"Legendary Fighter" refers to Infernape, which this team is based around.
This Infernape is not the mostly used NP, or MixApe. The one I use is the SD Infernape, which can work wonders, once his counter have been weakened or eliminated.
I tried to have a defensive side to this team also, with the combo CeleTran. Which can effectively weaken the opposing team.
A problem I have found is that entry hazards can wear my team down, which means that I will need a spinner, although I haven't found a space for a spinner.
Another problem is that most of my team has no recovery, I tried to get a wish-passer, but I havent found one that effectively get rid of 'Apes counters, while able to wish.
Lead:
Swampert [Zarbon]@Leftovers
Ability: Torrent
Evs: 240 HP / 216 Def / 52 SpA
Nature: Relaxed
MoveSet:
~Earthquake
~Ice Beam
~Hydro Pump
~Stealth Rock
********************************************
Swampert's always trys to lay down Stealth Rock, which benefits Infernape, by stripping their Hp down every time they come in. Also it makes a effecitve Heatran counter which can annoy thins team no end if it gets the chance.
The nature boosts Sp.Def, while reducing a stat that Swampert doesn't really need, Speed. The Evs ensure that I am able to OHKO Salamence with Ice Beam. 94–100%, against a minimum HP Salamence. The Defensive Evs ensure that he has a highest defensive capibiltes capable. The rest of the Evs go to HP to get the highest HP possible.
I have Earthquake to hit things hard, with STAB and a decent attack. Or if I don't know what to do after I lay down Stealth Rocks. Ice Beam helps get rid of the Dragons, Flygon, Salamence. Hydro Pump, helps agenst Hippowdon leads, which can 2KO. I choose the Hydro Pump over Surf b/c I usually need the power, although the misses can sometimes set me back on my heel.
Stealth Rock which is kinda sefl-explanitory, hurts pokes that comes in, perticularty Salamence.
As stated before, Swampert is able to come in on fires, mostly Heatrans which can cause me problems. Although they can be handled if I can get a thunder-wave it when it switched in.
Team-Helper
Swampert is able to support the team b/c he is able to take hits, and if I'm effiy about what my opponent will do, then I can go to Swampert. Also able to handle Salamence which walls Infernape. And can weaken Latias, which is a major hinderince to this team.
He can also serve as a "check" against Scizor when paralyzed, seeing as he resists BP, and can attack before Scizor [only when paralyzed].
Supporter:
Cresselia [Baba]@Leftovers
Ability: Levitate
Evs: 252 HP / 252 Def / 4 SpA
Nature: Bold [+Defense, -Attack]
Moveset:
~Reflect
~Ice Beam
~Charge Beam
~Thunder Wave
---------------------------
Cresselia helps support this team by Thunder-Waving the opponent, which can help Heatran, and Tyranitar, and to an extant Infernape.
The EVs ensure that Cresselia is abe to take physical attacks much easier.
Now on to the moves. Relect helps soften moves, especially Scizor, which can U-Turn to hurt Cress'. And can help the my other pokes survive much easier. Ice Beam as a additional counter to Dragons, although it wont OHKO, but I can wear them down, SR+ SS+Ice beam. Charge Beam helps aganist Gyarados', which my teams always would have problems with. And can if I'm down to Cresselia can do decent damage to things. Also Ice Beam + Charge Beam can make a makeshift BoltBeam Combo. I choose Thunder Wave over Moonlight, or Rest, mainly b/c I have a Sand Streamer on the team, which reduces the amount of HP Cress' gains. I haven't chosen Rest mainly b/c then my opponent will have 2 free turns to set-up, or do what ever they can. Thus, I choose Thunder Wave as a move. Which can make everyone slower, and helps Heatran wreak more damage, and also helps Tyranitar. Thunder Wave also slows down Cress' counters, so then I can reflect before they can attack. A prime example is Scizor.
Team-Helper
Cresselia's main job is to make the opposing team weaker, while slowing them down. Cress can also "soften" the other team. Also this team has a slight weakness to Gyarados. If said Gyarados has bounce then Celebi wont be a good counter, which is why I have Cressila here too.
The main problem I have is that, with entry hazards and not a proper way to recover HP, Cresseila will last for some time but, even Cress succumbs to pain. So having a wish-passer greatly benfits Cresseila.
Cress can also come in on fighting moves that are aimed towards Heatran or Tyranitar.
Or ground type moves aimed towards Heatran or Infernape, or maybe sometimes Tyranitar.
Supporter:
Celebi@Leftovers
Ability: Natural Cure
Evs: 252 Hp/ 252 Defense/ 4 Sp.Atk
Nature: Bold [+Defense, -Attack]
Moveset:
~Grass Knot
~Hidden Power [Ice]
~Thunder Wave
~Recover
---------------------------------
Celebi is half of the combo, CeleTran. Which forms some form a defensive combo. The Evs ensure that he doesn't get 2Koed by a max attack DD Gyara'. [with leftover recovery]
Athough I don't think that is necessary, b/c I have a secondary counter to Gyara.
Grass Knot is a decent STAB move and hurts things. HP Ice is once another check against Dragons, but then I become helpless against a Scizor, which can Pursuit me if I switch or BP me if i stay in. Thunder Wave makes everything slow. Combined with Cresselia, they can paralyze many things. Recover is whats different from Cresslia, who lacks a recovery move.
Scizor can really hurt Celebi, my only counter to a Scizor is Heatran, or Infernape. Although I try not to show Infernape until I see most of my opponents team. Im considering HP Fire, but then I have one less dragon check.
Team-Helper
Celebi forms the defensive combo, CeleTran, which everyone problely knows b/c I posted it many times in this RMT.
She can comes in on bulky waters, mainly Suicune or Swampert, which makes Infernape's life harder then it should be. Can also be my last check against a Dragon seeing that a DD LOed Outrage can 2ko, which means that she can only come in after he has killed someone.
She also makes a effective check against Breloom if I let someone fall asleep.
Offensive Hitter
Heatran [Jenemba]@ Expert Belt
Ability: Flash Fire
Evs: 252 Sp.Atk/ 252 Speed/ 4 Hp
Nature: Naive
Moveset:
~Flamethower
~Earth Power
~HP Grass
~Explosion
----------------------------
Heatran forms the other half of the CeleTran combo. Although I dont have much chances to activate his ability, other then fire attacks shot at Celebi.
Many people might wonder why I have expert belt. Before I had Choice Scarf, then I figured out that I have para' support so I didn't need the extra speed. After that I had Choice Specs, which had the extra power I needed. Then whenever I predicted badly then I would need to switch, which weakens my team b/c I dont have a spinner. Then I came up with Expert Belt.
Many people expect choice scarf so they switch, even though they can probley hit me beofre I can hit them. I usually Flamethower to show that im scarfed, then they switch in a bulky water, such as a Suicune or a Swampert. If its a swampert I go with HP Grass which OHKOs, making one less problem for everyone and Infernape. If its Suicune I dont want to revelt the secret so I go to Celebi. Then the next time Heatran is out if I predict Suicune coming back in, I HP Grass, which can 2KO with SR in play and leftover recovery.
Heatran makes a good "lure" to get get water types into play. And getting a KO on them. With Hidden power Grass Heatran then cannot KO Gliscor which can hit my team hard.
Also I don't know if I should replace Flamethower with Fire Blast, seeing as that a miss can name a loss, or a set-back. Hidden Power Ice can be a option but see as that I have 3 pokes with Ice attack I don't need it.
Team-Helper
As stated before, Heatran lures out bulky waters then can damage then, hard or KOs them. Can also make my opponent guess, b/c many people expect a Scarfed Ran or Specs.
His main job is to weaken my opponents team. With para support he can hit opponents before they can hit him.
He also serves as my primary Scizor counter, which he can KO, or if he beleives im stuck on HP, or Earth Power he eats some flames.
Physical Attacker-Revenge Killer
Tyranitar [Broly]@Choice Band
Ability: Sand Stream
Evs: 252 HP / 40 Attack / 216 Special Defense
Nature: Adamant
Moveset:
~Stone Edge
~Crunch
~Earthquake
~Pursuit
Tyranitar, my revenge killer. He is also my "check" against Latias, which makes my life harder. Can also serve as a check against Gengar.
Evs ensure that he can come in on speical attacks much easier. Even with these Evs, Tyranitar can 2KO Latias with pursuit if she stays in, or OHKOs if she tries to flee.
Stone Edge serves as a STAB move against Zapdos whice can hinder this team, if I allow it. Crunch serves as a secondary STAB, and the defense drop isnt too bad either. Since I have the bulky EVs, I choose Earthquake over Aqua Tail b/c then I cannot 2ko Hippowdon or Gliscor. And hits Steels harder then crunch.
Team-Helper
Tyranitar can get rid of Latias which if you read this RMT I have posted many times that it is a problem. And can be a check against Starmie and Gengar.
He can come in on Ghost or Dark attacks aimed at Celebi or Cressila.
Before Tyranitar, I had a CBed Scizor instead. Scizor cannot survive much attacks so I needed a bulker pursuiter, thus Tyranitar.
The Ultimate Fighter
Infernape [SS4 Goku]@Fist Plate
Ability: Blaze
EVs: 252 Attack, 252 Speed, 4 Hp
Nature: Adament
Moveset:
~Swords Dance
~Flare Blitz
~Close Combat
~Mach Punch
Meet the star of the team. I have Fist Plate so I don't have the recoil of LO. Although I could have expert belt, but sometimes I don't score a super efective move so I need the power boost for Close Combat, or Mach Punch.
I choose Adamant b/c I need the power more then I need speed, seeing that I have mach punch, and I have paraylize support.
The moves I have chosen are for maximum power. With Flare Blitz it ensures I ko whatever I need to Ko. Also WIth Flare Blizt it goes to the range where Blaze activates and powering my up even more. Close Combat gets the Fist plate boost and is just a good move to have, two 120 BP STABs can hurt. Mach Punch is for the faster pokes, namly Heatran and Dugtrio, who both are OHKOed by mach punch if they come in while SR is on the field. And kills other priotriy attacks, Lucario for example.
A good number of pokes resists Infernape's STAB moves. A good example is Salamence, but with SR up and three pokes with Ice attacks hes not gonna be a problem. Latias who is taken care of by Tyraitar.
Although a Scarfed Flygon can cause Infernape problems, seeing that a SDed Mach Punch can only do [Damage: 41.53% - 48.50%]. Infernape can OHKO Scizor with Flar Blitz, with SD or without SD.
Well that is my team based on SD Infernape. Thoughts are always welcome. =]
This Infernape is not the mostly used NP, or MixApe. The one I use is the SD Infernape, which can work wonders, once his counter have been weakened or eliminated.
I tried to have a defensive side to this team also, with the combo CeleTran. Which can effectively weaken the opposing team.
A problem I have found is that entry hazards can wear my team down, which means that I will need a spinner, although I haven't found a space for a spinner.
Another problem is that most of my team has no recovery, I tried to get a wish-passer, but I havent found one that effectively get rid of 'Apes counters, while able to wish.
OverView
Lead:
Swampert [Zarbon]@Leftovers
Ability: Torrent
Evs: 240 HP / 216 Def / 52 SpA
Nature: Relaxed
MoveSet:
~Earthquake
~Ice Beam
~Hydro Pump
~Stealth Rock
********************************************
Swampert's always trys to lay down Stealth Rock, which benefits Infernape, by stripping their Hp down every time they come in. Also it makes a effecitve Heatran counter which can annoy thins team no end if it gets the chance.
The nature boosts Sp.Def, while reducing a stat that Swampert doesn't really need, Speed. The Evs ensure that I am able to OHKO Salamence with Ice Beam. 94–100%, against a minimum HP Salamence. The Defensive Evs ensure that he has a highest defensive capibiltes capable. The rest of the Evs go to HP to get the highest HP possible.
I have Earthquake to hit things hard, with STAB and a decent attack. Or if I don't know what to do after I lay down Stealth Rocks. Ice Beam helps get rid of the Dragons, Flygon, Salamence. Hydro Pump, helps agenst Hippowdon leads, which can 2KO. I choose the Hydro Pump over Surf b/c I usually need the power, although the misses can sometimes set me back on my heel.
Stealth Rock which is kinda sefl-explanitory, hurts pokes that comes in, perticularty Salamence.
As stated before, Swampert is able to come in on fires, mostly Heatrans which can cause me problems. Although they can be handled if I can get a thunder-wave it when it switched in.
Team-Helper
Swampert is able to support the team b/c he is able to take hits, and if I'm effiy about what my opponent will do, then I can go to Swampert. Also able to handle Salamence which walls Infernape. And can weaken Latias, which is a major hinderince to this team.
He can also serve as a "check" against Scizor when paralyzed, seeing as he resists BP, and can attack before Scizor [only when paralyzed].
Supporter:
Cresselia [Baba]@Leftovers
Ability: Levitate
Evs: 252 HP / 252 Def / 4 SpA
Nature: Bold [+Defense, -Attack]
Moveset:
~Reflect
~Ice Beam
~Charge Beam
~Thunder Wave
---------------------------
Cresselia helps support this team by Thunder-Waving the opponent, which can help Heatran, and Tyranitar, and to an extant Infernape.
The EVs ensure that Cresselia is abe to take physical attacks much easier.
Now on to the moves. Relect helps soften moves, especially Scizor, which can U-Turn to hurt Cress'. And can help the my other pokes survive much easier. Ice Beam as a additional counter to Dragons, although it wont OHKO, but I can wear them down, SR+ SS+Ice beam. Charge Beam helps aganist Gyarados', which my teams always would have problems with. And can if I'm down to Cresselia can do decent damage to things. Also Ice Beam + Charge Beam can make a makeshift BoltBeam Combo. I choose Thunder Wave over Moonlight, or Rest, mainly b/c I have a Sand Streamer on the team, which reduces the amount of HP Cress' gains. I haven't chosen Rest mainly b/c then my opponent will have 2 free turns to set-up, or do what ever they can. Thus, I choose Thunder Wave as a move. Which can make everyone slower, and helps Heatran wreak more damage, and also helps Tyranitar. Thunder Wave also slows down Cress' counters, so then I can reflect before they can attack. A prime example is Scizor.
Team-Helper
Cresselia's main job is to make the opposing team weaker, while slowing them down. Cress can also "soften" the other team. Also this team has a slight weakness to Gyarados. If said Gyarados has bounce then Celebi wont be a good counter, which is why I have Cressila here too.
The main problem I have is that, with entry hazards and not a proper way to recover HP, Cresseila will last for some time but, even Cress succumbs to pain. So having a wish-passer greatly benfits Cresseila.
Cress can also come in on fighting moves that are aimed towards Heatran or Tyranitar.
Or ground type moves aimed towards Heatran or Infernape, or maybe sometimes Tyranitar.
Supporter:
Celebi@Leftovers
Ability: Natural Cure
Evs: 252 Hp/ 252 Defense/ 4 Sp.Atk
Nature: Bold [+Defense, -Attack]
Moveset:
~Grass Knot
~Hidden Power [Ice]
~Thunder Wave
~Recover
---------------------------------
Celebi is half of the combo, CeleTran. Which forms some form a defensive combo. The Evs ensure that he doesn't get 2Koed by a max attack DD Gyara'. [with leftover recovery]
Athough I don't think that is necessary, b/c I have a secondary counter to Gyara.
Grass Knot is a decent STAB move and hurts things. HP Ice is once another check against Dragons, but then I become helpless against a Scizor, which can Pursuit me if I switch or BP me if i stay in. Thunder Wave makes everything slow. Combined with Cresselia, they can paralyze many things. Recover is whats different from Cresslia, who lacks a recovery move.
Scizor can really hurt Celebi, my only counter to a Scizor is Heatran, or Infernape. Although I try not to show Infernape until I see most of my opponents team. Im considering HP Fire, but then I have one less dragon check.
Team-Helper
Celebi forms the defensive combo, CeleTran, which everyone problely knows b/c I posted it many times in this RMT.
She can comes in on bulky waters, mainly Suicune or Swampert, which makes Infernape's life harder then it should be. Can also be my last check against a Dragon seeing that a DD LOed Outrage can 2ko, which means that she can only come in after he has killed someone.
She also makes a effective check against Breloom if I let someone fall asleep.
Offensive Hitter
Heatran [Jenemba]@ Expert Belt
Ability: Flash Fire
Evs: 252 Sp.Atk/ 252 Speed/ 4 Hp
Nature: Naive
Moveset:
~Flamethower
~Earth Power
~HP Grass
~Explosion
----------------------------
Heatran forms the other half of the CeleTran combo. Although I dont have much chances to activate his ability, other then fire attacks shot at Celebi.
Many people might wonder why I have expert belt. Before I had Choice Scarf, then I figured out that I have para' support so I didn't need the extra speed. After that I had Choice Specs, which had the extra power I needed. Then whenever I predicted badly then I would need to switch, which weakens my team b/c I dont have a spinner. Then I came up with Expert Belt.
Many people expect choice scarf so they switch, even though they can probley hit me beofre I can hit them. I usually Flamethower to show that im scarfed, then they switch in a bulky water, such as a Suicune or a Swampert. If its a swampert I go with HP Grass which OHKOs, making one less problem for everyone and Infernape. If its Suicune I dont want to revelt the secret so I go to Celebi. Then the next time Heatran is out if I predict Suicune coming back in, I HP Grass, which can 2KO with SR in play and leftover recovery.
Heatran makes a good "lure" to get get water types into play. And getting a KO on them. With Hidden power Grass Heatran then cannot KO Gliscor which can hit my team hard.
Also I don't know if I should replace Flamethower with Fire Blast, seeing as that a miss can name a loss, or a set-back. Hidden Power Ice can be a option but see as that I have 3 pokes with Ice attack I don't need it.
Team-Helper
As stated before, Heatran lures out bulky waters then can damage then, hard or KOs them. Can also make my opponent guess, b/c many people expect a Scarfed Ran or Specs.
His main job is to weaken my opponents team. With para support he can hit opponents before they can hit him.
He also serves as my primary Scizor counter, which he can KO, or if he beleives im stuck on HP, or Earth Power he eats some flames.
Physical Attacker-Revenge Killer
Tyranitar [Broly]@Choice Band
Ability: Sand Stream
Evs: 252 HP / 40 Attack / 216 Special Defense
Nature: Adamant
Moveset:
~Stone Edge
~Crunch
~Earthquake
~Pursuit
Tyranitar, my revenge killer. He is also my "check" against Latias, which makes my life harder. Can also serve as a check against Gengar.
Evs ensure that he can come in on speical attacks much easier. Even with these Evs, Tyranitar can 2KO Latias with pursuit if she stays in, or OHKOs if she tries to flee.
Stone Edge serves as a STAB move against Zapdos whice can hinder this team, if I allow it. Crunch serves as a secondary STAB, and the defense drop isnt too bad either. Since I have the bulky EVs, I choose Earthquake over Aqua Tail b/c then I cannot 2ko Hippowdon or Gliscor. And hits Steels harder then crunch.
Team-Helper
Tyranitar can get rid of Latias which if you read this RMT I have posted many times that it is a problem. And can be a check against Starmie and Gengar.
He can come in on Ghost or Dark attacks aimed at Celebi or Cressila.
Before Tyranitar, I had a CBed Scizor instead. Scizor cannot survive much attacks so I needed a bulker pursuiter, thus Tyranitar.
The Ultimate Fighter
Infernape [SS4 Goku]@Fist Plate
Ability: Blaze
EVs: 252 Attack, 252 Speed, 4 Hp
Nature: Adament
Moveset:
~Swords Dance
~Flare Blitz
~Close Combat
~Mach Punch
Meet the star of the team. I have Fist Plate so I don't have the recoil of LO. Although I could have expert belt, but sometimes I don't score a super efective move so I need the power boost for Close Combat, or Mach Punch.
I choose Adamant b/c I need the power more then I need speed, seeing that I have mach punch, and I have paraylize support.
The moves I have chosen are for maximum power. With Flare Blitz it ensures I ko whatever I need to Ko. Also WIth Flare Blizt it goes to the range where Blaze activates and powering my up even more. Close Combat gets the Fist plate boost and is just a good move to have, two 120 BP STABs can hurt. Mach Punch is for the faster pokes, namly Heatran and Dugtrio, who both are OHKOed by mach punch if they come in while SR is on the field. And kills other priotriy attacks, Lucario for example.
A good number of pokes resists Infernape's STAB moves. A good example is Salamence, but with SR up and three pokes with Ice attacks hes not gonna be a problem. Latias who is taken care of by Tyraitar.
Although a Scarfed Flygon can cause Infernape problems, seeing that a SDed Mach Punch can only do [Damage: 41.53% - 48.50%]. Infernape can OHKO Scizor with Flar Blitz, with SD or without SD.
Well that is my team based on SD Infernape. Thoughts are always welcome. =]