The Team At A Glance
The Team In Depth
Azelf @ Focus Sash
Ability: Levitate
EVs: 4 Atk/252 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Fire Blast
- Taunt
- Stealth Rock
- Explosion
---
Standard, but standard for a reason. It gets Stealth Rock up almost all of the time, which means it has done its job. Fire Blast ruins Metagross leads lacking Meteor Mash, and gives me a way of dealing damage outside of Explosion. Taunt may stop the opposing player from setting up Stealth Rock, but with everyone and their mothers running max Speed Azelf, I don't fancy the Speed tie. It works against Swampert and other scum though. Stealth Rock is simply Stealth Rock. Mandatory on an offensive team. Explosion can take something out, or at least deal a huge chunk of damage. Even if I get predicted and a Ghost comes in, Azelf was built to die anyway. No point in running anything other than 4 Atk/252 Speed/252 Special Attack.
Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 252 HP/12 Atk/244 SDef
Adamant nature (+Atk, -SAtk)
- Earthquake
- Stone Edge
- Pursuit
- Crunch
---
Firstly, the EVs.
Damage: 151 - 177
Damage: 37.38% - 43.81%
Even with Steath Rock up, Tyranitar will never be 2HKOed by Specs Surf Latias, which would otherwise be a burden to my team. Although it only has a few Attack EVs, it still hits like a truck thanks to Choice Band. This is also my main switch in to Heatran. Ground, Rock and Dark have great coverage and all of the attacks have great power, bar Pursuit but that isn't used for hitting hard. Also gets Sandstorm flying, which is always useful, considering the extra damage. Earthquake murders Heatran and other Steel types trying to take the Dark or Rock attacks. Stone Edge is just power, and works well once their main Rock resist has gone. Crunch is the most reliable way of dealing damage, thanks to having no immunites and 100% accuracy. Pursuit takes care of Ghosts, Latias and damaged Pokemon that may swtich out. EVs already explained, but the 12 leftovers were added to Attack so it hits harder.
Rotom-h @ Choice Scarf
Ability: Levitate
EVs: 40 HP/216 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Thunderbolt
- Trick
- Shadow Ball
- Overheat
---
Rotom-h, the second coolest of the Rotom appliances. Now Jirachi has Grass Knot, Rotom-c is no longer needed, so I went with Rotom-h to stop my Swords Dance Scizor weakness and to help remove Lucario. My team would have difficulty dealing with them otherwise. It outspeeds Jolly +1 252 Gyarados and OHKOs with Thunderbolt. Thunderbolt also helps for things like Suicune and what not. Shadow Ball revenges Latias, Gengar and other Ghost weak Pokemon easily enough. Trick can screw stuff up, pretty obvious. I just need to be careful not to Trick it onto something that can abuse it. Overheat destroys Lucario and Scizor, two top physical sweepers in the game. It really helps with other Steel types as well. Max Special Attack so I hit as hard as possible, with the extra in HP.
Scizor @ Choice Band
Ability: Technician
EVs: 248 HP/252 Atk/8 Spd
Adamant nature (+Atk, -SAtk)
- Bullet Punch
- Superpower
- U-turn
- Quick Attack
---
Again, standard. This is my secondary check to Latias if Tyranitar goes down. This is also my answer to a lot of other threats, purely because it hits like a true beast thanks to Technician and priority in the form of Bullet Punch and Quick Attack. I went with Quick Attack as Gyarados can now be revenged easier, Fire types are hit for more damage, and it is just more useful than Pursuit, I find, due to Tyranitar having it. Superpower is Scizor's strongest move, going by base power anyway. It ruins Steel types that think they can take Bullet Punch. Easy mode. U-turn scouts, does obscene damage and is generally a great move. EVs are boring and barely need an explantion. Max Attack means Scizor hits as hard as possible. Near max HP means it takes hits as well as possible without investing in the defences. Also means it can take another Stealth Rock switch in. Speed is leftover.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 236 HP/96 Def/176 Spd
Timid nature (+Spd, -Atk)
- Wish
- Calm Mind
- Psychic
- Grass Knot
---
Another beast. Makes for a great last Pokemon due to survivability and the fact it can hit hard after a Calm Mind or two. Wish supports my team and protects it from Stealth Rock and Spikes. Calm Mind lets me set up for the sweep, and potentially stall something out with Wish. Psychic has a nice base power, STAB and a chance to -1 the opponents Special Defence. Pro. Grass Knot ruins Swampert and hits Tyranitar hard, as well as still hitting Gyarados, Empoleon, Suicune and other bulky Waters, so I don't lose much coverage without Thunderbolt. 176 Speed beats positive 252 base 90s, so mainly Lucario who gets hit hard by Psychic. 236 HP gives maximum Leftovers and a lot of HP, great for taking any hits. The 96 in Defence is leftover, but helps Jirachi take Outrages, Bullet Punches and what not.
Salamence @ Life Orb
Ability: Intimidate
EVs: 4 Atk/252 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Draco Meteor
- Roost
- Fire Blast
- Brick Break
---
Went with max Speed as it doesn't need anymore Attack to do its job. Max Special Attack brings it to obscene levels, especially with Life Orb. The Attack was leftover, but, again, never forgotten. Draco Meteor hits like a train, with 140 base power and STAB. Roost means I don't have to rely on Jirachi's Wish to avoid Stealth Rock and Life Orb recoil. Brick Break 2HKOs Heatran and Blissey, two pretty common switch ins. Worked really well so far, I definitely prefer it to my old set. I needed a Pokemon that was immune to Ground and resists Fire, Water and other common types. I decided to go with Salamence, and that decision has been good so far.
The Team In Depth
Azelf @ Focus Sash
Ability: Levitate
EVs: 4 Atk/252 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Fire Blast
- Taunt
- Stealth Rock
- Explosion
---
Standard, but standard for a reason. It gets Stealth Rock up almost all of the time, which means it has done its job. Fire Blast ruins Metagross leads lacking Meteor Mash, and gives me a way of dealing damage outside of Explosion. Taunt may stop the opposing player from setting up Stealth Rock, but with everyone and their mothers running max Speed Azelf, I don't fancy the Speed tie. It works against Swampert and other scum though. Stealth Rock is simply Stealth Rock. Mandatory on an offensive team. Explosion can take something out, or at least deal a huge chunk of damage. Even if I get predicted and a Ghost comes in, Azelf was built to die anyway. No point in running anything other than 4 Atk/252 Speed/252 Special Attack.
Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 252 HP/12 Atk/244 SDef
Adamant nature (+Atk, -SAtk)
- Earthquake
- Stone Edge
- Pursuit
- Crunch
---
Firstly, the EVs.
Damage: 151 - 177
Damage: 37.38% - 43.81%
Even with Steath Rock up, Tyranitar will never be 2HKOed by Specs Surf Latias, which would otherwise be a burden to my team. Although it only has a few Attack EVs, it still hits like a truck thanks to Choice Band. This is also my main switch in to Heatran. Ground, Rock and Dark have great coverage and all of the attacks have great power, bar Pursuit but that isn't used for hitting hard. Also gets Sandstorm flying, which is always useful, considering the extra damage. Earthquake murders Heatran and other Steel types trying to take the Dark or Rock attacks. Stone Edge is just power, and works well once their main Rock resist has gone. Crunch is the most reliable way of dealing damage, thanks to having no immunites and 100% accuracy. Pursuit takes care of Ghosts, Latias and damaged Pokemon that may swtich out. EVs already explained, but the 12 leftovers were added to Attack so it hits harder.
Rotom-h @ Choice Scarf
Ability: Levitate
EVs: 40 HP/216 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Thunderbolt
- Trick
- Shadow Ball
- Overheat
---
Rotom-h, the second coolest of the Rotom appliances. Now Jirachi has Grass Knot, Rotom-c is no longer needed, so I went with Rotom-h to stop my Swords Dance Scizor weakness and to help remove Lucario. My team would have difficulty dealing with them otherwise. It outspeeds Jolly +1 252 Gyarados and OHKOs with Thunderbolt. Thunderbolt also helps for things like Suicune and what not. Shadow Ball revenges Latias, Gengar and other Ghost weak Pokemon easily enough. Trick can screw stuff up, pretty obvious. I just need to be careful not to Trick it onto something that can abuse it. Overheat destroys Lucario and Scizor, two top physical sweepers in the game. It really helps with other Steel types as well. Max Special Attack so I hit as hard as possible, with the extra in HP.
Scizor @ Choice Band
Ability: Technician
EVs: 248 HP/252 Atk/8 Spd
Adamant nature (+Atk, -SAtk)
- Bullet Punch
- Superpower
- U-turn
- Quick Attack
---
Again, standard. This is my secondary check to Latias if Tyranitar goes down. This is also my answer to a lot of other threats, purely because it hits like a true beast thanks to Technician and priority in the form of Bullet Punch and Quick Attack. I went with Quick Attack as Gyarados can now be revenged easier, Fire types are hit for more damage, and it is just more useful than Pursuit, I find, due to Tyranitar having it. Superpower is Scizor's strongest move, going by base power anyway. It ruins Steel types that think they can take Bullet Punch. Easy mode. U-turn scouts, does obscene damage and is generally a great move. EVs are boring and barely need an explantion. Max Attack means Scizor hits as hard as possible. Near max HP means it takes hits as well as possible without investing in the defences. Also means it can take another Stealth Rock switch in. Speed is leftover.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 236 HP/96 Def/176 Spd
Timid nature (+Spd, -Atk)
- Wish
- Calm Mind
- Psychic
- Grass Knot
---
Another beast. Makes for a great last Pokemon due to survivability and the fact it can hit hard after a Calm Mind or two. Wish supports my team and protects it from Stealth Rock and Spikes. Calm Mind lets me set up for the sweep, and potentially stall something out with Wish. Psychic has a nice base power, STAB and a chance to -1 the opponents Special Defence. Pro. Grass Knot ruins Swampert and hits Tyranitar hard, as well as still hitting Gyarados, Empoleon, Suicune and other bulky Waters, so I don't lose much coverage without Thunderbolt. 176 Speed beats positive 252 base 90s, so mainly Lucario who gets hit hard by Psychic. 236 HP gives maximum Leftovers and a lot of HP, great for taking any hits. The 96 in Defence is leftover, but helps Jirachi take Outrages, Bullet Punches and what not.
Salamence @ Life Orb
Ability: Intimidate
EVs: 4 Atk/252 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Draco Meteor
- Roost
- Fire Blast
- Brick Break
---
Went with max Speed as it doesn't need anymore Attack to do its job. Max Special Attack brings it to obscene levels, especially with Life Orb. The Attack was leftover, but, again, never forgotten. Draco Meteor hits like a train, with 140 base power and STAB. Roost means I don't have to rely on Jirachi's Wish to avoid Stealth Rock and Life Orb recoil. Brick Break 2HKOs Heatran and Blissey, two pretty common switch ins. Worked really well so far, I definitely prefer it to my old set. I needed a Pokemon that was immune to Ground and resists Fire, Water and other common types. I decided to go with Salamence, and that decision has been good so far.