~Lost In The Seasons~

--Introduction--

Hey Everyone,
As you can probably tell already, this is my very first RMT, and actually my first post on the Smogon forums. I enjoy competitive Pokemon battling quite a bit, though I am more of a casual player, and I haven't been extremely successful on the ladder.

I used to ladder on the Smogon Server, but I'm currently on the Pokemon Online one - however, for the sake of ease and competitive spirit, I'd like any raters to rate my team based on Smogon standards (I hope to return to the server some time, but my IP Address from home was banned...it's a long story. Basically, a random player asked if anyone in the chat was under 13, and I said something along the lines of "ya im 8 and wat is this", which resulted in a permanent ban :pirate:. Any help in this matter would be greatly appreciated as well- I'm not actually 8 years old - but my primary concern is improving my team).

ANYHOW, on to the team!

--Team Building Process--

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To start things off, I wanted to use a theoretical combination of mine - Tyranitar and Terrakion. Both are monstrously powerful pokemon, and although they share many weaknesses because of their rock typing, they support each other as well (Tyranitar boosts Terrakion's SpDef in the sand, and helps weaken counters for it). I decided to use a Choice Banded Tyranitar, and a Choice Scarfed Terrakion. Tyranitar's massive attack weakened many of Terrakion's so called counters to the point where an extremely speedy Terrakion could clean up. Tyranitar's sand also acted as a countermeasure against other weather teams, and provided some defense in that regard.

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I then added Gastrodon who served as a decent check against most rain teams. He also helps stop those annoying Volt Switch spammers, and can effectively deal with most Rotom-W (THE most annoying poke in the metagame, for me - it's just so whorey and bothers me...). Furthermore, his natural SpDef bulk allowed me to use him as a general counter against things like Scarf Hydregion, and most special attackers. A very solid asset to my team.

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Skarmory was added to help mitigate physical attackers, and serve as a check against monsters like Haxorus. It also gave me a valuable pHazer and a spiker, which helped create the passive damage needed for Tyranitar and Terrakion to tear through teams.

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Heatran was added as a Stealth Rock user and a general check against Sun teams, helping against threats like Volcarona. Celebi served as another check against Rain teams, and helped patch up some synergy weaknesses in the team, forming the infamous CeleTran core with Heatran. This was the first version of the team.

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This is my current version of the team. I swapped Tyranitar for Banded Dragonite, as I wanted to maintain the raw power while adding priority to the team. Dragonite can still crush walls with his 600+ attack, while providing a one time check to stat boosters as well. I also noticed I was extremely weak to entry hazards, and swapped my Skarmory for a Forretress - although I lost instant recovery and a pHazer, I gained rapid spin and toxic spikes. My team is far from perfect though, so I'd really like your help in making this better!

--The Team Itself--

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Dragonite (M) @ Choice Band
Trait: Multiscale
EVs: 72 HP / 252 Atk / 4 SDef / 180 Spd
Adamant Nature (+Atk, -SAtk)
- Outrage
- Fire Punch
- Waterfall
- ExtremeSpeed

Dragonite is an extremely powerful and useful member of the team. He acts as an excellent check against Sun teams in general, and has raw power. I chose to use Fire Punch and Waterfall to abuse opposing weather teams, and for general coverage. Furthermore, Fire Punch tends to hit the incoming steel types hard, and with Waterfall hitting Heatran, I have unresisted type coverage. Extremespeed is there for super powerful priority, and Outrage for decimating anything with a STAB . Although he can be worn down easily, he's a powerful member of the team, though I have considered changing him for the DD set at times.

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Terrakion @ Choice Scarf
Trait: Justified
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Close Combat
- Stone Edge
- X-Scissor
- Earthquake

Scarfed Terrakion has been an amazing late game cleaner, and a general check against boosting sweepers. He hits an amazing speed stat, and is still an extremely powerful pokemon even without a life orb or choice band. Also, between Dragonite and Terrakion, I can use an effective "1-2 punch" strategy to defeat most opponents. Dragonite can Extremespeed, and then Terrakion can come in and clean up the weakened opponents. I am Adamant for the extra power, but I am seriously considering switching to Jolly for the sake of outspeeding Modest Max Speed Venusaur by one point. Venusaur is a dangerous threat to my team, and having Terrakion outspeed him would help, even with a power boost. Thoughts on this would help.

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Forretress (M) @ Shed Shell
Trait: Sturdy
EVs: 252 HP / 176 Def / 80 SDef
Impish Nature (+Def, -SAtk)
- Spikes
- Toxic Spikes
- Rapid Spin
- Payback

Forretress is a standard physical wall, entry hazard user, and spinner. I'll normally assess which of the two hazards are more valuable with Team Preview, and proceed to set those up over the course of the match. Forretress can also handily wall things like Haxorus, and provides me with a Sturdy (pun intended) physical wall. Rapid spin is a significant help, and is almost always my top priority with him, to preserve Dragonite's multiscale. Payback is to hit spinblocking ghosts, though I frankly don't find myself using it much.

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Celebi @ Leftovers
Trait: Natural Cure
EVs: 220 HP / 252 SAtk / 36 Spd
Modest Nature (+SAtk, -Atk)
- Nasty Plot
- Recover
- Giga Drain
- Hidden Power [Fire]

Celebi is a unique pokemon, and it's meteoric rise is certainly justified. Oftentimes, I find HP fire somewhat lackluster, but with several nasty plot boosts, it can still dent things like Jirachi and KO pesky Scizors, Ferrothorns, and Forretresses. Outspeeding Scizor and KOing with HP fire has netted quite a few surprise KOs. The EVs are designed to give power and bulk (as noted from the analysis), and Celebi is often a useful tool against rain teams. I often use Celebi as a secondary check to Rotom-W, who can either trick or use a surprise HP Grass on Gastrodon. Between the two of them, it's effectively neutered. Politoed and Tyranitar both take heavy damage from Giga Drain, and the HP healed is a nice bonus. I tend to have Gyrados problems, but Celebi can also check non-bounce variants.

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Heatran (M) @ Air Balloon
Trait: Flash Fire
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Stealth Rock
- Fire Blast
- Earth Power
- Hidden Power [Ice]

Heatran is awesome. Air Balloon provides many opportunities for me to switch in, and the special type coverage is just amazing. I'll surprise dragons and gliscor with HP Ice, and Fire Blast/Earth Power are just generally powerful and useful moves to have. Although it isn't a bulky varient, Heatran's natural bulk often allows me to set up Stealth Rock, and he singlehandedly threatens most sun teams. Oftentimes, I'll lead with Heatran, no matter what the situation. Against rain teams who often lead with Politoed, I'll still lead with Heatran to bait the surf/scald, and switch to Gastrodon to gain some momentum/spread toxic. Between Gastrodon, Celebi, and Heatran, I form an effective defensive core that's tough to break.

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Gastrodon (M) @ Leftovers
Trait: Storm Drain
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Earth Power
- Scald
- Toxic
- Recover

Gastrodon is my general special wall, and does a handy job of walling major threats. Special Dragonite Varients, Hydregion, Starmie, Rotom-W, Latias, etc. are all handily dealt with by Gastrodon. I believe he can survive a specs Latios Draco Meteor, recover up, and then survive the -2 one as a testament to his bulk. He spreads toxic and wears down bulky threats, while still having some offensive prowess. I have considered putting ice beam on him, but I just don't know what to replace, or anything for that matter. He's also the third part of my defensive core.

--Threat List--

It's been hard to isolate my threats, but some well built rain stall teams are tough for me to break. Gyrados and Venusaur tend to be powerful threats in their respective weathers, and powerful fighting types also cause a bit of trouble. Any help in isolating threats would be appreciated, since it's hard for me to focus on specific things.

I'm very flexible, and I am willing to change any member of the team, though I hope the purpose of the team has been made clear. I essentially use a core of Gastrodon, Celebi, Heatran, and Forretress to set up entry hazards and wear down opposing threats. Afterwards, Terrakion and Dragonite can come in and clean up, and also check dangerous threats in the process.

I peaked at around 1300 on the Smogon Server, with some casual games, though I haven't had much time to invest seriously. I might have been able to go higher, but not much higher, for I did run into teams that were much better than mine. Any help would be greatly appreciated, and I thank you all for taking the time to read this.

I AM
 
First off i would recommend giving Celebi Earth Power instead of Recover to beat Skarm/Gastro/Tran cores seeing as it gives you a bit of trouble. Next i would recommend giving your Gastrodon Earthquake beating Calm Mind Jirachi's. GL
 
Hey, solid team.

Bulk Up Conkeldurr, SubDisable Gengar, Calm Mind Reuniclus, Calm Mind Virizion are notable threats against your team; All of them get an easy set-up chance against the appropriate move of your 2 choice users, or even on Forretress, since at a glance it fails to do significant damage to any of them. The set-up sweepers, are able to pretty much capable of demolishing the team after acquiring a boost. How the sweepers pose a threat after set-up is self explanatory, so I won't go into too detail with that, but it may be a little complicated as to how Gengar can be troublesome; see, all the members of your team have exactly one move to damage Gengar (bar Heatran, who's taken out by Focus Blast anyway), and once that move is disabled, Gengar can just chip away at their health, then move onto the next member.

Starting off with minor changes, Psychic over Recover on Celebi. This is because it's a simple yet effective method of handling Conkeldurr, and to be honest, it's worth sacrificing the recovery in return of KOing a prominent threat to the team.

Now for the bigger change, I'd like for you to try Swords Dance Scizor over Gastrodon; IMO, Gastrodon seems like the weakest link of the team. All the threats you mentioned in its description are checked by other members of your team. It's also isn't as if you're weak to rain teams, since Celebi helps you out there, and Terrakion can revenge sweepers such as Tornadus and Starmie. Scizor on the other hand with the invested Special Def. can help you out against Calm Mind Reuniclus, Gengar, and check Calm Mind Virizion. Bug Bite decimates Reuniclus, and against Gengar you can alternate between Swords Dance + Roost + Bug Bite + Bullet Punch, ensured that it doesn't become untouchable like it does for the other members.

Virizion however isn't outright defeated, but you fare better against it than you used to; It can't OHKO Scizor outright, so after a kill you send in Scizor, absorb a Focus Blast (if it hits, even) as you SD, and then KO it with Bullet Punch. All in all, a solid check to a lot of threats (some that Gastrodon checked, and even those which it didn't) while still posing an offensive threat, once Dragonite has softened up walls such as Skarmory and Gliscor.
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Scizor @ Life Orb | Technician
Adamant | 252 HP / 40 Atk / 216 SDef
Bullet Punch / Swords Dance / Bug Bite / Roost
 
the exact same suggestion i was going to make, so yeah do what afterburn said - some little changes for the rest of the team:

payback -> volt switch, gyro ball, or toxic on forretress. payback really lost all use in this gen on forry, just because it doesnt hit ghosts hard enough outside of gengar - gyro ball destroys gengar if you go -spe, and volt switch/toxic have excellent utility, the former giving you momentum when the opponent brings in something to counter forry while the latter can catch random things completely off guard. you could also go a completely different route and use counter/hp ice on forretress in the last slot, only because if heatrans balloon goes away, a jolly sd gliscor could really be a pain - i wouldn't really recommend this but you have team partners like scarf terrakion who appreciate scizors surprise removal. counter has extra utility of ohkoing strong physical attacks aimed at you and with sturdy, gives you an almost fail safe revenge tool.

adamant -> jolly on terrakion: its not just about outspeeding venusaur, the switch here allows you to outspeed threats like ddmence with 1 dd, scarf jirachi, scarf landorus, etc. theres just no real reason not to run it, because even with the power loss of switching to jolly, terrakions attack usually have solid resists regardless. making him a surefire revenge killer would be much better in the long-term.

just those 2 lil things along with the scizor change imo
 
Overall, this team is solid and there's not much to say, other than what was previously stated. I suggest that u run a more specially defensive forretress, since forretress has natural physical bulk, and forretress is generally used to switch into resisted attacks, and set up hazards or spin them away.

Forretress@Shed Shell/Leftovers
Ability:Sturdy
Nature:Relaxed
Evs: 252 hp 252 spd 4 def
Moves:
Spikes
Toxic Spikes
Volt Switch
rapid spin

With volt switch, you wont really need shed shell, because as magnezone sets up a sub, you can just switch out. good luck with your team!
 
late game banded landorus gives your team trouble, run protect over EP on heatran so you can scout it out assuming your balloon is popped. then when its locked in counter with your defensive core according to what its using. volt switch> payback on fort for momentum and countering rare scarfed gyarados. great first team, and welcome to smogon!
 
Hey,

afterburn and kd24 made some great suggestions, the Forretress set is really contended, so I'm going to suggest running a 252 HP / 252 Def / 4 Atk with Spikes | Gyro Ball | HP Ice | Rapid Spin. Gyro Ball to hit Haxorus, Gengar, and other fast threats, while HP Ice is there purely to nail Gliscor/Landorus, who are threats to your team. 0 spe ivs and relaxed nature should do when you'll be running on forretress with gyro ball. It'll give you an HP base of 64, but the defensive stats are more important on a pokemon who has crappy SpAtk anyway. For me, Toxic Spikes doesn't warrant itself on such an offensive team as yours, the switches forced make Spikes a much more worthwhile hazard. If you really wanted to, you could replace Forretress, going back to physically defensive Skarmory, who would beat Conkeldurr and Virizion, as well as offer you a better ground immune than Dragonite/Ballon Tran. Running Spikes | Whirlwind | Brave Bird | Roost, it is a solid alternative for dealing with the threats the modified Forretress did, either way you'll be well off.

There's not a lot much else to say, the two previous raters covered pretty much everything. Solid team, and good luck!
 
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