Long-sleeved Jumpers

Long-sleeved Jumpers

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Introduction:

It's well known that weather teams are the driving force behind Gen V, and for good reason - under the right conditions, it can be nearly impossible to stop them. A few months ago now, I got bored with always having one of the same few Pokémon on every team I made, and so I tried to go back to creating non-weather teams. Unsurprisingly, most of my attempts turned out to be worse than most weather teams, but, for the first time in a while, I wasn't bored. The team I had made was fun to play with, so I decided to abandon weather altogether.

I've always had a problem with sets I use being standard, which is something I tried to address with this team - unfortunately, they're mostly standard anyway. Seeing as weather teams are everywhere, a logical path to follow would be being able to cover as many threats as possible in as many scenarios as possible, which I still feel I have a problem with.

In-depth:

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Mienshao (F) @ Choice Scarf
Trait: Regenerator
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Hi Jump Kick
- U-turn
- Stone Edge
- Hidden Power [Ice]

A Pokémon that I've loved for a while now. The last time I used it, it had the usual Fake Out lead set, but I realised that this is by far the better option - for me, at least. I'll almost always send her out first, and she will usually get a couple of KOs throughout the match, being able to switch out and in again due to the recovery given by Regeneration. This is also my biggest Dragon-type, most notably Dragonite, counter. Dragon Dance sets that try to set up take either a Stone Edge or HP Ice to the face as I outspeed them.

Most of its time is spent switching out with U-Turn, and I only really use Hi Jump Kick when it's either at low HP, or have nothing else to switch to. If I see a Ghost-type in Team Preview, though, I will immediately U-Turn out to something else, fearing the switch in on a Hi Jump Kick.

The EVs are set for maximum Speed possible, as well as decent Attack and passable Sp. Attack. With Choice Scarf factored in, Mienshao hits 508 Speed, enough to easily outspeed Pokémon that are threats to most of my team - +1 Timid Volcarona and +1 Adamant Dragonite being the main ones - and do a chunk of damage to them, OHKOing with Stone Edge in Volcarona's case.

I'm not considering any changes to this Pokémon at all - maybe if it didn't work as well, I'd consider some, but, at the moment, it's just too valuable to me to replace or edit.

Synergy:
  • flying.png
    - Rotom-H, Jirachi.
  • psychic.png
    - Latios, Jirachi.

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Gliscor (F) @ Toxic Orb
Trait: Poison Heal
EVs: 60 HP / 252 Atk / 120 Def / 76 Spd
Adamant Nature (+Atk, -SAtk)
- Fling
- Acrobatics
- Earthquake
- Swords Dance

While I did love the look of the AcroBat set, there was one problem for me - I hate Sand Veil. Absolutely hate it, and, with a much better ability in Posion Heal right in front of me, I thought "why not?", and tried to mix the two together. My first victory with this team came through Gliscor being able to set up, Fling its Toxic Orb away, and proceed to destroy everything with Acrobatics, and I immediately fell in love with it.

The lack of recovery moves, Substitute or Protect does hurt, limiting the time it can stay in play pretty dramatically, but Jirachi manages to help with that through use of Wish, giving it a second chance. While I have thought about changing to a more defensive set, I just haven't gotten around to testing it after remembering how well this works for me.

Maximum Attack EVs with the Adamant nature ensures the maximum amount of damage is done by Acrobatics, with some thrown in HP and Defence to at least give it some bulk, helpful in dealing with Fighting-types, as one would imagine. 76 in Speed gives me a Speed tie with neutral 220 EV Heatran, as well as most Celebi, whilst making sure I outspeed Pokémon with 244 Speed that could be a problem, such as bulky Gyarados.

I admit, Fling isn't a particularly good move as far as Gliscor's options go, and it might be seen as a waste of a moveslot. I'm completely open to any suggestions on what sets to use, or even if I should replace this Pokémon, even though I do enjoy using it.

Synergy:
  • water.png
    - Jellicent, Latios.
  • ice.png
    - Jellicent, Rotom-H, Jirachi.

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Jellicent (M) @ Leftovers
Trait: Water Absorb
EVs: 248 HP / 216 Def / 44 Spd
Bold Nature (+Def, -Atk)
- Scald
- Will-O-Wisp
- Recover
- Taunt

Standard Jellicent was added soon after I realised that I had trouble dealing with Volcarona and other such Pokémon, and, although it took some getting used to, it has helped me out a good number of times. There's really not a lot to say about this thing, seeing as most of you will be familiar with what it does and how it does it. I'd never ran Taunt on a Jellicent before this team, but it's been more useful than I thought it would be.

I can't say I'm completely happy with having it on my team, and I think having another bulky Water-type in its place might be the way to go sometime soon. I'm having trouble deciding on what could replace it, though - I have considered using Blissey over it, too, seeing as I have no current Fighting-type weaknesses. Sadly, I'd have to say the most helpful thing it brings to this team is its typing, and nothing else.

Synergy:
  • electric.png
    - Gliscor, Rotom-H, Latios.
  • grass.png
    - Rotom-H, Latios, Jirachi.
  • ghost.png
    - None.
  • dark.png
    - Mienshao.

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Rotom-H @ Choice Scarf
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Overheat
- Volt Switch
- Hidden Power [Grass]
- Trick

Every team needs a Fire-type, and this is mine. I rarely use it for anything other than using Overheat then immediately switching out, or nominating it for the glorious duty of being death fodder - I don't think I've ever actually used Trick. 406 Speed is enough to outspeed SubSeed Venusaur in the sun, and +1 offensive Gyarados, both Pokémon that I usually have trouble with.

Seeing as it was fast enough to hit what I wanted to hit without a Speed-boosting nature, the Modest nature it has at the moment was the only other option. EVs are simple, maximising Speed and Sp. Attack for maximum something-or-other. I'm still thinking about dropping it for a Rotom-W, due to it having a vastly superior typing, but, if I keep Jellicent, I would start stacking up a weakness to Grass-type attacks, and lose the only real Fire-type attack I have, which isn't something I'd be comfortable with.

Synergy:
  • water.png
    - Jellicent, Latios.
  • rock.png
    - Mienshao, Jirachi.

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Latios (M) @ Life Orb
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Draco Meteor
- Surf
- Hidden Power [Fire]
- Psyshock

Every team needs a Dragon-type, and I wanted to balance out the number of physical and special attackers I had, so the choices were pretty much either Latio(a)s or Hydreigon. I'd always avoided using Hydreigon because of its Speed stat, so I ended up going with Latios. I usually end up leaving it for late in the battle, after the faster members of the team have done their jobs, at which point it cleans up after them.

EVs are standard and simple, as are the moves - maximum Speed and Sp. Attack. The set looks fine, so, if I keep Latios, then there would be no changing that, but changing the Pokémon altogether is an option.

Synergy:
  • ice.png
    - Jellicent, Rotom-H, Jirachi.
  • bug.png
    - Mienshao, Gliscor, Jellicent, Rotom-H.
  • ghost.png
    - None.
  • dragon.png
    - Jirachi.
  • dark.png
    - Mienshao.

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Jirachi @ Leftovers
Trait: Serene Grace
EVs: 252 HP / 224 SDef / 32 Spd
Careful Nature (+SDef, -SAtk)
- Iron Head
- Thunder Wave
- Wish
- Stealth Rock

I was unsure on using Jirachi until a few days ago, when it saved me from an almost certain loss. Having always been on the receiving end of Jirachi's hax, I'd not wanted to try it out for myself, but I'm glad I did. The other Pokémon that could have taken this spot was Forretress, as I really don't like the idea of having a team without a Rapid Spinner, but entry hazards don't seem to hurt this team that much.

Wish keeps other members of my team up and running - usually Gliscor due to its lack of recovery - and Thunder Wave gives the slower members of the team - itself, Gliscor and Jellicent - more of a chance to do what they do. Stealth Rock is the only entry hazard on the team, but I think that's enough, and more useful than either of the others. It also helps with the slight weakness to Volcarona that I have, taking away 50% of its HP every time it switches in.

As I said, I was going to switch it out for a Forretress, and that is still definitely an option. Although entry hazards aren't much of a problem, I would still rather have something with Rapid Spin just in case. Removing Rotom-H would help even more with that by removing a weakness to Stealth Rock.

Synergy:
  • fire.png
    - Jellicent, Rotom-H, Latios.
  • ground.png
    - Gliscor, Rotom-H, Latios.

Currently Considering:

Blissey > Jellicent.
Rotom-W > Rotom-H.
Forretress > Jirachi.

Closing Thoughts:

I have some problems with synergy, I know that, but this team has been the best I've made for a while now. Hopefully, though, you reading this will be able to give me some advice, which would be greatly appreciated. The weak links in this team are Rotom-H and Jellicent, both of which I would be more than happy to replace. I'd never actually noticed that I had no Ghost-type resistance until I posted this, and now I am worrying about that, and thinking that having Blissey instead of Jellicent is a good idea, but I digress.

Thanks for reading, and I'm looking forward to any comments and advice that anybody might give.

Importable:

PHP:
Mienshao (F) @ Choice Scarf
Trait: Regenerator
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Hi Jump Kick
- U-turn
- Stone Edge
- Hidden Power [Ice]

Gliscor (F) @ Toxic Orb
Trait: Poison Heal
EVs: 60 HP / 252 Atk / 120 Def / 76 Spd
Adamant Nature (+Atk, -SAtk)
- Fling
- Acrobatics
- Earthquake
- Swords Dance

Rotom-H @ Choice Scarf
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Overheat
- Volt Switch
- Hidden Power [Grass]
- Trick

Jellicent (M) @ Leftovers
Trait: Water Absorb
EVs: 248 HP / 216 Def / 44 Spd
Bold Nature (+Def, -Atk)
- Scald
- Will-O-Wisp
- Recover
- Taunt

Latios (M) @ Life Orb
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Draco Meteor
- Surf
- Hidden Power [Fire]
- Psyshock

Jirachi @ Leftovers
Trait: Serene Grace
EVs: 252 HP / 224 SDef / 32 Spd
Careful Nature (+SDef, -SAtk)
- Iron Head
- Thunder Wave
- Wish
- Stealth Rock

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I can see Gengar being a problem for your team if Rotom-H is down, and even then, it can still cause problems. Gengar will outspeed your entire team outside of Mienshao and Rotom-H, and Latios can't even speed tie with it because it runs Hidden Power Fire. Mienshao can't touch it, Latios takes damage from STAB Shadow Ball, so does Jellicent and Gliscor. Jirachi will lose if the Gengar is a SubPainsplit variant with Life Orb. And also see that you have no rapid spinners to get rid of Rocks for Rotom-H, and considering how Rotom-H comes in and out of the field, it could be a problem. There are a few options to fixing these problems:

-getting rid of Jellicent for Scizor, then getting rid of Latios for a Rapid Spin Starmie
-replacing Jellicent with Scizor again, but replacing Rotom-H with Rotom-W so you won't have the dire need of a spinner any more.

So either way, Jelli is going away. But you said that you really didn't like it anyways. Choice Band Scizor is perhaps the most obvious solution to a Gengar, while providing the team with a priority move, a Steel, and an excellent partner with Mienshao and Rotom. Here are the sets:

Scizor @Choice Band
Technician
248 HP, 252 Atk, 8 Spe
Adamant (+Atk, -SpA)
-Bullet Punch
-U-turn
-Pursuit
-Superpower

Rotom-W @Choice Scarf
Levitate
4 Def, 252 SpA, 252 Spe
Timid (+Spe, -Atk)
-Volt Switch
-HydroPump
-Hidden Power (Grass or Ice)
-Trick

Starmie @Life Orb/Leftovers
Natural Cure
4 Def, 252 SpA, 252 Spe
Timid (+Spe, -Atk)
-HydroPump/Surf
-Thunderbolt
-Ice Beam
-Rapid Spin
 
I have run into Gengar before, and it always manages to take at least one of my team down. However, as you said, Mienshao outspeeds it, and can KO easily if it's not behind a sub. But it can still cause trouble, so I'll try out Scizor and Rotom-W. Thanks for your comment - I appreciate it.
 
Hey,

Nice team. You'd probably want to consider Recover on Latios, since the latter will be taking a lot of Life Orb recoil. On top of that, your team doesn't have Rapid Spin support, which means Latios will have to take Stealth Rock damage repeatedly, as it needs to switch out immediately each time it blasts a Draco Meteor. I'd replace Recover by Psyshock, since it won't be hitting the Pink Blobs too hard with Psyshock, and you already have Mienshao to take care of them. Surf provides good coverage anyways.

I noticed you are using Rotom-H, and do not have Rapid Spin support. That means Rotom-H will die after coming in on a couple of Stealth Rock, losing 25% of health each time. I'd recommend a Standard Starmie, in order for you to be able to get Rapid Spin support. Starmie also brings a lot offensively, and it outspeeds most of the metagame. Jellicent doesn't seem to do too well on your team, since Will-O-Wisp support is not needed if you already have Gliscor as a main physical wall. Rapid Spin support, however, is extremely important. Starmie also counters Rain teams very well, and can be used to outspeed and revenge-kill several threats like Terrakion and Infernape with a STAB Hydro Pump. Starmie also gets Natural Cure, which is something that walls would love to have, since status effects are their bane.

Recover > Psyshock for Latios
Pros: Instant 50% recovery to make up for Life Orb recoil
Cons: Tentacruel is a bigger problem, but your team can handle it (Rotom-H, Starmie)

Standard Starmie > Jellicent
Pros: Rapid Spin support, BoltBeam, great Speed
Cons: You lose a wall

Starmie @ Leftovers
Trait: Natural Cure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Rapid Spin
- Hydro Pump
- Ice Beam
- Thunderbolt

Rapid Spin clears the field from hazards. Hydro Pump is its main STAB, and is used to hit decently hard. Ice Beam and Thunderbolt are very nice coverage moves, that allow Starmie to hit a lot super-effectively. Timid Nature gets its speed to 361, which allows it outspeed Gengar, Terrakion and the Lati-twins.

Cool team, and good luck!
 
The reason I'd rather not be using Starmie is because of it being part Psychic-type. The Ghost- and Dark-type weakness I have is something I'd really rather be trying to balance out. I'll try Starmie, though, regardless - thanks. I was actually going to request a rate from you some time today, so I guess I won't have to do that now. Thanks for reading.
 
I think Scarf Heatran would be a good choice over Rotom-H. First of all, Heatran is not weak to Stealth Rock--Rotom-H, especially Scarfed, is going to be a lot of weight when it has to take Stealth Rock damage every time it Volt Switches out and comes back in. The loss of this scouting move isn't a huge issue either, since you don't have that synergetic VoltTurn core, and Mienshao is extremely good by itself. You get to keep your Fire-type attacks (and an immunity), and you can draw Ground-type moves for Gliscor and Latios. Furthermore, you add a Ghost resistance.

A max Speed, max Special Attack spread with a Timid nature and Overheat (for hit and runs), Fire Blast (for consistency), Hidden Power Ice, and Earth Power would function best. Good luck!
 
Although I'm not a huge fan of Scarf Heatran, I suppose it would be the best option to replace Rotom-H with if I don't end up going for Rotom-W. I'll definitely give it some thought and testing, though - thanks. I get the feeling I'd be worried about Water/Ground-types that come up occasionally - Rotom-H's Hidden Power is my only Grass-type move, and I don't think anything else would be very successful in trying to deal with them. For example, a Gastrodon with Ice Beam and Earth Power would be able to hit most of my team for super effective damage, and I'd probably be doing small amounts of damage back to it - any ideas on how I could fix that if I go with Heatran?

EDIT: Okay, I'm testing Heatran over Rotom-W and Starmie over Jellicent, and I've found that rain teams destroy me, most notably Toxicroak, which has never happened before. I'm not even sure what could have caused this - maybe I'm just playing badly tonight.
 
You could opt for Hidden Power Grass and Dragon Pulse over HP Ice and Fire Blast or Overheat. What this does is give you the KO on Gastrodon, and retain the ability to hit Dragon-types for 2x damage--Latios in particular, especially since Heatran most walls it. Though you can't hit stuff like Dragonite for 4x damage, Heatran can't always beat it after a DD if it has Earthquake, and Meinshao carries HP Ice just in case anyway. As for rain teams, yeah I would give it a few more tries especially since you mention never having trouble before.
 
This is one of the first teams I've used where I can say that I don't have trouble with Dragonites. People tend to send out Dragon-types on my Mienshao, which works well for me, especially if I'm locked into Stone Edge - the number of times opponents try to Dragon Dance only to still be outsped by Mienshao and KO'd by Stone Edge is ridiculous.

I'll be trying out Rotom-W and Heatran together, and I'll probably have them both Scarfed. I was trying to decide which one of them to give a Choice Scarf to, and which one to make bulky, but I think switching Mienshao to a Life Orb set with Drain Punch over Hi Jump Kick would give me the choice to Scarf both of them. I would keep the Scarf on Mienshao, and have Heatran run a Sp.Def set, but I think I'd miss the moves that it would give me - especially Earth Power.
 
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