My current team, it still relies on entry hazards.

Aerodactyl (M) @ Focus Sash
Ability: Pressure
EVs: 6 HP/252 Atk/252 Spd
Impish nature (+Def, -SAtk)
- Taunt
- Stealth Rock
- Rock Slide
- Earthquake
---

Typical suicide lead Aerodactyl. I set up SR, or use Rock Slide if it's a Ninjask lead or something really weak to rock. If someone could tell me how to use this more efficiently, I'm all ears, I'm really bad at figuring out when I shouldn't use SR on the first turn.

Boink (Forretress) (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP/162 Atk/96 Def
Relaxed nature (+Def, -Spd)
- Toxic Spikes
- Explosion
- Rapid Spin
- Gyro Ball
---

This guy sets up Toxic Spikes and spins stuff away. I don't really use Toxic Spikes all that much, but when I do use it, I have an easier time with seeders and stallers of that nature. Gyro Ball for STAB, and Explosion when all else fails.

Pork (Blissey) (F) @ Leftovers
Ability: Natural Cure
EVs: 2 HP/252 Def/80 SAtk/176 SDef
Calm nature (+SDef, -Atk)
- Toxic
- Softboiled
- Protect
- Flamethrower
---

Believe it or not, this is my central damage dealer in most battles. Flamethrower instead of Seismic Toss to hit Gengar for neutral damage. Toxic does a lot of work for me. If it's not KOing, it's forcing switches. Protect to stall a turn, and softboiled for recovery.

Monkey (Infernape) (M) @ Life Orb
Ability: Blaze
EVs: 26 Atk/252 SAtk/232 Speed I made a typo when I made the team. xD
Naive nature (+Spd, -SDef)
- Close Combat
- Flamethrower
- Hidden Power [Ice]
- Grass Knot
---

This thing is really versatile, and I use it for that reason. People rarely ever expect Grass Knot or HP Ice, so it dispatches Hippowdon and Salamence switch-ins in a snap. Also, is it possible to make this thing outspeed the common Heatran? I've been having trouble with those lately.

A Fridge, lol. (Rotom-f) @ Leftovers
Ability: Levitate
EVs: 252 HP/252 Def/6 SAtk
Bold nature (+Def, -Atk)
- Thunderbolt
- Sleep Talk
- Rest
- Hidden Power [Ice]
---

This is my spinblocker and status absorber. HP Ice gets a lot of surprise KOs, Thunderbolt for STAB. Not much else to say here.

Ham (Skarmory) (M) @ Leftovers
Ability: Keen Eye
EVs: 252 HP/96 Atk/156 Def/6 SDef
Impish nature (+Def, -SAtk)
- Drill Peck
- Roost
- Spikes
- Whirlwind
---

The other half of the combination of assholery. Drill Peck over Brave Bird because I hate recoil, Roost to recover, Spikes for when I have time, and Whirlwind to switch Pokemon out and force some entry hazard damage. It also helps with restalk CMers.
 
I think that close Combat is unneeded for infernape. All it's going to be hitting is rock, steel and normal. Rock and steel you can hit already, and blissey is not going to switch into you. You should use thunderpunch, so that you can actually hit Gyrados.
Do not listen to this quote. Close Combat is Infernapes main move here.
The whole point of Mixape is to really counter Skarm/Bliss combinations or just any other high defense and high special defense pokemon on a team.
For Aerodactyl, depending on the pokemon leading, use Taunt if your expecting Stealth Rock, Spikes etc... if not then always and I mean ALWAYYS use stealth rock. That is Aero's main purpose. Everything else looks good though
 
Aero, Infernape,
Blissey, Skarm, Forry, Rotom-F

I don't mind Infernape on this team, because stall with one wall breaker works pretty well to break down other stall and give your team some finishing touches after you break them down from residual damage. Infernape isn't the "best" choice because of Toxic Spikes/Life Orb shortening his useful life if you play stall against stall, but we can work with it. What I dislike is Aerodactyl. He doesn't fit your team at all! You are leaning towards stall with Blissey/Skarm/Rotom/Forretress and you use a frail, single purpose "suicide" lead? I would recommend a different stealth rocker that can take on Lucario, since the typical Swords Dance/CC/Crunch/ExSpeed @ Life Orb takes out your whole team. An impish 252 HP/252 Defense Hippowdon can fit that role - he isn't a *great* Lucario counter because if he swaps into layers of spikes and stealth rock Lucario's CC could OHKO him, but most offensive teams wont run spikes and rocks which makes him work. He also kicks up sandstorm to help your residual damage, gets stealth rock, and gets reliable recovery in slack off. The only other option would maybe be a Scarf jirachi. He is iffy as a stall member, but I have seen hiim used well enough to warrant consideration for a spot. With Scarf he can run Stealth Rock/UTurn/Fire Punch/Iron Head (Fire Punch can be Thunder Punch/Ice Punch -- whatever fits your team best) to give you speed and still lay rocks down. I would try Hippow for a while and give that shot though.
 
I would say that you're putting way too much pressure on Rotom-F; also, why Freezer Forme? If you're going to run Rest-Talk Thunderbolt and HP Ice, you may as well use a different Forme for more surprise value. While Rotom-F doesn't usually use Blizzard, people know it has access to Blizzard, and may expect an ice move. After Rotom absorbs status, a powerful Pursuit user (Metagross, Tyranitar, or even Scizor) can come in and 2HKO Rotom; you are then left without a Spin Blocker, allowing a team carrying rapid spin (Starmie comes to mind) to have field day.

I would change Rotom-F to a Rotom-H, to scare off Scizor.

Also, the idea of a stall team with a Suicide lead is annoying. Sure, it stops them from getting SR up, but what else does it do? Once you set up rocks with Aerodactyl, he's pretty much dead weight; I'd switch him to this:

Hippowdon (Sand Stream) * Leftovers
Impish (+Def/-SpA)
252 Hp/152 Def/104 SpD
-Stealth Rock
-Slack Off
-Earthquake
-Roar/Yawn

As a lead, Hippowdon gets Sand Stream going, which nullifies Leftovers recovery on the enemy team; Forretress and Skarmory are also immune to Sand Storm, which is always a plus. It also functions as an amazing physical wall, and can phaze with either Roar, or Yawn. I personally prefer Yawn, because it potentially cripples most of his counters, and can cause a lot more switches.

With Skarmory, Forretress and Hippowdon acting as physical walls, I would change Rotom to a more specially defensive variant;

Rotom-H (Levitate) * Leftovers
Calm (+SpD/-Atk)
252 Hp/76 Def/176 SpD
-Rest
-Sleep Talk
-HP Ice/Will-o-Wisp
-Thunderbolt/Discharge

A much stronger status absorber, and it can cripple nearly anything that switches in. It also scares Scizor away, potentially saving you from getting swept.

Why does Infernape have so many Special Defense EVs? Also, as a wall-breaker, he's extremely fragile. I'd suggest a different wall breaker, but I'm not sure as to what...
 
Contrary to what you said about Infernape, Grass Knot is actually standard on it. Infernape itself looks like it would be a problem to your team, as Mixape OKHOs or 2HKOs everything on the team. You should use Ice Fang instead of Roar or Yawn on Hippowdon, since otherwise it can't hit Fliers or Levitators. Ice Fang also helps deal with the 4x weak Dragons (and Gliscor).
 
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