Intro:
Hey guys, this is my first ever competitive team. It is a mixed team based around a combo of Drapion/Rotom-C/Special Based Nape with a back up of Belly Drum Lax should anything go wrong which can also can take any fire or ice hits in. Hope you like it.
I'm also accepting any suggestions on the nicknames for a bit of fun.
What it looks like at a glance:
Heatran
Drapion
Snorlax
Infernape
Rotom-C
Jirachi
In detail:
Heatran @ Shuca Berry
Ability: Flash Fire
EVs: HP 4/Spd 252/SpA 252
Nature: Timid +Spd -Atk
Earth Power
Stealth Rock
Fire Blast
Taunt
Well I decided to change the Forretress for Heatran because I kept failing in putting any Entry Hazards or only managing one layer and then being forced out because of Trick or Taunt. However with Heatran, I can taunt them myself with Max Speed, set up my own Entry Hazard and then switch out to Rotom for the incoming Ground/Fighting attack which are the most common. Better still, I can use him later, to absorb any Fire attacks (improving further my teams list of immunities), and then dealing damage of his own.
---------------------------------------------------------------
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: HP 88/Atk 252/Spd 120/ SpA 48
Nature: Hasty +Spd -Def
Fire Punch
Thunderbolt
Iron Head
Ice Punch
Well this is the replacement for Magnezone. I have Fire Punch because it's deals with many threats such as other Steels, plus gives nice type coverage. Thunderbolt and the 48 SpA EVs are there to deal with Gyarados. Iron Head is of course of Haxx :P and good STAB bonus. However I wasn't sure whether to go with U-turn or Ice Punch, one has more tactical value (u-turn), but ice punch deals with Mence and Latias although Thunderbolt also deals with Mence to a cetain extent.
I have enough Speed plus more to deal with a max speed +1 DD Gyarados. Finally I put the rest of the EVs into HP for some bulk and to improve his sweeping capabilities. This allows him to switch into perhaps an Outrage/Dragon Pulse/Waterfall, then deal with the enemy. This set pretends to have max Speed EVs so by the time the opponent figure out that I have CS it's usually too late to take advantage.
--------------------------------------------------------------
Drapion @ Scope Lens
Ability: Sniper
EVs: Atk 252/ Def 4/ Spd 252
Nature: Jolly +Spd -SpA
Night Slash
Toxic Spikes
Earthquake
Whirlwind
I believe this to be the standard Smogon Drapion set with a few minuscule changes.
This has good type coverage with a high potential for crit hits and perhaps a lucky flinch or freeze for Ice fang. He has so far proven to be my best sweeper, nearly completely knocking out one team single handedly and very reliable. As his only weakness is Ground he is very adaptable and often outspeeds the majority of EQ users. He's also great for absorbing T-Spikes and any Psychic hits on Infernape. Overall, a perfect partner for Infernape although both suffer from ground damage. I changed Cross Poison for T-Spikes because the Poison does such little Type Coverage it wasn't worth it, plus T-Spikes normally guarentees poisoning, perhaps even toxic poisoning. The idea here is to switch into a Psychic hit, anticipate the swap and put down spikes as the opponent switches in. Then switch out to an appropriete counter, probably Rotom, forcing further switches and spreading poison/ST damage within the enemy team. I also added Whirlwind instead of Ice Fang as Ice Fang is too weak to actually deal with anything well, instead I can used Napes Hidden Power. With Whirlwind, I don't need to switch out and instead can Whirlwind my opponent away, scouting their team, spreading Damage.
---------------------------------------------------------------------
Infernape @ Life Orb
Nickname: Inferaper
Ability: Blaze
EVs: Atk 64/ Spd 192/ SpA 252
Nature: Naive +Spd -SpD
Flamethrower
Close Combat
Grass Knot
Hidden Power (Ice)
Perfect type coverage, hitting every type for at least neutral damage (as quoted from smogon lol). I personally can't see anything wrong with this set. The nature is -Def because if Nape gets hit anyway he'll probably get OHKO'ed and if he does survive it'll allow him to use blaze. What Drapion can't do, Infernape can.
-------------------------------------------------------------
Snorlax @ Leftovers
Nickname: Laxatives
Ability: Thick Fat
EVs: HP 168/ Def 120/ SpDf 220
Nature: Careful +SpDf -SpA
Belly Drum
Crunch
Body Slam
Rest
I saw this set today which wiped my team out and decided to use it for myself. I changed Stockpile to Crunch to deal with any Ghosts more effectively being walled by Rotom. It has good synergy with Magnezone by saving them from any fire attacks with it's super high SpDef and it's ability Thick Fat if Heatran is gone. Plus it's a very good absorber of status afflictions.
--------------------------------------------------------------------
Rotom-H @ Choice Scarf
Ability: Levitate
EVs: HP 4/ SpA 252/ Spd 252
Nature: Timid +Spd -Atk
Overheat
Thunderbolt
Trick
Shadow Ball
This was never meant to be the key to my team, but the more I use it, the more it seems it is. It's immunity to fighting deals with Machamps irritating Dynamic Punch which gives me good defensive synergy with Snorlax who I need to protect to defend the rest of my Steels and the immunity to Ground works perfectly with Infernape and Drapion which gives me good offensive syerngy. Rotom also gives me another grass move other than Grass Knot and can hurt Gyrados for 4x damage with Thunderbolt.Trick is there to cripple anyone he can't kill. And finally he's obviously also my Spin Blocker, however this seems like the minority function after his variety of uses.
-------------------------------------------------------------------
Threat List: (Those I've identified so far)
Well so far I've had major difficulty with Machamp and Dynamic punch OHKOing a lot of my team. This is now dealt with by Rotom, however I need a way to dispatch of Machamp as well, not just suck up his attacks, Payback Machamps tend to counter my counter.
There is also Starmie with Rapid Spin and Hydro Pump. The Rapid Spin isn't a worry now but it seems I have to deal with it by taking the hit and then switching to Drapion or Rotom
Skarmory is a major problem from what I've seen so far. This is usually quite easy to deal with now. Drapion who often Outspeeds Skarmory, can just Whirlwind him.
Talking about Skarmory, Blissey is also a major pain once my Nape is gone and ususally just sucks up all my attacks spreading Toxic through my team. Still not sure what to do about Blissey if my Infernape is gone, which occurs often due to his low defense and Life Orb
DD Gyrados can wipe my team out as well after a couple of turns dancing. Same goes for Tar. I can usually deal with Gyrados with Rotom, however, if Gyrados gets just one DD off, I usually have lost howver now I can deal with him with Jirachi as well. Tar is normally easier, I switch in Nape and CC him. Normally even if he DDs once I can outspeed him.
Lucario is also a problem because it can ususally out-speed my team and often OHKOs my sweepers. Rotom can counter him and so can Snorlax sometimes.
Latias is a major pain, hurting much of my team very easily. Usually my best way to deal with Latias is switch to Jirach and Ice Punch/U-turn it.
Thanks for any comments, I appreciate it.