Hello all, this is my first ever RMT. I've been into the DPP metagame for the better part of two years, but until about a week ago, I only played on wi-fi. This is basically an enhanced version of my old wi-fi team (which was pretty successful in its own right), but better equipped to handle some of the popular play styles on simulators. Here's my team at a glance:
This team is heavily based around setting up entry hazards and forcing switches, outstalling offensive teams, and overpowering stall teams with a combination of residual damage and power. When played correctly, it generally leads to a mid-late game Breloom or Infernape sweep. Now to explain each Pokemon's role on my team.
Gliscor @ Leftovers
Ability: Sand Veil
EVs: 252HP / 4Def / 252Spe
Nature: Jolly
- Taunt
- Stealth Rock
- Earthquake
- Roost
This may not be a very popular lead with all of the faster or bulkier leads running around, but I've found that when played correctly, it does a great job of getting my rocks up, preventing the opponent's, and surviving. I run a standard lead set, with Taunt over U-turn just to stop things from setting up on me, especially users of Substitute or Baton Pass, both of which give the bulkier members of this team some problems. As for the EV spread, I run Jolly with max HP and Speed for decent bulk, and to stop opposing Gliscor from setting up on me (which Breloom greatly appreciates). Sand Veil is to take advantage of Sandstorm, both from my own and opposing Tyranitar. My strategy with it generally changes depending on the lead I'm facing, so here's how I typically fare against some of the popular leads:
Azelf - Nine times out of ten, it either goes for the Taunt or the Stealth Rock on the first turn (if it's the former, I'm in great shape), giving me a free turn to switch to ScarfTar (breaking its Sash with SS damage) and pick it off with Pursuit as it switches on the next turn (or 2HKO if it's brave enough to stay in). Tar doesn't particularly like taking an Explosion, but either way you've got a KO'd Azelf, and at best, the opponent doesn't get up rocks. Gliscor lives to set up rocks later. U-turn hurts a little bit from Colbur berry sets, but I still do a decent amount of damage before it gets away.
Machamp - By far my least favorite lead matchup. I usually have two options here:
Aerodactyl - Like Azelf, it likes to Taunt on the first turn. Vaporeon is generally my best bet for getting rid of it, since it doesn't really care about any of its attacks and can 2HKO with Surf (taking Aero's Sash into consideration), but I usually have to switch afterwards to get rid of Taunt's effect, which is already likely since the opponent is probably sending in a counter (unless I get lucky with a short Taunt).
Metagross - This is one matchup I don't really like to see. It's usually smart to go for Taunt on turn 1 as they Stealth Rock, but I've had a couple of them just blow up in my face, preventing both of our rocks (unless I choose to set up my own on turn 1 instead of Taunting).
Swampert - This takes a little prediction on my part. If I think Steath Rock is coming, I'll go for the Taunt or set up my own rocks and then switch. Otherwise it just kills me with Ice Beam right off the bat.
Infernape - This guy usually Fake Outs to start off, which I shrug off easily. I Earthquake on turn 2 as he SR's, and I can either KO on the next turn with EQ or switch to Vaporeon to absorb the Fire Blast/Overheat and finish him off.
Heatran - Barring an HP Ice, it can't OHKO me, so I just quake and kill it right away. It usually means taking a hit (since ShucaTran is a 2HKO and the Scarfset outspeeds), but it's almost always worth it to get rid of Tran early.
Jirachi - Possibly a bad matchup, depending on how well I predict. Scarf leads that like to use trick can be taken care of by switching in Tyranitar, as they have no option but to switch out as I put a nice dent in them with Pursuit (or worse case scenario, they Ice Punch or Stealth Rock instead). If it turns out it's not Scarfed, I'm in a little trouble since Jirachi's free to whatever it wants to Tar on the next turn. If it Subs on the first turn, I'll double switch to Skarm and try to Whirlwind it out ASAP, usually as it Calm Minds or Thunder Bolt/Waves.
Ninjask - Gliscor laughs at just about anything Ninjask tries to do. I SR on the Protect, and Taunt on the next turn just in case it goes for Swords Dance instead of Baton Pass. Usually I'll just get Skarm in to Whirlwind, but I can OHKO with Brave Bird if it seems like a real threat (the recoil sucks, though).
Roserade - Another favorable matchup for me. Taunt on the first turn to avoid the Sleep Powder/Spikes, and SR after that. I lose my lead if it has HP Ice (I can survive a Leaf Storm barely, and possibly Roost or Wish off damage later), but either way I can then bring in an appropriate counter, and almost always keeping it from Spiking on me/putting something to sleep.
With anything else, I just Taunt things that I know can't kill me (i.e. Hippowdon, Uxie, opposing Gliscor), and Stealth Rock as they switch out. I handle anything faster with a similar strategy to Azelf and Aerodactyl, sending in whatever can best take their attack and KO/scare them off. I generally don't fret if I can't get my own rocks up right away, since Gliscor is bulky enough to serve as a decent tank. He gets walled easy by flying types and levitators (namely Gengar, Rotom-A, and Azelf), so I pair him with Scarf Tyranitar to handle those threats (and to improve Gliscor's bulk even more with Sand Veil + Sandstorm).
Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 4HP / 252Atk / 252Spe
Nature: Jolly
- Pursuit
- Crunch
- Stone Edge
- Superpower
My main reason for choosing ScarfTar in this slot is that I constantly found myself losing one or two Pokemon just to take down things like Starmie, Gengar, and Azelf, who were all capable of destroying my team. I was originally going to go with Scarf Scizor here, but I felt as though 'Tar worked better with my lead Gliscor, not only taking down common switch ins and lead Azelf, but also providing free Sandstorm support for Gliscor's Sand Veil. In return, Gliscor takes any fighting and ground moves aimed at it, and can prevent Pokemon from setting up. I run Jolly with max speed and attack to outspeed based 115s and just hit things as hard as possible. The moveset is simple: Stone Edge is my main STAB, KOing most things that are weak to it (including all but the bulkiest Gyarados, whom I can outspeed before a Dragon Dance), and severely damaging those that don't resist it. Pursuit is an excellent secondary STAB for things hoping to switch out, particularly ghosts and psychics. Crunch is great for the exact same things as Pursuit should they try to stay in, and has a nifty defense drop chance. And finally, I choose to use Superpower over Earthquake since it lets me hit Blissey, opposing Tyranitar, and even Lucario for super effective damage. I'm not too worried about missing the OHKO on Heatran, since I have two other Pokemon that handle it pretty well (Gliscor and Vaporeon, and even Infernape if it isn't Scarfed). Priority attacks are pretty damaging to this set, but Infernape takes care of the common offenders (Lucario, Scizor, Metagross, etc).
Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 236HP / 248Def / 24Spe
Nature: Impish
- Spore
- Substitute
- Leech Seed
- Focus Punch
Quite possibly THE most important Pokemon on my team. It's main job is take back momentum for me after one of my other Pokemon are KOd, and start sweeping. Once Tyranitar has gotten rid of Gengar/Rotom-A, I generally bring it in on something it can scare away or is slower (it LOVES Swampert), and proceed to set up on the switch. In most cases, I Substitute right away to scout for the switch, and then Spore as the counter breaks my Sub (or Leech Seed if I have to switch). If I get in a Spore, I'm free to sub again, and if the opponent is foolish enough to stay in, it could be game over very quickly. I've found that when I can a KO with my Sub still up and none of the opponent's Pokemon asleep, I'm almost guaranteed to put at least one more out of commision before switching out safely, if not more (I've managed to sweep teams with this guy once the ghosts were out of the way). Spore and Substitute are obvious moves, as they let me avoid damage while slowly chipping away at the opponent's HP, all while recovering my own. I personally run Leech Seed over Seed Bomb to outstall things that threaten me by continuously subbing as they break them (against bulkier opponents, I actually gain HP each Substitute, with Poison Heal + Leech Seed). It also helps make Breloom a great team player for things that come in just to Roar/Whirlwind it out. With Stealth Rock and Spikes in play, and Sandstorm and Leech Seed (and possibly even Toxic from Vaporeon) damage all racking up on the opponent, Breloom's nearly untouchable behind its sub. Focus Punch is there for a ridiculously strong STAB, even with no attack EVs. Speaking of which, I simply run near max HP for the highest Leftovers number, max defense, and the rest dumped into speed. While this set is a terror to teams once their counters are gone, there are a quite a few Pokemon who always tend to cause problems for it. Faster Taunt users destroy this set if I don't have a sub up and/or they resist Focus Punch. Some notable ones are Gliscor, Aerodactyl, and Azelf, who are handled by Vaporeon and Tyranitar, respectively (if they switch into a Leech Seed, they're screwed though). Taunt Gyarados poses a huge threat as well, as it can set up on the switch (those without Taunt are Leech Seeded as they Roar though). Grass types are dangerous if I don't have a sub, particularly Celebi and Roserade, who resist Focus Punch and are immune to Leech Seed. Tentacruel deserves mention as well, with Liquid Ooze and Rapid Spin to ruin Loom's fun. Anything that uses Substitute walls me to no end, unless I Seed them first (which is where Skarmory comes in).
Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 248HP / 236Def / 36SpD
- Wish
- Protect
- Surf
- Toxic
Since my strategy requires a decent amount of switching to take out different threats, Vaporeon's main job is to provide Wish support for the team, along with outstalling things with a combination of entry hazards, Sandstorm, and Toxic damage. It also takes care of a few key threats. Since half of my team is weak to water, it finds a ton of opportunities to switch in with Water Absorb and wreak havoc on the opponent. Wish and Protect are the most important moves of this set, allowing it to stay alive longer and heal its teammates. Surf is the obvious STAB, and I choose to run Toxic over HP Electric to handle other bulky waters that otherwise terrorize my team, such as Kingdra, Suicune, and offensive Gyarados, all of whom try to set up on me. Gliscor deserves mention for its synergy with this set, as it can switch in on electric attacks aimed at Vaporeon and outstall the opponent if Vaporeon's lucky enough to get a Toxic in beforehand. I'm usually careful to throw Toxic around loosely though, as it hinders Breloom's sweeping capabilities. I've also had players predict the Toxic and switch in their own Breloom, which sucks for me. The EVs are simply Smogon's Wish support spread, which gives me enough physical bulk to take most neutral, unboosted hits and start Wishing (and it fares decently against NVE special attacks as well). Taunt Gyarados rears its ugly head again here though, taking away its healing and best way to damage it. I've been considering replacing Toxic with HP Electric specifically to counter it, as it sweeps my team otherwise. But without Toxic, I'm not sure how well my team will hold up against other bulky waters, which I'm constantly switching into (or are switching into me, hoping to set up). Vaporeon misses Leftovers' healing when Sandstorm is up, but even then, I always have Wish, and sometimes Leech Seed, to fall back on. Aside from that, I just try not to do anything fancy with it, and it does its job extremely well.
Skarmory @ Leftovers
Ability: Keen Eye
EVs: 252HP / 240Def / 16Spe
Nature: Impish
- Spikes
- Roost
- Whirlwind
- Brave Bird
Nothing says stall like entry hazards, right? Well Skarmory is one of the best in the business, and it also meshes well with the rest of my team. Sandstorm is always present in battles with Tyranitar in the wings, so its resistance to it is much appreciated. It covers several weaknesses of the rest of my team, with resistances/immunities to eight different types that its teammates are weak to, the ever present dragon attacks, and entry hazards. That, along with its massive defenses give it several opportunities to switch in and set up a layer or two of Spikes. I specifically use Spikes over Toxic Spikes to keep from clashing with Breloom, who needs to put things to sleep in order to be effective. Roost is a must for staying alive, and Whirlwind phazes any substitute users that cause problems for Breloom (except for Magnezone, and to a lesser extent, Gengar, who can both KO Skarm before I phaze them) and set up sweepers. One of the most satisfying feelings during a battle is when I'm able to get Stealth Rock and multiple Spikes up, and watch the opponent's HP quickly drain as you shuffle their team with Whirlwind. Finally, I go with Brave Bird over Taunt just to keep from being walled by other Taunt users (Gyarados with Taunt is still a problem though), and because I already have a Taunter. As of now, I go with Leftovers over Shed Shell, but if I start to see Magnezone more often, I'll switch it.
Infernape @ Life Orb
Ability: Blaze
EVs: 252 Atk / 64 Atk / 192 Spe
- Overheat
- Close Combat
- U-Turn
- Mach Punch
Last but not least, I wanted to go with something a little more offense-based to round out my team. Infernape works well in this slot, coming in after something on my team is knocked out, and either KOing them or severely damaging the opponent's switch in. Overheat and Close Combat provide great dual STAB from both sides, U-turn is a must for scouting switch ins, and I go with Mach Punch over Stone Edge or ThunderPunch to deal with priority users who completely screw Tyranitar over (namely Lucario and other Infernape). It's also great for picking off weakened sweepers that outspeed me, like Scarf Heatran and Tyranitar, and the occasional Weavile. Skarmory helps with all of Infernape's Weaknesses but water (which Vaporeon checks), allowing it to come in and set up more Spikes. Infernape also completes a nice FWG core with Breloom and Vapreon, letting the three of them cover each other's weaknesses nicely. The Ape checks grass types that cause problems for Vaporeon and Breloom, Vaporeon takes fire type moves aimed at Breloom, and Breloom sets up on bulky water types that can beat Infernape. I obviously have to be a little more cautious switching Infernape in since it's so frail though, especially with Life Orb recoil and Sandstorm. Other than that, it's your typical mixed sweeper, with the ability to take out many of the opponent's walls, such as Skarm, Blissey, and Celebi. I use max attack, 192 speed to outrun positive base 100s, and the rest goes into my Sp. Atk to make Overheat hit harder.
I've also come up with lists of how well my team stacks up against most of OU's top offensive and defensive threats:
General Threats:
- Special sweepers with Substitutes
- Taunt Gyarados OR bulky waters (depending on whether I choose HP Electric or Toxic)
- Sub Passers
Anyway, that's my team in a nutshell. I appreciate any and all feedback/criticism you guys have for me. Happy rating!






This team is heavily based around setting up entry hazards and forcing switches, outstalling offensive teams, and overpowering stall teams with a combination of residual damage and power. When played correctly, it generally leads to a mid-late game Breloom or Infernape sweep. Now to explain each Pokemon's role on my team.

Gliscor @ Leftovers
Ability: Sand Veil
EVs: 252HP / 4Def / 252Spe
Nature: Jolly
- Taunt
- Stealth Rock
- Earthquake
- Roost
This may not be a very popular lead with all of the faster or bulkier leads running around, but I've found that when played correctly, it does a great job of getting my rocks up, preventing the opponent's, and surviving. I run a standard lead set, with Taunt over U-turn just to stop things from setting up on me, especially users of Substitute or Baton Pass, both of which give the bulkier members of this team some problems. As for the EV spread, I run Jolly with max HP and Speed for decent bulk, and to stop opposing Gliscor from setting up on me (which Breloom greatly appreciates). Sand Veil is to take advantage of Sandstorm, both from my own and opposing Tyranitar. My strategy with it generally changes depending on the lead I'm facing, so here's how I typically fare against some of the popular leads:


- Gliscor can Stealth Rock and take one Ice Punch, but it's left severely crippled (like under 10% health left) unless I can find time to Roost later on. I can freely bring in Skarmory on the Bullet Punch as he tries to finish me. However, if Machamp decides to DynamicPunch me on the first turn, I'm in a little better shape since it usually means Skarmory can come in on Ice Punch as he tries to finish Gliscor (leaving both of my Pokemon relatively healthy).
- I switch in Skarm immediately, hoping for an Ice Punch and Whirlwind it out, but even I lose that matchup if Machamp DynamicPunches and I get confusion hax while tying to Whirlwind it out.









Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 4HP / 252Atk / 252Spe
Nature: Jolly
- Pursuit
- Crunch
- Stone Edge
- Superpower
My main reason for choosing ScarfTar in this slot is that I constantly found myself losing one or two Pokemon just to take down things like Starmie, Gengar, and Azelf, who were all capable of destroying my team. I was originally going to go with Scarf Scizor here, but I felt as though 'Tar worked better with my lead Gliscor, not only taking down common switch ins and lead Azelf, but also providing free Sandstorm support for Gliscor's Sand Veil. In return, Gliscor takes any fighting and ground moves aimed at it, and can prevent Pokemon from setting up. I run Jolly with max speed and attack to outspeed based 115s and just hit things as hard as possible. The moveset is simple: Stone Edge is my main STAB, KOing most things that are weak to it (including all but the bulkiest Gyarados, whom I can outspeed before a Dragon Dance), and severely damaging those that don't resist it. Pursuit is an excellent secondary STAB for things hoping to switch out, particularly ghosts and psychics. Crunch is great for the exact same things as Pursuit should they try to stay in, and has a nifty defense drop chance. And finally, I choose to use Superpower over Earthquake since it lets me hit Blissey, opposing Tyranitar, and even Lucario for super effective damage. I'm not too worried about missing the OHKO on Heatran, since I have two other Pokemon that handle it pretty well (Gliscor and Vaporeon, and even Infernape if it isn't Scarfed). Priority attacks are pretty damaging to this set, but Infernape takes care of the common offenders (Lucario, Scizor, Metagross, etc).

Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 236HP / 248Def / 24Spe
Nature: Impish
- Spore
- Substitute
- Leech Seed
- Focus Punch
Quite possibly THE most important Pokemon on my team. It's main job is take back momentum for me after one of my other Pokemon are KOd, and start sweeping. Once Tyranitar has gotten rid of Gengar/Rotom-A, I generally bring it in on something it can scare away or is slower (it LOVES Swampert), and proceed to set up on the switch. In most cases, I Substitute right away to scout for the switch, and then Spore as the counter breaks my Sub (or Leech Seed if I have to switch). If I get in a Spore, I'm free to sub again, and if the opponent is foolish enough to stay in, it could be game over very quickly. I've found that when I can a KO with my Sub still up and none of the opponent's Pokemon asleep, I'm almost guaranteed to put at least one more out of commision before switching out safely, if not more (I've managed to sweep teams with this guy once the ghosts were out of the way). Spore and Substitute are obvious moves, as they let me avoid damage while slowly chipping away at the opponent's HP, all while recovering my own. I personally run Leech Seed over Seed Bomb to outstall things that threaten me by continuously subbing as they break them (against bulkier opponents, I actually gain HP each Substitute, with Poison Heal + Leech Seed). It also helps make Breloom a great team player for things that come in just to Roar/Whirlwind it out. With Stealth Rock and Spikes in play, and Sandstorm and Leech Seed (and possibly even Toxic from Vaporeon) damage all racking up on the opponent, Breloom's nearly untouchable behind its sub. Focus Punch is there for a ridiculously strong STAB, even with no attack EVs. Speaking of which, I simply run near max HP for the highest Leftovers number, max defense, and the rest dumped into speed. While this set is a terror to teams once their counters are gone, there are a quite a few Pokemon who always tend to cause problems for it. Faster Taunt users destroy this set if I don't have a sub up and/or they resist Focus Punch. Some notable ones are Gliscor, Aerodactyl, and Azelf, who are handled by Vaporeon and Tyranitar, respectively (if they switch into a Leech Seed, they're screwed though). Taunt Gyarados poses a huge threat as well, as it can set up on the switch (those without Taunt are Leech Seeded as they Roar though). Grass types are dangerous if I don't have a sub, particularly Celebi and Roserade, who resist Focus Punch and are immune to Leech Seed. Tentacruel deserves mention as well, with Liquid Ooze and Rapid Spin to ruin Loom's fun. Anything that uses Substitute walls me to no end, unless I Seed them first (which is where Skarmory comes in).

Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 248HP / 236Def / 36SpD
- Wish
- Protect
- Surf
- Toxic
Since my strategy requires a decent amount of switching to take out different threats, Vaporeon's main job is to provide Wish support for the team, along with outstalling things with a combination of entry hazards, Sandstorm, and Toxic damage. It also takes care of a few key threats. Since half of my team is weak to water, it finds a ton of opportunities to switch in with Water Absorb and wreak havoc on the opponent. Wish and Protect are the most important moves of this set, allowing it to stay alive longer and heal its teammates. Surf is the obvious STAB, and I choose to run Toxic over HP Electric to handle other bulky waters that otherwise terrorize my team, such as Kingdra, Suicune, and offensive Gyarados, all of whom try to set up on me. Gliscor deserves mention for its synergy with this set, as it can switch in on electric attacks aimed at Vaporeon and outstall the opponent if Vaporeon's lucky enough to get a Toxic in beforehand. I'm usually careful to throw Toxic around loosely though, as it hinders Breloom's sweeping capabilities. I've also had players predict the Toxic and switch in their own Breloom, which sucks for me. The EVs are simply Smogon's Wish support spread, which gives me enough physical bulk to take most neutral, unboosted hits and start Wishing (and it fares decently against NVE special attacks as well). Taunt Gyarados rears its ugly head again here though, taking away its healing and best way to damage it. I've been considering replacing Toxic with HP Electric specifically to counter it, as it sweeps my team otherwise. But without Toxic, I'm not sure how well my team will hold up against other bulky waters, which I'm constantly switching into (or are switching into me, hoping to set up). Vaporeon misses Leftovers' healing when Sandstorm is up, but even then, I always have Wish, and sometimes Leech Seed, to fall back on. Aside from that, I just try not to do anything fancy with it, and it does its job extremely well.

Skarmory @ Leftovers
Ability: Keen Eye
EVs: 252HP / 240Def / 16Spe
Nature: Impish
- Spikes
- Roost
- Whirlwind
- Brave Bird
Nothing says stall like entry hazards, right? Well Skarmory is one of the best in the business, and it also meshes well with the rest of my team. Sandstorm is always present in battles with Tyranitar in the wings, so its resistance to it is much appreciated. It covers several weaknesses of the rest of my team, with resistances/immunities to eight different types that its teammates are weak to, the ever present dragon attacks, and entry hazards. That, along with its massive defenses give it several opportunities to switch in and set up a layer or two of Spikes. I specifically use Spikes over Toxic Spikes to keep from clashing with Breloom, who needs to put things to sleep in order to be effective. Roost is a must for staying alive, and Whirlwind phazes any substitute users that cause problems for Breloom (except for Magnezone, and to a lesser extent, Gengar, who can both KO Skarm before I phaze them) and set up sweepers. One of the most satisfying feelings during a battle is when I'm able to get Stealth Rock and multiple Spikes up, and watch the opponent's HP quickly drain as you shuffle their team with Whirlwind. Finally, I go with Brave Bird over Taunt just to keep from being walled by other Taunt users (Gyarados with Taunt is still a problem though), and because I already have a Taunter. As of now, I go with Leftovers over Shed Shell, but if I start to see Magnezone more often, I'll switch it.

Infernape @ Life Orb
Ability: Blaze
EVs: 252 Atk / 64 Atk / 192 Spe
- Overheat
- Close Combat
- U-Turn
- Mach Punch
Last but not least, I wanted to go with something a little more offense-based to round out my team. Infernape works well in this slot, coming in after something on my team is knocked out, and either KOing them or severely damaging the opponent's switch in. Overheat and Close Combat provide great dual STAB from both sides, U-turn is a must for scouting switch ins, and I go with Mach Punch over Stone Edge or ThunderPunch to deal with priority users who completely screw Tyranitar over (namely Lucario and other Infernape). It's also great for picking off weakened sweepers that outspeed me, like Scarf Heatran and Tyranitar, and the occasional Weavile. Skarmory helps with all of Infernape's Weaknesses but water (which Vaporeon checks), allowing it to come in and set up more Spikes. Infernape also completes a nice FWG core with Breloom and Vapreon, letting the three of them cover each other's weaknesses nicely. The Ape checks grass types that cause problems for Vaporeon and Breloom, Vaporeon takes fire type moves aimed at Breloom, and Breloom sets up on bulky water types that can beat Infernape. I obviously have to be a little more cautious switching Infernape in since it's so frail though, especially with Life Orb recoil and Sandstorm. Other than that, it's your typical mixed sweeper, with the ability to take out many of the opponent's walls, such as Skarm, Blissey, and Celebi. I use max attack, 192 speed to outrun positive base 100s, and the rest goes into my Sp. Atk to make Overheat hit harder.
I've also come up with lists of how well my team stacks up against most of OU's top offensive and defensive threats:
Blissey - I can either bring in Infernape/Tyranitar for the kill or Breloom for the set up. I just need to look out for status moves.
Bronzong - Set up fodder for Skarm and Breloom (and Taunt bait for Gliscor), unless it uses Trick Room. Infernape also OHKOs with Overheat.
Celebi - Skarm switches in on anything but HP Fire and blows it away until I can safely bring in Tyranitar or Infernape for the kill.
Cresselia - Gets trapped by Tyranitar and worn down by Crunch. On most sets, it's a 2-3HKO at best. 'Tar hates T-Wave though.
Forretress - I can play this several ways: Infernape can just kill it outright, Breloom and Skarm can come in and set up, or Gliscor can Taunt to scare it off.
Gliscor - A lot of Gliscor don't run max speed, so I can bring in my own and Taunt SD/Baton Pass sets. Vaporeon is a good check as well.
Gyarados - Skarmory Whirlwinds it out ASAP, or Vaporeon poisons it. It walls both if it has Taunt though (if anyone has a stat on what % of Gyara run Taunt, that'd be great, as it'll help me decide on Toxic or HP Electric).
Hippowdon - Gliscor, Vaporeon, and Breloom all take it on with relative ease. Skarm can phaze Cursers.
Jirachi - Aside from Calm Mind variants and those with Ice Punch, Gliscor handles it pretty well (minus flinch hax, that is). Skarmory survives anything but Offensive Calm Mind Jirachi's +1 Thunderbolt and phazes it with Whirlwind. Infernape also outspeeds any non-Scarfed Jirachi and OHKOs with Overheat.
Rotom-A - Tyranitar traps and kills it with Pursuit or Crunch. I have to beware of Will-O-Wisp though.
Skarmory - Infernape kills it or scares it off with Overheat, or Breloom can come in, Sub, and Leech Seed it as it Whirlwinds me away.
Snorlax - Similar to Blissey, Infernape and Breloom take it down easily. Once again, Skarm blows away Curse sets.
Suicune - With Toxic, Vaporeon can come in and outstall it, or at least force it to switch or Rest to avoid dying. If it rests, Breloom comes in to set up.
Swampert - More Breloom bait if I'm expecting an Earthquake or Waterfall. Or Vaporeon can Toxic stall it.
Tyranitar - Infernape handles any CB Tar. Breloom handles the Scarf set if it's locked into anything but Fire or Ice Punch. Skarm blows away DD sets, as it can take up to a +4 Fire Punch and live. Anything slower dies to Breloom.
Vaporeon - Breloom can switch in on anything but Ice Beam and set up. Usually a double switch to my own Vaporeon (to lure the Toxic or HP Electric) and then to Breloom works best.
Zapdos - If I predict a HP Fire or Roost, Tyranitar can switch in and OHKO with Stone Edge. The SubRoost set usually requires me to sacrifice something to break the Sub though.
Bronzong - Set up fodder for Skarm and Breloom (and Taunt bait for Gliscor), unless it uses Trick Room. Infernape also OHKOs with Overheat.
Celebi - Skarm switches in on anything but HP Fire and blows it away until I can safely bring in Tyranitar or Infernape for the kill.
Cresselia - Gets trapped by Tyranitar and worn down by Crunch. On most sets, it's a 2-3HKO at best. 'Tar hates T-Wave though.
Forretress - I can play this several ways: Infernape can just kill it outright, Breloom and Skarm can come in and set up, or Gliscor can Taunt to scare it off.
Gliscor - A lot of Gliscor don't run max speed, so I can bring in my own and Taunt SD/Baton Pass sets. Vaporeon is a good check as well.
Gyarados - Skarmory Whirlwinds it out ASAP, or Vaporeon poisons it. It walls both if it has Taunt though (if anyone has a stat on what % of Gyara run Taunt, that'd be great, as it'll help me decide on Toxic or HP Electric).
Hippowdon - Gliscor, Vaporeon, and Breloom all take it on with relative ease. Skarm can phaze Cursers.
Jirachi - Aside from Calm Mind variants and those with Ice Punch, Gliscor handles it pretty well (minus flinch hax, that is). Skarmory survives anything but Offensive Calm Mind Jirachi's +1 Thunderbolt and phazes it with Whirlwind. Infernape also outspeeds any non-Scarfed Jirachi and OHKOs with Overheat.
Rotom-A - Tyranitar traps and kills it with Pursuit or Crunch. I have to beware of Will-O-Wisp though.
Skarmory - Infernape kills it or scares it off with Overheat, or Breloom can come in, Sub, and Leech Seed it as it Whirlwinds me away.
Snorlax - Similar to Blissey, Infernape and Breloom take it down easily. Once again, Skarm blows away Curse sets.
Suicune - With Toxic, Vaporeon can come in and outstall it, or at least force it to switch or Rest to avoid dying. If it rests, Breloom comes in to set up.
Swampert - More Breloom bait if I'm expecting an Earthquake or Waterfall. Or Vaporeon can Toxic stall it.
Tyranitar - Infernape handles any CB Tar. Breloom handles the Scarf set if it's locked into anything but Fire or Ice Punch. Skarm blows away DD sets, as it can take up to a +4 Fire Punch and live. Anything slower dies to Breloom.
Vaporeon - Breloom can switch in on anything but Ice Beam and set up. Usually a double switch to my own Vaporeon (to lure the Toxic or HP Electric) and then to Breloom works best.
Zapdos - If I predict a HP Fire or Roost, Tyranitar can switch in and OHKO with Stone Edge. The SubRoost set usually requires me to sacrifice something to break the Sub though.
Azelf - Tyranitar comes in on pretty much anything it can do and kills it with Pursuit/Crunch.
Breloom - Gliscor can Taunt it behind its Sub and wear it down with Earquake, or I can switch to Skarmory to Whirlwind or KO with Brave Bird. I just have to make sure I absorb the sleep with something else to avoid the sweep.
Dragonite - Tyranitar can handle it if it doesn't DD, Skarm Whirlwinds it if it does.
Gengar - Tyranitar comes in on resisted attacks and Pursuit/Crunches it to death. For SubSplit, I have to sacrifice something to break the Sub and revenge kill with T-Tar (or Skarm can phaze, but it's risky).
Gyarados - Any without Taunt are either outstalled by Vaporeon or phazed by Skarm. Tyranitar beats CB and ResTalk sets. I'm still debating on HP Electric over Toxic for Vaporeon, so I'm not swept by DD + Taunt sets.
Heatran - Vaporeon and Tyranitar take care of Scarf variants, Gliscor and Infernape outspeed anything else.
Infernape - Vaporeon and Gliscor both scare it off or KO.
Jolteon - Gliscor stops those Choice locked into an electric attack, and Tyranitar can take most unboosted attacks and KO with Stone Edge. Sub Passers take a combination of both.
Kingdra - Toxic with Vaporeon, or Whirlwind with Skarmory if it Subs. As long as I make sure switches into Infernape or Breloom (behind a sub), I'm safe. Tyranitar gets rid of it's rain, even if it means sacrificing Tar on occasion.
Lucario - Gliscor is my best bet here as it shrugs off even a +2 Extremespeed and retaliates with Earthquake. Infernape can pick it off with Mach Punch after 2 turns of Life Orb recoil (or a combination of entry hazard damage + recoil). Tyranitar can handle any set without Bullet Punch, Vacuum Wave, or Agility.
Machamp - Skarmory and Gliscor are my only real safe switch ins, and neither one likes confusion. Infernape and Breloom can outspeed and finish off a weakened Champ, as can Vaporeon if it has no Spe IVs (Infernape has to be careful of Bullet Punch).
Magnezone - Same as Heatran, but I have a harder time switching Infernape in safely.
Mamoswine - Infernape and Vaporeon both work here, as long as Ape isn't switching into Earthquake.
Metagross - Phaze Agiligross with Skarmory, Infernape and Gliscor beat the rest.
Scizor - Infernape destroys anything without a Scarf, and Vaporeon/Skarmory take care of Scarf and SD sets, respectively.
Starmie - If an obvious water or Ice move is coming, double switch from Vaporeon to Tyranitar and Pursuit/Crunch.
Tyranitar - My own Tyranitar Superpowers anything that doesn't have a Scarf (who Breloom takes care of) or DD (who is phazed by Skarm) boost. Infernape and Gliscor work too.
Zapdos - Tyranitar and Infernape both outspeed and can OHKO offensive birds (the latter with SR support). I usually use Gliscor as a pivot to avoid the Thunderbolt, even though it only works once against competent players.
Breloom - Gliscor can Taunt it behind its Sub and wear it down with Earquake, or I can switch to Skarmory to Whirlwind or KO with Brave Bird. I just have to make sure I absorb the sleep with something else to avoid the sweep.
Dragonite - Tyranitar can handle it if it doesn't DD, Skarm Whirlwinds it if it does.
Gengar - Tyranitar comes in on resisted attacks and Pursuit/Crunches it to death. For SubSplit, I have to sacrifice something to break the Sub and revenge kill with T-Tar (or Skarm can phaze, but it's risky).
Gyarados - Any without Taunt are either outstalled by Vaporeon or phazed by Skarm. Tyranitar beats CB and ResTalk sets. I'm still debating on HP Electric over Toxic for Vaporeon, so I'm not swept by DD + Taunt sets.
Heatran - Vaporeon and Tyranitar take care of Scarf variants, Gliscor and Infernape outspeed anything else.
Infernape - Vaporeon and Gliscor both scare it off or KO.
Jolteon - Gliscor stops those Choice locked into an electric attack, and Tyranitar can take most unboosted attacks and KO with Stone Edge. Sub Passers take a combination of both.
Kingdra - Toxic with Vaporeon, or Whirlwind with Skarmory if it Subs. As long as I make sure switches into Infernape or Breloom (behind a sub), I'm safe. Tyranitar gets rid of it's rain, even if it means sacrificing Tar on occasion.
Lucario - Gliscor is my best bet here as it shrugs off even a +2 Extremespeed and retaliates with Earthquake. Infernape can pick it off with Mach Punch after 2 turns of Life Orb recoil (or a combination of entry hazard damage + recoil). Tyranitar can handle any set without Bullet Punch, Vacuum Wave, or Agility.
Machamp - Skarmory and Gliscor are my only real safe switch ins, and neither one likes confusion. Infernape and Breloom can outspeed and finish off a weakened Champ, as can Vaporeon if it has no Spe IVs (Infernape has to be careful of Bullet Punch).
Magnezone - Same as Heatran, but I have a harder time switching Infernape in safely.
Mamoswine - Infernape and Vaporeon both work here, as long as Ape isn't switching into Earthquake.
Metagross - Phaze Agiligross with Skarmory, Infernape and Gliscor beat the rest.
Scizor - Infernape destroys anything without a Scarf, and Vaporeon/Skarmory take care of Scarf and SD sets, respectively.
Starmie - If an obvious water or Ice move is coming, double switch from Vaporeon to Tyranitar and Pursuit/Crunch.
Tyranitar - My own Tyranitar Superpowers anything that doesn't have a Scarf (who Breloom takes care of) or DD (who is phazed by Skarm) boost. Infernape and Gliscor work too.
Zapdos - Tyranitar and Infernape both outspeed and can OHKO offensive birds (the latter with SR support). I usually use Gliscor as a pivot to avoid the Thunderbolt, even though it only works once against competent players.
- Special sweepers with Substitutes
- Taunt Gyarados OR bulky waters (depending on whether I choose HP Electric or Toxic)
- Sub Passers
Anyway, that's my team in a nutshell. I appreciate any and all feedback/criticism you guys have for me. Happy rating!