Rate my OU team

Is the team good?


  • Total voters
    4
Hello. This is my RMT. Here are a few things to keep in mind about my team.

- This team is also my in-Game team so if you have any suggestions, please do not mention any event legendaries, pokemon with old tutor moves, or any pokemon coming from pre-gen 4. Reasons are because i can't IV breed event legendaries, pokemon that require old tutor moves don't have kalos mark for them, and i do not own gen 3.

-If you have any suggestions for my team, that would be great. I am currently having alot of trouble winning in PS. My points in PS in OU is currently 1200 which i know is not very impressive. If you have any suggestions, feel free to help.

Anyways, here's the team.

The Team
lucario-mega.gif
talonflame.gif
rotom-wash.gif
tyranitar.gif
gengar.gif
forretress.gif

-------------------------------------------------------------------------------

lucario-mega.gif

Lucario @ Lucarionite
Ability: Justified
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Close Combat
- Bullet Punch
- Crunch
- Swords Dance

This is my mega. I decided to use Lucario mainly because i really wanted to have a fighting type on my team, a good steel type, and i couldn't decide on a mega. Lucario helps with all three. I was considering getting rid of Mega Lucario and having mega Tyranitar and having Aegislash on my team, but Lucario's been so helpful that I'm a bit hesitant. Anyways, having a steel type is really useful because not only does it counter fairies, it can also switch into poison types. And i just love how much damage adaptability boosted close combat does. It OHKOs and 2HKOs many pokemon. A resisted close combat still seems stronger then a neutral bullet punch, but having priority is useful so i like having it. Also helps with fairies.

A problem with lucario though is many of the fast and powerful EQ and Aegislash. Although EQ can give talonflame, gengar, or rotom a safe switch, if the opponent is good at prediction, then they'll likely be left with low health and that could be risky.
talonflame.gif

Talonflame @ Leftovers
Ability: Gale Wings
EVs: 176 HP / 252 Atk / 80 Spd
Adamant Nature
- Brave Bird
- Flare Blitz
- Roost
- U-turn

This is my talonflame. I love using this thing. Priority is really helpful in general and brave bird does ALOT of damage to enemies. If your wondering why i don't have SD, i have really never had much chance to use it and even if i do, someone will send in a talonflame check (which, almost everying i see seems to have) and then i get phazed out. I'd rather have U-Turn to go with my rotom's volt switch. It's been really useful in the past and does decent damage to tyranitars which would normally check talonflame. Anyways, this pokemon supports the rest of my team well too because being a flying type, it can help with both ground, and fighting type moves that tyranitar and lucario seem to have trouble with. Gengar can do this too but way to many fighting types i've seen seem to have a ghost type counter (AKA Crunch/KnockOff)

Anyways, I love having talonflame and i don't intend to get it off my team anytime soon.

rotom-wash.gif

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Reflect

I originally decided to have rotom for the soul purpose of countering talonflame. After getting tyranitar however, that role isn't really required but i still kinda like this guy so until I think of another specially based pokemon that does it's role better, i'll stick with Rotom.
Anyways, for rotom i use volt switch to have voltturn with talonflame, will o wisp which is really useful to phaze physically based pokemon and reflect. Reflect seems pretty good despite the suggestions to remove it. It catches people by suprise pretty well too. This is how i use it. I usually use reflect first so i don't need to worry will o wisp missing, then with the increased defense, i use will o wisp and if i miss, i can still take hits because of reflect. Or, if i'm fighting something that doesn't threaten me immediatly, i do the opposite so that reflect lasts longer.

tyranitar.gif

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 176 HP / 252 ATK / 80 Spd
Adamant Nature
- Crunch
- Pursuit
- Stone Edge
- Earthquake

This is my CB Tyranitar. The EV spread of 80 outspeeds unboosted base 80s(which i was told checks skarmory, and i still have no idea why i would need to do that). Anyways, I have EQ for stopping Aegislash but i actually don't think it'll work well. The thing with tyranitar is that i'll end up hitting with EQ once and then it'll survive, and OHKO me with Sacred sword. I need a better aegislash check. If anyone can think of one and fit it into my team that'd be great but for now i use reflect/will o wisp rotom to help with the problem.
gengar.gif

Gengar @ Life Orb
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Shadow Ball
- Sludge Bomb
- Thunderbolt
- Substitute

This is my Gengar. Not much to be said other than that it KO's many offensive threats, not to mention it's really fast. Substitute works well with predicting switches and stuff. I love this guy. It's really rare to find anything that can switch into this guy. Gengar can also switch in well when the opponent uses a fighting or ground move, which is really helpful considering lucario and tyranitar's case.

forretress.gif

Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 SDef
Calm Nature
- Rapid Spin
- Spikes
- Toxic Spikes
- Stealth Rock

My rapid spinner and SR pokemon. I pretty require this guy on my team if i want talonflame and I LOVE talonflame so that's pretty much why he's here. Entry hazards can be pretty useful too. Not sure about my EV spread though. Should i go Def or SpDef? Hard to decide. And i realize that all 3 entry hazards take way too long to place but having them all is good for different situations and i really cant decide on what to replace anyways.

My problems with this guy is mainly the 4X weakness to fire, and every team i've seen so far has a fire type move so there's that. But that's a pretty safe switch in for tyranitar, talonflame, and rotom so that's fine with me.

Closing thoughts: So that's my team. Tell me if you have any suggestions for my team. Any ideas would be helpful



SD Aegislash with Kings shield and sacred sword
Mega Venusaur
Chansey/Blissey
Terrakion
LO Scizor with Defog and Pursuit
DD Dragonite
Scarf Garchomp
Mega Pinsir
Mega Medicham
Mega Tyranitar


Here's my Old RMT for reference.
This is the team I want to use in PS and my actual copy of pokemon x. So dont suggest stuff like legendary pokemon or stuff i cant breed well. I also didnt get pokemon white till just recently so dont say dream world exclusives. And if i have any spelling mistakes, i'm typing on my ipad so its kinda hard.

Team

Forretress (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature
- Rapid Spin
- Stealth Rock
- Spikes
- Toxic Spikes

This is my forretress. Its pretty self explanatory. It has the 3 entry hazards, leftovers, specially defensive evs, and rapid spin. I heard that defog outclasses rapid spin, but i still find it very useful. I generally tend to KO the opponents spinblocker before i need to rapidspin anyways.

Gengar (M) @ Life Orb
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Shadow Ball
- Sludge Bomb
- Thunderbolt
- Dazzling Gleam

This is an offensive gengar. Pretty useful. Seems to Ohko anything that doesnt either resist or have high SpD. I switched focus blast for dazzling gleam because i hate relying on the accuracy and i need something to kill dragons.

Lucario (M) @ Lucarionite
Ability: Justified
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Close Combat
- Bullet Punch
- Crunch
- Swords Dance

This is my Mega. Close combat with adaptability does alot of damage even against a few pokemon that resist it when switching in. The priority for bullet punch helps with finishing off faster pokemon. Crunch kills dark types. Swords dance for boosting. Pretty self explanatory.

Talonflame (M) @ Life Orb
Ability: Gale Wings
EVs: 252 HP / 252 Atk / 4 Spd
Adamant Nature
- Brave Bird
- Flare Blitz
- Will-O-Wisp
- Roost

Gale wings makes talonflame amazing. Although the combination of LO with Recoil does alot of damage. I can do pretty much 4 attacks before OHKOing myself. Roost can help though. SR weakness sucks but isnt that bad because i have forretress to spin. I also have will o wisp on this guy because swords dance was useless. I never had a chance to use it. I'd rather just cripple the opponent if talonflame cant get the job done.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Reflect

I was having trouble with the ev spread on this one. What do you think? I like having the high SpA and the speed is too low to do anything so i went with HP. Was that a good idea? And is reflect good? It's been pretty good so far. How it works is, i send it out on a physical attacker, use reflect, they then use will o wisp, and things end up doing less damage than leftover recovery. Then i can either hydropump or voltswitch.
Tyranitar (F) @ Choice Band
Ability: Sand Stream
EVs: 252 Atk / 176 HP / 80 Spd
Adamant Nature
- Crunch
- Pursuit
- Stone Edge
- Earthquake

This is a banded tyranitar. Crunch and pursuit for obvious reasons. EdgeQuake for great neutral coverage. Is there a better rock type move though? I hate the accuracy. And is the ev spread good? I hear 80 speed is good.

Anyways, tell me if the team is good enough. i havent tested it out on PS much but against my friends in game its been doing pretty well.
 
Last edited:
Well I'm glad you bumped. Just a few edits...
Edits in bold

Talonflame (M) @ Leftovers
Ability: Gale Wings
EVs: 252 HP / 252 Atk / 4 SpDef
Adamant Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost

I would get rid of Life Orb because it...I won't say it doesn't increase your damage output, but it's not that noticeable when you're OHKOing most threats anyway. You don't need the speed as you outspeed most of the tier anyway, and the SpDef can help in some situations. Swords Dance always. You never know when your opponent may give you perfect setup material, and a x4 Atk Talonflame, while hard to pull off, basically makes it GG. Other than that this looks great.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 SpDef / 4 SpAtk
Calm Nature

- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split/ Thunderbolt

Just moved around your EV's and Nature to survive the Energy Balls you may see...and for the moveset change, Reflect doesn't really do much/stay up that long, so Pain Split allows you to toy with your opponent's head a bit. I run Thunderbolt for the extra damage output for Talonflame's and the like, but in the end it's your call.

Tyranitar (F) @ Leftovers/Assault Vest
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SpDef
Careful/Sassy Nature
- Stealth Rock/ Fire Blast
- Pursuit
- Crunch

- Rock Slide

Offensive TTar doesn't really work anymore. This is more of a support set, and it works wonders. If you can get the Assault Vest in the Sand, I think your Special Defense reaches the 600s. But if you run Assault Vest you have to run Fire Blast. But if not, this serves as a nice addition to your team, as it can take hits, deal them out, and lay down the SR if they are Defogged away.

Sorry no one looked at your team. I hope I helped some! Good luck!
 
Well I'm glad you bumped. Just a few edits...
Edits in bold

Talonflame (M) @ Leftovers
Ability: Gale Wings
EVs: 252 HP / 252 Atk / 4 SpDef
Adamant Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost

I would get rid of Life Orb because it...I won't say it doesn't increase your damage output, but it's not that noticeable when you're OHKOing most threats anyway. You don't need the speed as you outspeed most of the tier anyway, and the SpDef can help in some situations. Swords Dance always. You never know when your opponent may give you perfect setup material, and a x4 Atk Talonflame, while hard to pull off, basically makes it GG. Other than that this looks great.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 SpDef / 4 SpAtk
Calm Nature

- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split/ Thunderbolt

Just moved around your EV's and Nature to survive the Energy Balls you may see...and for the moveset change, Reflect doesn't really do much/stay up that long, so Pain Split allows you to toy with your opponent's head a bit. I run Thunderbolt for the extra damage output for Talonflame's and the like, but in the end it's your call.

Tyranitar (F) @ Leftovers/Assault Vest
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SpDef
Careful/Sassy Nature
- Stealth Rock/ Fire Blast
- Pursuit
- Crunch

- Rock Slide

Offensive TTar doesn't really work anymore. This is more of a support set, and it works wonders. If you can get the Assault Vest in the Sand, I think your Special Defense reaches the 600s. But if you run Assault Vest you have to run Fire Blast. But if not, this serves as a nice addition to your team, as it can take hits, deal them out, and lay down the SR if they are Defogged away.

Sorry no one looked at your team. I hope I helped some! Good luck!
Thanks for the help. Do leftovers help on talonflame much though? How well can talonflame take hits and will it miss out on ohko's because of the lack of life orb? Talonflame was more of a suicide attacker for me. And why doesnt offencive tyranitar work anymore?

Edit:Forgot to mention, i use the 4 speed on my talonflame to outspeed opposing talonflame that use the same strategy.

Edit: also forgot to ask, is uturn good for talonflame? I just cant think of a single time where swords dance worked well for me and i wonder if uturn will work better. i used to use it but it was just terrible with LO damage so i got rid of it.
 
Last edited:
I'll give you some advice, since the one vote on that poll isn't really constructive in any way.

Before I get to the team itself, I think it's prudent to point out a few things. First, the RMT itself could use a lot of work. Check out the Rules thread in this forum if you haven't already. The formatting makes it hard to read, and you're a lot more likely to get people willing to help out if what you wrote was formatted well. You don't need to make every set bold and underlined. Some people also like pretty pictures and the like, but it's most important that your post be easily legible to anyone who looks over it.

In addition, Raters generally need more elaborate analyses than what you have. Don't assume anything is self-explanatory; you might think that three hazards on Forretress makes perfect sense, but you need to explain how you decided that made sense to you. What is the goal of your team? How do the members of your team work together? Why did you choose Forretress as a Spinner over, say, Tentacruel or Excadrill? This is all important information that not only explains your team, but lets Raters get a look into how you build your teams and make decisions.

The other thing I want to mention about the RMT is the whole "in-game," thing. By no means is it bad to replicate your team on a cartridge, but you don't want to limit yourself so much when teambuilding. There's a large section of the Forum dedicated to trading and breeding (check the Wi-Fi section,) so if there is something that you need for your team but can't get in-game, you can always ask there (there are a lot of people who're willing to help and trade.) On a related note, when you test a competitive team you basically need to do it on Pokemon Showdown to get a really good idea of how it fares. Friends are rarely a good way to guage your team's strengths and weaknesses, and unless they're well-versed in the competitive scene they're probably gonna be easy to beat anyway. Always see how far you can get on PS, and try to get as far up the ladder as you can. The bottom of the ladder is similarly bad for gauging a team, so you'll want to make your way a good bit up to see consistently well-made teams.

Now, onto the team itself. I'll start by looking at the individual members of the team.

  • Forretress- To get all of you hazards up (with full layers of each,) takes a whopping six turns. No team is good enough to get you a whole six turns to set up hazards, but yours especially doesn't do a good job at creating those opportunities. Your team is very offensively-minded, meaning you really only need Stealth Rock. Toxic Spikes are exceedingly easy to get rid of and you can't take full advantage of them unless you're prepared to sit around for a long time to let them work their magic. Spikes take too long to set up, in general. This all pales in comparison to the biggest problem with the set though; it's incredible set-up bait. You literally can't do a thing to set-up sweepers. Forretress kind of has this problem no matter what you do with the set, but there's absolutely no reason to exacerbate the issue. You can use Volt Switch to gain momentum for your team (giving you a free switch on set-up sweepers and letting you switch to an appropriate check,) and Gyro Ball to damage faster threats. I'd also recommend using Overcoat over Sturdy, as Sturdy is gonna be broken whenever you switch into hazards to spin them away anyway, and being able to take a Sleep Powder or Spore is a bug deal. (As a side note, you should read up a bit on Defog. It doesn't necessarily outclass Rapid Spin, it's just different.)
  • Gengar- You'll definitely want to give up one of those attacks for a support move. You might be able to severely dent a lot of opposing Pokemon, but a lot of them can take whatever you throw at them and either OHKO back or set up on you. Even though Focus Blast sucks, it gets important coverage on some bulkier Steel-types (most notably standard Heatran,) so I'd reconsider it. As for what else to run, Substitute works wonders for Gengar. If you get a Sub up on a predicted switch, you're near guaranteed to get two hits off due to Gengar's speed. Disable works wonderfully alongside Substitute as well. Just give Gengar something else to work with, as he's very liable to be OHKO'd in his current state.
  • Lucario- There aren't any stand-out issues with this set, though I think you meant to say that Crunch hits Ghost-types, not Dark-types.
  • Talonflame- First, get rid of that Life Orb. Talonflame hurts itself enough as is. For your item choice, you'll get more out of either a Choice Band, Sharp Beak/Sky Plate, or Leftovers. It depends what you want to do with the set, as your current set is a bit of a hodgepodge of other sets. Flare Blitz and Brave Bird are pretty much necessary, but your other two moves are important in choosing what item to use. Since you want to use him as more of a suicide attacker (read: hit and run, suicide mons are a bad idea,) I'd suggest a Choice Band set with U-Turn and either Will-O-Wisp or Tailwind in the last slot. Seriously, Talonflame has nothing better for the last slot than those moves on a Choice set. It still hits hard though while giving better survivability. You could also go with the set Haze Milotic posted, but it's harder to pull off (I know you were saying that you had a tough time getting SD off, so the CB set is still probably a better idea for you.)
  • Rotom-W- Haze Milotic has the right idea here, though you may appreciate a physically-defensive spread over a specially-defensive one. Depends on what ends up threatening your team more. Offensive Rotom-W is just outclassed by a lot of other Pokemon. You wanna play to its strengths and let it be a great bulky pivot/support Pokemon.
  • Tyranitar- The Choice Band set is totally viable, but it's not meant to be taking on other offensive Pokemon. It's a wallbreaker first and foremost. If you feel your team can handle walls well enough then by all means switch to a more support-based set, but I think you could use the firepower to power through stuff like Skarmory (who is 2HKO'd after Stealth Rock by Stone Edge.) Also, no, there isn't a better Rock-type move. That's just Game Freak for you, though.
If you make those changes your team will be in much better shape. You'll still have some weaknesses, but all teams do. Try playing with it a good bit and see where your team falters and where it shines.

I hope this helps!
 
I'll give you some advice, since the one vote on that poll isn't really constructive in any way.

Before I get to the team itself, I think it's prudent to point out a few things. First, the RMT itself could use a lot of work. Check out the Rules thread in this forum if you haven't already. The formatting makes it hard to read, and you're a lot more likely to get people willing to help out if what you wrote was formatted well. You don't need to make every set bold and underlined. Some people also like pretty pictures and the like, but it's most important that your post be easily legible to anyone who looks over it.

In addition, Raters generally need more elaborate analyses than what you have. Don't assume anything is self-explanatory; you might think that three hazards on Forretress makes perfect sense, but you need to explain how you decided that made sense to you. What is the goal of your team? How do the members of your team work together? Why did you choose Forretress as a Spinner over, say, Tentacruel or Excadrill? This is all important information that not only explains your team, but lets Raters get a look into how you build your teams and make decisions.

The other thing I want to mention about the RMT is the whole "in-game," thing. By no means is it bad to replicate your team on a cartridge, but you don't want to limit yourself so much when teambuilding. There's a large section of the Forum dedicated to trading and breeding (check the Wi-Fi section,) so if there is something that you need for your team but can't get in-game, you can always ask there (there are a lot of people who're willing to help and trade.) On a related note, when you test a competitive team you basically need to do it on Pokemon Showdown to get a really good idea of how it fares. Friends are rarely a good way to guage your team's strengths and weaknesses, and unless they're well-versed in the competitive scene they're probably gonna be easy to beat anyway. Always see how far you can get on PS, and try to get as far up the ladder as you can. The bottom of the ladder is similarly bad for gauging a team, so you'll want to make your way a good bit up to see consistently well-made teams.

Now, onto the team itself. I'll start by looking at the individual members of the team.

  • Forretress- To get all of you hazards up (with full layers of each,) takes a whopping six turns. No team is good enough to get you a whole six turns to set up hazards, but yours especially doesn't do a good job at creating those opportunities. Your team is very offensively-minded, meaning you really only need Stealth Rock. Toxic Spikes are exceedingly easy to get rid of and you can't take full advantage of them unless you're prepared to sit around for a long time to let them work their magic. Spikes take too long to set up, in general. This all pales in comparison to the biggest problem with the set though; it's incredible set-up bait. You literally can't do a thing to set-up sweepers. Forretress kind of has this problem no matter what you do with the set, but there's absolutely no reason to exacerbate the issue. You can use Volt Switch to gain momentum for your team (giving you a free switch on set-up sweepers and letting you switch to an appropriate check,) and Gyro Ball to damage faster threats. I'd also recommend using Overcoat over Sturdy, as Sturdy is gonna be broken whenever you switch into hazards to spin them away anyway, and being able to take a Sleep Powder or Spore is a bug deal. (As a side note, you should read up a bit on Defog. It doesn't necessarily outclass Rapid Spin, it's just different.)
  • Gengar- You'll definitely want to give up one of those attacks for a support move. You might be able to severely dent a lot of opposing Pokemon, but a lot of them can take whatever you throw at them and either OHKO back or set up on you. Even though Focus Blast sucks, it gets important coverage on some bulkier Steel-types (most notably standard Heatran,) so I'd reconsider it. As for what else to run, Substitute works wonders for Gengar. If you get a Sub up on a predicted switch, you're near guaranteed to get two hits off due to Gengar's speed. Disable works wonderfully alongside Substitute as well. Just give Gengar something else to work with, as he's very liable to be OHKO'd in his current state.
  • Lucario- There aren't any stand-out issues with this set, though I think you meant to say that Crunch hits Ghost-types, not Dark-types.
  • Talonflame- First, get rid of that Life Orb. Talonflame hurts itself enough as is. For your item choice, you'll get more out of either a Choice Band, Sharp Beak/Sky Plate, or Leftovers. It depends what you want to do with the set, as your current set is a bit of a hodgepodge of other sets. Flare Blitz and Brave Bird are pretty much necessary, but your other two moves are important in choosing what item to use. Since you want to use him as more of a suicide attacker (read: hit and run, suicide mons are a bad idea,) I'd suggest a Choice Band set with U-Turn and either Will-O-Wisp or Tailwind in the last slot. Seriously, Talonflame has nothing better for the last slot than those moves on a Choice set. It still hits hard though while giving better survivability. You could also go with the set Haze Milotic posted, but it's harder to pull off (I know you were saying that you had a tough time getting SD off, so the CB set is still probably a better idea for you.)
  • Rotom-W- Haze Milotic has the right idea here, though you may appreciate a physically-defensive spread over a specially-defensive one. Depends on what ends up threatening your team more. Offensive Rotom-W is just outclassed by a lot of other Pokemon. You wanna play to its strengths and let it be a great bulky pivot/support Pokemon.
  • Tyranitar- The Choice Band set is totally viable, but it's not meant to be taking on other offensive Pokemon. It's a wallbreaker first and foremost. If you feel your team can handle walls well enough then by all means switch to a more support-based set, but I think you could use the firepower to power through stuff like Skarmory (who is 2HKO'd after Stealth Rock by Stone Edge.) Also, no, there isn't a better Rock-type move. That's just Game Freak for you, though.
If you make those changes your team will be in much better shape. You'll still have some weaknesses, but all teams do. Try playing with it a good bit and see where your team falters and where it shines.

I hope this helps!
Thanks for the help. I'm currently trying out the rotom set and the talonflame either leftovers and u turn. Substitute on gengar is working great too. Althhough i need the moveslots for type coverage so i couldnt fit in disable. I replaced dazzling gleam. Do you think it would be a good idea to replace forretress and forget entry hazards and use somehing else instead? I'm thinking defog scizor. Or would that make my team to physically based?
 
Thanks for the help. I'm currently trying out the rotom set and the talonflame either leftovers and u turn. Substitute on gengar is working great too. Althhough i need the moveslots for type coverage so i couldnt fit in disable. I replaced dazzling gleam. Do you think it would be a good idea to replace forretress and forget entry hazards and use somehing else instead? I'm thinking defog scizor. Or would that make my team to physically based?

While your team definitely doesn't need Spikes or Toxic Spikes, Stealth Rock is usually too useful to pass up. It'd help you take on other Talonflame (though admittedly your team is well equipped for him,) and, more importantly for your team, Charizard-Y. So, if your last Pokemon could both set up SR and get rid of opposing hazards, that'd be optimal. Defog also gets rid of your own hazards, but is generally easier to use than Rapid Spin (Defog is stopped by Taunt while Rapid Spin is stopped by Ghost-types,) so it's your call.

If you decide to use a mon who can set up SR and get rid of opposing hazards, Defog Skarmory is the one that comes to mind immediately. However, you also have the option of using one of the support Tyranitar sets and giving him SR instead, freeing your Spinner/Defogger to not worry about getting the hazard up. From there, you can use whoever you like, including Defog Scizor.
 
Are there any moves rotom can use other than pain split and thunderbolt that are viable? I cant get pain split on rotom because i dont want to have to breed a rotom in soulsilver, learn the move, and then transfer it over. It also wont have the kalos marking either. Also cant really breed that well with old destiny knit mechanics. And is it bad that most of my attackers are physical?
 
Are there any moves rotom can use other than pain split and thunderbolt that are viable? I cant get pain split on rotom because i dont want to have to breed a rotom in soulsilver, learn the move, and then transfer it over. It also wont have the kalos marking either. Also cant really breed that well with old destiny knit mechanics. And is it bad that most of my attackers are physical?

You can use Rest over either option in conjunction with a Chesto Berry. Rotom-W pulls that off pretty well. You could also use Trick in conjunction with a Choice Scarf/Specs to cripple walls and support Pokemon. Those are probably the two best options.

As for the Physical thing, I wouldn't worry too much about it. Just watch out for Burns and Skarmory.
 
Back
Top