Smeargle @ Focus Sash
- Ability: Own Tempo
- Nature: Jolly
- EV's: 4 HP / 252 Atk / 252 Spe
- Moveset:
- Spore - One of Smeargle's main selling points, the ability to put an opposing Pokemon to sleep 100% of the time is way too good to pass up.
- Stealth Rock - A necessity, not only for this team either.
- Spikes - A secondary form of entry hazard which allows me to rack up indirect damage through my core Pokemon's U-turns in order to allow an easy MixApe sweep.
- ExtremeSpeed - The wild-card of this set. ExtremeSpeed is used when I predict a faster lead holding a Focus Sash is going to Taunt in order to break said Focus Sash.
Why Smeargle?
Smeargle is the only Pokemon that allows me to lay down both my entry hazards really in the game. Although he doesn't perform admirably against every single lead, he does okay most of the time. Laying down Stealth Rock and a single layer of Spikes is enough to make me happy. Occasionally he'll also put an opposing Pokemon to sleep and this makes me really happy. A Jolly Nature with 252 EV's are a given to outspeed as much as possible. 252 EV's in Attack are simply to allow ExtremeSpeed to do as much damage as possible to Focus Sashed leads. Now my choice of ExtremeSpeed over the generally preferred Taunt is simple, Spore puts the enemy to sleep, why would I taunt a sleeping Pokemon? Not only that, but Taunt leaves Smeargle at the complete mercy of Aerodactyl, Azelf and Roserade.
Smeargles are very predictable leads which to me drastically ruins their potential. Spore first turn, set up entry hazards or attack to prevent it from being taunted first turn. Jirachi leads will be a problem with this set because of the flinch hax. 60% chance to 2HKO you and if its packing a lum berry, its certain that it will 2HKO you. Besides, if you want to set up entry hazards, Foretress would be a better way to go because it has access to all 3 entry hazards and nice defense and type combo. Only 3 things that will keep it in check at the start of matches is Infernape, Dragonite(rare though), and Magnezone switch ins. As a result giving it a shed shell will help stay away from magnezone allowing you to switch in to a counter which you have. Also if someone is packing toxic spikes foretress will help counter that with rapid spin, or if you don't fear toxic spikes then you can put gyro ball on him. I highly suggest using gyro ball because at lowest speed, anything above 310 speed (which is most sweeps and leads) will eat a 225 power steel move. Guarenteed 2HKO on Azelf, Weavile, Areodactyl, Ninjask, Tyranitar & Dragonite(assuming no def evs invested on last two). In a netshell I would personally change the lead to Foretress because it has your enrty hazards that you want, can spin away entry hazards to allow U-turn to be used without requiring a lot of wish support from vaporeon, and can hit a few of taunting leads hard which is nice because of the poularity of taunt now.
Scizor @ Choice Band
- Ability: Technician
- Nature: Adamant
- EV's: 248 HP / 100 Atk / 160 SpD
- Moveset:
- U-turn - Scizor's best move, it severely dents anything that switches in, doing at least 15% on top of whatever they take from entry hazards. Truly this Pokemon's main selling point.
- Bullet Punch - Allows me to negate the higher speed of certain threats and hit them before they can move. Used a lot against Gengar and weakened Salamence.
- Superpower - Used to take out stuff that resists the first two moves, I only use it after I have scouted with U-turn a bit.
- Pursuit - Blah, not so great, I'm not a fan of allowing other Scizor, Lucario and Tyranitar a free switch-in, but I guess it has its uses in taking out opposing Latias and Starmie for good.
Why Scizor?
Scizor is half of my team's core. His main purpose is to weaken my opponent's team through U-turn and to create switches in order to rack up entry hazard damage. The odd EV spread is to balance his defenses, which allows him a little more breathing room when switching into random Dragon attacks. This is very important since he is my one and only Dragon resist. Bullet Punch allows Scizor to serve as a secondary revenge killer in case Flygon can't do the job for whatever reason. Superpower is a move I seldom use. However it is useful for killing Blissey, and predicting Steel-types switching in to take Bullet Punch, such as Magnezone who happens to be the biggest prick in the world. Now, Pursuit I use even less than Superpower. At one point I actually got rid of it in favor of Roost and switched the item to Leftovers. The lack of power that Choice Band gives me was too disappointing though.
Considered Changes:
- Changing Choice Band to Leftovers (for added survivability) or Iron Plate (for surprise KO's) and Pursuit to Roost. Extensive testing needed.
Heres a nice sugestion that you can use for fooling you opponents, give this guy an expert belt(muscle band if you want power when ever you attack) so that you still have some power when comes to hits (obviously you are going to try for super effective hits). Added bonus is that if you are willing and are able to fool your opponent into thinking that you are equipped with a choice band so that they switch into a counter for the move they are locked in, and then you can unlease the move that you have avaliable to counter it. Assuming that you can outspeed magnezone you can superpower it to KO it. Also, Latias might come in on superpower to set up a couple of calm minds and then you use pursuit to go in for the kill. Keep in mind though that this will only work once unless opponent doesn't read the text. Sacrificing choice band on something that is expected to be banded will help you get some KOs on some pokes that think they can come in on Scizor to set up.
Flygon @ Choice Scarf
- Ability: Levitate
- Nature: Jolly
- EV's: 4 HP / 252 Atk / 252 Spe
- Moveset:
- U-turn - The most beautiful move in the game, it allows me to gain the upper-hand by denting the incoming Pokemon with the damage from entry hazards and U-turn. It will also allow me to send in someone who can better deal with the threat. I love this move oh so much.
- Earthquake - Flygon's main offensive move, it allows me to revenge kill weakened Metagross, Heatran, Jirachi and a couple other steel-types.
- Outrage - Outrage is pretty much a secondary form of sweeping. Once Steel-types have been taken out or sufficiently weakened, Outrage can be used with little fear. God I wish it didn't trap Flygon.
- Stone Edge - The worse move in this set. I hate the stupid 80% accuracy, but sometimes I just have to risk it in order to revenge Gyarados. Otherwise, it can seriously damage my team if Rotom-H and Vaporeon are too weak.
Why Flygon?
Flygon, how I love you so. Choice Scarf Flygon is one of the best Pokemon in the metagame right now, despite what some people think. The guy is virtually immune to entry hazards, doesn't give a shit about Toxic, can switch in for free on Electric and Ground attacks... the list goes on and on. Seriously, what's not to love about this guy? I mean, yeah the lack of power sucks sometimes, but I deal with it. Besides, weakening stuff is this teams specialty so Flygon does just fine. Seriously though, Flygon's primary job is that of a revenge killer, his secondary job is to scout. Kind of like Scizor, but the opposite. Clear enough? okay lets move on. lol.
Considered Changes:
- Changing Stone Edge to ThunderPunch for extra insurange against Gyarados, as suggested by iliketurkeybacon.
Was never one for Flygon because the Dragon Ground combo adds more issues to it than resistances for me. However, if you like it go ahead. I would agree on changing stone edge to thunder punch because it would give you some KOs on bulky waters packing Ice beam.
Rotom-H @ Leftovers
- Ability: Levitate
- Nature: Timid
- EV's: 252 HP / 68 SpA / 188 Spe
- Moveset:
- Thunderbolt - Usually the move I spam, since his two most common switch-ins, Tyranitar and Heatran, are only neutral to the move, as opposed to resistant.
- Shadow Ball - Used mainly to take out slower Rotom-A and to hit Latias hard on the switch.
- Overheat - My answer to non-Calm Mind Jirachi and Scizor. Also used to finish off Metagross and Skarmory.
- Toxic - Honestly, I barely use this move. I had Trick here with a Choice Scarf, but I dislike being locked into a move. I also had Will-o-Wisp here, but the accuracy sucked way too much. I'm thinking I'll change this to Thunder Wave. Thoughts?
Why Rotom-H?
Rotom-H, my nice little Rapid Spin blocker. Remember how I said finding his moveset was the hardest part of making this team well yeah, I decided to just make my own. 252 HP EV's for maximum durability and balanced defenses. 188 Speed EV's with a Timid nature nets me 280 speed, enough to outspeed and KO Adamant Lucario with Overheat. Jolly ones usually carry Stone Edge or Ice Punch so they shouldn't be a problem either. However, the few who are Jolly AND carry Crunch are a real pain in the ass, I have to try a revenge kill with Flygon, if that doesn't work, I lose. Rotom-H also serves as my primary check to Metagross, Gyarados and Scizor as well as spreading status around.
Rotom appliances are ok for walls (prefer dusknoir though) but you need to have Will-o-Wisp on it to protect yourself from Tyranitar if it switches in and tries to pursuit you. I think a Rotom-C would help you a bit because it could lure out Heatrans so that you can wall with Vaporeon or you can hit Tyranitar if you predict him switching in correctly. Also any electric types that the opponent might have could possibly be countered by your Flygon. Only thing that you might worry about is Zapdos. Fortunatly you can use U-Turn spam to switch out your U-Turners and hopefully get a good counter on there. Suggest Infernape and Flygon alternation.
Vaporeon @ Leftovers
- Ability: Water Absorb
- Nature: Bold
- EV's: 252 HP / 252 Def / 4 SpD
- Moveset:
- Wish - This is how I keep my team healthy. U-turn is fun, but eventually the entry hazard damage builds up on my Pokemon as well, so I need a way to keep them healthy and this is it.
- Protect - Protect allows for general scouting of Choiced Pokemon and to keep Vaporeon himself healthy after a Wish.
- Roar - I despise myself for never using this move before. Seriously, none of the teams I used before ever used phazing, I know, thats crazy right? Roar allows me to take care of Gyarados, scout my opponents team some more and build up entry hazard damage on it. What's not to love?
- Surf - Obligatory STAB, not much else to say here. lol.
Why Vaporeon?
Vaporeon serves two purposes here: 1) Keeps my team healthy through Wish and 2) Phazes stuff to rack up entry hazard damage and get rid of stat uppers. You may have noticed that the EV spread is different from the standard, this is because I wanted to maximize Vaporeo's bulk. Besides, the 68 Speed EV's the standard set runs is to outspeed Skarmory and Metagross, which Rotom-H takes care of nicely, so there's no need for them. At one point I tried Toxic over Roar, but the phazing aspect of Vaporeon proved to be invaluable to this team. Vaporeon also acts as a secondary way of dealing with the ever-annoying Jirachi. Taking little damage from Iron Head and Wishing up or just phazing him away.
No complaints with this guy although, I would change Roar to HP or Ice Beam because Taunters can easily cripple this set after one Roar as turkey said and its nice to have another move so that you are not restricing yourself to only a specific type. Other Vaporeon that carry toxic will ruin this set assuming that you only have surf. Having HP Electric/Grass will solve this problem or if you encounter more dragons in your battles, then go Ice Beam. HP grass might serve you better because Rotom can possibly serve as a gyarados counter and HP grass can hit Swampert/Quagsire that might take a risk in assuming that you have HP electric and make them run in fear if it doesn't KO.
Infernape @ Life Orb
- Ability: Blaze
- Nature: Naive
- EV's: 64 Atk / 252 SpA / 192 Spe
- Moveset:
- Fire Blast - Part one of the dual 120 Base Power STAB combination that Infernape Enjoys. Allows me to fry Physical walls and shit that resists Close Combat.
- Close Combat - Part two of the dual 120 Base Power STAB combination. Allows me to decimate Blissey and other shit that takes Special moves.
- Grass Knot - My answer to Swampert and other bulky waters. I can also occasionally catch Starmie on its second switch in and hit it hard.
- U-turn - As much as I love U-turn I gotta say I only use Infernapes' once or twice a match. He pops his head in a single time before the end game to scout the initial switch-in and hit it with a U-turn. This is good because many of his counters are weak to the move and take upwards of 35% from it.
Why Infernape?
Here we have Infernape, my sweeper of choice. His fourth moveslot has been a matter of great debate for me. At first I has Nasty Plot to try to sweep earlier and I got walled by Salamence and Dragonite. Then, I switched to Hidden Power [Ice] and got killed by Vaporeon, Latias and Starmie. Finally, I settled on U-turn and never looked back. U-turn allows Infernape to come in early, scout his first switch-in, and bounce right back. In the case of Mence and Dragonite, I go to either Flygon or Scizor to kill it off. Against Vaporeon I go straight to Rotom-H and Toxic or T-bolt it it. If its Starmie, I go to Flygon and U-turn, which usually kills offensive versions and allows me to bring in Rotom-H against support versions. And finally, we have Tentacruel, whom I send in Flygon against and EQ it to death. All while Infernape is safe from any further damage. Later in the game, when his counters are weak enough Infernape is free to come in again, but this time he should be sweeping the rest of the team.
Since you plan on switching this out a lot to avoid its counters I would keep U-Turn on there. If you want to still add HP Ice for dragons, get rid of grass knot if you choose HP Grass over Roar on Vaporeon.