No Title

Introduction
First of all, I wasn't active for a long time, and I know a lot has changed since then. But I wanted to post this team because this is the last team that I have used and just incase. If I ever move on, and play 5th gen. At least I could've said that I'm proud with this team. I'm really sorry if there's no Team Building Process. I really forgot how I built this team, it was last year, so it was a long long time and I think there will be no Threat list because I'm too lazy. But I will try to work on it.:) Anyways, here is the team.

Lead
starmie.png

Starmie@Life Orb
Ability: Natural Cure
EV: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Thunderbolt
- Rapid Spin

As BKC said, I will move Starmie in the Lead position. So having Starmie as my lead now, I can now start the battle with an offensive tempo. Starmie's great speed makes it a very fearsome sweeper, complemented with great coverage, it makes it an even more scary pokemon to battle with. Starmie carries an immense move that even resisted it will still dish out great damage. Starmie is really a force to be reckoned with. Packing enough power to decimate it's counters. Even making Spin Blockers useless. When I send out Starmie, my opponent's sweepers will have a hard time switching in, due to the power that Starmie has. 115 Base Speed is enough to outrun most sweepers which is really valuable.

Hydro Pump is somewhat annoying because it has an abyssmal accuracy which sometimes costing you a game. Although the power it has is just great. BoltBeam combo gives me a lot of coverage. Tbolt allows me to cover opposing Starmie, Suicune and Gyarados, while Ice Beam allows me to cover Grass types, namely Shaymin and Celebi. Although Starmie can be easily Pursuited, it really isn't. Scizor and Tyranitar will have a hard time due to Hydro Pump's power. Yes, they will kill Starmie if they survive, but will they survive the incoming move for them? Hydro Pump will severely weaken a pokemon, which isn't named Blissey or Snorlax.

The EV's are pretty Self-explanatory, so I don't really need to explain.

The Unpredictable
infernape.png

Infernape@Life Orb
Ability: Blaze
EV: 252 Atk / 64 SpA / 192 Spe
Naive Nature
- U-Turn
- Close Combat
- Thunderpunch
- Overheat

Infernape is really an unpredictable pokemon. How can you tell what set it's using? Swords Dance, Nasty Plot, Specially Mixed or Physically Mixed? And even though it is as strong as it sounds, it is as frail as it can be. Fake Out can easily take out Infernape, but of course you won't, because you'll probably use your brain. Anyways, Infernape's wide variety of attacks allows it to take down a lot of pokemon in the Metagame. No Fire Blast huh? I'll explain later.

U-Turn is really an awesome move. You can scout and while scouting you also dish out a large amount of damage, providing that it isn't resisted. Max attack plus Life Orb allows Infernape to deal good damage while Scouting. Close Combat is pretty self-explanatory, you know, STAB and stuff. It's your best bet when using a fighting type like Infernape. Again, no Fire Blast? Yes, first of all, I actually never wanted to use Fire Blast again, ever. It costed me the game a ton of times. 1v1 Pokes and you know you will win because you are sure that you are faster, but you aren't really sure that your attack will hit because you are unlucky. Lol. Thunderpunch is really good. I used it over Stone Edge because of the accuracy. But I'm not an accuracy freak. Lol. I used over SE not only it has a lower accuracy, Tpunch gives me the power to own weakened Water types. Gyarados dies to Tpunch even with Intimidate, considering Stealth Rock damage.

64 SpA attack only since my only Special Atatck is Overheat and is only used in some situations. 192 Speed EV's allows Infernape to reach 330 Speed, which is enough to outspeed Non-Scarf Flygon and other base 100 Pokemons.

Special Wall
registeel.png

Registeel@Leftovers
Ability: Clear Body
EV: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Thunder Wave
- Iron Head
- Seismic Toss

So Registeel here acts as my Special wall, having 150 Base Defenses are enough to deal with most pokemons, and even though Registeel is a UU pokemon, it can fight it's way through in the OU Tier. A steel type is really necessary to any team, without it, it's like Dragon types will really rule your team. Registeel doesn't have all the move it needs to Tank everyday, unlike most pokemon, Registeel's only option to heal itself is Rest. Although yes, having a status absorber is nice, you aren't supporting, you are actually an Offensive threat than a Defensive one. CurseRegi is really a force to be reckoned with, but it's just not my type and not needed by my team.

Thunder Wave cripples fast sweepers such as Infernape, Azelf and pokemons that boost their speed. I tend to run Shadow Claw over Seismic Toss for ghost types, but I noticed that Thunder Wave and Iron Head will own most pokemon. While Seismic Toss gives allows me to dish 100 HP per turn. In the analysis, the preferred move is Shadow Claw, but for me, I prefer Iron Head. You get the Flinch hax and STAB too. I think it's a better option than Iron Head. Iron Head will own Gengar and other pokemon's that can be taken down easily.

EV's are pretty standard. I like standard stuff you know. :D I wouldn't explain much here because I don't really know what to say. I also wanted to use Ice Punch due to Dragons running around in OU, but I'd only cover Dragon, Grass and Ground types rather that covering even more.

Physical Wall
tangrowth.png

Tangrowth@Leftovers
Ability: Chlorophyll
EV: 252 HP / 252 Def / 4 SpD
Impish Nature
- Sleep Powder
- Leech Seed
- Knock Off
- Power Whip

First of all, I know that Shaymin or Celebi is better than Tangrowth. Tangrowth lacks the Special Defense, while the two are balanced. But there are things that Tangrowth has while the two doesn't. It's a better Physical Defense and access to Sleep Powder and Knock Off. Two of the most annoying moves. Making you useless for turns is really something and removing your item(Leftovers) will really put walls to their limit. Especially those who doesn't have a healing move and relies only with Leftovers and their teammates that have Wish. Also, I want to play Tangrowth in 5th Gen, cause he has this ability, I don't really know what it's called. Whenever Tangrowth switches out, it heals a percent of it's health. Lol. It's really convenient. Helps in walling more. But I didn't really like the new metagame. But I hope I do eventually. Lol.:D:D

Tangrowth is going to be my Physical Tank because it does a better job than Registeel does, I think. Sleep Powder, Leech Seed and Knock Off. Leech Seed is chosen over Earthquake since I can handle steel types pretty well and my only way to heal my other pokemon's cause they don't have any healing move if you've noticed. Knock Off, I think, is a really great, great move. Life Orb, Leftovers and Choice Items are the key to one's pokemon's set. Specs and Band to power up a pokemon that is already powerful is really devastating. Leftovers and Life Orb, the 6.25% per turn is a lot to most walls while Life Orb is really a need to sweepers. Thanks to Knock Off, it will hinder them, but not that hard. :D:D I'm actually talking nonsense here. Power Whip as my attacking move cause it is STAB and has a 100 Base power, I think.

Max HP and Defense plus Impish Nature allows me to tank even the most powerful physical attack there is. Lol. Except for those with +6 Close Combat. Lol. :D Jolly Choice Scarf Tyranitar won't 3HKO Tangrowth with Stone Edge, and Jolly Choice Scarf Flygon cannot 3HKO with Outrage, hoping to confuse Flygon on the second turn. So anyways, this also means that Adamant Life Orb Gyarados fails to 2HKO with Ice Fang after a Dragon Dance, although Bounce is still an OHKO with Stealth Rock. In return, Tangrowth can 2HKO all of the above with Power Whip. He also has a high chance to survive Adamant Life Orb Lucario's Close Combat after a Swords Dance, even if he switches into Stealth Rock, which allows Tangrowth to OHKO with Earthquake after Close Combat's Defense drop. But I'll Sleep Powder instead, cause I don't have Earthquake. Hoping to sleep for 2 more turns and not only 1. lol. In addition, Adamant Choice Band Metagross cannot 2HKO with Meteor Mash. So having Tangrowth as my physical wall is very, very nice.

Trickster
rotomheat.png

Rotom-H@Choice Scarf
Ability: Levitate
EV: 252 HP / 40 SpA / 216 Spe
Timid Nature
- Trick
- Thunderbolt
- Shadow Ball
- Will-O-Wisp

Rotom's great balanced stat makes it an excellent user of a Choice Item. Choice Scarf covers up for it's somewhat average speed, allowing me to take down one of the most fearsome threat, Gyarados. While it is strange that I don't have Overheat, I find Overheat in this set somewhat useless, since they tend to switch out after I bring this thing in. When vs Scizor, Luke, and other steel types. They see the incoming Overheat, so instead of attacking, I just Trick over my Scarf looking for a Leftovers. I always run into Blissey, and so, I always get a free recovery, plus destroying the Pink Blob. I don't really Trick over my Scarf that much. Because I'm reserving Rotom for Gyarados.


Thunderbolt plus Shadow Ball is equal to dual STAB, so either of the two will be a good choice when attacking. WoW over Overheat because when I've already Tricked my Scarf, I'll need to attack rather than using Overheat and you have to switch out because you have a -2 Special Attack. You just wasted a turn. Trick is the crux of this set, allowing me to cripple the most annoying and most dangerous threats in the metagame. Namely Snorlax, Blissey, Ttar( which would trap me, and kill me ) and other pokemon that would pose a real threat.

As FlameSaber suggested, a bulkier spread would work better. Fortunately, it works for me. 252 HP increases Rotom's overall bulk and 216 Spe allows me to outspeed +1 Jolly Gyarados.

Stall BREAK!
heatran.png

Heatran@ Life Orb
Ability: Flash Fire
EV: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Earth Power / Explosion
- HP[Grass] / HP[Electric]
- Taunt

Just as BKC suggested to me, I placed Heatran over Moltres, but with a little changes to it. The Trapper set you suggested worked well when I tested it on PO, but I think this Heatran is better. First of all, we all know how good Heatran is, thanks to his great typing, he can run almost any set. From an offensive pokemon to a defensive pokemon, to wether a staller or a stallbreaker, or even an offensive threat. Anyways, I'm using TauntTran. Taunt Life Orb Heatran; I think is such an effective pokemon. It is one of the best stallbreakers in the game in my opinion. Since my team has some troubles vs Stall, Heatran remedies this. Heatran can easily deal with the likes of Blissey, Gyarados, and Swampert. Since they only rely on Wish/Softboiled and Rest, Taunt will pretty much shut them down. A Blissey without Seismic Toss will be easily defeated, as their only way of damaging me now is Tbolt/IceBeam. Flamethrower Blissey will be forced to switch, obviously.

I was suppose to use Explosion > Earth Power as Explosion would allow me to take out Blissey, while Earth Power allows me to do consitent damage and my way of dealing with opposing fire types and Heatran. In my opinion, since Taunt already shuts down most Blissey, I can already deal with it. Explosion finishes the job instantly but would obviously kill Heatran, and thus, opening my team to Stall. The chances are, Infernape or Starmie ravaging through the opponent's team. Still Deciding on this. Help?

I am also in need of help deciding whether what Hidden Power type I'll use. Either HP[Grass] or Electric. Grass removes Swampert, while Electric, keeps Gyarados and Water types at bay. If I choose Electric, almost all types of Gyarados is easily owned, since Tangrowth can already deal with Swampert, but he won't like Ice Beam. If I choose Grass, obviously, Swampert gets easily owned, but since Swampert is commonly seen as a Lead( which is pretty much dealt with Starmie, where as Swampert takes 54.59% - 64.76% from Hydro Pump ). As he lays his rocks, I can 2HKO him. So HP[Electric] here I think is the superior option. Taking out BulkyGyara/RestTalkGyara allows my Nape to release it's Close Combat.

Fire Blast is pretty standard, it is the most powerful move Heatran can use besides Overheat. Since my walls are open to Fire attacks, Heatran has a lot of opportunity to switch in. HP[Grass] / HP[Electric] were pretty much explained above. Taunt, it is just an awesome move, one of the most useful moves in today's metagame since semi-Stall is pretty much the trend. :) Anyways, Taunt here, is the key to this set. Taunt completely ruins pokemon such as Skarmory, Blissey( especially this one ) and Gyarados - just to name a few - Taunt, complemented with Heatran's natural bulk, makes it a tough pokemon to take down and to battle with.

The EV's are pretty standard. Max SpA allows me to 2HKO 4/0 Gyara with Fire Blast after SR, Max Spe outpaces Breloom and neutral base 85. Here are some calculation's if you doubt Heatran's power. The calculation's below doesn't add Flash Fire boost. These pokemon's are Heatran's common switch ins.

Damage Calculations:

Life Orb Fire Blast vs 252 HP / 252 Def Bold Blissey: 27.73% - 32.77%
Life Orb Fire Blast vs 248 HP / 8 SpD Impish Gyarados: 32.06% - 37.66%
Life Orb Fire Blast vs 248 SpD / 44 SpD Relaxed Swampert: 32.75% - 38.71%
Life Orb Fire Blast vs 0 HP / 0 SpD Adamant Gyarados: 38.37% - 45.32%
Life Orb Fire Blast vs 4 HP / 0 SpD Jolly/Adamant Flygon: 50.66% - 59.60%
Life Orb Fire Blast vs 0 HP / 4 SpD Timid Starmie: 55.17% - 65.52%
Life Orb Fire Blast vs 136 HP / 0 SpD Timid Starmie: 49.49% - 58.31%
Life Orb Fire Blast vs 252 HP / 136 SpD Bold Rotom-A: 69.41% - 82.24%
Life Orb Fire Blast vs 252 HP / 0 SpD Bold Rotom-A: 87.27% - 102.91%
Life Orb Hidden Power Grass vs 252 HP / 0 SpD Bold Vaporeon: 44.83% - 53.02%
Life Orb Hidden Power Grass vs 252 HP / 0 SpD Bold Suicune: 44.06% - 51.98%

CONCLUSION
I have used this team for a long time. I has given me a high win ratio. In 50 battles, I've only lost 7 or lower, I think. So anyways, I hope that you'll have a great time rating my team, cause I had a great time using and building this team. :)

EDIT: Starmie is now placed in the Lead position, it is working pretty nice. Moltres stays though, but I will change it as soon as I figure out on how to solve this shit. Btw, There are now beautiful pictures. Thanks to Arkeis.
 
Hi WoOoShoOo!!,

Your team looks good from what I can tell. I also tried it on PO, and didn't find any particularly big weakness, so I'll mostly be nitpicking.

146.png
- Moltres is good. I would go for a coverage move over one of the fire attacks, but the right Hidden Power is a pain to get in-game. xD As far as missing with Fire Blast, when I tested, I missed more often with Air Slash... :/ Depending on your IVs, you might or might not want those HP EVs. Just make sure to have an odd number of HP, so you can switch into SR twice, with 1 HP remaining.

392.png
- Infernape is good. On the Physically Based Mixed Attacker (wow, mouthful), Fire Blast isn't standard, so that's actually not a surprise. xD Thunder Punch is a nice surprise for Gyarados, though Stone Edge does offer more coverage.

379.png
- Registeel is decent, but I feel that Jirachi can do its job better. Its defenses aren't quite as high, but 100/100/100 is still solid. It is also much faster, has Serene Grace for a higher flinch rate, and access to Wish, which will really benefit your team.
Spr_4d_385.png

Jirachi @ Leftovers
Ability: Serene Grace
Nature: Careful
EVs: 252 HP / 224 SpD / 32 Spe
-Iron Head
-Thunder Wave / Body Slam
-Wish
-Stealth Rock / U-turn / substitute / protect / (coverage move)
You seem to be playing on Wifi, though, so Jirachi may be difficult to obtain.

465.png
- Really good physical bulk, though its special bulk (or lack thereof) is disheartening. Personally, I haven't found Knock-Off that useful. I'd rather leave on Life Orbs and Choice Items to wither away the user's HP, and allow for easier switching via abuse of resistances, respectively. Leftovers are great to get rid of, though. I'd personally prefer a coverage move, but if it's working for you, it's working for you.

Ani479OMS.png
- I highly recommend a bulkier spread. While you're not defending entry hazards, Rotom-A is your best bet against a number of threats, particularly Gyarados, so you want to be able to keep it alive. Something like [200 HP / 52 SpA / 252 Spe], or [252 HP / 40 SpA / 216 Spe]. The former gives you max speed to tie opposing Scarf Rotom-A, with the latter giving you more bulk and enough speed to outspeed max speed Jolly +1 Gyarados. The lesser damage output isn't really noticeable; you should be able to OHKO everything you'd want to.

121.png
- Boss as ever.

I hope I helped, and good luck with your team! :)

Oh, and one final note, I recommend putting pictures in your RMT- it makes it more aesthetically pleasing, which also makes raters more likely to read it. xD
 
Awesome.

Introduction
First of all, I wasn't active for a long time, and I know a lot has changed since then. But I wanted to post this team because this is the last team that I have used and just incase. If I ever move on, and play 5th gen. At least I could've said that I'm proud with this team. I'm really sorry if there's no Team Building Process. I really forgot how I built this team, it was last year, so it was a long long time and I think there will be no Threat list because I'm too lazy. But I will try to work on it.:) And there are no pictures of my team because they wouldn't work. Anyways, here is the team.

Lead

Moltres@Choice Scarf
Ability: Pressure
EV: 4 HP / 252 SpA / 252 Spe
Naive Nature
- Fire Blast
- Air Slash
- U-Turn
- Overheat

Moltres isn't really the best pokemon to use in the OU Tier due to every team having Stealth Rock. Even though it has to be that way, Moltres is still a good pokemon to have. I placed him in the Lead position so that he won't die that quickly. Moltres as my lead so that I can start the battle with an offensive tempo. He can attack hard with Fire Blast and Overheat, annoy with Air Slash and scout with U-Turn. I didn't have any Hidden Power. Yes, I know that it means a lot, covering Dragon's and Water types is really useful. But the thing is, IV's arent that easy to get. I'm a very, very lazy person. :D:D

Air Slash is going to be my primary STAB move here. The 30% Flinch rate gives me the edge after I U-Turn out and switch back in. I can't switch back out due to Stealth Rock. From then on, I can just Air Slash until Moltres dies. Even though special defensive steel types and Zapdos takes my Air Slash very, very well, they die through hax. :) I even won one battle using Air Slash. I think that day was just my day. :D:D Fire Blast is just another option if I see no resists for my Fire Blast. I rarely use Fire Blast, seriously. Overheat here is my most powerful move, and can do a lot, even against water types. U-Turn is the key here. It allows me to scout Moltres' counter and counter it, after that, I can proceed to sweep. Moltres is a really good pokemon, especially if Stealth Rock ain't on the field. How unfortunate of Moltres.

The EV's are pretty standard. Naive nature cause I got it as Naive at Mt. Silver and nothing can change that, cause I've already saved my game a ton of times. lol. :D I think it's actually a good thing that I had Naive instead of Timid. Timid hinders my Attack stat, thus, weakening my U-Turn. Lol. Although I rarely use U-Turn(and WILL) because of SR. Sucks.

The Unpredictable

Infernape@Life Orb
Ability: Blaze
EV: 252 Atk / 64 SpA / 192 Spe
Naive Nature
- U-Turn
- Close Combat
- Thunderpunch
- Overheat

Infernape is really an unpredictable pokemon. How can you tell what set it's using? Swords Dance, Nasty Plot, Specially Mixed or Physically Mixed? And even though it is as strong as it sounds, it is as frail as it can be. Fake Out can easily take out Infernape, but of course you won't, because you'll probably use your brain. Anyways, Infernape's wide variety of attacks allows it to take down a lot of pokemon in the Metagame. No Fire Blast huh? I'll explain later.

U-Turn is really an awesome move. You can scout and while scouting you also dish out a large amount of damage, providing that it isn't resisted. Max attack plus Life Orb allows Infernape to deal good damage while Scouting. Close Combat is pretty self-explanatory, you know, STAB and stuff. It's your best bet when using a fighting type like Infernape. Again, no Fire Blast? Yes, first of all, I actually never wanted to use Fire Blast again, ever. It costed me the game a ton of times. 1v1 Pokes and you know you will win because you are sure that you are faster, but you aren't really sure that your attack will hit because you are unlucky. Lol. Thunderpunch is really good. I used it over Stone Edge because of the accuracy. But I'm not an accuracy freak. Lol. I used over SE not only it has a lower accuracy, Tpunch gives me the power to own weakened Water types. Gyarados dies to Tpunch even with Intimidate, considering Stealth Rock damage.

64 SpA attack only since my only Special Atatck is Overheat and is only used in some situations. 192 Speed EV's allows Infernape to reach 330 Speed, which is enough to outspeed Non-Scarf Flygon and other base 100 Pokemons.

Special Wall

Registeel@Leftovers
Ability: Clear Body
EV: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Thunder Wave
- Iron Head
- Seismic Toss

So Registeel here acts as my Special wall, having 150 Base Defenses are enough to deal with most pokemons, and even though Registeel is a UU pokemon, it can fight it's way through in the OU Tier. A steel type is really necessary to any team, without it, it's like Dragon types will really rule your team. Registeel doesn't have all the move it needs to Tank everyday, unlike most pokemon, Registeel's only option to heal itself is Rest. Although yes, having a status absorber is nice, you aren't supporting, you are actually an Offensive threat than a Defensive one. CurseRegi is really a force to be reckoned with, but it's just not my type and not needed by my team.

Thunder Wave cripples fast sweepers such as Infernape, Azelf and pokemons that boost their speed. I tend to run Shadow Claw over Seismic Toss for ghost types, but I noticed that Thunder Wave and Iron Head will own most pokemon. While Seismic Toss gives allows me to dish 100 HP per turn. In the analysis, the preferred move is Shadow Claw, but for me, I prefer Iron Head. You get the Flinch hax and STAB too. I think it's a better option than Iron Head. Iron Head will own Gengar and other pokemon's that can be taken down easily.

EV's are pretty standard. I like standard stuff you know. :D I wouldn't explain much here because I don't really know what to say. I also wanted to use Ice Punch due to Dragons running around in OU, but I'd only cover Dragon, Grass and Ground types rather that covering even more.

Physical Wall
Tangrowth@Leftovers
Ability: Chlorophyll
EV: 252 HP / 252 Def / 4 SpD
Impish Nature
- Sleep Powder
- Leech Seed
- Knock Off
- Power Whip

First of all, I know that Shaymin or Celebi is better than Tangrowth. Tangrowth lacks the Special Defense, while the two are balanced. But there are things that Tangrowth has while the two doesn't. It's a better Physical Defense and access to Sleep Powder and Knock Off. Two of the most annoying moves. Making you useless for turns is really something and removing your item(Leftovers) will really put walls to their limit. Especially those who doesn't have a healing move and relies only with Leftovers and their teammates that have Wish. Also, I want to play Tangrowth in 5th Gen, cause he has this ability, I don't really know what it's called. Whenever Tangrowth switches out, it heals a percent of it's health. Lol. It's really convenient. Helps in walling more. But I didn't really like the new metagame. But I hope I do eventually. Lol.:D:D

Tangrowth is going to be my Physical Tank because it does a better job than Registeel does, I think. Sleep Powder, Leech Seed and Knock Off. Leech Seed is chosen over Earthquake since I can handle steel types pretty well and my only way to heal my other pokemon's cause they don't have any healing move if you've noticed. Knock Off, I think, is a really great, great move. Life Orb, Leftovers and Choice Items are the key to one's pokemon's set. Specs and Band to power up a pokemon that is already powerful is really devastating. Leftovers and Life Orb, the 6.25% per turn is a lot to most walls while Life Orb is really a need to sweepers. Thanks to Knock Off, it will hinder them, but not that hard. :D:D I'm actually talking nonsense here. Power Whip as my attacking move cause it is STAB and has a 100 Base power, I think.

Max HP and Defense plus Impish Nature allows me to tank even the most powerful physical attack there is. Lol. Except for those with +6 Close Combat. Lol. :D Jolly Choice Scarf Tyranitar won't 3HKO Tangrowth with Stone Edge, and Jolly Choice Scarf Flygon cannot 3HKO with Outrage, hoping to confuse Flygon on the second turn. So anyways, this also means that Adamant Life Orb Gyarados fails to 2HKO with Ice Fang after a Dragon Dance, although Bounce is still an OHKO with Stealth Rock. In return, Tangrowth can 2HKO all of the above with Power Whip. He also has a high chance to survive Adamant Life Orb Lucario's Close Combat after a Swords Dance, even if he switches into Stealth Rock, which allows Tangrowth to OHKO with Earthquake after Close Combat's Defense drop. But I'll Sleep Powder instead, cause I don't have Earthquake. Hoping to sleep for 2 more turns and not only 1. lol. In addition, Adamant Choice Band Metagross cannot 2HKO with Meteor Mash. So having Tangrowth as my physical wall is very, very nice.

Trickster

Rotom-H@Choice Scarf
Ability: Levitate
EV: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Trick
- Thunderbolt
- Shadow Ball
- Will-O-Wisp

Rotom's great balanced stat makes it an excellent user of a Choice Item. Choice Scarf covers up for it's somewhat average speed, allowing me to take down one of the most fearsome threat, Gyarados. While it is strange that I don't have Overheat, I find Overheat in this set somewhat useless, since they tend to switch out after I bring this thing in. When vs Scizor, Luke, and other steel types. They see the incoming Overheat, so instead of attacking, I just Trick over my Scarf looking for a Leftovers. I always run into Blissey, and so, I always get a free recovery, plus destroying the Pink Blob. I don't really Trick over my Scarf that much. Because I'm reserving Rotom for Gyarados.


Thunderbolt plus Shadow Ball is equal to dual STAB, so either of the two will be a good choice when attacking. WoW over Overheat because when I've already Tricked my Scarf, I'll need to attack rather than using Overheat and you have to switch out because you have a -2 Special Attack. You just wasted a turn. Trick is the crux of this set, allowing me to cripple the most annoying and most dangerous threats in the metagame. Namely Snorlax, Blissey, Ttar( which would trap me, and kill me ) and other pokemon that would pose a real threat.

Max Special attack and Speed to dish out the damage that I need. Having a plus nature would boost my speed to outspeed +1 Gyarados to revenge!! :D:D

Offensive Spinner

Starmie@Life Orb
Ability: Natural Cure
EV: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Thunderbolt
- Rapid Spin

Starmie's great speed makes it a very fearsome sweeper, complemented with great coverage, it makes it an even more scary pokemon to battle with. Starmie carries an immense move that even resisted it will still dish out great damage. Starmie is really a force to be reckoned with. Packing enough power to decimate it's counters. Even making Spin Blockers useless. When I send out Starmie, my opponent's sweepers will have a hard time switching in, due to the power that Starmie has. 115 Base Speed is enough to outrun most sweepers which is really valuable.

Hydro Pump is somewhat annoying because it has an abyssmal accuracy which sometimes costing you a game. Although the power it has is just great. BoltBeam combo gives me a lot of coverage. Tbolt allows me to cover opposing Starmie, Suicune and Gyarados, while Ice Beam allows me to cover Grass types, namely Shaymin and Celebi. Although Starmie can be easily Pursuited, it really isn't. Scizor and Tyranitar will have a hard time due to Hydro Pump's power. Yes, they will kill Starmie if they survive, but will they survive the incoming move for them? Hydro Pump will severely weaken a pokemon, which isn't named Blissey or Snorlax.

The EV's are pretty self-explanatory, so I don't really need to explain.

CONCLUSION
I have used this team for a long time. I has given me a high win ratio. In 50 battles, I've only lost 7 or lower, I think. So anyways, I hope that you'll have a great time rating my team, cause I had a great time using and building this team. :)

This is the best team I've seen on RMTs so far!! Wow. You have a Physical Wall, a Special Wall, a status attacker, a Rapid Spinner, and two sweepers! This is the kind of strategical thinking more RMT'ers need to think of. The only flaw is that you left out Nasty Plot on your Infernape, and have no Baton Passers to cover that. However, I don't think that really matters. I'm a strategical thinker, and I can honestly say I love his team's strategy-building.
 
Hi WoOoShoOo!!,

Your team looks good from what I can tell. I also tried it on PO, and didn't find any particularly big weakness, so I'll mostly be nitpicking.

- Moltres is good. I would go for a coverage move over one of the fire attacks, but the right Hidden Power is a pain to get in-game. xD As far as missing with Fire Blast, when I tested, I missed more often with Air Slash... :/ Depending on your IVs, you might or might not want those HP EVs. Just make sure to have an odd number of HP, so you can switch into SR twice, with 1 HP remaining.

- Infernape is good. On the Physically Based Mixed Attacker (wow, mouthful), Fire Blast isn't standard, so that's actually not a surprise. xD Thunder Punch is a nice surprise for Gyarados, though Stone Edge does offer more coverage.

- Registeel is decent, but I feel that Jirachi can do its job better. Its defenses aren't quite as high, but 100/100/100 is still solid. It is also much faster, has Serene Grace for a higher flinch rate, and access to Wish, which will really benefit your team.
Something like this.
You seem to be playing on Wifi, though, so Jirachi may be difficult to obtain.

- Really good physical bulk, though its special bulk (or lack thereof) is disheartening. Personally, I haven't found Knock-Off that useful. I'd rather leave on Life Orbs and Choice Items to wither away the user's HP, and allow for easier switching via abuse of resistances, respectively. Leftovers are great to get rid of, though. I'd personally prefer a coverage move, but if it's working for you, it's working for you.

- I highly recommend a bulkier spread. While you're not defending entry hazards, Rotom-A is your best bet against a number of threats, particularly Gyarados, so you want to be able to keep it alive. Something like [200 HP / 52 SpA / 252 Spe], or [252 HP / 40 SpA / 216 Spe]. The former gives you max speed to tie opposing Scarf Rotom-A, with the latter giving you more bulk and enough speed to outspeed max speed Jolly +1 Gyarados. The lesser damage output isn't really noticeable; you should be able to OHKO everything you'd want to.

- Boss as ever.

I hope I helped, and good luck with your team! :)

Oh, and one final note, I recommend putting pictures in your RMT- it makes it more aesthetically pleasing, which also makes raters more likely to read it. xD

First of all, before I say anything, thanks for rating. :D Lol. Maybe Air Slash hates you. :D lol. On the HP ev's, I had odd HP ev's and please don't ask about it's IV's. :)

On Infernape, I would've used Stone Edge because it allowed me to cover Dragonite and Zapdos, but I find Tpunch more useful because Gyarados' tend to switch on Infernape a ton of times. lol. Thinking that they can actually set up.

On Registeel. lol. I would've really used Jirachi actually, and yes, you are correct that I'm playing WiFi. T-Wave + Rocks + Serene Grace + Wish = super win. Jirachi > Registeel. But actually, I had no other choice. I have no Pokesav or Action Replay. So that's that.

Knock Off. Yes, I could change it to something. But removing Blissey's Leftovers is just so fun. lol. The Special defense, yes. This is why I partnered Registeel with Tangrowth, to cover it's low SpD. But I could've used Jirachi on the slot here because of the Wish. But it is still nice.

Rotom-A. Ah yes, I have been always planning to use this thing from till then, but bluffing Overheat is just fucking win. For example, Rotom-H vs Scizor. This is a win-win situation. Even if Scizor switches or stays, he still loses. Staying would leave a Scarf Scizor, WTF. That is pretty useless I think and I get to keep a CB, I can trick another one. On the defensive spread. I will test it and see.

Lol. I'm very sorry to have displeased you. But pictures from any site is just not working for me this time. The last RMT that I had here, I had pictures. I don't know. lol. I will update this thing ASAP. :D Thanks for rating. I shall test it and see. :)

This is the best team I've seen on RMTs so far!! Wow. You have a Physical Wall, a Special Wall, a status attacker, a Rapid Spinner, and two sweepers! This is the kind of strategical thinking more RMT'ers need to think of. The only flaw is that you left out Nasty Plot on your Infernape, and have no Baton Passers to cover that. However, I don't think that really matters. I'm a strategical thinker, and I can honestly say I love his team's strategy-building.

Wow, thank you so much. But this isn't a perfect team I think. It still has some shit to be checked. But thank you.
 
ONE MORE THING!

Wow, thank you so much. But this isn't a perfect team I think. It still has some shit to be checked. But thank you.

You're welcome! One more TINY issue: With Gravity in effect, you have four Pokemon weak to Ground... (Registeel, Moltres, Infernape, and Rotom) But Gravity isn't a very well-liked move so I think you should be fine :P
 
Bump!

Lol. I am very sorry to have bumped this up. But I didn't get enough rates. I'm sorry if there no pictures, I just can't seem to put them on. It won't work.
 
You're really, really weak to Scarf Heatran. Starmie cannot switch into Fire Blast, because it will be 2HKOed anyways. I'm not so sure if that's common in WiFi, but I suggest that you use a bulky water like Suicune (again, don't know if it's hard to get) over Tangrowth.

Hope this helped!
 
You have a large weakness to stall; your main two methods of breaking it are Starmie and Infernape (who can't even KO ResTalk Gyarados with a -1 ThunderPunch). Starmie gets worn down extremely fast by the hazards it switches into, Life Orb, and sandstorm. Your Registeel is easy setup bait for the likes of Forretress and Skarmory, so once Starmie inevitably goes down, it's game over. To me, the weak link of this team is Moltres, as Starmie isn't guaranteed to always get a spin off thanks to the presence of Rotom-A.

My suggestion is move Starmie to the lead position, where it will put pressure on the opponent from turn 1, and to run a Magma Storm Heatran in place of Moltres. Tran has much better typing that Moltres and is one of OU's best stallbreakers. With Magma Storm, you trap ResTalk Gyarados and KO with HP Electric. Later, you can trap Blissey, Taunt to prevent Protect, and Explode, letting Starmie run wild. This set is particularly effective in tandem with Infernape.

Heatran @ Passho Berry | Mild | EVs: 252 SpA / 56 SpD / 200 Spe
Magma Storm | Hidden Power [Electric] | Taunt | Explosion

The speed EVs will outrun Adamant Breloom, and Passho Berry lets you defeat water types on offensive teams such as Suicune. With Heatran defeating Gyarados, the need for ThunderPunch Infernape isn't too necessary; I'd drop it for Mach Punch to check Swords Dance Lucario in case Rotom gets Pursuited. Try these changes out, I think you'll see improved results. Nice team and good luck.
 
You're really, really weak to Scarf Heatran. Starmie cannot switch into Fire Blast, because it will be 2HKOed anyways. I'm not so sure if that's common in WiFi, but I suggest that you use a bulky water like Suicune (again, don't know if it's hard to get) over Tangrowth.

Hope this helped!

I really did not notice that, lol. I don't usually see ScarfTran these days. Thanks for the rate. I will try out Suicune.

You have a large weakness to stall; your main two methods of breaking it are Starmie and Infernape (who can't even KO ResTalk Gyarados with a -1 ThunderPunch). Starmie gets worn down extremely fast by the hazards it switches into, Life Orb, and sandstorm. Your Registeel is easy setup bait for the likes of Forretress and Skarmory, so once Starmie inevitably goes down, it's game over. To me, the weak link of this team is Moltres, as Starmie isn't guaranteed to always get a spin off thanks to the presence of Rotom-A.

My suggestion is move Starmie to the lead position, where it will put pressure on the opponent from turn 1, and to run a Magma Storm Heatran in place of Moltres. Tran has much better typing that Moltres and is one of OU's best stallbreakers. With Magma Storm, you trap ResTalk Gyarados and KO with HP Electric. Later, you can trap Blissey, Taunt to prevent Protect, and Explode, letting Starmie run wild. This set is particularly effective in tandem with Infernape.

Heatran @ Passho Berry | Mild | EVs: 252 SpA / 56 SpD / 200 Spe
Magma Storm | Hidden Power [Electric] | Taunt | Explosion

The speed EVs will outrun Adamant Breloom, and Passho Berry lets you defeat water types on offensive teams such as Suicune. With Heatran defeating Gyarados, the need for ThunderPunch Infernape isn't too necessary; I'd drop it for Mach Punch to check Swords Dance Lucario in case Rotom gets Pursuited. Try these changes out, I think you'll see improved results. Nice team and good luck.

Thanks for the rate BKC. I will try out PasshoTran. But I am very sorry, I just can't bare to find a Hidden Power type, I play in Wi-Fi. But I will try my very best. Btw, I saw your team and saw BaitTar, tested it, and just like you said, I was pleased with the results. It was very effective. Thank you. I will try these changes. Thanks for the rate! :)
 
@FlameSaber
The bulkier Rotom you suggested was very nice, I gave it a go and worked well. Thank you.

@BKC
Starmie on the lead position is really useful. But unfortunately, Heatran wasn't added. HP[Fire], HP[Dragon], HP[Fire] again, HP[Ground], and HP[Psychic] were the Hidden Power that I got. Lol, I can have Dragon Pulse and Earth Power. On HP[Psychic], that could be useful though, for Machamps. Lol. But that's that. Sorry BKC.
 
Yo WoOoShoOo!!,

Cool team! I really like how you incorporate less-used pokemon on your team. This wrecks most offensive teams, but has heaps of trouble against balanced and stall teams. I'll try to change that through my rate by including some sets/pokemon that surprise the shit out of these teams.

I'll start off by fixing your offensive weaknesses, which are: CM Suicune, Breloom, and Heatran. CM Suicune(mostly RestTalk) walks all over your pokemon because your only counters to it are Trick from Rotom-H and maybe Tangrowth. Breloom sits on Registeel and Tangrowth, and wrecks from there considering Moltres is your only true counter(it is choiced .-.). On the other hand, Heatran switches into four of your pokemon, and then steadly takes away your frail counters. To fix these issues I'm going to suggest a Shaymin over Tangrowth(I was gonna suggest Celebi, but then Scizor/Tyranitar have more fun). The set is Shaymin @ Leftovers | Timid Nature | 252 HP / 76 SpA / 180 Spe | Leech Seed / Seed Flare / Earth Power / Hidden Power Fire. You do lose Sleep Power+Knock Off, but you get a very useful grass pokemon in return that can OHKO its own counters like Heatran and Infernape on the switch. It also has Hidden Power Fire, which will hurt Forretress and Skarmory to a reliable degree. This means setting up will be much more difficult for them. It doesn't have the fighting resist for Breloom like Celebi offered, but I figured it still gives you more room to play around with then Tangrowth did against Breloom imo. Now to fix the huge stall problem. I suggest you change Infernape to a special variant, it is Infernape @ Life Orb | Naive OR Hasty Nature | 64 Atk / 252 SpA / 192 Spe OR you can just go max | Fire Blast / Close Combat / Grass Knot OR Nasty Plot / Hidden Power Electric. I suggest Grass Knot before Nasty Plot because Grass Knot hits Swampert and other water pokemon hard, which can be annoying to Moltres and Infernape himself. Nasty Plot does offer awesome, clutch plays though, but Swampert then stops dead three of your pokemon. To keep lowering your stall problems, I'm going to recommend using Explosion over Iron Head on Registeel because Explosion can take out pokemon like Blissey that are key to stall teams. I don't recommend taking out Seismic Toss because then Substitute Zapdos can wreck you. On a last note, I suggest you use Hidden Power Ice over Overheat on Moltres to hit dragons i.e. DD Dragonite or Flygon on the switch. I would suggest replacing Moltres, who makes you even more weak to stall, but you seem you like him too much. No nitpicks this time xD because they had to be fixed in the bulk of your stall dilemma. Oh, and please play around stall VERY carefully because you are still not completely immune to it, just better against it imo.

I hope this helps, and good luck!
 
Yo WoOoShoOo!!,

Cool team! I really like how you incorporate less-used pokemon on your team. This wrecks most offensive teams, but has heaps of trouble against balanced and stall teams. I'll try to change that through my rate by including some sets/pokemon that surprise the shit out of these teams.

I'll start off by fixing your offensive weaknesses, which are: CM Suicune, Breloom, and Heatran. CM Suicune(mostly RestTalk) walks all over your pokemon because your only counters to it are Trick from Rotom-H and maybe Tangrowth. Breloom sits on Registeel and Tangrowth, and wrecks from there considering Moltres is your only true counter(it is choiced .-.). On the other hand, Heatran switches into four of your pokemon, and then steadly takes away your frail counters. To fix these issues I'm going to suggest a Shaymin over Tangrowth(I was gonna suggest Celebi, but then Scizor/Tyranitar have more fun). The set is Shaymin @ Leftovers | Timid Nature | 252 HP / 76 SpA / 180 Spe | Leech Seed / Seed Flare / Earth Power / Hidden Power Fire. You do lose Sleep Power+Knock Off, but you get a very useful grass pokemon in return that can OHKO its own counters like Heatran and Infernape on the switch. It also has Hidden Power Fire, which will hurt Forretress and Skarmory to a reliable degree. This means setting up will be much more difficult for them. It doesn't have the fighting resist for Breloom like Celebi offered, but I figured it still gives you more room to play around with then Tangrowth did against Breloom imo. Now to fix the huge stall problem. I suggest you change Infernape to a special variant, it is Infernape @ Life Orb | Naive OR Hasty Nature | 64 Atk / 252 SpA / 192 Spe OR you can just go max | Fire Blast / Close Combat / Grass Knot OR Nasty Plot / Hidden Power Electric. I suggest Grass Knot before Nasty Plot because Grass Knot hits Swampert and other water pokemon hard, which can be annoying to Moltres and Infernape himself. Nasty Plot does offer awesome, clutch plays though, but Swampert then stops dead three of your pokemon. To keep lowering your stall problems, I'm going to recommend using Explosion over Iron Head on Registeel because Explosion can take out pokemon like Blissey that are key to stall teams. I don't recommend taking out Seismic Toss because then Substitute Zapdos can wreck you. On a last note, I suggest you use Hidden Power Ice over Overheat on Moltres to hit dragons i.e. DD Dragonite or Flygon on the switch. I would suggest replacing Moltres, who makes you even more weak to stall, but you seem you like him too much. No nitpicks this time xD because they had to be fixed in the bulk of your stall dilemma. Oh, and please play around stall VERY carefully because you are still not completely immune to it, just better against it imo.

I hope this helps, and good luck!

Thanks for the rate. The answer to stall here my friend, is Heatran. The set that BKC suggested to me was extremely effective. Just as BKC said, Moltres was pretty much the weak link of the team. I was also supposed to add Jirachi > Registeel because Wish + Hax = death. In PO, Jirachi did great things to improve my team. The thing is, I actually play WiFi.

Heatran @ Passho Berry | Mild | EVs: 252 SpA / 56 SpD / 200 Spe
Magma Storm | Hidden Power [Electric] | Taunt | Explosion

Since I play WiFi, getting a legit Hidden Power type isn't that easy. PokeSav? I would love to have one actually. lol. When Heatran was added to the team, stalling me was pretty hard I'd say. What is a better move than HP[Electric]? Earth Power seems the best choice here. You could trade me a MildTran. :) I will change Moltres into Heatran.

On the Shaymin set. I love this thing, seriously. I am going to test this. If I use Explosion on Registeel, sure I can take out Blissey, I know what you mean, taking out the Pink Blob is really useful, allowing my Starmie to go all out. But it isn't just worth it. If I lose Registeel, I will be really open to fast Special Attackers. Although I have a ScarfRotom, they can easily trap me with Scizor/Ttar. When Magma Storm Heatran Explodes, it's fine. It has done it's duty for my team.

I only see Swampert in the lead position. Hydro Pump dents it hard. On Moltres, sorry for not editing. I will change it into Tran. Thanks for the rate. I will try those things that you suggested.
 
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