill it.
Snorlax: Hard to take down.. Hitmontop before it curses.
Dusknoir: Jolteon's shadow ball
Smeargle: i hate it. can't really beat it without having an anti-lead. usually just roar it away to stop the baton passing
Ninjask: icebeam/roar from swampert, Charizard, Jolteon
Tentacruel: jolteon rapes it.
Dragonite: Zard and Pert
Roserade: HP ice from jolteon, ice beam from swampert though not a good idea. Charizard.
Porygon-z:well... its not a very durable guy so most everyone can take it out, but fear statuses from triattack
Cresselia: Jolteon and TTar
Heracross: Charizard!
Umbreon: Hitmontop
Alakazam: shadow ball from jolteon
.,
Zapdos: ice beam from swampert. HP ice from Zard as well for the surprise KO.