I'll be honest, I'm not a fan of the Smogon RMTs. The mass amount of rules hurts it more than not. But this isn't about that.
At a glance:
My team has undergone some drastic changes since I first created it. It was originally a sandstorm team meant to take on the Smogon Frontier (something I still hope to tackle some day); then it became a monosteel as I had 3 or 4 steels already and I revamped it a bit for a mono-tourney; now this is where it's at. I've been on a serious losing streak recently, right after a huge winning streak.
So this is where you come in. I've tested and tested. I can't do myself much good anymore, so I'm asking for assistance. This team does deal with the suspect ladder and Latias, but don't let that fact stray you away if you don't have knowledge in that area. The rest of the team needs help too. Without further ado...
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Heatran (M) @ Leftovers
Ability: Flash Fire
EVs: 244 HP/128 Spd/138 SAtk
Modest nature (+SAtk, -Atk)
- Earth Power
- Overheat
- Will-o-wisp
- Stealth Rock
This is Bos' lead Heatran. It works pretty well. For some reason Infernape always hits me with CC, lowing it's defenses, and I wipe it's face from the game with Earth Power. With T-Tar, Swampert, and other leads, I go straight for a burn. I either hit, making their EQ attempt a 3HKO (meaning I can get rocks up), or I miss and struggle for the remainder of the match. I try not to just let him just faint as his resistances and WoW prove useful later on. Aside from Latias, he's the closest to getting the boot.
---
Scizor (M) @ Choice Band
Ability: Technician
EVs: 134 HP/252 Atk/124 Def
Adamant nature (+Atk, -SAtk)
- Bullet Punch
- Pursuit
- Superpower
- U-turn
Good ol' CB Scizor. U-turn is the primary offensive, especially early game. Packs a mighty punch. He's my best (if not only) hope against Swampert. =/ U-turn will 2HKO most of them though. Even with Intimidate, it can 2HKO Salamence with BP after SR. I don't use Superpower too often. Pursuit is only ever used on Celebi (maybe I'll start using it on Latias). I actually just remembered that I EV'd him for physical hits, which does come in handy for taking EQs here and there.
---
Tyranitar (M) @ Leftovers
Ability: Sand Stream
EVs: 60 HP/24 Atk/176 Spd/248 SDef
Adamant nature (+Atk, -SAtk)
- Crunch
- Earthquake
- Stone Edge
- Dragon Dance
Hasire's 'Tar. Works great against Heatran and Zapdos, although I always seem to get Paralyzed at the perfect moments. I can never hit with Stone Edge when it counts either. Still a fantastic Special wall nonetheless and sets up for a sweep. Scizor is a pain but I've got a solution for him. I'm currently investigating CurseTar to see if that might prove to be a better mixed wall + sweeper.
---
Latias (F) @ Leftovers
Ability: Levitate
EVs: 176 HP/148 Def/180 Spd/4 SAtk
Timid nature (+Spd, -Atk)
- Hidden Power [Fighting]
- Dragon Pulse
- Recover
- Calm Mind
Go Latias. I actually tried this in place of Superachi (a staple in every team I build) and ended up hating it because of all of the Tyranitar roaming about. After using Jirachi again for awhile, I noticed that the suspect metagame is extremely heavy on ground moves. Needless to say, I was getting hit pretty hard. So here comes Latias again to hopefully remedy the common weakness. The set is something I've been trying to argue for quite some time (like pre-testing time). I do notice that it has flaws but Latias is still being tested and experimented with.
---
Magneton @ Choice Scarf
Ability: Magnet Pull
EVs: 16 Atk/240 Spd/252 SAtk
Rash nature (+SAtk, -SDef)
- Explosion
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt
(Apparently there is a similar set on Magneton's analysis now. That actually makes me rather mad because I made this long before that was posted. I've been using this Magneton for awhile ._.)
My NFE. Causes some racket whenever it's brought out. I asked about Magnezone awhile back and somebody gave me a spread with Choice Scarf, EVs to outrun base 110s. After crunching some numbers, Magneton can hit the same speed with only 4 more Speed EVs and is actually more powerful than Magnezone because I can run +SpA over +Spe. He is even frailer though, although I haven't found any instances where Magnezone can take one more hit than Magneton (so a 2HKO on one = 2HKO on the other). He's my general Scizor counter, although I usually check for Superpower/brick break before making a direct switch. Coming in on Bullet Punch or Swords Dance spells the end of it. This thing can revenge weakened Metagross, beat most Bronzong, and lols @ Skarm and Forretress. Explosion has helped me late game to take out threats I couldn't handle otherwise.
---
Swamperteer (Swampert) (M) @ Leftovers
Ability: Torrent
EVs: 252 HP/252 Def/4 Spd
Impish nature (+Def, -SAtk)
- Avalanche
- Roar
- Earthquake
- Stone Edge
Defense-buffed Swampert, my bulky water. I find him as my main switch in early game, which means he gets hit a lot. Most of the time he isn't around late game which hurts because I usually need a phazor later. I'm considering slapping curse on there and pumping his Special Defence. The problem is that I don't know what to drop. Avalanche is my only Ice attack and my best shot at taking about Latias (excluding T-Tar, who I try to save for late game). Earthquake is a great STAB move and I already mentioned that ground it hitting suspect pretty hard. Stone Edge is kind of just there for coverage, but it never hits (or so it seems). I may just use dual-STAB curse and phaze. I'm open to insight on him.
---
Known problems:
~Metagross (especially @choice scarf): My team doesn't like EQ, and it doesn't help that it outruns everything on my team.
~Swampert: Same ground problem. If I still have Heatran around I can burn it and make it manageable, but it's still a major issue.
~Aerodactyl: Scizor can handle him, but EQ still doesn't feel great.
~Flygon (?): I haven't run into many of them, but with only one Ice attack on my team and the ground problem, he can cause problems. Latias can hit him nice and hard if he isn't scarfed.
~Mamoswine: I don't understand why this thing is so fast (and I'm not talking Ice Shard). It should not be a base 80 IMO. Smacks my team pretty hard.
~I also have some trouble with specialized fighters like Heracross and Lucario; Jirachi used to hit them with Psychic (HP ground on Luke though). Fighting and ground have near parallel coverage, so problems with one are gonna mean problems with the other.
I'm pretty much open to any suggestions. I'm jammed on how to improve this any further. I don't quite understand how this team (which was hella freaking good) became insufficient so fast. I blame Latias :(
At a glance:
My team has undergone some drastic changes since I first created it. It was originally a sandstorm team meant to take on the Smogon Frontier (something I still hope to tackle some day); then it became a monosteel as I had 3 or 4 steels already and I revamped it a bit for a mono-tourney; now this is where it's at. I've been on a serious losing streak recently, right after a huge winning streak.
So this is where you come in. I've tested and tested. I can't do myself much good anymore, so I'm asking for assistance. This team does deal with the suspect ladder and Latias, but don't let that fact stray you away if you don't have knowledge in that area. The rest of the team needs help too. Without further ado...
---
Heatran (M) @ Leftovers
Ability: Flash Fire
EVs: 244 HP/128 Spd/138 SAtk
Modest nature (+SAtk, -Atk)
- Earth Power
- Overheat
- Will-o-wisp
- Stealth Rock
This is Bos' lead Heatran. It works pretty well. For some reason Infernape always hits me with CC, lowing it's defenses, and I wipe it's face from the game with Earth Power. With T-Tar, Swampert, and other leads, I go straight for a burn. I either hit, making their EQ attempt a 3HKO (meaning I can get rocks up), or I miss and struggle for the remainder of the match. I try not to just let him just faint as his resistances and WoW prove useful later on. Aside from Latias, he's the closest to getting the boot.
---
Scizor (M) @ Choice Band
Ability: Technician
EVs: 134 HP/252 Atk/124 Def
Adamant nature (+Atk, -SAtk)
- Bullet Punch
- Pursuit
- Superpower
- U-turn
Good ol' CB Scizor. U-turn is the primary offensive, especially early game. Packs a mighty punch. He's my best (if not only) hope against Swampert. =/ U-turn will 2HKO most of them though. Even with Intimidate, it can 2HKO Salamence with BP after SR. I don't use Superpower too often. Pursuit is only ever used on Celebi (maybe I'll start using it on Latias). I actually just remembered that I EV'd him for physical hits, which does come in handy for taking EQs here and there.
---
Tyranitar (M) @ Leftovers
Ability: Sand Stream
EVs: 60 HP/24 Atk/176 Spd/248 SDef
Adamant nature (+Atk, -SAtk)
- Crunch
- Earthquake
- Stone Edge
- Dragon Dance
Hasire's 'Tar. Works great against Heatran and Zapdos, although I always seem to get Paralyzed at the perfect moments. I can never hit with Stone Edge when it counts either. Still a fantastic Special wall nonetheless and sets up for a sweep. Scizor is a pain but I've got a solution for him. I'm currently investigating CurseTar to see if that might prove to be a better mixed wall + sweeper.
---
Latias (F) @ Leftovers
Ability: Levitate
EVs: 176 HP/148 Def/180 Spd/4 SAtk
Timid nature (+Spd, -Atk)
- Hidden Power [Fighting]
- Dragon Pulse
- Recover
- Calm Mind
Go Latias. I actually tried this in place of Superachi (a staple in every team I build) and ended up hating it because of all of the Tyranitar roaming about. After using Jirachi again for awhile, I noticed that the suspect metagame is extremely heavy on ground moves. Needless to say, I was getting hit pretty hard. So here comes Latias again to hopefully remedy the common weakness. The set is something I've been trying to argue for quite some time (like pre-testing time). I do notice that it has flaws but Latias is still being tested and experimented with.
---
Magneton @ Choice Scarf
Ability: Magnet Pull
EVs: 16 Atk/240 Spd/252 SAtk
Rash nature (+SAtk, -SDef)
- Explosion
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt
(Apparently there is a similar set on Magneton's analysis now. That actually makes me rather mad because I made this long before that was posted. I've been using this Magneton for awhile ._.)
My NFE. Causes some racket whenever it's brought out. I asked about Magnezone awhile back and somebody gave me a spread with Choice Scarf, EVs to outrun base 110s. After crunching some numbers, Magneton can hit the same speed with only 4 more Speed EVs and is actually more powerful than Magnezone because I can run +SpA over +Spe. He is even frailer though, although I haven't found any instances where Magnezone can take one more hit than Magneton (so a 2HKO on one = 2HKO on the other). He's my general Scizor counter, although I usually check for Superpower/brick break before making a direct switch. Coming in on Bullet Punch or Swords Dance spells the end of it. This thing can revenge weakened Metagross, beat most Bronzong, and lols @ Skarm and Forretress. Explosion has helped me late game to take out threats I couldn't handle otherwise.
---
Swamperteer (Swampert) (M) @ Leftovers
Ability: Torrent
EVs: 252 HP/252 Def/4 Spd
Impish nature (+Def, -SAtk)
- Avalanche
- Roar
- Earthquake
- Stone Edge
Defense-buffed Swampert, my bulky water. I find him as my main switch in early game, which means he gets hit a lot. Most of the time he isn't around late game which hurts because I usually need a phazor later. I'm considering slapping curse on there and pumping his Special Defence. The problem is that I don't know what to drop. Avalanche is my only Ice attack and my best shot at taking about Latias (excluding T-Tar, who I try to save for late game). Earthquake is a great STAB move and I already mentioned that ground it hitting suspect pretty hard. Stone Edge is kind of just there for coverage, but it never hits (or so it seems). I may just use dual-STAB curse and phaze. I'm open to insight on him.
---
Known problems:
~Metagross (especially @choice scarf): My team doesn't like EQ, and it doesn't help that it outruns everything on my team.
~Swampert: Same ground problem. If I still have Heatran around I can burn it and make it manageable, but it's still a major issue.
~Aerodactyl: Scizor can handle him, but EQ still doesn't feel great.
~Flygon (?): I haven't run into many of them, but with only one Ice attack on my team and the ground problem, he can cause problems. Latias can hit him nice and hard if he isn't scarfed.
~Mamoswine: I don't understand why this thing is so fast (and I'm not talking Ice Shard). It should not be a base 80 IMO. Smacks my team pretty hard.
~I also have some trouble with specialized fighters like Heracross and Lucario; Jirachi used to hit them with Psychic (HP ground on Luke though). Fighting and ground have near parallel coverage, so problems with one are gonna mean problems with the other.
I'm pretty much open to any suggestions. I'm jammed on how to improve this any further. I don't quite understand how this team (which was hella freaking good) became insufficient so fast. I blame Latias :(