Intro:
My style of battling centers around crippling the other team and taking advantage of any pinch they get into. This team is no exception to that philosophy. In Platinum most good teams have at least one Tricker. If you mimize the threat of that Tricker by having a set pokémon to receive Tricks and two Trickers of your own that allows this team to control the flow of battle effectively.
I generally do not like Life Orb or using frail pokémon because in extended hard battles they are the first ones to often faint. The way I think is the longer you last the longer you survive.
Ganon (Metagross) @ Choice Scarf
Ability: Clear Body
EVs: 148 HP/116 Atk/244 Spd
Jolly nature (+Spd, -SAtk)
- Meteor Mash
- Trick
- Explosion
- Earthquake
Summary:
My favorite lead in the advent of Platinum, it hits non-Scarfed Azelf first, Tricks the Scarf to Bronzongs, revenge killer, etc. With 338 HP and 390 Spd it will outrun Skymin and withstand four Seismic Tosses from Blissey given it Tricks Leftovers back. Explosion is there for good measure and is good for a quick, but powerful sacrifice if needed. It can Trick the Scarf to Skarm and co. thus forcing them to switch out or faint with the risk of getting Meteor Mash boosted to insane levels. Choice Scarf Metagross is the only counter to Swords Dance Life Orb Lucario.
Threats:
Ability: Overgrow
EVs: 252 HP/120 Def/136 SDef
Calm nature (+SDef, -Atk)
- Leech Seed
- Sleep Powder
- Grass Knot
- Hidden Power [Ice]
Summary:
Why is this thing still UU? It is quite a beast in OU. If you see an opportunity to send this guy in, do it. It is really easy to do so if the opponent is trapped into doing a move thanks to the Tricked Scarves. With the ability to null Toxic Spikes it lets Blissey and Suicune come in comfortably without fearing poison. Grass Knot doesn't really need any extra SAtk EVs to 2HKO most Tyranitars. With Hidden Power Ice it will make Salamence and Skymin think twice about switching in. Do not suggest Hidden Power Fire for this because that'll make Heatran an insane threat to the rest of this team. Leech Seed really helps Rotom survive longer in Sandstroms 'n such.
Threats:
Ability: Levitate
EVs: 252 HP/224 Spd/32 SAtk
Modest nature (+SAtk, -Atk)
- Trick
- Thunderbolt
- Shadow Ball
- Hydro Pump
Summary: 396 Speed allows Rotom to basically outrun everything except other Scarfers, Electrode, and Ninjask. If a Tyranitar is damaged it is very risky to send it in because a Hyrdo Pump will do around 40% to it. I often play this Rotom to clean up other Rotoms after I'm sure they do not have a Choice Item or if they Tricked it.
Threats:
Ability: Pressure
EVs: 188 HP/176 Spd/144 SAtk
IVs: 31 HP/22 Atk/30 Def/31 Spd/31 SAtk/31 SDef (Best IVs for HP Ice on a legal Zapdos set)
Timid nature (+Spd, -Atk)
- Roost
- Thunderbolt
- Hidden Power [Ice]
- Roar
Summary: I do not like Bulky Zapdos because they lose a lot of punch and I do not like Zapdos that are all out offensive because that is often at a sacrifice of Defensiveness. 308 Speed allows it to outrun Jolly Lucarios. Zapdos is a great phazer because it has a good recovery move that completely alters its typing. If I am fearing getting Tricked with some Choice item I let Zapdos take it because if it gets a Scarf it basically becomes the fastest pokémon in that battle and if it gets Specs it will hit pretty hard too. This Zapdos does great against SubSeed Skymin sets as it can Pressure the Leech Seed and phaze it out.
Threats:
Ability: Natural Cure
EVs: 252 HP/252 Def/4 SDef
Bold nature (+Def, -Atk)
- Aromatherapy
- Toxic
- Seismic Toss
- Softboiled
Tpyical Blissey that walls and Toxics things really needs no further elaboration here.
Wet Doggie (Suicune) @ Leftovers
Ability: Pressure
EVs: 252 HP/176 Def/80 SDef
Bold nature (+Def, -Atk)
- Calm Mind
- Ice Beam
- Surf
- Rest
Summary: Calm Mind Suicune is a solid choice for cleaning up teams. I opted for putting some EVs into SDef because it will take special Fire hits about as well as Blissey does (without Calm Minding at all). I would suggest not playing this Suicune unless you have to or to wait until the end of the match when all of the Trickers are gone and then it can sweep freely.
Threats:
My style of battling centers around crippling the other team and taking advantage of any pinch they get into. This team is no exception to that philosophy. In Platinum most good teams have at least one Tricker. If you mimize the threat of that Tricker by having a set pokémon to receive Tricks and two Trickers of your own that allows this team to control the flow of battle effectively.
I generally do not like Life Orb or using frail pokémon because in extended hard battles they are the first ones to often faint. The way I think is the longer you last the longer you survive.
Ganon (Metagross) @ Choice Scarf
Ability: Clear Body
EVs: 148 HP/116 Atk/244 Spd
Jolly nature (+Spd, -SAtk)
- Meteor Mash
- Trick
- Explosion
- Earthquake
Summary:
My favorite lead in the advent of Platinum, it hits non-Scarfed Azelf first, Tricks the Scarf to Bronzongs, revenge killer, etc. With 338 HP and 390 Spd it will outrun Skymin and withstand four Seismic Tosses from Blissey given it Tricks Leftovers back. Explosion is there for good measure and is good for a quick, but powerful sacrifice if needed. It can Trick the Scarf to Skarm and co. thus forcing them to switch out or faint with the risk of getting Meteor Mash boosted to insane levels. Choice Scarf Metagross is the only counter to Swords Dance Life Orb Lucario.
Threats:
- If an Azelf U-Turns it is really easy to trap this Metagross against a Magnezone.
- Heatran and Infernape leads are not worth the risk to figure out if you are faster than them, so they get to typically attack what is next sent in.
- If Trick is used against another Choice Tricker then you basically wasted a move, be careful when fighting enemy lead Metagross, as you might take a hefty punch from Earthquake.
- Basically no solid counter exists for this set that wouldn't be severely hindered by Tricking a Scarf to it or when it is trapped into a move. (Before you say "Zapdos" think of how much it would hate being hit by Explosion.)
- Rotoms generally are a pain to deal with because you do not know what moves they have.
Ability: Overgrow
EVs: 252 HP/120 Def/136 SDef
Calm nature (+SDef, -Atk)
- Leech Seed
- Sleep Powder
- Grass Knot
- Hidden Power [Ice]
Summary:
Why is this thing still UU? It is quite a beast in OU. If you see an opportunity to send this guy in, do it. It is really easy to do so if the opponent is trapped into doing a move thanks to the Tricked Scarves. With the ability to null Toxic Spikes it lets Blissey and Suicune come in comfortably without fearing poison. Grass Knot doesn't really need any extra SAtk EVs to 2HKO most Tyranitars. With Hidden Power Ice it will make Salamence and Skymin think twice about switching in. Do not suggest Hidden Power Fire for this because that'll make Heatran an insane threat to the rest of this team. Leech Seed really helps Rotom survive longer in Sandstroms 'n such.
Threats:
- Assuming Zapdos isn't sent in on Sleep Powder or Leech Seed it poses a great threat with Heat Wave.
- Subsitute and Taunters will make this Venusaur almost useless.
- Once it has put something to sleep it is relatively easy to beat, so do not keep it in for too long after it has done what it needed to.
Ability: Levitate
EVs: 252 HP/224 Spd/32 SAtk
Modest nature (+SAtk, -Atk)
- Trick
- Thunderbolt
- Shadow Ball
- Hydro Pump
Summary: 396 Speed allows Rotom to basically outrun everything except other Scarfers, Electrode, and Ninjask. If a Tyranitar is damaged it is very risky to send it in because a Hyrdo Pump will do around 40% to it. I often play this Rotom to clean up other Rotoms after I'm sure they do not have a Choice Item or if they Tricked it.
Threats:
- Other Rotom who's Speed you are unsure of are very dangerous.
- Undamaged Tyranitars will make short work of it.
- Pursuiters who come in when Rotom is locked into a certain move often spell certain doom.
- Lack of recovery move/no resistance to weather damage.
Ability: Pressure
EVs: 188 HP/176 Spd/144 SAtk
IVs: 31 HP/22 Atk/30 Def/31 Spd/31 SAtk/31 SDef (Best IVs for HP Ice on a legal Zapdos set)
Timid nature (+Spd, -Atk)
- Roost
- Thunderbolt
- Hidden Power [Ice]
- Roar
Summary: I do not like Bulky Zapdos because they lose a lot of punch and I do not like Zapdos that are all out offensive because that is often at a sacrifice of Defensiveness. 308 Speed allows it to outrun Jolly Lucarios. Zapdos is a great phazer because it has a good recovery move that completely alters its typing. If I am fearing getting Tricked with some Choice item I let Zapdos take it because if it gets a Scarf it basically becomes the fastest pokémon in that battle and if it gets Specs it will hit pretty hard too. This Zapdos does great against SubSeed Skymin sets as it can Pressure the Leech Seed and phaze it out.
Threats:
- Non-Choice item Swamperts.
- Most Tyranitar (except Boah) make short work of it.
- Stealth Rock makes it harder to switch in.
- Most Heatran.
Ability: Natural Cure
EVs: 252 HP/252 Def/4 SDef
Bold nature (+Def, -Atk)
- Aromatherapy
- Toxic
- Seismic Toss
- Softboiled
Tpyical Blissey that walls and Toxics things really needs no further elaboration here.
Wet Doggie (Suicune) @ Leftovers
Ability: Pressure
EVs: 252 HP/176 Def/80 SDef
Bold nature (+Def, -Atk)
- Calm Mind
- Ice Beam
- Surf
- Rest
Summary: Calm Mind Suicune is a solid choice for cleaning up teams. I opted for putting some EVs into SDef because it will take special Fire hits about as well as Blissey does (without Calm Minding at all). I would suggest not playing this Suicune unless you have to or to wait until the end of the match when all of the Trickers are gone and then it can sweep freely.
Threats:
- Getting Tricked will make Suicune very hard to use, so if you think you're going to be sent a Choice item send any other pokémon on this team before it.
- Phazing is extremely easy against it because of Rest.
- Other things CMCunes are typically bad against.