Okay well It's only been a real team for like three hours, but in said time I've made it to 1400 and have yet to lose, playing some very good players, so I'd say the team's pretty damn good. I am however not here to gloat, and while I won't change this team until I lose, I don't feel it's perfect, certainly will lose soon, and would love the help of you smogonites. The basic premise of this team is to hold a hardcore offensive flow, trapping steels with Magnezone, Ghosts and psychics with Scizor, and anything else with Dugtrio, hopefully opening up an end game Mixmence sweep (Although it tends to be Scizor winning the late games for me). So without further ado, meet the team.
The team at a glance:
The team at a glance:
THE DEMOMAN
Azelf @ Focus Sash
Ability: Levitate
EVs: 6 Atk/252 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Explosion
- Taunt
- Stealth Rock
- Psychic
Ahh the Demoman, while this little floating fairy may not be the most impressive member of the team, he is certainly as important as anyone else. Sets up rocks, taunting when necessary, and exploding, I don't really mind if they switch to a steel or a ghost when he explodes, because his job isn't to do damage, but rather to get up the rocks.
THE SPY
Scizor (M) @ Choice Band
Ability: Technician
EVs: 6 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Bullet Punch
- Pursuit
- Superpower
- U-turn
Scizor is too good, I'd end it there, but that's against the RMT rules :p. If I'm bringing this out early game, it's almost always to U-turn out, scouting the opponents team, and doing a lot of damage thanks to stab and technician. Later comes in and sweeps with bullet punch, I don't really use the other two moves, but they're nice to have.
THE SOLDIER
Tyranitar (M) @ Choice Band
Ability: Sand Stream
EVs: 176 HP/252 Atk/80 Spd
Adamant nature (+Atk, -SAtk)
- Crunch
- Aqua Tail
- Pursuit
- Stone Edge
T-tar is the main psychic/ghost trapper, and a beastly choice bander. To be truthful, I essentially only use crunch, pursuiting when I feel theyll flee, but it's honestly enough for this guy. He can take hits, and dish them out as hard as anything, the thing I go to when in doubt.
THE SNIPER
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 6 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Flash Cannon
- Explosion
- Hidden Power [Fire]
- Thunderbolt
Yet another beast of a pokemon, this guy is the steel trapper, and surprisingly, an incredibly effective late game sweeper. Can come in on Draco meteors, SR set ups, Iron heads, and trap steels or wreak havok. Really helps clear the way for Mence sniping away at any hunk of metal that decides they want to mess. I like to keep this guy around even after killing a steel, either to sweep with t-bolt, or explode another threat out of the way.
THE SCOUT
Dugtrio (M) @ Choice Band
Ability: Arena Trap
EVs: 40 HP/252 Atk/216 Spd
Jolly nature (+Spd, -SAtk)
- Earthquake
- Aerial Ace
- Stone Edge
- Night Slash
While these guys have probably been the least dominant among this team, they are certainly a useful bunch, revenge killing, blissey killing, and well, just killing things low on health. The poke I'm most likely willing to adjust, If only because it's somewhat situational.
THE HEAVY
Salamence (M) @ Life Orb
Ability: Intimidate
EVs: 84 Atk/208 Spd/216 SAtk
Mild nature (+SAtk, -Def)
- Draco Meteor
- Earthquake
- Fire Blast
- Outrage
Throws around Draco Meteors after the steel has been killed, and sweeps with outrage, the other moves are meant to kill steals, but Maggys normally already accomplished that, I may keep them, but am certainly open to suggestions as to what else could be used.
And so that's it, one of the most solid teams I feel I've ever made, considering I'm much more of a UU player, but it's certainly open to change, and constructive criticism is welcome and wanted. Thanks in advance.
Azelf @ Focus Sash
Ability: Levitate
EVs: 6 Atk/252 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Explosion
- Taunt
- Stealth Rock
- Psychic
Ahh the Demoman, while this little floating fairy may not be the most impressive member of the team, he is certainly as important as anyone else. Sets up rocks, taunting when necessary, and exploding, I don't really mind if they switch to a steel or a ghost when he explodes, because his job isn't to do damage, but rather to get up the rocks.
THE SPY
Scizor (M) @ Choice Band
Ability: Technician
EVs: 6 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Bullet Punch
- Pursuit
- Superpower
- U-turn
Scizor is too good, I'd end it there, but that's against the RMT rules :p. If I'm bringing this out early game, it's almost always to U-turn out, scouting the opponents team, and doing a lot of damage thanks to stab and technician. Later comes in and sweeps with bullet punch, I don't really use the other two moves, but they're nice to have.
THE SOLDIER
Tyranitar (M) @ Choice Band
Ability: Sand Stream
EVs: 176 HP/252 Atk/80 Spd
Adamant nature (+Atk, -SAtk)
- Crunch
- Aqua Tail
- Pursuit
- Stone Edge
T-tar is the main psychic/ghost trapper, and a beastly choice bander. To be truthful, I essentially only use crunch, pursuiting when I feel theyll flee, but it's honestly enough for this guy. He can take hits, and dish them out as hard as anything, the thing I go to when in doubt.
THE SNIPER
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 6 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Flash Cannon
- Explosion
- Hidden Power [Fire]
- Thunderbolt
Yet another beast of a pokemon, this guy is the steel trapper, and surprisingly, an incredibly effective late game sweeper. Can come in on Draco meteors, SR set ups, Iron heads, and trap steels or wreak havok. Really helps clear the way for Mence sniping away at any hunk of metal that decides they want to mess. I like to keep this guy around even after killing a steel, either to sweep with t-bolt, or explode another threat out of the way.
THE SCOUT
Dugtrio (M) @ Choice Band
Ability: Arena Trap
EVs: 40 HP/252 Atk/216 Spd
Jolly nature (+Spd, -SAtk)
- Earthquake
- Aerial Ace
- Stone Edge
- Night Slash
While these guys have probably been the least dominant among this team, they are certainly a useful bunch, revenge killing, blissey killing, and well, just killing things low on health. The poke I'm most likely willing to adjust, If only because it's somewhat situational.
THE HEAVY
Salamence (M) @ Life Orb
Ability: Intimidate
EVs: 84 Atk/208 Spd/216 SAtk
Mild nature (+SAtk, -Def)
- Draco Meteor
- Earthquake
- Fire Blast
- Outrage
Throws around Draco Meteors after the steel has been killed, and sweeps with outrage, the other moves are meant to kill steals, but Maggys normally already accomplished that, I may keep them, but am certainly open to suggestions as to what else could be used.
And so that's it, one of the most solid teams I feel I've ever made, considering I'm much more of a UU player, but it's certainly open to change, and constructive criticism is welcome and wanted. Thanks in advance.