Title not to be confused with "repost!" That's a different thing entirely. First time making an RMT, so if I make a faux pas somewhere, lemme know.
The team's lineup at a glance is Machamp, Bronzong, Celebi, Vaporeon, Heatran, Dragonite. After repeatedly getting torn up by Sandstream/stealth rock/spikes/other residual damage my first month or so on Shoddy, I decided to make a team that's a fair bit more durable. High defensive stats aren't the key to the team, but the team is designed to be naturally bulky and just shrug off hits while keeping on the offensive. I've played with this team for a few days now, and while I haven't kept track of wins/losses (would have done so if I planned to make an RMT thread from the beginning!), it's the team I've been most successful with so far.
Machamp@Lum Berry
No Guard
Adamant - 252 HP/160 Atk/96 SpD
- Substitute
- DynamicPunch
- Stone Edge
- Payback
Anti-lead, where the opening move depends on what the opponent has. It's not often I have to switch this guy out first thing, since most will try to a) induce a status effect on him or b) switch out to a Ghost type so DynamicPunch whiffs. Lum Berry fixes the first problem, Payback fixes the second, Substitute prevents further status effects. He usually gets a few good hits in and lets me start off with the upper hand.
Bronzong@Light Clay
Levitate
Relaxed - 252 HP/8 Def/152 Atk/96 SpD - 0 Spd IVs
- Reflect
- Gyro Ball
- Stealth Rock
- Explosion
Both Machamp and Bronzong are, admittedly, there to help make things easier for the rest of the team. Bronzong is basically here to come in early on something it resists, possibly Stealth Rock, then Gyro Ball or Reflect/Explode depending on how long I think he'll survive what he's currently up against. However, while Reflect does help the team out immensely, since the others' defensive stats are skewed towards Special Defense, in longer fights the wall runs out and I've exploded already. Stealth Rock never seems to be that urgent of a priority in the heat of battle, either, and I only manage to get Reflect or Stealth Rock up, not both. I'm thinking of replacing him with someone who'll stick around for another shot of Reflect as the fight drags on, given the rest of the team's nature.
Celebi@Leftovers
Natural Cure
Timid - 252 HP/176 Spd/80 SpA
- Calm Mind
- Baton Pass
- Recover
- Grass Knot
From here on out, these members are built to last and hit hard. This is a basic Baton Passing Celebi, which can do some surprising damage with Calm Minded Grass Knot and quickly hand the bonuses off to Vaporeon or Heatran when something comes in for salad.
Vaporeon@Leftovers
Water Absorb
Bold - 228 HP/252 Def/28 SpA
- Surf
- Ice Beam
- Wish
- HP Electric
Used to be Surf/Ice Beam/Wish/Protect, but this set up seems better to send in against other waters, like Suicune or Starmie. Ice Beam and HP Electric are there for coverage, Surf for STAB, and Wish to heal itself and make switch-ins for others a bit safer. Calm Mind passes from Celebi combined with Wish have helped Vaporeon turn into both a bulky and offensive threat, even in the face of STAB Thunderbolts.
Heatran@Leftovers
Flash Fire
Modest - 228 HP/30 Spd/252 SpA
- Metal Sound
- Taunt
- Fire Blast
- Earth Power
Instead of going with the current Scarftran trend I usually see, this one is built to come in on what it can resist and blast away. Taunt prevents opponents from setting up or recovering, and that, combined with Metal Sound, has let Heatran take down special walls that pose a problem to the rest of the team.
Dragonite@Lum Berry
Inner Focus
Adamant - 252 HP/60 Atk/196 Spd
- Dragon Dance
- Light Screen
- Roost
- Outrage
Dragonite usually isn't the recipient of Calm Mind passes, but he still keeps on the defensive with Roost and Light Screen. At first, it sets up Light Screen and alternates between Dragon Dancing and Roosting, then fires away with the rarely-resisted Outrage. It's meant to stay in against the usual 4x weak Ice Beams that opponents use to take dragons down, and does so surprisingly well. With a few dances under its belt, and Lum Berry to ward off status (be it burn, paralysis, or Outrage's confusion), the only thing that usually stops it is Ice Shard or an ice attack on the switch (That's the only time the now-popular Skymin has managed to beat it, too).
The main problems I've had with this team have to do with late game physical sweepers with either a Scarf or Swords Dance and priority moves. I'm kind of questioning my choices of Machamp and Bronzong, though the first does provide some physical firepower to the team and when the latter manages to provide its support, it's much welcomed. I'm not sure what else would make a good candidate for either of the first two, and even then, I'm not sure if I should change something in the last four or not. Thoughts, suggestions?
The team's lineup at a glance is Machamp, Bronzong, Celebi, Vaporeon, Heatran, Dragonite. After repeatedly getting torn up by Sandstream/stealth rock/spikes/other residual damage my first month or so on Shoddy, I decided to make a team that's a fair bit more durable. High defensive stats aren't the key to the team, but the team is designed to be naturally bulky and just shrug off hits while keeping on the offensive. I've played with this team for a few days now, and while I haven't kept track of wins/losses (would have done so if I planned to make an RMT thread from the beginning!), it's the team I've been most successful with so far.
Machamp@Lum Berry
No Guard
Adamant - 252 HP/160 Atk/96 SpD
- Substitute
- DynamicPunch
- Stone Edge
- Payback
Anti-lead, where the opening move depends on what the opponent has. It's not often I have to switch this guy out first thing, since most will try to a) induce a status effect on him or b) switch out to a Ghost type so DynamicPunch whiffs. Lum Berry fixes the first problem, Payback fixes the second, Substitute prevents further status effects. He usually gets a few good hits in and lets me start off with the upper hand.
Bronzong@Light Clay
Levitate
Relaxed - 252 HP/8 Def/152 Atk/96 SpD - 0 Spd IVs
- Reflect
- Gyro Ball
- Stealth Rock
- Explosion
Both Machamp and Bronzong are, admittedly, there to help make things easier for the rest of the team. Bronzong is basically here to come in early on something it resists, possibly Stealth Rock, then Gyro Ball or Reflect/Explode depending on how long I think he'll survive what he's currently up against. However, while Reflect does help the team out immensely, since the others' defensive stats are skewed towards Special Defense, in longer fights the wall runs out and I've exploded already. Stealth Rock never seems to be that urgent of a priority in the heat of battle, either, and I only manage to get Reflect or Stealth Rock up, not both. I'm thinking of replacing him with someone who'll stick around for another shot of Reflect as the fight drags on, given the rest of the team's nature.
Celebi@Leftovers
Natural Cure
Timid - 252 HP/176 Spd/80 SpA
- Calm Mind
- Baton Pass
- Recover
- Grass Knot
From here on out, these members are built to last and hit hard. This is a basic Baton Passing Celebi, which can do some surprising damage with Calm Minded Grass Knot and quickly hand the bonuses off to Vaporeon or Heatran when something comes in for salad.
Vaporeon@Leftovers
Water Absorb
Bold - 228 HP/252 Def/28 SpA
- Surf
- Ice Beam
- Wish
- HP Electric
Used to be Surf/Ice Beam/Wish/Protect, but this set up seems better to send in against other waters, like Suicune or Starmie. Ice Beam and HP Electric are there for coverage, Surf for STAB, and Wish to heal itself and make switch-ins for others a bit safer. Calm Mind passes from Celebi combined with Wish have helped Vaporeon turn into both a bulky and offensive threat, even in the face of STAB Thunderbolts.
Heatran@Leftovers
Flash Fire
Modest - 228 HP/30 Spd/252 SpA
- Metal Sound
- Taunt
- Fire Blast
- Earth Power
Instead of going with the current Scarftran trend I usually see, this one is built to come in on what it can resist and blast away. Taunt prevents opponents from setting up or recovering, and that, combined with Metal Sound, has let Heatran take down special walls that pose a problem to the rest of the team.
Dragonite@Lum Berry
Inner Focus
Adamant - 252 HP/60 Atk/196 Spd
- Dragon Dance
- Light Screen
- Roost
- Outrage
Dragonite usually isn't the recipient of Calm Mind passes, but he still keeps on the defensive with Roost and Light Screen. At first, it sets up Light Screen and alternates between Dragon Dancing and Roosting, then fires away with the rarely-resisted Outrage. It's meant to stay in against the usual 4x weak Ice Beams that opponents use to take dragons down, and does so surprisingly well. With a few dances under its belt, and Lum Berry to ward off status (be it burn, paralysis, or Outrage's confusion), the only thing that usually stops it is Ice Shard or an ice attack on the switch (That's the only time the now-popular Skymin has managed to beat it, too).
The main problems I've had with this team have to do with late game physical sweepers with either a Scarf or Swords Dance and priority moves. I'm kind of questioning my choices of Machamp and Bronzong, though the first does provide some physical firepower to the team and when the latter manages to provide its support, it's much welcomed. I'm not sure what else would make a good candidate for either of the first two, and even then, I'm not sure if I should change something in the last four or not. Thoughts, suggestions?