Remake to the "Quick Feet" Team

Hello everyone! It's been a while since I posted anything here, mostly because I've been doing team tests over Shoddy, lurking, and playing Soul Silver :P

So, over the two months of my lurking and studying, I've done some changes to my team, from “always hit first” to “sometimes hit first, but harder”. I'm also coming up with a threat list for each Pokémon, plus different counters for them.

Anyway... the story behind this team can be found in this link. The main concept of the team is "1 by 1". That is, as long as one of my Pokémon is able to kill at least 1 of the enemy Pokémon, I'm doing fine. A lot of cover types in all my team allows them to kill one Pokémon and do some damage to switch-ins or counters, while having good switches for most of my hard-counters.

Overall View
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Lead Breaker and Physical Sweeper

weavile.jpg


Weavile (F) @ Focus Sash
PRESSURE - Jolly Nature
Moveset
-Fake Out
-Ice Punch
-Night Slash
-Taunt/Brick Break
EVs: 4 HP, 252 ATK, 252 SPD​

Role: The original concept for Weavile was to be fast enough to prevent the enemy lead to set up SR, Toxic Spikes or Spikes via Taunt. Also, she broke the chance of a Focus Sash by using Fake Out as the first move. I'm currently testing the Brick Break option over Taunt, so far with good results as it gives coverage, but I've been getting hit hard by SR. Two powerful STAB'd moves allow Weavile to lay a decent Sweep during midgame, plus Ice and Dark cover 6 types, and if I use Brick Break, she can cover up to 11 types.

Threats: Scizor, Bronzong, Empoleon, Forretress, Heracross, Machamp, Metagross, Skarmory, Swampert, Tentacruel, Jirachi, Heatran, Gyarados and Tyranitar, with Scizor being the main and most common counter to her.

How to: Weavile is a very fast Pokémon with a really strong attack BS, which allows her to deal massive amounts of damage. The problem comes from her low defenses and HP, which makes Gyro Ball and the Priority Moves (Steel-, Fight- and Water-types, all of the super effective) to OHKO after the Sash is broken, or 2HKO if the Sash is intact. So... the best thing to do is to switch out to someone that has immunity or takes low damage from such attacks. Gengar has no trouble taking Earthquakes due to Levitate, and can OHKO Swampert and Gyarados, or 2HKO Tentacruel and Empoleon. Starmie can hit back any water-types and Lucario hits Scizor and most steel-types with either Aura Sphere/Vacuum Wave or Shadow Ball (Jirachi and Metagross).

Easy Targets: Roserade, Breloom, Azelf, Blissey, Gengar, Celebi, Dragonite, Flygon, Starmie and non-bulky Salamance and Modest/Spec Latias. All of them are OHKO with either Ice Punch or Night Slash.
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Physical Sweeper and Revenge Killer

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Infernape (M) @ Life Orb
BLAZE - Jolly Nature
Moveset
-Flare Blitz
-Close Combat
-Earthquake
-Mach Punch
EVs: 4 HP, 252 ATK, 252 SPD​

Role: Infernape is mostly a hard hitter. This comes from 2 STAB'd moves that run from a base 120 BP and the good old Earthquake. Life Orb allows him to hit even harder, and to hopefully get the 50% bonus damage to Flare Blitz before fainting. Everyone that has used an Infernape knows they don't last long in battle due to their poor defenses and low HP, so I don't really mean him to last in battle. As long as he can take out 1 enemy, I'm happy. The last moveslot was originally a problem (I tried Shadow Claw, Grass Knot and Slack Off ftw), but I've had good results with Mach Punch, which allowed him to become a Revenge Killer.

Threats: Aerodactyl, Jolteon, Starmie, Tentacruel, Azelf, Gengar, Latias, Swampert, Salamance, Dragonite, Zapdos, Suicune, Kingdra, Gyarados, Vaporeon, Hippowdon and Dusknoir. Latias and Starmie are the worse threats, as they can switch in, take almost no damage, kill him and Recover.

How to: As Weavile, Infernape has high Speed and Attack, not as high as Weavile, and this set does not cover as many types, but he's way more dangerous due to its wide moveset, the ability to run mixed sets and its good synergy with a lot of battle items. I like the physical set that has a decent 9 type coverage, while still having a priority move to finish off weakened enemies. Now, Infernape is a well-known fragile Pokémon, so I usually switch him in when I predict a status-up move or when one of my own Pokémon has fainted.

Easy Targets: Empoleon, Scizor, Forretress, Smeargle, Electivire, Lucario, Mamoswine, Tyranitar, Bronzong, Snorlax, Roserade, Breloom, Blissey, Jirachi and Celebi.
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Spore Subpuncher

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Breloom (F) @ Toxic Orb
POISON HEAL - Adamant Nature
Moveset
-Spore
-Substitute
-Focus Punch
-Seed Bomb
EVs: 4 HP, 252 ATK, 252 SPD​

Role: Breloom is usually my "last man" standing. I usually don't use her unless I really have to, or when I don't have any other Pokémon left. Depending on what Pokémon she faces, or how many enemies are left, I use either Spore or Substitute. Spore allows me at least 1 free turn to set up a Substitute and Focus Punch almost whatever that comes into play. Toxic Orb and Poison Heal is classic, as it heals double the amount Leftovers heal and it prevents other status. Also, she can walk on Toxic Spines with no problem.

Threats: Gengar, Azelf, Celebi, Dragonite, Flygon, Gliscor, Gyarados, Heracross, Infernape, Jirachi, Latias, Ninjask, Zapdos. Gengar is the most annoying here, because he's very common, is not affected by Focus Punch and resists Seed Bomb.

How to: As I said, I rarely use Breloom either because I'm already dead when she comes into play, or because I can simply walk over the other team without her. Anyway, Spore-Substitute-Focus Punch/Seed
Bomb. Repeat as needed. This works because Breloom comes late into play, when there are not many switch-out options, making Sleep more effective. Sleep lasts for at least 2 turns, so I can Sub and recover the 25% health with Toxic Heal before the opponent is ready to attack again. It is important to know that Breloom only covers 7 types and is resisted by 8, so I must be very careful with the Pokémon that live into late game.

Easy Targets: Blissey, Empoleon, Lucario, Snorlax, Suicune, Swampert, Vaporeon, Tyranitar. Breloom eats Swampert for breakfast.
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Special Sweeper and Revenge Killer

lucario.jpg


Lucario
(M) @ Expert Belt
INNER FOCUS - Modest Nature
Moveset
-Aura Sphere
-Shadow Ball
-¿Dragon Pulse?
-Vacuum Wave
EVs: 4 HP, 252 SpA, 252 SPD​

Role: Lucario has good synergy with Starmie and Gengar due to its resistance to Dark- and Bug-type attacks, and Weavile, as he resists Scizor's Bullet Punch and can hit back for neutral Special damage, plus
a priority move to finish him off. Aura Sphere is his primary STAB'd move, with Shadow Ball for coverage and Vacuum Wave to Revenge Kill. I have trouble finding a good move for the last slot. Dragon Pulse helps against, duh, Dragons, but Lucario is not fast enough and most Dragon-types outrun him. I've considered Flash Cannon, but I would really appreciate some help here.

Threats: Heatran, Infernape, Blissey, timid/jolly Lucario.

How to: Steel types have a lot of resistances, which means he can switch in to many of my other Pokémon counters. The signature of this is Scizor when he comes into Weavile or Tyranitar's Crunch for Gengar and Starmie (although it's more common that he holds Pursuit). Ghost and Fighting type attacks give him neutral coverage, and I've seen that the Physical sets are more common, so I run a Special set to give a little surprise to the other team. Anyway, Lucario is very similar to Infernape in its battle style.

Easy Targets: Scizor, Azelf, Gengar, Lucario, Magnezone, Mamoswine and Smeargle.
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Cover Sweeper
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Starmie @ Choice Scarf*
NATURAL CURE - Timid Nature
Moveset
-Surf
-Ice Beam
-Thunderbolt
-Psychic
EVs: 252 SpA, 200 SPD, 56 EVs still free.​

Role: The use of Choice Scarf and a Timid Nature allows Starmie to hit 520 speed with 200 EVs into that stat, allowing her to outrun most Pokémon in the OU environment (the most common exceptions being scarfed Jolteon, Azelf, Gengar and Latias) and to spend the 52 other EV points into bulkiness. Now, I don't really know what is better: maximize one defense, give more HP or spread the points in 2 stats? Anyway, she covers 10 types, and 2 of her attacks are STAB'd. She hits fast and hard enough to bring most enemies to way less than a half HP, at which point my revenge killers and other pokes will have no trouble finishing enemies.

Threats: Tyranitar, Blissey, Dusknoir, Electivire, Jolteon, Latias, Scizor and Snorlax.

How to: Starmie can come in after one of my other Pokémon is killed, to fight- psychic or water-types and when I predict a status move like Thunder Wave or Toxic. Her type cover and power can take on every weakened enemy and bring to less than 50% any of the fresh enemies. I have to be careful with Pursuit, a very common move, as it OHKO if I switch, or 2HKO if I don't.

Easy Targets: Gengar, Infernape, Dragonite, Salamance, Flygon, Gliscor, Aerodactyl, Breloom, Gyarados, Heracross, Machamp and Togekiss.

*I've noticed that the Item Clause is not used as often as it used to be. If this is the case, I'm considering giving Starmie a Life Orb/Expert Belt, keep the Timid Nature and give back the 252 EVs to SPD.
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Special Hard Hitter

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Gengar
@ Choice Specs
LEVITATE - Modest Nature
Moveset
-Shadow Ball
-Thunderbolt
-Energy Ball
-Focus Blast
EVs: 4 HP, 252 SpA, 252 SPD​

Role: Gengar runs an impressive 130 BS for SpA, which makes him a great late game Sweeper, as it OHKO a lot of Pokémon with his 10-type coverage. The Modest nature plus the Choice Spec allow him to hit 591 SpA, more than enough to kill anything that survived until late game, specially the more bulky and slow Pokémon that simply cannot outrun his 110 BS for SPD.

Threats: Tyranitar, Scizor, Blissey.

How to: Gengar works very well with Weavile back and forth, as he is immune to Ground- and Fight- type attacks, while Weavile resists Dark-types and is Immune to Psychic attacks. Other than that, the Modest nature + 252 EVs + Choice Specs means good bye to anything that doesn't resists one of his attacks. This attack power means Gengar will do a huge chunk of damage; even to bulky or resistant enemies (I've seen him do +40% damage to bulky Tyranitar with Thunderbolt).

Easy Targets: Azelf, Celebi, Dusknoir, Gyarados, Rotom forms, Swampert and Togekiss.

CREDITS
Sprites: Pokemon Elite 2000
Breloom: SailorClef, DeviantART
Infernape: raizy, DeviantART
Gengar: oc-9, DeviantART
 
I'd have to say this is a pretty interesting team, it has this hyper offensiveness I don't really see that often. This means you're not overly weak to most threats. So yeah, I think it's kinda cool, but there's just some things I'll like to suggest to make this team reach its full potential.

First thing you require is Stealth Rock. Stealth Rock is an excellent boon to offensive teams, as it can reduce potential 3HKOs to 2HKOs and 2HKOs to OHKOs. It also means you aren't run over by anything that packs a Focus Sash. I suggest you remove your Weavile and make your lead an Aerodactyl.

Aerodactyl @ Focus Sash | Jolly
4 HP / 252 Atk / 252 Spd
Taunt / Stealth Rock / Stone Edge / Earthquake

When it comes to Stealth Rocking, Aerodactyl is one of the best choices for an offensive team such as this. Nothing aside from a Choice Scarf Jirachi lead will be stopping Aerodactyl from setting up Stealth Rock, and Aerodactyl itself can prevent Stealth Rock from being set-up with Taunt. It can then hurt things with Stone Edge or Earthquake before perishing.

Your Infernape set isn't the most effective out there for a couple of reasons. First of all, running Flare Blitz with Life Orb means that Infernape is going to be doing a lot of damage to itself. Add in residual damage from Stealth Rock, Spikes and sandstorm, and Infernape is not exactly going to be surviving for very long against stall teams. Secondly, Earthquake is an incredibly redundant move for Infernape. Almost everything that is hurt by Earthquake is either weak to Infernape's STAB moves, or is frail enough to be taken out by Infernape's STAB moves anyway. I suggest you exchange Flare Blitz and Earthquake for Overheat and U-turn. Infernape doesn't have much other physical Fire moves aside from the low power Fire Punch. So using Overheat is the best option for a physically biased set such as this, doing a ton of damage to even things that resist it. Meanwhile, U-turn allows Infernape to hurt the Latias that are usually relied on to counter Infernape and also give you a free switch-in to another member of your rather frail team. With these changes, I also recommend you use an EV spread of 252 Atk / 64 SpA / 192 Spe and a Naive nature, so you don't reduce Overheat's power. The drop of Speed shouldn't be too much of a drawback for Infernape, since the EVs are designed to outspeed +Speed base 100s, and Infernape is the next fastest thing.

I don't see why you're using a special Lucario as opposed to a Swords Dance variant. The main purpose for special Lucario is to lure in and take out counters to the Swords Dance set such as Gliscor, Salamence and Gyarados. But aside from Infernape, who can just U-turn out and go to the appropriate answer to Gyarados / Salamence, not much of your team benefits from this, and it seems you're using a surprising set just for the sake of surprise. A Swords Dance set would be a bit more proactive when abusing Lucario's resistances, since it can spell doom to the opposing team if they Pursuit Gengar or Starmie. Lucario can also rip stall teams to bits after a Swords Dance. Here's the exact set I recommend.

Lucario @ Life Orb | Jolly
4 HP / 252 Atk / 252 Spd
Swords Dance / Close Combat / Extremespeed / Crunch

Psychic on your Starmie is somewhat redundant, as despite getting STAB, it provides no extra coverage against foes aside from the uncommon Heracross and it leaves Starmie as Pursuit bait should you get locked into it. A better move for this slot would be Trick. Trick can be a nasty surprise for certain foes, particularly bulky boosters such as Suicune and Calm Mind Jirachi, and defensive foes such as Blissey.

Good luck with your team.
 
Awesome feedback. I'm going to try this changes first thing in the morning (I live in Europe, so yeah...). Thanks again for the post, and I will be sure to post back here once the test is complete :D
 
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