My First RMT-OU

Hey. I'm not new to competitive battling but I feel my skills as a team builder are...lack luster, to find a more suitable word. Anyway, onto the team!


First off I knew I wanted a Agiligross and Swords Dance Infernape

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Next I knew I needed to have something that could take Earthquakes and take on Heatran, and that pokemon was Gyarados.

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Now I started to think about some synergy with Gyarados and decided on Jolteon to take on physical walls and also cover Gyarados Electric weakness.

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I needed something to deal with Dragons, especially Latias, who could wall Infernape and Metagross to an extent. I decided on a Scarf Tyranitar to fit the bill.

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Now I just needed a lead. I was concerned about Gyarados Stealth Rock weakness, as well as nearly the rest of the team being vulnerable to Toxic Spikes. So there were two pokemon for the job, Aerodactyl and Azelf. Since Aerodactyl wasn't my cup of tea, in went Azelf!

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However, I noticed several flaws when playing with this team. Although Tyranitar made a great Latias check, it unleashed sandstorm on the field which hurts nearly all my pokemon with the exception of Metagross. The rest of the team had no way of healing, except Jolteon. Since Infernape's sweep was always cut short by Life Orb and Sandstorm, Tyranitar had to go. I also noticed a disturbing Agiligross weakness, in which none of my team could deal with. So to deal with Tyranitar I switched it out for a Scizor and changed Infernape to a ScarfApe to at least check Metagross.

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With my team complete I tested it on Shoddy in which it has reasonable success in which no major threats have been found out, however, I noticed that Bulky Waters, especially Swampert, are a problem if my lures are gone. Also, as pointed out by Plus, I had a glaring weakness to Swords Dance Lucario with ScarfTar gone. To solve this, I switched out Jolteon for a Scarf Rotom, which can help to cripple some of my counters. It also gives me a much more reliable check to Gyarados. With Rotom as the scarfer now, and checking Agiligross, Infernape was no longer needed to be a scarf pokemon. Since then, I have switched it back to a Swords Dance Infernape, as it shares the same counters with Metagross, allowing one to open up a sweep for the other. Infernape can also take on many Bulky Waters, or at least, severly cripple them to a point in which Metagross can KO them and sweep.

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Now for the in-depth analysis :)

ZE TEAM!!!

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Azelf@Focus Sash

Ability: Levitate

Nature:Naive (+Speed,-Spc Def)

Ev's: 4 HP, 252 Attk, 252 Speed

Taunt
Stealth Rock
Fire Blast
Explosion

Azelf is in my opinion, one of the best leads out there. For this team, he gets Stealth Rocks up and (trys to) stop the opponent getting their's up. Taunt is really an underrated move on Azelf and is beneficial for this team, especially for Gyarados, who heavily depends on Azelf to prevent opposing Stealth Rocks being set up. Stealth Rock helps my Metagross, Scizor and Infernape turn some 2HKO's into OHKO's and all around helps to wrack up residual damage when forcing switches. Fire Blast is for Metagross and friends who resist my other attack.Fire Blast also means I can take on many of the common leads in the current metagame. Explosion is simply to try and take something out when Azelf is finished. Azelf usually doesn't last long into the game, but sometimes he is saved for death fodder or simply to (hopefully) guarantee a kill with Explosion or Fire Blast.

The EV's are max speed to tie with other Azelf and Anti-lead Starmie, and Max Attack to add an extra bit of OOMPH into Explosion.

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Scizor@Choice Band

Ability: Technician

Nature:Adamant (+Attk,-Spec Attk)

Ev's 248 HP, 252 Attack, 8 Speed

Bullet Punch
U-Turn
Superpower
Pursuit

Scizor is pretty beastly, especially when a Choice Band is slapped on. It's role is usually to check Dragons and cause slow damage to Metagross' counters, since they are usually the same switch ins. Bullet Punch to revenge kill and give me SOME priority on this team. U-Turn helps to keep the pressure up on my opponent, causing situations which are advantageous to me. Pursuit is really to revenge kill Choiced attackers, such as Latias on Draco Meteor or Rotom on Shadow Ball. Superpower is to nail Magnezone and Heatran switches in. I usually spam U-Turn for the first part of the battle and later use moves that will KO my opponents pokemon switching in. Scizors role on the team is to pursuit would-be counters, and revenge kill pokemon that could hamper sweeps from my team members. It also allows late game sweeping through Bullet Punch and serves as an initial check to Latias and choice Rotom.

EV's are pretty standard, 248 HP gives me an odder number to switch into Stealth Rock, max attack for maximum power and the rest thrown in speed.


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Rotom@Choice Scarf

Ability:Volt Absorb

Nature:Timid (+Speed,-Attk)

Ev's: 252 Spec Attk, 252 Speed, 4 Spec Def

Thunderbolt
Shadow Ball
Overheat
Trick

Rotom gives this team it's sole electric resist, and partners wonderfully with Gyarados. Gyarados can lure in Latias and opoposing Rotom and KO with Payback. This allows Rotom to sweep later in the match thanks to a choice scarf and a resistant to some of the most used Prioity moves, such as Mach Punch, Extreme Speed and Bullet Punch. Rotom also replaces Jolteon, giving the team an immunity to Fighting and Ground types, and makes for a reliable check to Machamp without Payback-or at least, to take the Dynamic punch without confusion. The moves are Standard-Thunderbolt and Shadow Ball for STAB and coverage, with Overheat specifically for Lucario and Metagross. Trick is a wonderful move, it allows a counter to be crippled and can help either Infernape or Metagross to set up when the right pokemon is tricked. The original choice was to use Rotom-C to counter Swampert, however, the need to check Lucario and Agiligross was far greater than Swampert, who doesn't do that much to Rotom anyway, even with an offensive ev spread.

The ev's are pretty basic. :P 252 in Spec Attk, and 252 in Speed with the rest thrown in HP.

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Gyarados@Choice Band

Abitility:Intimidate

Nature:Adamant (+Attk,-Spec Attk)

Ev's: 72 HP, 252 Attack, 184 Speed

Waterfall
Payback
Stone Edge
Earthquake

I love this Gyarados, so many people expect the Dragon Dance Gyarados and switch to their Rotom, Starmie, Jolteon or Latias, only to be KO'd. This Gyarados could be considered the 'backbone' to this team, aiding all of my pokemon to sweep by luring in their counters and using the correct predicted move to KO and open up sweeps. In return, the rest of the team aims to make sure Gyarados can do its job, mainly in the form of double switching to advantageous situations. Gyarados helps to take on Heatran which allows Infernape to sweep with Fire Blast easier. Waterfall is for a STAB attack that can 2HKO Rotom and OHKO Heatran, though many are much faster. This damage really helps Metagross Sweep though. Payback is deal with incoming threats, which, luckily, many of Gyarados' switch ins are weak too. Rotom takes a hefty chunk, OHKOing offensive versions and 2HKOing bulkier versions, which help Metagross to set up and sweep. Starmie and Latias are OHKO'd regardless if they switch in on Payback, which opens the door for Infernape. Stone Edge is mostly for fliers, such as opposing Gyarados and Salamence. It also nails Zapdos switching in, provided it hits. Earthquake is mainly for Steel Types, though it does provide a good attacking combination with Stone Edge.

Ev's are max attack to get the most out of Gyarados' potential. 184 Speed get the jump on Jolly Tyranitar, meaning non-Choice Scarf ones are nailed. the rest are thrown into HP to give it a bit of bulk.

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Metagross@Leftovers

Ability: Clear Body

Nature: Adamant (+Attk,-Spec Attk)

EV's: 48 HP, 252 Attack, 12 Def, 196 Speed

Agility
Meteor Mash
Earthquake
Zen Headbutt

Metagross with Agility is simply astounding. All of a sudden a tank has been pumped with Steroids and is ready to sweep. Agility is a given on this pokemon, what Agiligross goes without it? Meteor Mash is for STAB and for the chance to raise Attack. Earthquake has wonderful attacking power and synergy with Meteor Mash. Zen Headbutt has one purpose-it is my strongest attack against Swampert, and also hits the Rotom Formes and Zapdos for neutral damage, as well as giving me a good check against Machamp and Breloom without a sub. It comes with a handy flinch rate too. :P Metagross is usually saved until late game, or when I get the opportune moment, such as a ScarfTar's Pursuit or Scizor Bullet Punch. This set shares it's counters with Infernape and to an extent, Gyarados, so through the combined might of the three, with the assistance of Rotom, bulky waters, grounds and grass types are eliminated, opening up sweepes for one or more of the team members.

Ev's are a little different from your standard Agiligross. Max Attk is a given, increasing Metagross's power to the limit. The Speed EV's put me at 225, which allows me to outspeed Salamence and friends after an Agility. An added bonus is being able to hit most Magnezone before them, meaning Magnet Rise isn't an issue. The rest were dumped into HP and Def to give a bit of bulk.

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Infernape@Life Orb

Ability: Blaze

Nature: Jolly (+Speed,-Spec Attk)

Ev's: 4HP 252 Attk, 252 Speed

Swords Dance
Close Combat
Fire Punch
Mach Punch


Swords Dance Infernape is truly a terror to behold once it gets going.
Vaporeon and Tentacruel, some of the best counters to this set, are OHKO'd and 2HKO'd respectively by a +2 LO Close Combat. Swords Dance is the main move on this set, boosting Infernape's Attack to sky high levels. Close Combat is the main sweeping move on this set, 2HKOing anything that doesn't resist it. Fire Punch will OHKO anything that it is super effective too, such as Skarmory, which can help to weaken Metagross' counters should Infernape be used for mid-game sweeping. Mach Punch was chosen over Stone Edge, as I feel the need to check Dragon Dance Tyranitar and Lucario was far greater than scoring super effective hits on Salamence and Gyarados, who are checked by Scizor and Rotom respectively. Mach Punch also gives Infernape some priority, and helps to weaken Scarfed counters for Infernape.


The ev's are pretty standard again :P Max attack and max speed as Infernape needs all the speed and power it can get.


So there you go, my team.

Past members

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Jolteon@Choice Specs

Ability:Volt Absorb

Nature:Timid (+Speed,-Attk)

Ev's: 252 Spec Attk, 252 Speed, 4 Spec Def

Thunderbolt
Shadow Ball
Hidden Power (GRASS)
Baton Pass

Jolteon helps to cover up Gyarados' weakness to Electric and in return Gyarados can take Jolteons weakness to Ground moves. His role is to take on bulky waters and possibly revenge kill, thanks to in fabulous speed. He can also take Thunder waves that hamper Infernape and Metagross. Thunderbolt is for STAB and hit hard when Choice Specs is taken into account. Shadow Ball helps to smack Rotom-A and Latias for a bit. Hidden Power (GRASS) is on to deal with Swampert, who hurts this team more than Gliscor or Flygon. Baton Pass is usually to see what their counter to Jolteon is and I can switch to an appropiate check or counter, keeping the momentum up and maybe forcing switches, racking up Stealth Rock damage. Like Scizor, Jolteon likes to use Baton Pass to cause good situations for me, before using prediction to wipe out Metagross' counters, and maybe getting a Thunderbolt sweep of it's own.

Ev's are quite simple, 252 in speed and special attack to tie with other Base 130 Speed (Crobat and Aerodactyl) and also to give Jolteon the highest amount of attacking power. The 4 Ev's in Special Def are for just in case my opponent sets up Stealth Rock/Spikes, so I have an odd number of health to deal with, allowing for one more switch in if the case need be.

Why was he switched?

Jolteon was switched as he was the weak link in the team. Rotom basically did his job, but with more bulk, meaning a better check for Gyarados. Rotom could also counter Lucario, something this team has problems with. Rotom also provided a vital Fighting and Ground immunity, where as Jolteon was susceptible to Ground moves. Rotom also has the capicity to cripple a would-be counter and can start to sweep on its own, as well as support the team much more that Jolten could have ever done.

THREAT MOVES

One glaring weakness I have found is I have 3 weak Pokemon to Earthquake, and over rely on Gyarados to get in, as Azelf doesn't last that long. Scizor can take an Earthquake and Metagross has the bulk to survive one, however, Infernape and Jolteon will not survive. Once my opponent has figured that out, Electric and Rock attacks are thrown, though with prediction, they can be redirected to Metagross and Jolteon.

No doubt if you've ready my team, it relies heavily on speed to do its job. Therefore, Trick Room teams can cause me some grief. The first approach is to Trick Rotom's Scarf onto a pokemon, as that defeats the purpose of Trick Room teams.

THREAT POKEMON

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Machamp, with no one on the team immune to Fighting (Gyarados and Azelf resist it, but still), Dynamic Punch will hurt a bit. Couple that with the fact that Machamp usually pairs Dynamic Punch with Stone Edge means that I usually have to predict around Machamp. And with no super effective moves on it, Machamp is staying for a while. Jolteon, Gyarados and Scizor have to rely on that boosted power and STAB Attacks to take Machamp down.Overall, Machamp claims 1 pokemon at the least, and maybe more depending on it's move spread.

This has been much better checked thanks to Zen Headbutt on Metagross and Rotom-H in place of Jolteon. However, initial switches are tricky to manoeuvre and prediction must be used in order to make sure that Machamp does not Payback Rotom. Once in, Rotom can trick a scarf which makes Machamp so much more easier to deal with.

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Breloom is also a nasty little bugger with Spore, Substitue and Focus Punch. However, this pokemon is a little easier to deal with, as Gyarados can intimidate and be slept, Scizor can then come in and U-turn out, breaking the sub and another pokemon can come in. However, usually I end up losing one or two pokemon to Breloom.

Scizors is a great lure to make sure Focus Punch is being used. After U-turning, Rotom can come in and threaten with a Overheat. Gyarados can also come in and Intimidate, though this is a 2nd choice option, due to no moves neutral on Breloom.

I'll be sure to edit this if I find anymore problem pokemon. :)

Gahh. Must do this RMT during the day to be honest. :/

Feel free to comment and rate and thank you for taking the time to read my RMT :)

I'd like to thank Plus for the Rotom suggestion and Metagross suggestion. I would have taken the Infernape suggestion, but I felt that it no purpose as a Scarfer, and switched back for more power :) Thanks again! :D
 
THREAT LIST

Key: Green Not a threat, Orange for slight concern, Red for major concern

This threat list does not include BL or UU threats.

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The majority are leads and can Fire Blast to break sash. Scizor can dispose of it with Bullet Punch, Infernape can Mach Punch it when it has an SD up, Metagross can survive an Earthquake, Agility, then Meteor Mash for the KO.Rotom-H outspeeds and OHKO's with Thunderbolt

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Again, most Azelf tend to be leads. Rotom-A can absorb a hit, outspeed and KO with Shadow Ball. Rotom can also absorb Trick leads and Explosion. Scizor can Bullet Punch weaker ones and Metagross can use ones with out a fire move to set up.

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Please. Infernape can Close Combat it to hell. Rotom can cripple it with Trick. Scizor can Pursuit or Superpower it for major damage. Gyarados can also 2HKO with Waterfall.

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Breloom can be quite tough. Scizor can break Subsitute with U-Turn. Infernape can Fire Punch it. Gyarados can get Intimidates off on it and Rotom can wall it. However, the question is really who is going to get slept?

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A little tricky, but nothing much to handle. Infernape can KO with Fire Punch though it will need a Swords Dance to guarantee. Rotom can wall it or absorb Explosion and Overheat for the OHKO. Gyarados can Waterfall it.

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Azelf can Taunt leads, set up rocks and break the Occa Berry with Fire Blast. Infernape can Fire Punch it. Scizor can U-turn or Pursuit, though it must be wary of Hidden Power Fire. Rotom-A can Shadow Ball it.

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Gah. My best option really is to force it out. Azelf can Explode on it, or set up rocks hindering it's ability to switch in and out. Gyarados can hit incoming ones with Stone Edge. Rotom can avoid Extreme Speed on leads and Thunderbolt it for a 2HKO. Scizor can Bullet Punch weaker ones, though it's most likely a 2HKO at least.

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Not much of a threat, but it's bulk can be annoying. Gyarados can hit incoming ones with Payback. Scizor can U-turn out to Infernape and block Will-o-wisp. Rotom can hit it hard, being that Dusknoir isn't seen, thanks to Rotom itself.

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Infernape and Scizor can revenge kill weaker ones with priority. Rotom can wall it's move set and outspeed, providing Motor Drive hasn't kicked in. Metagross can Agility up for versions without Flamethrower, then Earthquake it to hell.

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Most are SubPetaya sets, which I have to hope to break the sub with. Gyarados resists the main attack and can Earthquake, breaking the sub. Infernape revenge kills with Mach Punch. Rotom can outspeed if it has just one boost in, and can KO with Thunderbolt.

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Due to the nature of the team, Flygon can be quite the pest. Having no Ice or Dragon attacks means that it can usually switch in easily, then U-turn out again to give my opponent the momentum. However, Scizor can revenge kill those stuck on Outrage with Bullet Punch, and Infernape can switch in on U-Turn. Infernape can also Mach Punch it and KO, with a Swords Dance. Gyarados can absorb Earthquake and reduce its attack to acceptable levels :P.

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"Rotom-H is one of the best Spin Blockers in the metagame". Infernape can switch in on a support move and scare it out with it's Fire Attack. Gyarados can cause it damage with a Banded Watefall.

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Gengar is easy to get round once it's set has been figured out. Scarf Versions are Pursuited by Scizor. Rotom-A outspeeds non-Scarf versions. Gyarados can hit incoming ones thinking they can check Gyarados, with Waterfall or Payback and KO it.

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Not much of a threat but can still cause problems. Gyarados can switch in on Earthquake or Roost and see it out with Waterfall for a 2HKO. Azelf can taunt lead versions. Rotom-A can cause damage with Shadow Ball or Trick it a Scarf. Baton Pass sets have to be dealt around with, usually Gyarados goes in to scare it out. Infernape can kill weaker ones with Fire Punch, and Scizor can U-turn on the roost for major damage.

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Can cause problems. Rotom can switch in and Thunderbolt it down. Metagross can 2HKO with Zen Headbutt. My own Gyarados has Intimidate to reduce its attack and Stone Edge it, though I must be wary too. Really, prediction is the key to what I do.

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Gyarados does a good job of threatening it. Infernape can Close Combat slower ones or Mach Punch Scarf versions. If I can predicted a Hidden Power, Metagross can come in and set up. Scizor can nail incoming ones with Superpower. Rotom can outspeed and Thunderbolt it and can take Explosions.

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Infernape can revenge kill slower ones with Fire Punch. Metagross can set up on Stone Edge. Gyarados can come in on either of it STAB moves and Waterfall it for massive damage. Scizor can revenge kill with Bullet Punch. Rotom can Overheat it for the KO, not to mention it will out speed even a Scarf Heracross.

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Hippowdon walls a lot of this team. My only chances are U-turns from Scizor and Waterfalls from Gyarados. If I can get a Swords Dance in, I can Close Combat it on Infernape, however, it will not KO. Rotom can wall it's move set and Trick it a Scarf, then Shadow Ball it. Infernape doesn't appreciate the Sandstorm either.

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Prediction is the key to beating Infernape. Gyarados can survive a +2 LO Grass Knot if the rocks are off the field and KO with Waterfall. Rotom can outspeed non-Scarf versions and Thunderbolt it for a KO. Metagross can set up on Choice Versions locked into Close Combat, Stone Edge or Hidden Power, depending on either Scarf or Band. Scizor can Bullet Punch weaker ones as can Infernape with Mach Punch. Infernape requires a Swords Dance at least to 2HKO or OHKO with Close Combat.

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Finding out its moveset makes things easier. Rotom can Overheat it for the KO. Infernape can Fire Punch it to hell. Substitute versions can be U-turned by Scizor and then KO'd by Infernape. Scarf versions can be predicted around, though Trick is annoying. Metagross can set up on the wrong move. Serene Grace can be a bit annoying though.

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Prediction is the key. Rotom can out speed it, but must be wary of Shadow Ball. Scizor can Pursuit Choice versions. Infernape can Mach Punch and KO with a Swords Dance. Metagross can set up on it. Gyarados can OHKO with any move if it switches in expecting Dragon Dance. Serously the amount of times I've seen this. It's ridiculous.

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Where as this team has no dragon attacks, it more than makes up for that through sheer force. Gyarados can Intimidate and Earthquake it for major damage. Metagross can set up on those stuck on Outrage, much like Scizor can U-turn out. Rotom can Thunderbolt it or Trick it a Scarf before it subs.

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The whole point of Gyarados is to lure and then dispose of Latias with Payback. Gyarados can also survive a +1 Dragon Pulse. Metagross can set up on Hidden Power Fire-less ones, Scizor can trap Choice Versions. Rotom can out speed and Shadow Ball Non-Scarf versions.

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Rotom checks every set, bar a well played Crunch or Shadow Ball. Infernape can Mach Punch Lucario. Gyarados can grab an Intimidate off to cushion the blows to the rest of the team.

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When played well, this pokemon causes grief. Scizor can Bullet Punch weaker ones, but must watch out for Dynamic Punch. Gyarados can Intimidate, whilst being wary of Stone Edge. Rotom can Trick it a Scarf but must be aware of Payback. All in all, brute force must be used to take down Machamp.

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Scizor can Superpower switch ins. Metagross can set up if it is choiced and locked into Flash Cannon or Hidden Power. Rotom walls it's moveset and KO's with Overheat. Infernape can Close Combat slower ones and Mach Punch Scarf versions, though a Swords Dance is required in order to get any signicant damage done. Gyarados can hit incoming Magnezone expecting DD with Earthquake.

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Azelf can taunt, set up rocks and then Fire Blast leads. Scizor can Bullet Punch it, Infernape can Close Combat it. Both have a handy resistance to Ice Shard. Gyarados can Intimidate and then Waterfall, but must be wary of Stone Edge. Rotom can outspeed, take an Ice Shard and KO with Overheat.

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Can cause some problems, but otherwise easy to handle. Azelf can taunt leads and then Fire Blast. Rotom can check Agiligross. Scizor can utilise slow U-turns to get Infernape in for free. Infernape can Fire Punch. Gyarados can take on ones that lack Explosion or Thunderpunch with Earthquake.

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Azelf screws it with Taunt and Stealth Rock. Gyarados can force a -1 attk pass. Metagross can set up on it. Infernape can set up, though isn't isn't normally used. Rotom can Thunderbolt it. Scizor can overcome it's speed with Bullet Punch.

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The usual Roserade is the lead, and Azelf screws it over royally with Taunt, Stealth Rock and Fire Blast. Scizor can Bullet Punch, and Infernape has nothing to fear once it's been taunted.

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Can cause some problems. Infernape can KO with a +2 Fire Punch. Scizor can Pursuit Choice Variations. Gyarados lures and hits 'em hard with either Waterfall or Payback.

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Finding out the set is the first step. Gyarados is the first switch in, as it resists Fire Blast, is immune to Earthquake and Stone Edge it. Outrage-switch to Scizor and Bullet Punch, or switch to Metagross and set up. Rotom can outspeed and Trick a Scarf to help with prediction.

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Rotom walls for all eternity and can Overheat it. Pursuit must be wary though. Infernape can come in on any attack bar Superpower and either set up predicting a switch, or Fire punch of the bat. Gyarados can also check its moveset and unleash a Waterfall upon it. Metagross can and will set up given the chance.

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Rotom can hit it for a STAB Thunderbolt and KO. Scizor can U-turn out into Infernape, who can set up. Gyarados has enough power to dent it enough to predict a Roost, allowing either Rotom or Infernape to come in.

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Azelf wins it through taunt. Scizor can Bullet Punch Baton Passing, and Infernape can set up before Mach Punching. Metagross can set up on taunted Smeargles. Rotom can out pace it and KO with Thunderbolt, or cripple it with Scarf.

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Can be deadly if it gets too many curses up. Infernape KO's with Close Combat. Rotom can trick it a scarf, rendering it useless. Rotom can also sometimes wall the moveset if it runs EQ and Return only. Gyarados can Intimidate it to somewhat allow set up time.

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Quite the menace really. Rotom outspeeds and KO's with Thunderbolt, but usually I have to switch Rotom in, meaning a possible OHKO from Hydro Pump is coming. Scizor can U-turn and Pursuit some varients. Gyarados can hurt switch ins with Payback.

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Can be a problem if it gets too many calm minds in. Scizor can U-turn for some damage to Rotom, who scares it off with Thunderbolt. Infernape can 2HKO switches ins with +2 Close Combat, so if Suicune is weakened, it stands no chance.

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Continued assults from Gyarados will bring it down, and the Curse Rest Talk set can be taken on by Rotom, who can Trick a scarf, making it easier to deal with. Infernape can bluff a Grass Knot, and Swords Dance on the switch. Scizor can spam U-turn to rack up damage on it.

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A +2 Close Combat from Infernape will OHKO Tentacruel. Metagross can set up while it uses Toxic Spikes and Earthquake. Gyarados can Earthquake on switches. Rotom can smack it around with a STAB Thunerbolt.

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Rotom walls it's attacks and can out speed, providing it avoids Thunder wave. Infernape can KO with Close Combat with 1 Swords Dance. Gyarados can hit super effectively with Stone Edge.

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ScarfTar is set up bait for Metagross, especially if Pursuit is used after Rotom. Scizor can U-turn it or Bullet Punch. Infernape can Mach Punch Dragon Dancers that take out Scizor, or Close Combat slower ones. Gyarados outspeeds Jolly Tyranitar, intimidates it, and then KO's it with Waterfall or Earthquake.

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Rotom can Thunderbolt it to a watery grave. Infernape can OHKO with a +2 Close Combat. Scizor can U-turn out to better pokemon, like Rotom. Predicting Protect helps to bring Rotom in for free. Can also be crippled with a Scarf.

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Scizor decimates it with Bullet Punch, U-Turn or Superpower. Infernape can Mach Punch it, or get an SD up. They both resist Ice Shard too. Metagross can turn it into set up bait. Gyarados can wall it with Intimidate and hit hard with Waterfall.

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Infernape can OHKO with a +2 Fire Punch. Rotom can trick it a scarf making prediction somewhat easier. Gyarados can kill switch ins with Stone Edge. Metagross can hit with Zen Headbutt, though must be wary of Heat wave. Azelf, if still around, usually likes to Explode on it though.
 
Hello

Minor nitpick but probably already assumed -- add your Scizor moveset in there even though we probably know it's already BP / Superpower / Pursuit / U-turn. Anyways, onto the rate.

This team is very effective in loading the offenses, and unlike many teams you can check a variety pokemon with the massive speed you have on this team. Unfortunately, with the large amount of choice users you have around, you might have to sacrifice some pokemon to compensate for said weaknesses, such as Machamp or Breloom. But apart from this, I'm really worried about your abilities to deal with SD Lucario, who can OHKO the majority of this team after a Swords Dance, and it's not like it isn't hard to get up when you have a lot of choice users on a team. Extremespeed OHKOs Infernape Jolteon and Azelf, CC OHKOS Metagross, and CC actually can nearly kill off your Gyarados with Rocks up, and if it's been a bit weakened then that would be a guaranteed ohko.

For small changes, run U-turn over Grass Knot for Infernape, and run Zen Headbutt over Thunderpunch with your Agiligross. Zen Headbutt gives better coverage against electric types such as Rotom-a and Zapdos, who like to come in on Agiligross to stop your sweep, and it also is your best move against something like Swampert. Zen Headbutt 2hkos Gyarados which isn't that bad considering you are using Leftovers, so you will recover while you sweep. Anyways, if you were to attempt hitting these pokemon on the switch ins, that would be even better, as you get the chance to kill them off with rocks up. As Grass Knot doesn't OHKO Pert without the orb, running U-turn would keep you in the advantage zone as you can U-turn on common switch ins such as Latias and Starmie, and also get another scouter in the mix. As you have something like Gyarados that Swampert usually can't touch to pound on it, you should be fine off.

For Jolteon's slot, I would suggest running Scarf Rotom. Although it loses the electric immunity, it does have the resist which is good enough as well. Furthermore, you gain a Fighting immunity and Ground as well. It has about the same coverage, and also beats out Lucario when you run enough speed. You can trick the Scarf when you are in trouble, or if Rotom needs a bit more space to sweep. Similar to Jolteon it also kills off many bulky waters, though sadly has a bit of trouble with Scarftar. Nonetheless, a pursuit from scarftar will allow you to set up Agiligross easily, so not all is lost in this.

Rotom-h @ Scarf
Timid 252 spa / 252 spe / 4 hp
Thunderbolt / Shadow Ball / Overheat / Trick

Good luck with the team.
 
Thanks for the rate :)

I put in Scizors moveset, thank you for pointing it out :P

Anyway, I'll test Rotom-H out for this team. If it works out I'll try to get another role for Infernape or something else in it's place. Rotom-H is a much better check against Agiligross and Lucario. I might throw the Swords Dance in again, and see where that takes me.
 
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