So yeah, this team is one I recently made, which helped me charge up the ladder. I got brought back down due to hax, but I'm still around 1560ish which I believe is decent. However, I want to make this team good enough to stay in the top 50 regardless of any unlucky streaks I undergo, so I'm leaving it here for you smogoners to rate :). Note that I'm willing to change any pokemon as long as I receive a good reason to back it up.
Metagross @ Choice Scarf
Ability: Clear Body
EVs: 252 Atk/252 Spd/4 SDef
Jolly nature (+Spd, -SAtk)
- Trick
- Stealth Rock
- Meteor Mash
- Explosion
Pretty self explanatory lead. I wanted something that could
a) Set up Stealth Rocks ASAP, with little threat to itself
b) Pose a threat to all those suicide leads
c) Pose a threat to slow set-up lead.
Metagross fit the bill perfectly, with its monstrous base 135 attack allowing it to cleave through suicide leads, and Trick + Choice Scarf screwing over the opponents Hippowdon, Swampert or Bulky Water for the entire match. Explosion for a contingency plan in case I let a sweeper set up, Meteor Mash for STAB. 4 EV's in SpDef instead of HP is to give it an odd number of HP for when switching into Stealth Rock.
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Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP/216 Def/40 Spd
IV's: 30 HP/18 Atk/31 Def/30 Spd/30 Satk/31 SDef - (IV's for HP Fire)
Bold nature (+Def, -Atk)
- Grass Knot
- Hidden Power [Fire]
- Thunder Wave
- Recover
Pretty standard too, with the exception of Hidden Power Fire. I chose this over Hidden Power Ice so that it could act as a last ditch Scizor killer, as well as prevent shit such as Forretress setting up Spikes on me (which this team hates btw). Anything that Hidden Power Ice would be useful for is either hit harder by Grass Knot, or hates taking a Thunder Wave, with the exception of stuff like Flygon. The speed EV's allow it to hit 245 speed for Jolly Tyranitar and co, and the rest is placed to maximise physical defense.
---
Togekiss (M) @ Life Orb
Ability: Hustle
EVs: 252 Atk/104 Spd/152 SAtk
Naughty nature (+Atk, -SDef)
- Aura Sphere
- Flamethrower
- Extremespeed
- Roost
When I created this team, I made it with Togekiss as the first member, as I'd always wanted to try it out. Anyway this thing has saved my ass so many times. Extremespeed allows me to absolutely destroy frail sweepers that give me trouble (Infernape and offensive Azelf). I've tested Shadow Ball in Flamethrower's slot, but I've found Flamethrower much more useful for defeating those annoying steel types. Flamethrower does plenty to Gengar, although only managed 30ish percent on defensive Rotoms. Doesn't matter as much though, as I shouldn't be staying in on them anyway. Aura Sphere is just a solid move in general, allowing Kiss to beat Tyranitar and to put the hurt on Heatran switching in. 104 Speed EV's to hit 222 speed, Max attack to boost Extremespeed (the selling point of the set) and the rest is dumped in Special Attack.
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Snorlax (M) @ Choice Band
Ability: Thick Fat
EVs: 252 Atk/4 Def/252 SDef
Adamant nature (+Atk, -SAtk)
- Crunch
- Return
- Selfdestruct
- Superpower
Awesome. Thats the only word I can use to describe this. Choice Banded Snorlax puts the hurt on pretty much every pokemon in the metagame. My special sponge as well, it allows me to switch in on stuff such as Suicune and Heatran with impunity. Its shiny new toy Superpower is much more effective at nailing the common Ttar/Scizor switch in then Earthquake ever was. CBLax is a hit and run pokemon, so the Attack/Defense drop of Superpower doesn't concern me. Crunch used to be Fire Punch, until I realised I had more then enough Scizor coverage in this team, and that Superpower does 80 %. Crunch allows me to beat those annoying as fuck Rotom's, so it stays. Return is its basic STAB attack and Selfdestruct with STAB is more powerful then a CBGross Explosion. To put it into perspective, it has a high chance of OHKOing a Max/Max Skarm. The EV's are standard, and 4 are placed in defense for an odd HP number.
---
Rhyperior (M) @ Life Orb
Ability: Solid Rock
EVs: 252 Atk/252 Spd/4 SDef
Jolly nature (+Spd, -SAtk)
- Earthquake
- Megahorn
- Rock Polish
- Stone Edge
A great pokemon, but probably the weak link of my team. I've thought about using something like Machamp here, but Rock Polishing Rhyperior gives me yet another win condition late game. It is a secondary switch in to Heatran and an effective Tyranitar/Salamence counter. Megahorn over Ice Punch, because Ice Punch has largely redundant coverage, and it allows me to destroy Celebi. Jolly nature to Outspeed Skymin after a Rock Polish. EV's are standard, and once again allows for it to have odd HP.
---
Rotom-w @ Leftovers
Ability: Levitate
EVs: 248 HP/252 Def/8 Spd
Bold nature (+Def, -Atk)
- Discharge
- Hydro Pump
- Rest
- Sleep Talk
Blah fairly standard. I use this to plug my Scizor/Lucario/Mamoswine/Heracross weakness. Discharge is because the paralysis chance is awesome, helping me more effectively deal with speedier threats to my team (Skymin anyone?) and Hydro Pump is there because it allows me to nail Heatran/Infernape switch ins, as well as Bulky Ground types like Hippo/Gliscor. I prefer RestSleep Talk to any other set because it allows for repeated usage. 8 speed is used to outspeed any other Rotom who thinks they are clever to run 4 speed EV's, the 248 HP EV's give it an odd numbered HP, and the rest is in defense for maximum walling capabilities.
---
Major threats:
Infernape: Yeah this thing really hurts my team. I've never been swept by one, what with Stealth Rock, Life orb and a possible SandStorm all affecting it, and with Togekiss' Extremespeed. However, this commonly takes down at least one of my pokemon if used correctly.
Rotom: Fuck this thing annoys me. Snorlax can deal with it somewhat, but I absolutely abhor switching into Will-O-Wisp. RestTalk sets beat me pretty badly, although fortunately for me the most popular is the Oven (hello Rhyperior). Still, I need a more effective way to beat this.
Tyranitar: I do have Rhyperior and I have a multitude of ways to take this down, although switching in on it can be a pain. Not as big a threat on paper, but something that has given me trouble as it can Pursuit my defensive core, leaving my team open to other threats.
Skymin: It won't last too long because of Stealth Rock. However, much like Infernape I can't switch in on it well. One of the reasons I ran Lonely > Naughty on Togekiss, although random priority moves made me change back.
Salamence: CBed ones give me a bit of trouble. Its in the same boat as Tyranitar in that it has never swept me (thankyou SR), but can take out an important part of my defensive core. Celebi's Thunder Wave helps me alot here.
Lucario: Crunch versions cause much grief to me.
So yeah I can't hope to cover all these threats, and some of them I have decent checks against. Rotom is the main one that annoys me, as does Skymin and the occasional Lucario. Something of note for team raters is that I used to have ScarfTran > CBLax, although that left me a bit Blissey weak on the offensive side.
EDIT: Zapdos: Normal variants are beaten easily, however (from watching Scofield) SubRoost Zapdos is an absolute pain, especially coupled with Toxic Spikes.
Anyway thanks if you've read this far :).
So RMT!
Metagross @ Choice Scarf
Ability: Clear Body
EVs: 252 Atk/252 Spd/4 SDef
Jolly nature (+Spd, -SAtk)
- Trick
- Stealth Rock
- Meteor Mash
- Explosion
Pretty self explanatory lead. I wanted something that could
a) Set up Stealth Rocks ASAP, with little threat to itself
b) Pose a threat to all those suicide leads
c) Pose a threat to slow set-up lead.
Metagross fit the bill perfectly, with its monstrous base 135 attack allowing it to cleave through suicide leads, and Trick + Choice Scarf screwing over the opponents Hippowdon, Swampert or Bulky Water for the entire match. Explosion for a contingency plan in case I let a sweeper set up, Meteor Mash for STAB. 4 EV's in SpDef instead of HP is to give it an odd number of HP for when switching into Stealth Rock.
---
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP/216 Def/40 Spd
IV's: 30 HP/18 Atk/31 Def/30 Spd/30 Satk/31 SDef - (IV's for HP Fire)
Bold nature (+Def, -Atk)
- Grass Knot
- Hidden Power [Fire]
- Thunder Wave
- Recover
Pretty standard too, with the exception of Hidden Power Fire. I chose this over Hidden Power Ice so that it could act as a last ditch Scizor killer, as well as prevent shit such as Forretress setting up Spikes on me (which this team hates btw). Anything that Hidden Power Ice would be useful for is either hit harder by Grass Knot, or hates taking a Thunder Wave, with the exception of stuff like Flygon. The speed EV's allow it to hit 245 speed for Jolly Tyranitar and co, and the rest is placed to maximise physical defense.
---
Togekiss (M) @ Life Orb
Ability: Hustle
EVs: 252 Atk/104 Spd/152 SAtk
Naughty nature (+Atk, -SDef)
- Aura Sphere
- Flamethrower
- Extremespeed
- Roost
When I created this team, I made it with Togekiss as the first member, as I'd always wanted to try it out. Anyway this thing has saved my ass so many times. Extremespeed allows me to absolutely destroy frail sweepers that give me trouble (Infernape and offensive Azelf). I've tested Shadow Ball in Flamethrower's slot, but I've found Flamethrower much more useful for defeating those annoying steel types. Flamethrower does plenty to Gengar, although only managed 30ish percent on defensive Rotoms. Doesn't matter as much though, as I shouldn't be staying in on them anyway. Aura Sphere is just a solid move in general, allowing Kiss to beat Tyranitar and to put the hurt on Heatran switching in. 104 Speed EV's to hit 222 speed, Max attack to boost Extremespeed (the selling point of the set) and the rest is dumped in Special Attack.
---
Snorlax (M) @ Choice Band
Ability: Thick Fat
EVs: 252 Atk/4 Def/252 SDef
Adamant nature (+Atk, -SAtk)
- Crunch
- Return
- Selfdestruct
- Superpower
Awesome. Thats the only word I can use to describe this. Choice Banded Snorlax puts the hurt on pretty much every pokemon in the metagame. My special sponge as well, it allows me to switch in on stuff such as Suicune and Heatran with impunity. Its shiny new toy Superpower is much more effective at nailing the common Ttar/Scizor switch in then Earthquake ever was. CBLax is a hit and run pokemon, so the Attack/Defense drop of Superpower doesn't concern me. Crunch used to be Fire Punch, until I realised I had more then enough Scizor coverage in this team, and that Superpower does 80 %. Crunch allows me to beat those annoying as fuck Rotom's, so it stays. Return is its basic STAB attack and Selfdestruct with STAB is more powerful then a CBGross Explosion. To put it into perspective, it has a high chance of OHKOing a Max/Max Skarm. The EV's are standard, and 4 are placed in defense for an odd HP number.
---
Rhyperior (M) @ Life Orb
Ability: Solid Rock
EVs: 252 Atk/252 Spd/4 SDef
Jolly nature (+Spd, -SAtk)
- Earthquake
- Megahorn
- Rock Polish
- Stone Edge
A great pokemon, but probably the weak link of my team. I've thought about using something like Machamp here, but Rock Polishing Rhyperior gives me yet another win condition late game. It is a secondary switch in to Heatran and an effective Tyranitar/Salamence counter. Megahorn over Ice Punch, because Ice Punch has largely redundant coverage, and it allows me to destroy Celebi. Jolly nature to Outspeed Skymin after a Rock Polish. EV's are standard, and once again allows for it to have odd HP.
---
Rotom-w @ Leftovers
Ability: Levitate
EVs: 248 HP/252 Def/8 Spd
Bold nature (+Def, -Atk)
- Discharge
- Hydro Pump
- Rest
- Sleep Talk
Blah fairly standard. I use this to plug my Scizor/Lucario/Mamoswine/Heracross weakness. Discharge is because the paralysis chance is awesome, helping me more effectively deal with speedier threats to my team (Skymin anyone?) and Hydro Pump is there because it allows me to nail Heatran/Infernape switch ins, as well as Bulky Ground types like Hippo/Gliscor. I prefer RestSleep Talk to any other set because it allows for repeated usage. 8 speed is used to outspeed any other Rotom who thinks they are clever to run 4 speed EV's, the 248 HP EV's give it an odd numbered HP, and the rest is in defense for maximum walling capabilities.
---
Major threats:
Infernape: Yeah this thing really hurts my team. I've never been swept by one, what with Stealth Rock, Life orb and a possible SandStorm all affecting it, and with Togekiss' Extremespeed. However, this commonly takes down at least one of my pokemon if used correctly.
Rotom: Fuck this thing annoys me. Snorlax can deal with it somewhat, but I absolutely abhor switching into Will-O-Wisp. RestTalk sets beat me pretty badly, although fortunately for me the most popular is the Oven (hello Rhyperior). Still, I need a more effective way to beat this.
Tyranitar: I do have Rhyperior and I have a multitude of ways to take this down, although switching in on it can be a pain. Not as big a threat on paper, but something that has given me trouble as it can Pursuit my defensive core, leaving my team open to other threats.
Skymin: It won't last too long because of Stealth Rock. However, much like Infernape I can't switch in on it well. One of the reasons I ran Lonely > Naughty on Togekiss, although random priority moves made me change back.
Salamence: CBed ones give me a bit of trouble. Its in the same boat as Tyranitar in that it has never swept me (thankyou SR), but can take out an important part of my defensive core. Celebi's Thunder Wave helps me alot here.
Lucario: Crunch versions cause much grief to me.
So yeah I can't hope to cover all these threats, and some of them I have decent checks against. Rotom is the main one that annoys me, as does Skymin and the occasional Lucario. Something of note for team raters is that I used to have ScarfTran > CBLax, although that left me a bit Blissey weak on the offensive side.
EDIT: Zapdos: Normal variants are beaten easily, however (from watching Scofield) SubRoost Zapdos is an absolute pain, especially coupled with Toxic Spikes.
Anyway thanks if you've read this far :).
So RMT!
















