"Revamp-" The Art of the U-Turn Part II

Hey Smogon!

So as I'm sure some of you more long-time members are aware, a while back there was a great RMT by M Dragon concerning the Art of the U-Turn (http://www.smogon.com/forums/showthread.php?t=53850). Not only did M Dragon peak at #1, but he also was nominated for the RMT archive (and sadly didn't make it).

While this is not a plagiarism (or indeed even an imitation) of M Dragon's brilliant team, I believe that my team follows the same concept. While I, unlike him, am somewhat lacking in true offense, I have a bulky offense, supported by resistances, to slowly wear the opposing team down until eventually I can sweep with one of my Pokes.

The Team Building Process is a long one, because the original intent of this team was soooo much different from what it is now. (This may not be an accurate representation, because I deleted my older versions of this team and... well yeah.

(I don't know how to hide this; if anyone can tell me how, I'd be happy to do so, because this part is lengthy).

Actually, the initial intent was to build a team around DD Nite. I paired it with Magnezone because their synergy together is impeccable and it allowed me to actually run Extremespeed.

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Now, I wanted an entry hazard Pokemon. I've been incredibly inspired by another RMT, called "Whispers in the Dark" (http://www.smogon.com/forums/showthread.php?t=72315), and I instantly wanted to try out using Skarm and Subsplit Gengar. Skarm provides a great secondary resistance to dragon and sets up entry hazards nicely, while Gengar also takes advantage of the entry hazards, and Magnezone/Skarm take care of Scizor/Tyranitar, two of its biggest counters.

Next, I wanted a rapid spinner to spin those hazards away while also maintaining an offensive presence. Enter Starmie!

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To round it off, a choice scarf revenge killer. Flygon has too much of the same uses as Dragonite and added another dragon weakness (a prick if Skarm gets trapped by Zone), so I went with Jirachi.

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Dragonite simply wasn't holding its weight, so I switched it out for a scarf Flygon. Meanwhile, I noticed a bit of a weakness to Starmie, so Jirachi was swapped for Scarf TTar as well.

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While Ttar was brilliant at handling Starmie and Gengar, it was an awful magnet to things like Flygon and Breloom. I looked around and saw Scarf Scizor, and was instantly enthralled by the idea.

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Gengar simply didn't have the bulk, so I used a standard defensive Rotom, but with a washer to make it slightly more unpredictable.

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Since everything but Skarm lacked any real recovery, and I was now incredibly Heatran weak, I tried sacking Starmie Vaporeon with roar first. After getting owned by toxic spikes, however, I changed to a sleeptalking roaring Suicune, to wall and rack up residual damage.
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The team has stayed like this for a good amount of time. However, I noticed the overall uselessness of a spin blocker against, say, Starmie, not to mention how Tyranitar is usually about to spring on me, so I swapped for a Zapdos.

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Now rapid spin weak (and vulnerable to spikes and SR myself), combined with the little utility of Suicune without my entry hazards, Starmie made a comeback.

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I noticed that Magnezone is now kinda redundant, namely because I have a reliable rapid spinner now and I can so easily check Skarm, Forry, and Scizor. I replaced it with a Heatran, and the result is my team.

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Notable statistics:

SR: 1 Pokemon weak, 3 neutral, and 2 resists
Toxic Spikes: 1 Pokemon
Spikes: 3 Pokemon

In-Depth look:

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Skarmory (M) @ Leftovers
Ability: Keen Eye
EVs: 252 HP/4 Spd/252 SDef
Impish nature (+Def, -SAtk)
- Whirlwind
- Roost
- Spikes
- Stealth Rock

Leadskarm is such a great lead, it's not funny. Not only can it get up a free SR and 1 layer of Spikes on some leads, but it can keep coming back throughout the entire battle on the monstrous number of Pokemon it walls to put hazards up. Not to mention, it relieves the burden of other Pokemon to set up SR. Stealth rock is generally the first move, followed by Spikes, and then I WW or Spikes depending on whether or not I predict a switch.

Here is the matchup against other leads: green for free hazards, orange for sometimes troublesome, and red for immediate threat and definite switch-out.

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Azelf: This thing will successfully prevent Skarm from doing anything. Usually, I go to Flygon as they Taunt (or even get greedy and Fire Blast), U-Turn to Scizor as they Stealth Rock, and then U-Turn again as they don't expect the scarf.

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Aerodactyl: Also stops Skarm from doing anything, and Flygon doesn't exactly like risking with Stone Edge either. usually I go to Flygon to try and get lucky with Stone Edge, because thankfully it can't do great damage to Flygon either.

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Celebi: Celebi can't touch Skarmory, so that means a free layer of Spikes and Stealth Rock. If it happens to stay in for two moves, (like Stealth Rock and Paralysis), then Whirlwind covers the obvious switch out.

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Empoleon: When its a lead that is faster than I am, its really annoying to work against. I can always get SR up, but Hydro Pump does ~60% to Skarm, which hurts quite a bit. I'll try to trap it with Magnezone, because usually that's faster and can OHKO with LO Thunderbolt.

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Forretress: A problematic lead. I usually go straight to Magnezone to 2HKO it with thunderbolt. Hopefully, Starmie will have enough chances to get the two layers he decided to lay out spun away.

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Gliscor: Typically will Taunt, so I just switch to Starmie and use surf on the obvious switch out.

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Heatran: In theory a very bad lead (especially since Skarm is OHKOed), but most players that I've seen try to set up SR first. Therefore, depending on how gutsy I am, I'll stay in first turn and then go to Starmie to wall it and leave a giant dent on their spinblocker.

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Hippowdon: Great lead to face. Automatic Stealth Rock and Spikes, though if Roar hits Scizor or Flygon it can rack up a bit of residual damage.

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Infernape: Not even as bad as Heatran. If it decides to Fake out, Taunt, for Fire Blast, then I'll go to Starmie, Surf to Focus Sash, and finish it off with a rapid spin.

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Jirachi: Jirachi is a free Stealth Rock and Spikes if it is not a Trick Scarf variant. Usually I go to Flygon to take the Trick and U-Turn. If it stays, then I can switch between Scizor and Flygon until it's dead.
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Metagross: It is pretty much a Hippowdon clone, and I will just Stealth Rock and Spikes. I do have to be wary of Explosion, but it doesn't even KO and sometimes I can even recover from that.

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Roserade: I usually will let Magenzone take the sleep. I'll switch to Flygon as the first layer comes up, U-Turn to Scizor as the second layer comes up, and U-Turn for the KO. Since Toxic Spikes only affects Starmie (who doesn't stay in very long anyway), not much of a problem.

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Skarmory: I assume it has taunt, so I go to Magnezone for, at worst, a SR and a Shed Shell.

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Smeargle: I switch in Magnezone on the Spore. Then, I do the same U-turning madness with Flygon and Scizor.

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Starmie: I am forced to switch out, and my lack of water resists really hurts here. Typically I'll go to Flygon to at least scare it away, and pray it uses Thunderbolt.

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Swampert: Cannot touch me at all, so it is free layers of whatever I choose.

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Scizor (M) @ Choice Scarf Trait: Technician
EVs: 32 HP / 252 Atk / 224 Spd
Jolly Nature (+Spd, -SAtk)
- U-turn
- Iron Head
- Superpower
- Pursuit

Choice Scarf may seem like a gimmick, but it can surprise so many things it's not funny. Scizor is still a great scouter with U-Turn, helping to rack up residual damage (great because most of Scizor's counters are weak to SR), but here's the kicker: I can U-Turn on Starmie, Shaymin, Scarf Ttar, and +1 DDTar before they even touch me, allowing me many surprise KOs. Scarf Scizor is also a much better Pursuit user, allowing me to destroy weakened Gengars and scarf Rotoms stuck on Shadow Ball. Finally, Superpower can even be used as a last resort against Lucario and non-Scarf Heatran, and it can surprise them too.

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Heatran (M) @ Life Orb Trait: Flash Fire
EVs: 32 HP / 252 SAtk / 224 Spd
Modest Nature (+SAtk, -Atk)
- Fire Blast
- Explosion
- Earth Power
- Hidden Power [Grass]

Heatran is my heavy hitter in my team, and a highly lethal one at that. Life Orb gives him an enormous boost to his attacks and, with SR, can possibly 2HKO Gyarados and Dragonite. I'll have to predict Heatran switch-ins to use Earth Power effectively, but it also provides pretty good coverage. Hidden Power Grass hits Water types, especially Swampert, who is OHKOed 100% of the time. The speed EVs hit 246 speed, which outspeeds Jolly Tyranitar and some Pokemon that sit around that speed. Finally, Explosion takes out a problem Pokemon and completely owns Blissey, although I already have enough checks for her as is.

I'm considering changing Explosion to either Taunt or Dragon Pulse. With all these entry hazards, Taunt can prevent recovery and owns Blissey all the same. It might also force bulky Gyarados to attack, so Skarm can actually beat it one on one. On the other hand, Dragon Pulse allows me to kill Flygon locked into Outrage without having to resort to Explosion, and hits Dragonite and Kingdra pretty well. Please give me your thoughts on it.

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Flygon (M) @ Choice Scarf Trait: Levitate
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Earthquake
- Stone Edge
- U-turn
- Outrage

Flygon is my insurance against speedy sweepers and is also an excellent scouter with U-Turn. With the departure of Salamence, I've decided that Adamant is great for more power, and I rarely need that extra speed that Jolly provides (might help for some +2 Pokemon, but not much else).

This is one of my best checks for CM Rachi (especially if Magnezone died off), not to mention Zapdos, Gyarados, DD Nite, DD Tar, and Kingdra. He is also my sole electric resist, so I typically bring him him on choiced Rotoms.

U-Turn usually strikes something that takes loads of damage from entry hazards. If my opponent wants to bring Skarm in (a lot of them do), then Magnezone is also waiting right in the wings.

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(why I have not found a nice pic for this threat yet is beyond me)

Starmie @ Life Orb
Trait: Natural Cure
EVs: 156 HP / 136 SAtk / 216 Spd
Timid Nature (+Spd, -Atk)
- Surf
- Ice Beam
- Recover
- Rapid Spin

At first glance, this is a highly unusual Starmie. Who, after all, doesn't run max speed, who doesn't run Thunderbolt, and who tries to make it both bulky and offensive? Well, I have an answer: I doooooooo.

I used to run Hydro pump over Surf to help make up for the loss of power, but seriously, Hydro pump seems to have 50% accuracy sometimes. Typically, I bring this in on an entry hazard Poke and open up with a surf to catch the rapid spin blocker. Ice Beam is for Roserade (which makes me cry), and while the lack of thunderbolt hurts, it's not like I'm coming in on Gyarados anytime soon. The extra bulk and recovery does wonders to Starmie's longevity, so it can keep coming in to perform utility and maybe even eventually sweep.

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(Darn, where are them pictures?)

Zapdos @ Leftovers
Trait: Pressure
EVs: 248 HP / 224 Def / 36 Spd
Bold Nature (+Def, -Atk)
- Thunderbolt
- Roost
- Heat Wave
- Toxic

I use a physically defensive Zapdos to tie my team together. Like Starmie, Zapdos also scares away those that set up entry hazards a lot, and toxic has some amazing coverage with Thunderbolt and Heat Wave and is conducive to the whole idea of residual damage. Typically, I get this in on something it scares away and use toxic immediately. Catching a wall without recovery or natural cure, like Hippowdon, is usually priceless.

Zapdos is also a great secondary check to Gyarados, and takes even Stone Edge reasonably well. It checks Metagross too, albeit not as much. Unfortunately, this is also one of my only checks to opposing Zapdos and Rotom forms, but it usually gets the job down wonderfully. Heat Wave is so great against opposing Roserade-I used to run Roar there (and Starmie thunderbolt) and Roserade seriously made me cry.

Conclusion:

So, there you have it. This team has been very fun to make and very fun to test, and while it hasn't gotten me at a lucrative rank (top 50 atm on the main PO server at the moment), that's mostly due to hax, and I see this team having a lot of potential.

Hopefully, you enjoyed this RMT. If you really enjoyed it, maybe you could also do me a favor and get it nominated! :D

Spot-Check Threats:

-Rotom appliances and Zapdos (especially SUB-ROOST) are real pricks.

-Since I'm vulnerable to Rapid Spin, sometimes Skarm's hard work gets wasted.

-Since this is a somewhat slower paced team (due to lack of distinct offense), I like to think that it's a serious hax magnet sometimes. Skarmory getting parahaxed and Flygon getting burned by a lucky Heatran are not rare occurrences, unfortunately.
 
Threat List

Reserved for Threat List, whenever I get around to it.

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Scizor:

-Initial Switch: Usually, depending on the situation, Magnezone and Skarmory do a great job of walling it or otherwise destroying it. On second appearances, I typically go to Zapdos in case they feel inclined to Superpower.

-SD Variant: Magnezone severely hurts it with thunderbolt, and Skarmory can whirlwind it away. Zapdos Heat Waves it for loads of laughs.

-CB Variant: Ever so predictable, and ever so resisted by the entire team. Flygon is more or less the only Poke that cannot switch in directly on it.

Scarf Variant: like a CB, except even weaker. I'll need to be careful with Starmie against this because it can be a mind game of U-Turn or Pursuit.

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Heatran:

-Initial Switch: Starmie doesn't get 2HKOed (barely, I believe) by Fire Blast/Earth Power/Dragon Pulse. Flygon can take a hit and scare it away.

-Lead Shuca/SashTran:
Check the Lead Analysis. Typically, Starmie does a pretty good job.

-ScarfTran: Something is going to setup, and it's a question of what. Typically surprises me with a revenge kill, but both Flygon and Starmie are effective walls.

-SpecsTran: Thank god these are so uncommon. They can leave scathing wounds on both Starmie and Flygon, but entry hazards will rack up a lot of damage before they can do much. Scizor revenge kills in a pinch.

-LO Tran: Like a lesser Specs; Starmie is great.

-SubHeatran: Starmie once again. Doesn't even mind Toxic.

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Gyarados:

-Initial Switch: I'll send Zapdos or Flygon depending on the situation.

-Leftovers DD: Both Zapdos and Flygon take it on decently, though Flygon's Stone Edge doesn't KO. I definitely need to make sure stealth rocks are out of the way so that Zapdos doesn't possibly get KOed.

-Life Orb DD: Flygon, Zapdos, and Skarm. Flygon does permanent damage to this one, and Skarm can just WW.

-Restalk: It lacks power; Zapdos walls it, while Skarm makes it setup fodder.

-Thunder Wave or Substitute: Presents no issue with Skarm.

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Rotom-A:

-Initial Switch: I'll check for leftovers or scarf first. Only Zapdos can reliably take a burn, but Scarves are easier to face off against.

-Scarf: Flygon takes Thunderbolt very well (no duh), while everything else but Starmie can take a Shadow Ball.

-Restalk: Can be somewhat of a problem if it doesn't switch in on Starmie. Hopefully it doesn't pack Will-O-Wisp, but Zapdos and Magnezone can at least prevent it from harming anything.

-SubCharge Beam: Zapdos breaks the sub and toxics it, then proceeding to stall.

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Tyranitar:

-Initial Switch: Skarmory, Flygon, and Scizor all deal with it pretty soundly unless I get surprised by some Specially base one. Perfect setup bait.

-CBTar: CB Tyranitar usually runs little speed, so just about anything but Zapdos can take it on.

-LO Tar: Scizor, Flygon, Skarmory. Basically CB Tar, but it can change moves and has more speed. Skarmory should be at good health.

-DDTar: Scizor U-Turns to bypass Babiri and goes to Flygon, who gladly takes a Stone Edge or Fire Punch. From there, Flygon U-Turns it for the KO.

-BOAH Variants: Zapdos walls this particular version.

-CurseTar: Can't touch Skarmory, who can set up and phaze. Scizor and Flygon are still decent options.

-ScarfTar: If it comes in on Starmie, then Starmie can survive a pursuit and Surf to maim it. Then, Skarm, Scizor, and Flygon have fun.

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Metagross:

-Initial Switch: Skarmory walls anything but LO ones with Thunder Punch, and in that case, they would need me at under 50% after the switch to win. Zapdos does pretty well against these too.

-CBGross: Skarmory is a nice switch in to anything that's not Thunder Punch (and then I can switch in Flygon). Then it can roost off damage. Zapdos is generally a great switchin too.

-AgilityGross: Zapdos if it doesn't pack Ice Punch. If it does, then Skarm.

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Lucario:

-Initial Switch: Scizor can surprise it with a Scarf Superpower. Zapdos also checks it fairly well.

-SD: Hopefully the scarf surprise isn't ruined yet, so I can get a free KO. Flygon and Zapdos work in a pinch.

-Agility: Even easier to wall. What a joke.

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Infernape:

-Initial Switch: Flygon and Starmie take anything but U-Turn pretty well. Zapdos might work if it's physical based.

-MixApe/NP Ape: Flygon, Starmie, and sometimes Zapdos. Gotta avoid HP Ice, though.

-Physical Ape: Basically the same as Mix Ape, I just have to be careful of U-turn with Starmie. Zapdos does a bit better.

-ScarfApe: Typically I'll bait it with CC or Fire blast, and switch in an appropriate resistance. Requires a bit working around.

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Jirachi:

-Initial Switch: Magnezone loves trapping Scarfs, and Skarm typically has no problem. Flygon is a great check to it too.

-Scarf Jirachi: Magnezone and Skarm love coming in on anything but Fire Punch. Zapdos works too. It really can't threaten anyone on my team.

-Expert Belt Jirachi: It can be tricky, but Magnezone and Skarm can collectively wall it.

-CM Jirachi: Skarm can take it at high health. Magnezone can dent it a little bit, and Flygon does a good ~70-80% with EQ.

-Support Jirachi: Zone and Skarm. Same as Expert Belt, only even less attacking ability.

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Gengar:

-Initial Switch: I lack a real switch into Gengar. Scizor revenges it comfortably, but Sub is sometimes in issue. Most of the time, it will try to come in on my Starmie, so it'll probably die unless it's scarfed, in which case Scizor waits in the wings.

-LO Gengar: I have to deal with it via Flygon or Scarf Scizor, depending on the situation.

-ScarfGengar: These are getting more common these days for some reason, but Scizor deals with it even better than the previous one.

-SubGengar: A real trouble. Something is going to die if it gets a Sub up, although Skarm can phaze it with a good chunk of health remaining.

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Swampert:

-Initial Switch: Skarmory all day. Completely walls Swampert. If Skarmory is dead, then Zapdos or Magnezone's HP Grass.

-Standard Mixpert: Skarmory sets up on it. If Magnezone gets phazed in, then I can HP Grass. Zapdos toxics and stalls.

-CBPert: Again, Skarmory has no issues what-so-ever. Between all the resistances my team has, something will be able to switch in should I predict correctly.

-Cursepert: Skarm phazes it well. Magnezone badly dents it regardless of how many boosts.

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Blissey:

-Initial Switch: usually finds itself unable to do anything at all other than be setup fodder. Scizor needs to watch out for thunder wave, but U-turning it hurts and Superpower KOs. Magnezone can explode if need be, and Zapdos can force it out with Toxic.

-WishBliss: Skarm or Scizor early game, and perhaps a good explosion from Magnezone (predict on the protect to set up a sub). Thunder Wave is freaking annoying, but most of the time it's hard to wishpass with a phazer blowing you away.

-Diverse Blissey: Sometimes troublesome, but Skarm can take it as long as it's not paralyzed and Magnezone can even more easily explode on it.

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Azelf:

-Initial Switch: Usually seen as a lead. I'll switch to Flygon on the Taunt or Fireblast, and do a Double U-Turn.

-Lead Azelf: See above.

-NP Azelf: Both Scizor and Flygon own it.

-Scarf Azelf: The question is, what will setup?

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Starmie:

-Initial Switch: I dont have a real switch in to Starmie, but Scizor revenge kills and often surprises it, while Flygon can take even a hydro pump and U-Turn out of there. Zapdos works in a pinch.

-LO Starmie: Something usually dies. Thank god they usually don't have recover.

-Rapid Spinner: If its the LO Rapid Spin, it is maybe one of the biggest enemies I have to play against. If it's just a regular Rapid Spinner, it's not too much of a threat, and it can be dealt with by Flygon, Scizor, and Zapdos.

-Choice Starmie: Hard to beat, since nothing on my team outspeeds, and if it is played conservitively, it can revenge every member.

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Gliscor:

-Initial Switch: I can harass it with Zapdos early on, as long as I'm not taunted. Starmie just absolutely laughs at this thing.

-SD Gliscor: Starmie outspeeds for an OHKO with Ice Beam (or Surf in case of a Yache).

-Stall Gliscor: Starmie and Zap check it well.

-BP Gliscor: Very tricky to work around, and it will come to whether or not Gliscor gets greedy. Typically, Starmie's Surf does some pretty good damage, so I go with that.

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Vaporeon:

-Initial Switch: Can be a pain, but Skarmory messes up its Wish passing and compounds Spikes Damage. Starmie can come in for a free rapid spin, and Zapdos scares it.

-WishProtect Vaporeon: Skarmory stops Wishs from healing teammates, and walls it pretty much. If Skarm is down, then I can predict with Starmie and Zapdos.

-SpecsVaporeon: It can't switch in much thanks to Spikes, so as long as I correctly predict its moves, and switch to a resist, I'm good to go.

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Magnezone:

-Initial Switch: It's a dick if it comes in on Skarmory, Scizor, or Zone, and I can't trap it with my own Zone either. Flygon and Zapdos generally do pretty well though.

-Substitute: Zapdos and Flygon can both take a hit and retaliate.

-Scarf: Might surprise me and nab a KO, but its pretty predictable and therefore, I can play around it. Zapdos and Flygon return.

-Life Orb Variant: Sometimes also a trapper; Zapdos and Flygon again.

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Zapdos:

-Initial Switch: Ugh. Probably the worst Pokemon I will ever have to face. I hope they don't pack Toxic as I go to Zapdos or Flygon.

-Defensive: Zapdos can Toxic it and seriously dampen its staying power. Magnezone can try to be lucky and explode.

-Offensive: Hopefully Zapdos and Flygon can soak up a hit or two. Stone Edge does a good amount of damage, so I'm not too worried.

-Choiced: Specs ones have thrown me off, and I don't have a real answer to them aside from prediction and Flygon. Scarves are even easier than the Defensive one.

-Subroost: my god, the single greatest weakness my team has. I'll generally send in Zapdos and pray for no Toxic. If I can land a Toxic on them, that'd be lovely, too (have to predict a roost). Hopefully Magnezone isn't dead either, so I can predict a Roost and blow it up.

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Machamp:

-Initial Switch: Lead Machamp is so hard to play against with this team. I can SR first turn, go to Zapdos to waste Dynamic Punch PP, and possibly back to Skarm on the Stone Edge for some Spikes.

-ResTalk: Skarmory phazes it, but Ive never played one, so I dont really know what to do with it. Zapdos should be okay though.

-Substitute: Breaking the Substitute can mean that one member of my team at least is going to get KOed. Once its under 75% health, it's easy to revenge, but until then, its a threat.

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Kingdra:

-Initial Switch: Skarmory comes in and walls it unless its Rain Dance. If it is Rain Dance, some fancy prediction and switching is going to need to take place and stall out the rain.

-DD Kingdra: It can't break Skarmory even at +2, So Skarmory has no problem. Zapdos, Scizor, and Flygon can possibly check it.

-Rain Dance Mix: Pretty hard to play around against. Zapdos can check it okay, and can hopefully land a toxic in. Skarm, I believe, can take a boosted Hydro Pump and phaze it out, but it'll be pretty badly maimed.

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Breloom:

-Initial Switch: It can come in on Skarm; I typically have Magnezone take the sleep, go to Scizor, and U-turn to Zapdos.

-SubPuncher: Once that Sub is down, this guy is easy pickings. Scizor does a great job with that, and also sheds leech seed too.

-ScarfLoom: Let Magnezone fall asleep, and then bring in pretty much anything.

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Skarmory:

-Initial Switch: Magnezone is great unless it has Shed Shell, and Starmie is close to a 100% counter.

-Spiker: Starmie or Magnezone.

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Bronzong:

-Initial Switch: Skarmory makes a great switch in, and so does Zapdos.

-Standard Leftovers / Light Clay: I can't stop it from setting up really, but Skarmory walls it, and it can waste valueable screen turns that it works so hard to setup.

-CMZong: Whirlwind it away. I don't think it should become any threat if I play intelligently.

-Trick: I dont know what this does, but I'll probably find out its Trick Bronzong after it Tricks me some unwanted item.

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Celebi:

-Initial Switch: Skarmory takes anything from it really. Scizor and Flygon both pack U-Turns and eat it for lunch. Zapdos is a secondary wall.

-Defensive: Skarmory Whirlwinds for free Spikes and Stealth Rock Damage. Scizor can surprise it with U-Turn, while Flygon can badly dent it with U-Turn.

-CM / CM Pass: Skarm phazes, and Scizor and Flygon are both still faster and might actually KO.

-Nasty Plot: Scizor and Flygon.

-SD Pass: Skarm again. Scizor and Flygon if Skarm is gone.

-Choice: Probably great set-up bait.

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Flygon:

-Initial Switch: If Skarmory is at good health, I will almost always go to it since it takes incredibly little damage from and of its attacks.

-Scarf: Skarmory is the best switch in. Zapdos works if it has Thunderpunch.

-Band: Skarmory takes minimal damage from everything that isn't Thunder Punch and not even much from that. Thankfully, it is easily outsped by my team and thus easily revenge killed.

-Roost LO/Stall: Skarm doesn't take Fire Blast lightly, but it can suffice. Starmie can switch in on anything but Draco Meteor, and Zapdos anything but Toxic.

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Suicune:

-Initial Switch: Whirlwind it in the early stages of the game with Skarmory to find out what set it is. Since it usually uses one of my U-Turners as a springboard to come in, it's going to take a lot of damage.

-Offensive CMer: It doesnt like to come into Spikes, and if it does, then Skarm can phaze and Zap and Zone can zap it pretty badly.

-ResTalk: Skarm walls this even more. Magnezone can dent it with Thunderbolt before ending with a bang.

-Roar: It's like the Offensive CMer minus any power. No threat really.

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Jolteon:

-Initial Switch: Could be a threat to my team if it packs HP Ice (though typically it uses Grass for Swampert). Flygon is a great switchin, and Zapdos works in a pinch.

-Specs: Something is going to get KOed, and its just a question of what because I have no safe switch ins. A well played one will be difficult to defeat.

-Substitute: As Flygon comes in as it subs, I'll U-Turn and hand the baton to Zapdos on the HP Ice or Baton Pass.

-Charge Beam: Flygon revenges pretty well.

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Empoleon:

-Initial Switch: If its Sub Petaya, Ill go to something that will break its sub, Sacrifice it, then revenge with Flygon. It gets very, very few setup opportunities (only on Starmie really, because Skarm will phaze).

-Lead: Its a threat if it is faster than Skarmory since Skarmory is 2HKOed. Usually I dont have a solid answer besides breaking its Sash, then trapping with Zone.

-AgilityPetaya: Flygon eats it for breakfast. Rarely ever gets the time to set up.

-AgilityLife Orb: Still owned by Flygon.

-Specs: Who runs Specs Empoleon is my question. Specs Surf hurts, but thankfully all but Skarm and Starmie can possibly revenge kill.

-SD: Skarmory walls it and can Whirlwind it away or Setup Spikes.

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Forretress: I really don't like to see this on the other team, but I have to judge it based on the situation. Usually early game, it wont Spin, and therefore I go to Zone most of the time. After it's gone, Starmie can remove any harms it's done (unless it's Toxic Spikes, which my team just lols at).

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Electivire: Flygon can come in on a Thunderbolt pretty decently. Scizor and Starmie outspeed it and can do some damage, while Zapdos can toxic stall.

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Togekiss: It can be problematic. Generally I switch in Flygon to scout out thunder wave, and U-Turn to Zone to take the Air Slash.

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Weavile: Thank God it take so much from Spikes and Stealth Rock. Otherwise, it would terrorize Starmie pretty badly.
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Aerodactyl: Usually seen as a Lead, I will go to Flygon to break the Sash with U-Turn and Starmie to KO.
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Mamoswine: Skarmory walls it all day long. Starmie and Scizor tend to be great answers too.

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Snorlax: Skarm phazes, and Scizor can launch powerful Superpowers. Zone can Explode in a pinch.
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Dusknoir: Walled by Skarmory, and Skarmory doesn't mind the Burn that much. Zone and Zap also hurt it pretty well.
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Smeargle: Ill take the Spore with Zone, and decide how to deal with it from there. Typically, I will do some double U-Turning, because I don't want Starmie threatened early on by pursuiters.

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Ninjask: Since its a lead, Skarmory beats it quite comfortably. I only have to think about when it will Baton Pass, and I usually predict when that is coming correctly. Flygon beats it if it's lacking on speed, and when SR are up it can't afford to set up much.

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Tentacruel: Tentacruel can be relatively difficult to deal with while maintaining my Spikes and Stealth Rock. Zapdos hurts it pretty badly, and Starmie can at least rapid spin.

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Dragonite: Initial Switch: The Anti-Lead is bothersome because it can OHKO Skarmory, but Flygon is a good switchin to take Fire Blasts.

Mixnite: Usually, something will get badly dented. It can't really come in on anything but Skarm, and Skarm can take -2 Fire Blasts like a champ. Prediction is key; thankfully, I have three steels and two fire resists.

DDNite: Flygon handles it pretty well, and might even stone edge to prevent getting locked in. Skarm phazes it pretty well.

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Hippowdon: Most are seen as leads, and in that case, Skarmory gets free layers of setup.

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Roserade: Most are seen as leads, and I will go to Zone to take the Sleep Powder, and Scizor to Double U-Turn.

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Porygon-Z: Zone and Scizor wall it pretty well. Entry Hazards will do away with it eventually.

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Cresselia: Skarmory Whirlwinds it around and sets up Spikes without much trouble. Magnezone can explode, and Scizor and Flygon both pack U-Turn (so I can do a back and forth thing).

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Heracross: Skarmory beats it if it doesn't lock itself into Close Combat. If it does choose to CC, I can use Zapdos.

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Umbreon: Skarmory has nothing to fear, and can Whirlwind or setup Spikes on the Mean Looks. Skarmory also deals with the Curse Ones. It is also vulnerable to the double U-Turning strategy.

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Alakazam: With Spikes up, it cant switch in too much because Life Orb and Hazards build up damage quickly. More often than not, I have to revenge it with Jirachi.

Rate away! I'm willing to change just about anything.

Also, please evaluate some of the BL Threats as well. I'm embarrassed to say this, but I got swept by a Yanmega once. :S
 
Hi Nameless, this is a really cool team you've made. You're definitely going to have some problems with certain Pokemon, though.

First off, SubRoost Zapdos pretty much single-handedly beats you. It gets a Sub up on any of Scizor's choice locked moves or Flygon locked into Earthquake. Once that Sub goes up, you pretty much automatically lose. Skarmory and Starmie die to Thunderbolt, Heatran is stalled out of Fire Blast PP thanks to Pressure while being 3HKO'd, Flygon is Toxic stalled out, Scizor is 2-3HKO'd, and your own Zapdos is Toxic stalled to death. Electric types in general are pains; LO Jolteon with HP Ice can nail your Flygon on a switch and then proceed to just run through your whole team. SubCM Raikou with HP Ice can get a Sub on Scizor's Iron Head or Pursuit, killing Flygon as it switches in, and then it also sweeps you clean. You have an extremely hard time killing ResTalk Rotom-A bar Heatran, and it is not wise to rely on a Life Orb attacker to deal with a defensive threat. I think a specially defensive ResTalk Heatran over your current Life Orb set would work excellently. It is able to tank all of the aforementioned Pokemon with ease while healing when necessary with Rest. It also gives a dedicated sleep absorber against Roserade leads and Breloom. Lastly, it abuses your entry hazards to the max with Roar - when you consider that this thing's switchins are usually grounded (bar Gyarados, who hates Stealth Rock), they're going to hate taking Spikes up the ass and then getting forced out again.

Now, I know you tried a defensive Rotom before and didn't like it, but the thing is, you're going to need some kind of insurance against Rapid Spinners. Starmie is a pain, yeah, but you can do some fancy footwork to get around that. Rotom on the initial switch - if they Spin, fantastic, it's blocked and you can Tbolt for the KO. If they Hydro Pump, they're going for that or Ice Beam, so you can switch in Starmie, and then pivot to Flygon on the Thunderbolt, threatening the KO with U-turn and forcing it to take more damage if it switches out. I think you should try either offensive or defensive SubSplit Rotom-H, whatever you see fit. Offensive brings alot of power when backed by hazards, and gets alot of surprise KOs (such as standard Shuca Heatran after SR and Spikes take effect). Defensive is if you want more insurance against Forretress, plus it can always live LO Hydro Pump from Starmie after SR, which offensive isn't guaranteed to do. Both are excellent stall breakers with hazards up, give them a shot!

tl;dr
-ResTalk Heatran > Life Orb Heatran
-Offensive / Defensive SubSplit Rotom > Zapdos


Sets
Heatran @ Leftovers | Calm | EVs: 248 HP / 8 SpA / 252 SpD
Flamethrower / Roar / Rest / Sleep Talk
Rotom-H @ Life Orb | Timid | 32 HP / 224 SpA / 252 Spe
Substitute / Thunderbolt / Shadow Ball / Pain Split
Rotom-H @ Leftovers | Timid | 252 HP / 40 SpA / 216 Spe
Substitute / Will-O-Wisp / Thunderbolt / Pain Split

Just some things to consider. Very good team, good luck!
 
I'd go with Taunt > Stealth Rock and a Lum Berry on Skarmory. Sleep leads currently put you in a pretty awkward position, and Taunt helps out a bit against stall teams. I've played with lead Skarmory a lot, and I find that moving Stealth Rock to another member takes a lot of pressure off of it.

RestTalk Heatran is a really good set, but I think it's a bit too stallish for this team. I'd suggest using Heatran as your Stealth Rock user but keeping the specially defensive spread, as it makes a really good Zapdos switch-in. Something like Stealth Rock / Lava Plume / Earth Power / Roar could work, as it burns switch-ins like Gyarados and Tyranitar and helps you abuse your entry hazards.
 
Yeah, as Faladaran said, I am reluctant to use Sleep Talking Heatran because it makes the team far too stallish, which isn't exactly conducive to all the U-Turning going on.

While Life Orb does give Heatran some amazing breaking power, I am certainly willing to use another set. One set that has me interested is a specially defensive Heatran with Lava Plume/Earth Power/Sub/Roar (see Whispers in the Dark Team for the EVs and strat). I can even run more special defense EVs to take Thunderbolts like a champ, because Subroost Zap is a massive problem and being able to force him out and continually take SR damage is an asset I simply can't refuse.

While Rotom-W is usually Pursuit bait for Tyranitar, I'm still willing to give it a second try (not to mention, Tyranitar usually tries to come in on Zapdos regardless). I'll most likely miss Zapdos, but I'll manage.

As for the Skarmory, I am completely satisfied with the way it is now. Teaching Heatran SR also dampens its utility, and a Skarm with Leftovers is probably needed because it's going to stay around the entire match. Machamp is taken care of pretty well with Zapdos/Rotom-A and switching around for the right combination, which is a great plus.

Thanks for the rates guys! I'll try out a bulkier Heatran and perhaps reintroduce Rotom-A>Zapdos (the entry hazards, as you have said, are just too good). I like using a bulkier Rotom with Pain Split though, because it's a great Gyarados check at that too.
 
Just reading the comments above i see the talk of Rest/Talk Heatran.I almost never run offensive heatran now unless its a lead. I usually went with Sp def Tran with

Lava Plume
Protect
Sub
Roar

it worked really welll until i revealed protect then their heatran came in on me and walled, so one day i was using a team with Rest Talk Heatran and i decided to invest max speed and a LO into it. WHile you are gambling you hit the right move it worked really nicely for me so i am going to reccomend [although this is a custom set nothing too seirious]

Heatran @ Life Orb/ Leftovers
Timid 224 HP [for min life orb recoil] 252 SPEED 32 SP ATK
Rest
Sleep Talk
Lava Plume/ Flamethrower
Earth Power/ Roar/ Metal Sound

metal sound was a gimmick i just liked using it and it worked out since it forces switches a lot allows you to get of a nice flamethrower on its face

Sweet Team though.
 
Hello I'm lead Machamp and I want to Kill you.

To solve this, make Heatran your SR user and give Skarmory Brave Bird. If Skarm has a lum berry it will beat machamp 1 vs 1, with leftovers you have to switch out turn 2 and pray he doesn't predict you or pray to the hax Gods. Having your entry hazards on 2 different pokes will make the team more effective anyway and it means your not raped by lead Machamp.

As for the team itself, sub roost Zapdos will cream you, and the Rotom forms will be a pain to. To help with this take the above peopls advice go back to a sp.def Heatran. I would suggest a using a set off:

Heatran @ Leftovers
248 hp/252 sp.def/8 def
Calm
- Lava Plume
- Stealth rock
- Roar
- Protect / Earthpower
 
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