Pure Imagination - Final Gen 5 RMT

Katakiri

Listen, Brendan...
is a Researcher Alumnus

Peaked 1986 ACRE / 2044 Glick2
228 Wins / 83 Loses Total​

The purpose of building this team is twofold; I wanted to test how one of our newest Fairy-type Pokemon fares in OU before its Fairy-typing and I also wanted to test a bit of philosophy: Today, it's becoming more accepted that Sleep can be compare to OHKO moves, so are low-accuracy moves like Hypnosis, Sing, or Grasswhistle worth running because of how great Sleep is today? Is the reward worth the risk and can the risk be managed?

This will also be my final team of 5th Gen OU and the team I will most likely go into 6th Gen with. Unless 6th Gen is just completely off the rails crazy with changes to game mechanics, you can expect a follow-up RMT to show how the team is or is not adapting to the new metagame. But that's a good while off into the future, so let's get things rolling in the present with a brief overview of the team.
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So this team is a balanced-style team with Gardevoir being the focal point. That might seem a bit odd, but I'll explain why Gardevoir works in detail a little later. I do run Hippowdon but I don't like to consider this team a sand team as Sandstorm is almost inconsequential to the team, but I suppose it does lower the power of Rain-boosted Water moves and Thunder accuracy so it is at least useful in that sense. I've been working on this team for a little over two months now and it's been my primary team for about a month and a half, replacing my Zoroark team. As a whole, this team's goal is to lock-down or manipulate the opponent with either Taunt, bulk, or sheer power and force one of my four battling-winning conditions to happen.

Win conditions:
- Remove all Special Attackers, Toxic-users, and PHasers then Curse Sweep with Hippowdon
- Remove or wear-down all Steel-types and Tyranitar then Sweep with Latios
- Wear-down Physical Walls, remove Priority-users, and faster Pokemon then Swords Dance Sweep with Terrakion
- Avoid Toxic and remove or burn all threatening Physical Attackers then Burn/Taunt Stall with Jellicent

Team Building:
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Being a team built around an NU Pokemon, I went to my safety core of Scarf Scior and SpDefensive Rotom-W to give it plenty of free turns to switch-in.
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I wanted another decent answer to Keldeo so Latios was my usual go-to guy there.
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I still needed Stealth Rocks so I decided on Terrakion for that.
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The team was still suffering from an inability to break walls down so I felt that Infernape would be a fine choice for that and closed-off the Alpha-phase team.
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At this point, the team has one big issue: Scarf Dragons; specifically Garchomp and Salamence. At this point, I decided that Infernape was the easiest Pokemon to let go so I replaced it with the great wall that is Hippowdon.
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Wall breaking became a chore again after Infernape departed and Rain in general was still an issue and Latios and Rotom-W couldn't handle it all, so I needed a wall or pivot that could give me a stronger edge against it. Jellicent seemed like a great Pokemon to take on Rain with as well as break stall with and aside from a few EV tweaks, it has been working perfectly.
That's gonna close off the introduction to the team, so let's move on to the Pokemon themselves.

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So what's the verdict on Gardevoir? Well let me first say that Gardevoir is very similar to Imposter Ditto; her usefulness is very much based on the composition of the opponent's team. Gardevoir herself is, aside from high Special Attack, a rather average Pokemon and very frail physically. Even so, she is never completely useless thanks to her battle-altering support moves forcing the opponent into bad situations. The fluctuation of her usefulness mainly comes from Trace. Trace can make Gardevoir into anything from a niche status-abuser to a force that shifts the playing field. A pretty bold statement for something with a reputation as pitiable as Gardevoir's, right? Well, these claims are easily backed-up.

What's the best counter to Thundurus-T? How about a pure Psychic-type with Volt Absorb? Heals from Volt Switch/Thunder, resists Focus Blast, and doesn't mind HP Ice or Grass Knot. Sounds farfetched right? Well Trace makes that a reality for Gardevoir and turns poor Thundurus-T into nothing but free turns to hit a Hypnosis or a chance to just 2HKO the poor thing out-right. Let's move onto Venusaur: Chlorophyll Sweeper extraordinaire. What if there was a Pokemon with high Sp.Def, Base 80 speed with no Speed-lowing Hidden Power, and Chlorophyll that isn't weak to any move in Venusaur's movepool? Well look no further than Gardevoir: Weed-Killing Queen. Prankster Sableye or even Riolu having a little too much fun? Wish you could just Taunt the thing and be done? Gardevoir's got you covered with a priority Taunt all her own. Ninjask's Baton Pass nonsense bugging you? Gardevoir can have Speed Boost too and Taunt those Baton Pass teams left and right before they can pass. (Ex: http://pokemonshowdown.com/replay/oususpecttest-35949608) Put to sleep or poisoned? It happens to the best of us so I'm sure Celebi or Starmie wouldn't mind sharing its Natural Cure. The possibilities are pretty wide with Trace. Dry Skin, Sand Rush, Poison Heal, Flash Fire, Intimidate, Storm Drain, Multiscale, I mean the list really does go on and on.

That aside, her job is actually pretty simple: prevent hazard setup from something like Custap Skarmory early in the match, put something to sleep for ideally the rest of the battle, then remove one of Latios' checks using Destiny Bond. Basically have her tilt the battle in our favor early on. When luck is in her favor and she does everything I want her to do, things get pretty one-sided. (Ex: http://pokemonshowdown.com/replay/oucurrent-39014424) However, Trace does have an effect on how soon I'm ready to let her go. It may be obvious now but Gardevoir can really manhandle weather teams which is a fantastic asset to have and makes her almost irreplaceable to this team. If I spy something like a Jolteon or Thundurus-T in team preview, I'm going to keep her around to help deal with it instead of just trying to lure Scizor in. (Ex: http://pokemonshowdown.com/replay/oucurrent-35474239) Even Tornadus-I has to worry about a Prankster-priority Destiny Bond so she's even helpful against things she stands no chance against. She's also a big help against Toxicroak since she not only shuts him down with Taunt and Destiny Bond, but Traces Dry Skin so she's constantly getting back to max HP while she can OHKO Toxicroak at any point while preventing Sucker Punch's use with Destiny Bond. This is on top of the lengthy list of things her Trace can do stated in the last paragraph. OU is such an ability-dependent tier that Gardevoir can just feed on that and become an OU-level threat herself which is why, again, Gardevoir is very similar to Imposter Ditto.

The future of Gardevoir?
Gardevoir's future looks very promising; this set especially so. If the rumors are true, Gardevoir's Fairy-typing is going to give her fantastic neutral coverage in one move and even hits Dark-types Super-Effectively and Steel-types neutrally which is exactly what this set is missing; Psychic-STAB is decent but doesn't compared to the coverage of Fairy. Moon Blast has already been calculated to have at least 90 Base Power so Gardevoir will be in good shape if she nabs that move. An immunity to Dragon also lets her be a fantastic Latios check even if she only hits him neutrally with Fairy-STAB. As abilities get better, so does Gardevoir's Trace; so as long as OU stays a tier that abilities are heavily abused, Gardevoir should be in top-form when 6th Gen arrives. As a side note, Gardevoir already has the movepool of a Ghost-type on top of her Psychic-type movepool, so it will be interesting to see how her new Fairy-type side will contribute to that. Here's to Lovely Kiss getting retyped and distributed.

Is Hypnosis worth it?
Well that's not as black and white as I originally thought. I've found that using Hypnosis is purely risk management and I don't think most Pokemon could get away with it. Gardevoir however, can get away with it only because of Trace. Trace combined with Taunt and Destiny Bond gives Gardevoir enough free turns that missing a Hypnosis or two isn't detrimental. In Gardevoir's case, sleep is worth the risk of missing but I don't believe that it would be worth it for too many other Pokemon without the use of a Substitute. However, I would really have to go through and test each Pokemon to determine that so I regret to say that, aside from Gardevoir, I can't truly back-up any claim on sleep moves.

Some cool calcs:
252 +1 Atk Dragonite (+Atk) Outrage vs 4 HP/0 Def Multiscale Gardevoir: 84.17% - 99.28% (2 hits to KO)
252 SpAtk Life Orb Thundurus-T Hidden Power Ice vs 4 HP/0 SpDef Gardevoir: 34.53% - 40.65% (3-4 hits to KO)
252 SpAtk Heatran (+SpAtk) Earth Power vs 4 HP/0 SpDef Gardevoir: 34.53% - 40.65% (3-4 hits to KO)
112 -1 Atk Landorus-T (+Atk) Earthquake vs 4 HP/0 Def Intimidate Gardevoir: 60.79% - 71.58% (2 hits to KO)

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Scizor was the first added to the team, just to cover Gardevoir's weaknesses, but she does far more than that of course. Scarf Scizor is a fantastic Pokemon in this metagame thanks to how common the Pokemon it check or traps are. Latios, Latias, Celebi, Starmie, Gengar, Espeon, and Alakazam are the big names she deals with, being an extremely effective check to all of them. Most of them can deal with Choice Band Scizor thanks to Hidden Power Fire but, with a Scarf, they won't even get the chance. But aside from U-Turn and Pursuit, Bullet Punch is here just to have priority just in case something speeds-up a little too fast and Sleep Talk is just to have a Pokemon that can function while asleep. Bullet Punch doesn't pack the power that Iron Head would but I've almost never had Iron Head be all that useful but Bullet Punch is sometimes all I need to pick off a Pokemon. Pursuit is a bit awkward with Sleep Talk but it's still better than being able to do nothing while asleep or unable to dispose of Gengar if I chose Superpower. It's not the most comfortable compromise, but it's necessary because my team is very open to Bullet Seed and smart players will see that. That means, even though Gardevoir or Terrakion may be better to put to sleep, I can't afford to risk my opponent hitting the Bullet Seed button and OHKOing them which would let Breloom get away free to Spore later.

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I am thoroughly convinced that Cursed Body Jellicent is the stupidest Pokemon to KO in all of existence. Cursed Body can screw over literally everything in the game. Even physical attackers get ruined by it if they get Burned. If it can hit that Will-O-Wisp, Jelli just does not go down to anything. Jellicent in itself can be a win condition for this team without the help of teammates. If you run Stall and no Pokemon out-pace Jelli, there is no version of this match-up that stall comes out on top of. (Ex: http://pokemonshowdown.com/replay/oucurrent-38757393) Gardevoir may be the center of attention, but Jellicent is the real MVP here.

I run 88 Speed on Jellicent which seems like a lot but it's completely worth it to have a lead that beats all varients of Politoed. Yeah every bit of that Speed is to out-pace Defensive Politoed even if it has 4 EVs in Speed itself (Jelli is 2 points faster than Base 70 Speed) because Toxic is horrid for Jellicent and I need a solid wall against Rain; having a free turn to burn anything on a Rain team after the Taunt is always helpful too. Jellicent doesn't mind being burned by Scald itself. Mid-battle, I'm constantly asked why I run Cursed Body and every time I'll say "I like to beat Tyranitar, Ferrothorn, and Scizor 1v1, and I'd much rather be burned early than remain open to Toxic for the rest of the battle."

Jellicent may be considered wall, but I play it as more of a tank. A wall implies a defensive position that would be rather harmless; that isn't how this Jellicent plays. While defensive, this Jellicent is intent on breaking-down the opponent's Pokemon with Burn all on its own while still tanking any attacks I need, never giving the opponent an inch of progress if I can help it. Rotom-W, Starmie, Ferrothorn, Tyranitar, Kyurem, it'll take them all on until they give me real reason to switch such as Starmie or Rotom-W revealing Thunder. Will-O-Wisp missing is the main reason Jellicent ever runs into trouble so as long as that doesn't happen, Jellicent is golden. It's really a matter of knowing Jellicent's limits and specifically what Jellicent can stay-in on safely.

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Curse Hippowdon may have been out-dated since early BW1, but it serves a unique purpose to the team. Curse's Defense-boost helps Hippo wall Dragonite, Salamence, & Garchomp even as they set up while Curse's Offensive-boost makes other boosting Pokemon lose ground should they boost alongside Hippo. Whirlwind would have been a reliable but temporary fix but, if you couldn't tell by Destiny Bond Gardevoir & Cursed Body Jelli, I like to take a more -immediate- approach to such problems; take things head-on while I have the chance.

Aside from that quirk, it's pretty standard Hippo from here on out. She's here to wall and she's damn good at it. I originally added her because my original team got swept by Scarf Garchomp and Scarf Mence far too often. She actually makes a pretty fantastic partner for Jellicent even though they share a Grass weakness. Jelli isn't able to take on many physical attackers without burning them first so having Hippo around extends Jelli's time even further while Jelli does the same for Hippo.

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So next is lead Terrakion except not really. Unless I desperately need Rocks, I usually won't lead with Terrakion. Having two users of Taunt makes Focus Sash a pretty viable option for my Terrakion and so rarely would a Life Orb boost be more helpful, so I'm pretty content on using this. It's kind of nice having a mix of Lead and Swords Dance Terrakion because I can choose which one I need for any given battle. Do I need Stealth Rock? Should I save Terrakion for a sweep? Can Terrakion even sweep? Do I have an opportunity to set up Rocks and still Swords Dance? These are the kind of things I ask myself in team preview just because I have the option.

That said, Terrakion can be a major force if I decide to hit Swords Dance, especially thanks to Focus Sash. Sometimes, having a huge powerhouse like that on the 2nd turn of the game is enough to break down an entire team if the opponent is too focused on hazards, especially if I feign a Scarf turn one against something like Lead Skarm and then Swords Dance to blow it away before it gets to Custap range and of course my Sash is still intact so the opponent is losing two or three Pokemon for two layers of hazards that very rarely matter against my team. Terrakion does its job well but I'm open to suggestions because I feel like there's room to grow with this Pokemon slot.

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Latios is probably my 2nd most common win condition, with Jellicent stall being the most common. It's just a powerhouse and there's not much more to say than that. Dragon Pulse probably seems a little odd but I don't like the concept of having a Pokemon take a Draco Meteor just so their Scizor can come in next turn and Pursuit on a weakened attack. Dragon Pulse does enough damage to KO everything I need to after a bit of prior damage. But aside from that, this is really just standard Latios from the EVs to the moves. It does its job though and that's about all I can ask from Latios. I wouldn't mind having something different here so long as it still fits the archetype of the team, especially because of the Pokemon on my threat list.

Threat List:
Due to the time I spent using this team, I know exactly what beats it. The problem is that I don't know what to do about it. Every change just seems to open more problems so I'm hoping a fresh set of eyes, you, might be able to lend a hand.

Physical
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Cloyster - I kinda just don't have anything that resists its moves well enough that can do meaningful damage back. I really have to prevent this thing from Shell Smashing in the first place, which isn't too tough but Hippo and, to a lesser extent, Jellicent are just free turns for Cloyster.
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Gyarados - SubDD Gyarados can run though my team pretty easily if Gardevoir doesn't get in early with Traced Intimidate to either Taunt or fire off Psychic.
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Kyurem-B - While normal Kyurem is easily dispatched by Jellicent, (2 Scalds on its Sub, Taunt, Scald one more time to break Sub, then Burn while it's Taunted) Kyurem Black is a different story. The only set I can enjoy taking on is Scarf since Hippo is built to handle more than that, but any other variants gets tricky and I usually have to sac something to get Terrakion in with its Sub down.
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Landorus-T - This guy is final piece that made U-Turn cores completely broken, but some might disagree on that. Either way, if this guy is paired with Rotom-W and Scizor, I'm in trouble. Hippo and, funny enough, Gardevoir (Traced Intimidate) are my best switch-ins. Poor Latios is constantly stalked by Scizor so he isn't much help until Gardevoir lures it out. Headaches!
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Scarf Tyranitar/Scarf Scizor - These two are interchangeable. For the exact same reasons that my own Scarf Scizor works, my methods of taking out Tyranitar and Scizor fail when they are scarfed and make both Latios and Gardevoir liabilities. Jellicent is still okay as long as T-tar doesn't Crunch instead of Pursuit.

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Abomasnow - It can be played around by U-Turning and out-predicting but it's a surprisingly potent Pokemon against this team.
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Empoleon - It really depends on the set. Empoleon can potentially hit my entire team at least neutrally but Grass Knot is the move that screws me over the most as Jellicent is very heavy for a ghost. Not a top priority threat but a threat all the same.
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Hydreigon - As with most OU teams, Hydreigon can do a lot of work if it switches in on the right Pokemon, namely Jellicent or Gardevoir.
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Latias (SubCM) - Scizor is my only real answer for this and even then, it avoids an OHKO from U-Turn due to its bulk.
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Rotom-W - How could I forget this little guy; always driving me to drink everytime he's in battle. Support is harmless to Jellicent but Trick Scarf ruins Jellicent and it's usually paired with Landorus-T to create the core that makes me lose games and sleep. Probably one of the bigger issues.
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Tornadus - This one is a big problem if I don't get SR up. I kind of have to stall for Cursed Body with Jelli and hope it happens before Hurricane confuses.
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Volcarona - While Terrakion can tank any hit a +1 Volca can dish-out after the Sandstorm-boost to SpDef, Terrakion is also my Stealth Rocker so if I want Rocks to handle Volcarona, I have to put Terra in harm's way so he may not even be at full health for when I need him.
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Jolteon - It's strange how Thundurus-T is no issue but Jolteon can be. Aside from sometimes carrying Signal Beam, Substitute is annoying to deal with since it can do some damage to Gardevoir and/or switch/baton pass to something to deal with her. It's also that Jolteon is faster than Latios, Terrakion, and Scizor so it can really troop through my team late game in ways that Thundurus-T just can't.

Support
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Cresselia - This fat duck. I mean, it's Cresselia; it walls literally everything on my team in Sun and my only hope is to Trick with Latios or abuse the Sandstorm SpDef boost to Swords Dance with Terrakion.
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Ferrothorn - Not really a 'threat' but it gets to have its way with anyone but Jellicent, who just burns then Taunts it. Even Terrakion can't OHKO this thing.
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Heatran(Sp.Defensive/Toxic) - A pretty big annoyance only because it outpaces Jellicent and can Toxic. Hippo & Terrakion don't want to be burned and Latios & Gardevoir wall it but can't do much of anything back. Putting it to Sleep and making it into free switches for Terrakion is my best shot. If this thing is paired with Landorus-T, that combo is just hell without Hypnosis hitting.
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Mew - I have absolutely nothing to deal with Taunt WoW Mew. Latios is my best shot but Mew has no reason to stay in, fearing both a possible Draco and Trick so Latios realistically can't win the switch war.
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Tangrowth - In a very similar fashion to Mew, Tangrowth walls my team at well. This time, Gardevoir can at least Trace Regenerator and have some fun, but it's generally a losing battle for the same reasons as Mew.
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Toxic Tentacruel - Toxic Spikes are a joke to me since I'll just taunt Tenta and have Jelli and Hippo both take a dip in the level 1 Toxic Spikes and never have to worry about Toxic for the rest of the match. But some Tentacruel just flat-out run Toxic and that is something I have very little to answer with. Gardevoir and Latios are my best bets but they also don't like Toxic either and both get generally walled by Ferrothorn which creates a vicious cycle of Toxic damage and switching.
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Vaporeon (Hydration) - This thing is insane to deal with. I usually just have Gardevoir take a hit, Taunt, then Destiny Bond the little pest. Switching Hippo in on a Rest turn is easier said than done and Jellicent just stalemates it with Taunt and Cursed Body.

Closing:
As I said, this will be my final Gen 5 team before XY but this is because I want to perfect this team and, with issues the team has, it will more than likely be a long process. With that said, I want you to tell me any ways I can improve on the team. I do want to keep Gardevoir however, but I'm also completely okay with changing its set to any ideas you can come up with to make it work better with the team. Other than that, I don't have anything I'd be against changing so anything you want to, do it.

Diver (Latios) (M) @ Choice Specs
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk
- Dragon Pulse
- Psyshock
- Surf
- Trick

Corset (Scizor) (F) @ Choice Scarf
Trait: Technician
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- U-turn
- Bullet Punch
- Sleep Talk
- Pursuit

Vela (Jellicent) (F) @ Leftovers
Trait: Cursed Body
EVs: 168 SDef / 252 HP / 88 Spd
Calm Nature
IVs: 0 Atk
- Scald
- Will-O-Wisp
- Taunt
- Recover

Athena (Gardevoir) (F) @ Leftovers
Trait: Trace
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk
- Hypnosis
- Psychic
- Taunt
- Destiny Bond

Priscilla (Hippowdon) (F) @ Leftovers
Trait: Sand Stream
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Earthquake
- Ice Fang
- Curse
- Slack Off

Porthos (Terrakion) @ Focus Sash
Trait: Justified
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Stealth Rock
- Swords Dance
- Close Combat
- Stone Edge
 
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Really a very nice RMT, nice to read.:)
I find really no threat. Venusaur can be really annoying for your team, it is his that I suggested you use Latios Scarf over you current set to outspeed Modest venusaur . What els



I know it's not much but I hope i help you xD
 
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Bumping this. I really do need some help here.

@Shadonia - Thanks! I already have Gardevoir out-pacing most Timid Venusaur so Scarf Latios doesn't help there.
 
Hey Katakiri, this is a really interesting team!

I won't even try to touch Gardevoir, because it seems like you found a good use for her, and if you built the team with her in mind, I won't try to change that. In fact, that Gardevoir set seems to be a pretty cool lead. I like it a lot.

Anyway, taking a look at your team and the threatlist you provided, I don't really like that you have no real win condition. I never really liked Swords Dance terrakion without either Sub or Rock Polish, since it's so easily revenge killed, not to mention weak to Bullet Punch and Mach Punch. Honestly, if you were going to use a Pokémon with Swords dance, I would use SD Acrobatics Scizor over Scarf Scizor. Scarf Scizor on the whole isn't very good, it just doesn't pack the same punch that Banded Scizor does, and the drop in bulk is significant, meaning that Specs Latios becomes a 50/50 for you (do you Pursuit or U-Turn) since Draco is an easy 2HKO, and a OHKO with just a bit of prior damage. Rain Starmie is also a 50/50, since it can also OHKO you with Hydro Pump, and you can't OHKO with Pursuit (obviously meaning if they don't switch out). However, SD Acrobatics Scizor is really good right now, and it lures in many of the threats you mentioned to the team, such as Gyarados, Volcarona, Tentacruel, Ferrothorn (you bluff the Band, so it may come in after a Bullet Punch revenge kill), Tangrowth, Vaporeon, etc. Scarf may grab momentum for your team, but nothing you have really has a hard time switching in, and you have great defensive/utility pivots in Gardevoir and Hippo, so I don't know if U-Turn is really that necessary.

Now you lack a Scarf Pokémon, so I suggest you
change Terrakion to a Scarf set. Scarf Terrakion also deals with many of the threats you mentioned, such as +1 Volcarona, Gyarados, Kyurem-B, Tornadus, Latias, etc. Not to mention it can also take out Salamence and Dragonite that have managed to reach +1, which puts less pressure on your Hippowdon to take them out. However, this does leave you with no SR user. I would just put it on Hippowdon and make it a standard defensive set, but I can't really throw stones at Curse Hippowdon since I've only ever played against, it. I've never actually used it myself. It could be useful, but I feel like Whirlwind and Stealth Rock would provide more general utility to the team (and you don't need Ice Fang very much anymore since Terrakion beats the Dragons now, and Scizor + Terrakion should wear down Landorus-T pretty easily since it has no recovery).

Anyway, this is a really cool team. I hope I was able to help, good luck!

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Scizor @ Flying Gem
Trait: Technician
EVs: 252 Atk / 252 Spd / 4 HP
Adamant Nature
- Acrobatics
- Bullet Punch
- Superpower
- Swords Dance
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Terrakion @ Choice Scarf
Trait: Justified
EVs: 252 Atk / 252 Spd / 4 HP
Jolly Nature
- Close Combat
- Stone Edge
- X-Scissor
- Earthquake
 
@Halcyon - Thanks for the feedback! While I tried your sets they didn't really help in the end. I already had 4 win conditions before and SDAcrobats Scizor just doesn't fit well on this team and I can't see how it will sweep without the surprise factor. And removing SD Terrakion left me with only 2 common win conditions.

But you did get me thinking about what I really need Scizor, Hippo, and Latios for and you were right, I didn't really need U-Turn on Scizor and Hippo didn't really need Curse or Ice Fang. What I needed Scizor for was a solid answer to Lati@s, Starmie, and Gengar. So I ended up spending a good hour & a half thinking about everything and I came up with a few things:

- My Lati@s/Gengar/Starmie counter doesn't have to be the same Pokemon nor does it have to be faster than them.
- Gliscor actually has about the same bulk as Hippo (and maybe more after Poison Heal?) and outpaces SPDef Heatran while being immune to Breloom's Spore while poisoned.

All that sort of opened a flood gate in my mind and this is what I ended up with it this:

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Tauxin (Gliscor) (M) @ Toxic Orb
Trait: Poison Heal
EVs: 184 HP / 252 Def / 72 Spd
Impish Nature
- Earthquake
- Ice Fang
- Torment/Taunt/Struggle Bug/Toxic/We'llFigureItOut
- Protect

I keep about the same bulk as Hippo, gain immunity to Status, and I out-pace the Heatran variant that gave the team the more trouble. The EVs are a work in progress, but right now I'm outpacing max speed T-tar and Adamant Breloom. That last moveslot is just me not deciding what I want this thing to do aside from walling things. And don't knock Struggle Bug until you try it; many a Latios have been saddened by it. The loss of Sandstream isn't too big of a deal since, like I said in the RMT, Gardevoir loves abusing weather. Jellicent isn't sad to see it go either since it loves its lefties.

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Starlight (Jirachi) @ Leftovers
Trait: Serene Grace
EVs: 252 HP / 160 Atk / 96 Spd
Jolly Nature
- Substitute
- Body Slam
- Iron Head
- Fire Punch

I wanted to hit a middle ground between offensive and defensive with Jirachi. I wanted it to be able to take on Lati@s but still be threatening offensively. I think I was able to hit that mark with this set, but I'll need more time with it to know.

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Yukari (Kyurem-Black) @ Choice Scarf
Trait: Teravolt
EVs: 4 Atk / 252 SAtk / 252 Spd
Mild Nature (+SpA, -Def)
- Draco Meteor
- Fusion Bolt
- Ice Beam
- Outrage

Jirachi replaced Scizor so I needed something for Rain Starmie but I said "why not aim even higher than that?" So I decided on the definition of overkill: Kyurem-B. Even with no investment, its Attack stat topples the likes of other dragons and, with a SpA base 120, its even scary Specially. As I said in the threat list before, Scarf Kyurem-B is the only Kyurem-B that didn't threaten Hippo so I didn't want mine to be the same way. Whether physical or special, this thing will be happy to nuke something with Dragon STAB.

So far so good with these three minus Gliscor's 3rd moveslot. I am significantly weaker to Celebi now but, other than that, it's all gravy.

A couple replays of the new beta team in action:
http://pokemonshowdown.com/replay/oucurrent-47306630
http://pokemonshowdown.com/replay/oususpecttest-47286952

Yukari (Kyurem-Black) @ Choice Scarf
Trait: Teravolt
EVs: 4 Atk / 252 SAtk / 252 Spd
Mild Nature
- Draco Meteor
- Fusion Bolt
- Ice Beam
- Outrage

Starlight (Jirachi) @ Leftovers
Trait: Serene Grace
EVs: 252 HP / 160 Atk / 96 Spd
Jolly Nature
- Substitute
- Body Slam
- Iron Head
- Fire Punch

Vela (Jellicent) (F) @ Leftovers
Trait: Cursed Body
EVs: 252 HP / 168 SDef / 88 Spd
Calm Nature
IVs: 0 Atk
- Scald
- Will-O-Wisp
- Taunt
- Recover

Athena (Gardevoir) (F) @ Leftovers
Trait: Trace
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk
- Hypnosis
- Psychic
- Taunt
- Destiny Bond

Tauxin (Gliscor) (M) @ Toxic Orb
Trait: Poison Heal
EVs: 184 HP / 252 Def / 72 Spd
Impish Nature
- Earthquake
- Ice Fang
- Struggle Bug
- Protect

Porthos (Terrakion) @ Focus Sash
Trait: Justified
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Stealth Rock
- Close Combat
- Stone Edge
- Swords Dance

It's still far from perfect so please help me out if ya can!
 
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