My Current Team
LEAD
Martyr (Infernape) (M) @ Focus Sash
Ability: Blaze
EVs: 6 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Vacuum Wave
- Endeavor
- Stealth Rock
- Overheat
This works much like a suicide lead: It's not meant to live for very long. Ideally, I can set up rocks, then either Overheat a Jirachi/Metagross or Endeavor-Sash-Wave a tank like Swampert etc. after they try to force a switch/take me out. In the event they don't set up their own set of rocks I can switch out with my 1hp to be reintroduced when I predict the rocks coming in (usually a wall if rocks come in late) that i can endeavor down. Sometimes I have to choosebetween rocks and the endeavor trick; usually i choose rocks to benefit the team later on.
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SPECIAL SWEEPER
Inquisition (Zapdos) @ Life Orb
Ability: Pressure
EVs: 6 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Thunderbolt
- Heat Wave
- Hidden Power [Grass]
- Agility
Because nobody expects the spanish inquisition! I made this set back when all zapdos was used for was tanking. I'd switch in on an earthquake/bullet punch or similar non-threatening attack and use agility as they switch, which set me up for an easy sweep. After an agility almost nothing outspeeds it, which is incredibly useful for scarfed pokes. Unfortunately, I don't get time to set it up anymore, so I'm considering changing it to a more defensive setup and any suggestions concerning this would be appreciated.
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REVENGE/LATE GAME SWEEPER
Tectran (Heatran) (M) @ Choice Scarf
Ability: Flash Fire
EVs: 6 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Earth Power
- Explosion
- Dragon Pulse
- Fire Blast
Eats known fire attacks for Scizor to boost up, then either force a switch, revealing more of the opponent's team, or kill whatever is foolish enough to stay in. The attack drop from timid doesn't bother me since anything I explode on will be OHKO'd/significantly dented anyway. It has type coverage enough too, with enough knowledge of the enemy team the lock-in from scarf doesn't become an issue and can finish off teams by itself easily.
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PHYSICAL SWEEPER
Scathe (Scizor) (M) @ Choice Band
Ability: Technician
EVs: 58 HP/252 Atk/200 Spd
Adamant nature (+Atk, -SAtk)
- Superpower
- U-turn
- Bullet Punch
- Pursuit
I use Scizor depending on the situation. It can be used to scare off a threat and reveal more of an enemy team with U-turn, Revenge kill with Bullet Punch and perform late game sweeps as well. A favourite trick of mine is to use pursuit on blissey which, with rocks up, means heatran can finish it off with either attack most of the time when it switches back in. Easy switch in from a dark attack aimed at rotom but otherwise difficult to bring in - Usually used after something has already fainted.
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WALL
Harmony (Blissey) (F) @ Leftovers
Ability: Natural Cure
EVs: 128 HP/252 Def/56 SAtk/74 SDef
Bold nature (+Def, -Atk)
- Toxic
- Flamethrower
- Softboiled
- Seismic Toss
Flamethrower for Scizor and others who try to get the drop on it, and Seismic toss covers Heatran and others who resist it (milotic, latias etc). Walls most threats to the team, but fighting attacks are a problem if Rotom goes down. Zapdos can take fighting hits in rotom's stead, but rocks hurt it a lot. I used to run a cleric blissey and sometimes i miss the team support, but this version fits the team better; it's my only real hope in a stall war, which if it comes to, it often wins.
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SPIN BLOCKER/TANK
Rofridgerator (Rotom-f) @ Wide Lens
Ability: Levitate
EVs: 38 HP/220 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Blizzard
- Will-o-wisp
- Thunderbolt
- Shadow Ball
Can tank special hits, cripple physical attackers, switch in on normal, fighting and ground attacks and pose a serious threat to typical encounters like gyarados, latias, cresselia and (to a lesser extent nowadays) milotic. Also blocks rapid spin. Usually forces a switch and hits hard on the switch in for others to clear up afterwards. Can outspeed gyarados BEFORE a dragon dance, but unless at full health is screwed afterwards. Love it but needs replacing.
---
There's my team at the moment, but I'd like to use it on wifi where, as we all know, Rotom forms can't be used. What I need is a suitable replacement for Rotom-f, doing as many of the same things as possible, making compensatory changes to my team if neccessary.
Any suggestions?






LEAD

Martyr (Infernape) (M) @ Focus Sash
Ability: Blaze
EVs: 6 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Vacuum Wave
- Endeavor
- Stealth Rock
- Overheat
This works much like a suicide lead: It's not meant to live for very long. Ideally, I can set up rocks, then either Overheat a Jirachi/Metagross or Endeavor-Sash-Wave a tank like Swampert etc. after they try to force a switch/take me out. In the event they don't set up their own set of rocks I can switch out with my 1hp to be reintroduced when I predict the rocks coming in (usually a wall if rocks come in late) that i can endeavor down. Sometimes I have to choosebetween rocks and the endeavor trick; usually i choose rocks to benefit the team later on.
---
SPECIAL SWEEPER

Inquisition (Zapdos) @ Life Orb
Ability: Pressure
EVs: 6 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Thunderbolt
- Heat Wave
- Hidden Power [Grass]
- Agility
Because nobody expects the spanish inquisition! I made this set back when all zapdos was used for was tanking. I'd switch in on an earthquake/bullet punch or similar non-threatening attack and use agility as they switch, which set me up for an easy sweep. After an agility almost nothing outspeeds it, which is incredibly useful for scarfed pokes. Unfortunately, I don't get time to set it up anymore, so I'm considering changing it to a more defensive setup and any suggestions concerning this would be appreciated.
---
REVENGE/LATE GAME SWEEPER

Tectran (Heatran) (M) @ Choice Scarf
Ability: Flash Fire
EVs: 6 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Earth Power
- Explosion
- Dragon Pulse
- Fire Blast
Eats known fire attacks for Scizor to boost up, then either force a switch, revealing more of the opponent's team, or kill whatever is foolish enough to stay in. The attack drop from timid doesn't bother me since anything I explode on will be OHKO'd/significantly dented anyway. It has type coverage enough too, with enough knowledge of the enemy team the lock-in from scarf doesn't become an issue and can finish off teams by itself easily.
---
PHYSICAL SWEEPER

Scathe (Scizor) (M) @ Choice Band
Ability: Technician
EVs: 58 HP/252 Atk/200 Spd
Adamant nature (+Atk, -SAtk)
- Superpower
- U-turn
- Bullet Punch
- Pursuit
I use Scizor depending on the situation. It can be used to scare off a threat and reveal more of an enemy team with U-turn, Revenge kill with Bullet Punch and perform late game sweeps as well. A favourite trick of mine is to use pursuit on blissey which, with rocks up, means heatran can finish it off with either attack most of the time when it switches back in. Easy switch in from a dark attack aimed at rotom but otherwise difficult to bring in - Usually used after something has already fainted.
---
WALL

Harmony (Blissey) (F) @ Leftovers
Ability: Natural Cure
EVs: 128 HP/252 Def/56 SAtk/74 SDef
Bold nature (+Def, -Atk)
- Toxic
- Flamethrower
- Softboiled
- Seismic Toss
Flamethrower for Scizor and others who try to get the drop on it, and Seismic toss covers Heatran and others who resist it (milotic, latias etc). Walls most threats to the team, but fighting attacks are a problem if Rotom goes down. Zapdos can take fighting hits in rotom's stead, but rocks hurt it a lot. I used to run a cleric blissey and sometimes i miss the team support, but this version fits the team better; it's my only real hope in a stall war, which if it comes to, it often wins.
---
SPIN BLOCKER/TANK

Rofridgerator (Rotom-f) @ Wide Lens
Ability: Levitate
EVs: 38 HP/220 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Blizzard
- Will-o-wisp
- Thunderbolt
- Shadow Ball
Can tank special hits, cripple physical attackers, switch in on normal, fighting and ground attacks and pose a serious threat to typical encounters like gyarados, latias, cresselia and (to a lesser extent nowadays) milotic. Also blocks rapid spin. Usually forces a switch and hits hard on the switch in for others to clear up afterwards. Can outspeed gyarados BEFORE a dragon dance, but unless at full health is screwed afterwards. Love it but needs replacing.
---
There's my team at the moment, but I'd like to use it on wifi where, as we all know, Rotom forms can't be used. What I need is a suitable replacement for Rotom-f, doing as many of the same things as possible, making compensatory changes to my team if neccessary.
Any suggestions?