Kaleidoscope
♪
Overview
Introduction
In Detail
♪
Overview
Introduction
Hello, Smogon. I'll begin this by saying that this team is kind of modest in terms of ladder accomplishments; having only peaked the UU Suspect ladder at top 3 by going like 42-5 (I haven't laddered with it since). However, other good players who I've shared this team with (Bloo, Jabba, and McMeghan have all used it a bit) have done pretty well with it, and since I sure as hell am not going to use a team that got leaked in #genvuu for SPL, I decided to just post it. The name "Kaleidoscope" was picked because for one, its a great song, and also because the color scheme of my six Pokemon reminded me of one.
The premise of the team is actually really basic: overload the opposition with special attackers to break down their defenses and have one of them sweep eventually--which is why I ended up with six specially based Pokemon. This is a concept I wanted to try for a while now, and around the time I posted Strobe I was in a team-building mood, so that's when the first draft of this team was created. Over the course of the past couple of months, however, the team slowly morphed into what it is today, miraculously managing to keep its theme intact. Although to be honest, I don't think its at its best just yet, so feel free to suggest changes and whatnot; who knows? maybe I overlooked something you might think of. Anyway, let's get into the team before my introduction bores you to death.
The premise of the team is actually really basic: overload the opposition with special attackers to break down their defenses and have one of them sweep eventually--which is why I ended up with six specially based Pokemon. This is a concept I wanted to try for a while now, and around the time I posted Strobe I was in a team-building mood, so that's when the first draft of this team was created. Over the course of the past couple of months, however, the team slowly morphed into what it is today, miraculously managing to keep its theme intact. Although to be honest, I don't think its at its best just yet, so feel free to suggest changes and whatnot; who knows? maybe I overlooked something you might think of. Anyway, let's get into the team before my introduction bores you to death.
In Detail
Azelf
- Item: Focus Sash
- Ability: Levitate
- EVs: 252 SpA / 4 SpD / 252 Spe
- Nature: Timid (+Spe, -Atk)
- Psyshock
- Thunderbolt
- Taunt
- Stealth Rock
- Why this Pokemon?
Seems ironic that one of my best teams as of late makes use of a dedicated lead when I'm always going on about how there are no leads in BW, right? Well, with this kind of team I needed to make an exception; not only does an early Stealth Rock by the opposition greatly reduce my chances of winning, but laying down my own is crucial for this team's success. In addition, there's the fact that letting Azelf die a few turns in essentially hands all the momentum over to me and lets me start building up my win condition. The EVs are standard, but the moves have some reasoning behind them that's worth going into. Azelf's attacks are meant to hurt UUs most common Rapid Spinners, Hitmontop and Blastoise, and I chose Psyshock over Psychic in order to dent Snorlax a bit and ease my win condition late-game.
It's worth noting that while Azelf leads like 95% of my games, its not the Pokemon listed first in team preview; that spot belongs to Venomoth. This is because it tends to lure the opposition into leading with their phazer or Choice Scarf user, which is good information to have for when I set up with it later.
- Possible Changes:
- Psychic over Psyshock to always 2HKO Hitmontop.
- Grass Knot over Thunderbolt because it maintains coverage on Blastoise while also hitting Claydol, Swampert, and Rhyperior.
- Going physical and using Explosion to prevent early Rapid Spins 100% of the time.
Nidoqueen
- Item: Life Orb
- Ability: Sheer Force
- EVs: 128 HP / 252 SpA / 128 Spe
- Nature: Modest (+SpA, -Atk)
- Earth Power
- Fire Blast
- Ice Beam
- Focus Blast
- Why this Pokemon?
When I first made this team, I actually didn't have Azelf to lay down Stealth Rock, so that was Nidoqueen's original job here. Eventually, however, I noticed how much this team would benefit from a dedicated lead, and how absolutely devastating Nidoqueen becomes with a Quiver Dance or two Baton Passed to it, and decided to simply give it Ice Beam over Stealth Rock, thus ending up with this set. The Speed investment is specifically so that Nidoqueen outpaces max Speed base 100s with one Quiver Dance passed to it, and it just so happens that it also lets it outpace 252 Speed Modest Empoleon, min Speed Gligar, and standard Spikes Roserade. The moves are pretty standard; Earth Power for STAB, Ice Beam for Flygon and Gligar, Fire Blast for Grass-types and Bronzong, and Focus Blast for Umbreon and Snorlax.
You may have also noticed that Nidoqueen is this team's most threatening Pokemon to stall teams, and you would be right. Between its resilience to residual damage and its sheer damage output due to its wide coverage, Nidoqueen is usually the Pokemon that busts open most defensive teams.
- Possible Changes:
- Sludge Wave for secondary STAB, but the coverage moves are honestly better.
Venomoth
- Item: Black Sludge
- Ability: Wonder Skin
- EVs: 248 HP / 8 Def / 252 Spe
- Nature: Timid (+Spe, -Atk)
- Bug Buzz
- Sleep Powder
- Baton Pass
- Quiver Dance
- Why this Pokemon?
You may be surprised to find out that Venomoth is not the Pokemon I wanted to base the team around when I first set out to create it; it just so happened to fit perfectly with the "overload the opponent with special attackers" theme I was going for. The set's role is pretty straight-forward, you try to pass as many Quiver Dances as possible to a teammate and have it sweep; the tricky part is actually pulling it off consistently. The key lies in trying to boost before using Sleep Powder, which will allow you to Baton Pass with more certainty that a short sleep won't fuck you over. The EVs maximize Speed and overall bulk, helping it set up on as many things as possible and letting it survive things like Choice Scarf Flygon's Stone Edge comfortably. By the way, Wonder Skin, in addition to blocking status moves 50% of the time, also affects Roar and Taunt, so yeah, this fucker's broken.
While you may think that Venomoth is a very high-risk / high-reward Pokemon, it really isn't; it's more along the lines of mid-risk / really high-reward. Like I said earlier, the key lies in being able to capitalize on opportunities to execute the strategy as safely as possible, which is achieved by knowing the metagame well and not playing rashly.
- Possible Changes:
- A different item, because Black Sludge is really not that useful.
Zapdos
- Item: Life Orb
- Ability: Pressure
- EVs: 4 HP / 252 SpA / 252 Spe
- Nature: Timid (+Spe, -Atk)
- Thunderbolt
- Hidden Power Grass
- Roost
- Heat Wave
- Why this Pokemon?
This guy's role isn't as easy to explain as the other five Pokemon's are, but to put in bluntly, Zapdos is here because its a good Pokemon that fit the team. More specifically, Zapdos is an excellent special attacker that is immune to Ground--a type the the rest of the team lacks resistances to. There's also the fact that it hits like a fucking truck (hard enough to 3HKO most Snorlax), so it helps break down the opponent's defenses. The EVs are standard, but there's a reason I went for a simple max/max spread instead of having some bulk here: it lets Zapdos sweep right past Choice Scarf Heracross, Krookodile, and Darmanitan after having a Quiver Dance Baton Passed to it. The moveset is a even more straight-forward; Thunderbolt for STAB, Hidden Power Grass for Ground-types, Heat Wave for Grass-types, and Roost to let Zapdos stick around longer.
As good as it is, if you decide to try this team, don't be surprised to find yourself thinking that Zapdos is the most expendable Pokemon most of the time, because the fact is, the role it plays is not nearly as crucial to this team's success as the other Pokemon's are.
- Possible Changes:
- I've been tinkering SubRoost and Hidden Power Flying coverage lately, but I've found Hidden Power Grass too important against Swampert and Rhyperior.
Chandelure
- Item: Choice Scarf
- Ability: Flash Fire
- EVs: 252 SpA / 4 SpD / 252 Spe
- Nature: Modest (+SpA, -Atk)
- Shadow Ball
- Fire Blast
- Trick
- Memento
- Why this Pokemon?
This spot actually belonged Nasty Plot Mew before Chandelure stepped in, but as good as Mew is, it just could not do what Chandelure does for this team. Before I made the switch, this team was pretty weak to Darmanitan, Victini, and fast threats like Weavile and Nasty Plot Azelf, so Scarf Chandelure was a natural fit. The EVs are standard, but the reason I don't have a customized EV spread here is because Modest Scarf Chandelure actually needs near max Speed to outpace Jolly Weavile and Timid just doesn't hit hard enough. The first three moves are also standard, but the use of Memento over a coverage move might seem a little odd. Honestly, this is something I tried on a whim and just so happened to work out nicely by giving Venomoth and Kingdra a free turn to set up late-game.
Another cool thing about Chandelure is that it tends to lure out Snorlax, giving me an opportunity to either cripple it with Trick or turn it into setup bait with Memento; both of which give me a huge advantage and can often mean straight up winning the game.
- Possible Changes:
- Energy Ball or Hidden Power Ice can be used over Memento if you prefer coverage to general utility.
Kingdra
- Item: Life Orb
- Ability: Swift Swim
- EVs: 252 SpA / 4 SpD / 252 Spe
- Nature: Modest (+SpA, -Atk)
- Surf
- Dragon Pulse
- Rain Dance
- Hydro Pump
- Why this Pokemon?
Rain Dance Kingdra was originally added to the team because it was the only special attacker I could think of that could sweep at a moment's notice and was also a nice switch-in to Fire-types. However, the more I play with the team, the more I realize how ridiculously good Kingdra really is. It doesn't just do what I mentioned earlier, it excels at it, and on top of that, it gives the team a way to say "fuck you" to hail teams. I'm using max Speed to tie opposing Kingdra in Rain, giving me a chance against them because they otherwise destroy this team. The only odd thing about this set is the fact that I choose to use two Water-type moves instead of using the more standard Draco Meteor. This is for two reasons: one, Kingdra doesn't like to have its power cut in half in the middle of a sweep; and two, this team is very prone to hax-losses (like most other HO teams), so I prefer to have the reliability of Surf and only use Hydro Pump when I actually need the power.
It's worth noting that while Kingdra can act as a mid-game wallbreaker of sorts, it's also this teams secondary win condition, should QuiverPassing become sub-optimal.
- Possible Changes:
- Ice Beam over one of the Water-type moves to get past Grass-types more easily, but they should honestly be gone before you attempt a Kingdra sweep.
Final Look
Conclusion
Major Threats
Change Log
Importable
Venomoth (F) @ Black Sludge
Trait: Wonder Skin
EVs: 248 HP / 8 Def / 252 Spd
Timid Nature
IVs: 0 Atk
- Bug Buzz
- Sleep Powder
- Baton Pass
- Quiver Dance
Nidoqueen (F) @ Life Orb
Trait: Sheer Force
EVs: 128 HP / 252 SAtk / 128 Spd
Modest Nature
IVs: 0 Atk
- Earth Power
- Fire Blast
- Ice Beam
- Focus Blast
Azelf @ Focus Sash
Trait: Levitate
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
IVs: 0 Atk
- Psyshock
- Thunderbolt
- Taunt
- Stealth Rock
Zapdos @ Life Orb
Trait: Pressure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
IVs: 2 Atk / 30 SAtk
- Thunderbolt
- Hidden Power [Grass]
- Roost
- Heat Wave
Chandelure (F) @ Choice Scarf
Trait: Flash Fire
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature
IVs: 0 Atk
- Shadow Ball
- Fire Blast
- Trick
- Memento
Kingdra (M) @ Life Orb
Trait: Swift Swim
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature
IVs: 0 Atk
- Surf
- Dragon Pulse
- Rain Dance
- Hydro Pump
Conclusion
There really isn't much else to say about the team itself, so I'll keep this short. First, I'd like to give you some pointers on how to properly use this team in case you decide to try it for yourself (there's an importable below). The most important thing to do is to keep the team's goal in mind: "overload the opposition with special attackers". This means that it's okay to sacrifice one, two, or even three team members to weaken a special wall to the point where another Pokemon can sweep (most likely Kingdra, in such cases). Although you have to keep in mind that while this team isn't meant to take hits, but rather dish them out, sometimes you have to keep certain team members alive at all costs; use the team preview to your advantage here, its really a big help. Speaking of team preview, take full advantage of it when using this team; you need to create, at minimum, a rough game plan before sending out your lead, not doing so will most likely lead to a loss. Anyway, that's all I have to say, but if you have any questions, feel free to ask. Thanks for reading!
Major Threats
Weavile - This fucker is the number one threat to the team for sure. This is mostly due to my utter lack of Dark-type resistances and the fact that two of the Pokemon bulky enough to take a Night Slash are hit super effectively by Ice Punch. If you see one of these on the opposing team, you have to keep Chandelure alive and with its Scarf for as long as you can or set up with Venomoth before it can sweep you.
Snorlax - Curse variants are the biggest problem; Choice Band ones get worn down quickly and RestTalk ones are only annoying once you force them to Rest. CurseLax, however, can set up on pretty much the whole team and cause enough damage to create an uphill battle for me before going down.
Rhyperior - I have Nidoqueen to switch into Stone Edge / Rock Blast and Zapdos to switch into Earthquake, both of which do massive damage to it, but this requires perfect prediction on my part, which is something I like to avoid. The best way to keep it from hurting the team to much is to not let it come in more than once, but even that's kinda hard to do.
Houndoom - Similar to Weavile in the sense that it hits everything neutrally with Dark-types STAB and has a secondary STAB to hit bulky things even harder. Zapdos being faster helps against it now.
Krookodile - Until very recently, I had never gotten swept by a Choice Scarf Krookodile with this team, but this speaks only to how rare it is on the ladder. In reality, its one of the team's biggest weaknesses, because a single kill from Crunch means I get swept. Even more annoying is the fact that if its Jolly it outspeeds even Venomoth at +1, so its really hard to play around.
Change Log
December 22, 2012: Tinted Lens -> Wonder Skin on Venomoth
December 23, 2012: 32 HP / 252 SpA / 8 SpD / 216 Spe -> 252 SpA / 4 SpD / 252 Spe on Kingdra
December 23, 2012: 112 HP / 8 Def / 252 SpA / 136 Spe -> 4 HP / 252 SpA / 252 Spe on Zapdos
December 24, 2012: Modest -> Timid on Zapdos
December 24, 2012: Sludge Bomb -> Bug Buzz on Venomoth
Importable
Venomoth (F) @ Black Sludge
Trait: Wonder Skin
EVs: 248 HP / 8 Def / 252 Spd
Timid Nature
IVs: 0 Atk
- Bug Buzz
- Sleep Powder
- Baton Pass
- Quiver Dance
Nidoqueen (F) @ Life Orb
Trait: Sheer Force
EVs: 128 HP / 252 SAtk / 128 Spd
Modest Nature
IVs: 0 Atk
- Earth Power
- Fire Blast
- Ice Beam
- Focus Blast
Azelf @ Focus Sash
Trait: Levitate
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
IVs: 0 Atk
- Psyshock
- Thunderbolt
- Taunt
- Stealth Rock
Zapdos @ Life Orb
Trait: Pressure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
IVs: 2 Atk / 30 SAtk
- Thunderbolt
- Hidden Power [Grass]
- Roost
- Heat Wave
Chandelure (F) @ Choice Scarf
Trait: Flash Fire
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature
IVs: 0 Atk
- Shadow Ball
- Fire Blast
- Trick
- Memento
Kingdra (M) @ Life Orb
Trait: Swift Swim
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature
IVs: 0 Atk
- Surf
- Dragon Pulse
- Rain Dance
- Hydro Pump