Team Trifecto
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About the team:
This team is an attempt to systemise balanced offence, which seems to be the dominant playstyle at the moment. It's hard to blame anyone, since sandstorm dominates hyper offence through Excadrill's extreme speed, and stall has already been observed to be progressively harder and harder to pull off. The return of hard-hitting, but slow, boosting tanks like Conkeldurr and Reuniclus have also tilted the metagame in the direction of balanced offence.
However, Team Trifecto has neither of them. Instead, it focuses on another facet of balanced offence: having several supporters take out and cripple threats to the main offensive machine. The titular three parts are the three sides of the team: Scouts, Tanks and Heavies. These will be discussed in detail later. With the exception of Celebi, Team Trifecto is completely immune to Toxic Spikes, and as a bonus, doesn't break item clause!
Countering every single threat is impossible, and the team has several exploitable weaknesses which it cannot cover. Despite that, I feel that it is my best shot for a team so far, and with good reason: it's gotten into the top 200 of the Pokemon Online server and counting at 1357 points. For many of you, it's not quite impressive, but it certainly is high enough to be considered decent.
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Part One: Scouts
The scouts of this team serve to hop in and out on with U-turn, keeping my momentum intact. Thus, they have resistances to common attacks in order to switch in with ease as transition pokemon after single or double KOs. Sometimes, repeatedly swapping between the two with U-turn can wear down a conservative opponent, and takes care of annoyers like all variants of Reuniclus and Whimsicott. With the advent of Team Preview in Wifi, U-turning to reveal the opponent's pokemon is completely obsolete. However, the general usefulness of a free switch-in can never be voided.
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Judge Man (Landorus) (M) @ Choice Scarf
Trait: Sand Force
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Earthquake
- Stone Edge
- U-turn
- Hidden Power [Ice]
Description
Landorus is a perfect scout (he even has a SCARF), and also functions as a pretty darn good revenge killer. 101 Speed with a Jolly Nature outspeeds Volcarona, Salamence, Jirachi, and Flygon, which all commonly function best at +1 speed. Furthermore, all Haxorus and Hydreigon are too slow even with a scarf to kill Landorus. The relative ease of spamming Earthquake makes it a decent "win condition" pokemon to fall back on. With its high speed, it serves me well as a starter to get the game going.
The only move that needs explanation is Hidden Power Ice. Despite being a little on the weak side, it enables me to beat Salamence and Garchomp without resorting to Outrage. Well, almost. Garchomp is deceptively bulky, but I'm sure an Outrage would kill it. However, Outrage makes me useless should the opponent switch in a Lucario or even Gyarados. Choices, Choices...
Synergy
: Rotom-W, Celebi, Salamence
: Scizor, Rotom-W, Lucario
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Red Star (Scizor) (M) @ Choice Band
Trait: Technician
EVs: 248 HP / 144 Atk / 108 SDef / 8 Spd
Adamant Nature (+Atk, -SAtk)
- Bullet Punch
- U-turn
- Quick Attack
- Superpower
Description
Scizor: what more can I say! This is about the same set as I used in my previous RMT: The Order Of The Phoenix. It's overused, but it works extremely well. With Bullet Punch, it serves as my secondary revenge killer, and U-turn is my only sure insurance against Reuniclus. Quick Attack is strange, but with the given EVs and Stealth Rock down, Volcarona is swiftly KOed. It also 2HKOs Jolteon and does a good number on Infernape, both who resist Bullet Punch. Either way, I never find much use for Pursuit.
The EVs are a little odd, but they guarantee a 2HKO on Volcarona without rocks and a OHKO without. They resemble the Uber Scizor EVs in some respect, still giving it insane power on its priority and decent special bulk: in this meta, 248/0/0 Scizor just ain't cutting it no more. The reduced Attack makes it compulsory to have the Choice Band on, since Iron Plate Swords Dance just doesn't pack the initial punch I require for a heavy scout.
Synergy
: Rotom-W, Salamence
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Part 2: Tanks
Utility is the name of the game in this part of the team. They provide key resistances, and important side effects (Rotom-W's burn and Celebi's Stealth Rock). Normally, they come in in all stages of the game, but Rotom-W sees more use in the first half and Celebi sees more use in the second half. Despite being the defensive facet of Team Trifecto, these pokemon are more than capable of hitting hard, Rotom with its STAB Hydro Pump and Celebi with its Leaf Storm. Of course, they are the only pokemon on my team with recovery to enable multiple switch-ins. Lastly, the rest of my team detests bulky waters with a passion, and it's no surprise that between my two tanks, every single bulky water up to specially defensive Vaporeon and Slowking is covered.
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Sanyo (Rotom-W) @ Leftovers
Trait: Levitate
EVs: 252 HP / 252 Def / 4 Spd
Bold Nature (+Def, -Atk)
- Will-O-Wisp
- Pain Split
- Hydro Pump
- Thunderbolt
Description
Rotom-W: on most good teams since the typing change. Aside from Ferrothorn, Rotom-W possesses one of the most amazing set of resistances and weaknesses ever. Hence, it's hard to imagine this team without it. Rotom is a primarily physical wall, and I try to keep it away from stuff like Jolteon when possible, but if needed I can call on it to take a STAB Hurricane to the face from Tornadrus in rain. My set is a little unusual: max HP and Def misses out on a lot of power but enables it to check Excadrill in the sand lacking Return, as +2 X-scissor doesn't KO it at full health. Hydro Pump is a clean OHKO if I pray really hard and it hits. Similiarly, it shuts down Tyranitar and Hippowdon, along with Gliscor (watch out for Fling, but bonus points if you burn it on the switch). Thunderbolt is for Gyarados, and a reliable 100% accuracy move to finish off weak pokemon. Will-O-Wisp is for Ferrothorn, as its Power Whips are a lot more manageable at half attack. Super effective, it does around 30% when Ferrothorn is burned, which is just about the most it can do to my team. Hidden Power Fire would be nice, but Will-o-Wisp is also a good arbitrary move to throw about since all bulky waters save Milotic think burn is the second worst thing to Toxic poison, and the incoming pokemon will rarely be a ballsy Heatran or Infernape. Thankfully, Blaziken is banned as it previously 2HKO'd with High Jump Kick. Nasty, eh?
Synergy
: Scizor, Celebi, Lucario, Salamence
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Iceberg (Celebi) @ Life Orb
Trait: Natural Cure
EVs: 252 HP / 252 SAtk / 4 Spd
Modest Nature (+SAtk, -Atk)
- Stealth Rock
- Recover
- Psychic
- Leaf Storm
Description
This is a variant of the onsite Tinkerbell set, which uses its "just enough" bulk and "just enough" Special Attack to make a set which is simultaneously bulky and powerful. Leaf Storm takes down anything weak to it, and several things that aren't as well. Tyranitar goes down, Suicune at +1 Special Defence goes down, and even Gliscor goes down as well unless it has a significant bit of special defence pumped into it. Life Orb ensures those kills.
Psychic is perhaps the best move on this set: with max SAtk and a Life Orb it has a clean shot at KOing all Conkeldurr, although max HP/max SDef ones have a fair chance of surviving with a sliver of health left.
Stealth Rock is as important as always, but since Celebi usually comes out late-game when it's too late to effectively set up Stealth Rock, but whenever I see a Hippowdon or Swampert early in the game, I try. Still, I sometimes get it down too late to stop a Volcarona and Scizor no longer KOs with Quick Attack.
Synergy
: Rotom-W, Salamence
: Scizor, Rotom-W, Lucario
: Rotom-W
: Scizor, Lucario
: Landorus, Scizor, Lucario, Salamence
: Scizor, Lucario
: Scizor, Lucario
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Part 3: Heavies
The main offensive core, the driving force of a win, the massive turret you build on the battlefield that takes a while to set up but when it does, it's pretty much game over, no matter what you call it, these are the heavies. They can reach unbelievable power, but only through prior setup. As such, I play them late in the game to guarantee a win condition. When I'm in a tough match and I'm down to practically nothing but these two that I've been saving for the last, it's usually a make-or-break situation where despite the disadvantage I still have a chance to smash through the opponent and regain the game for me. With that I present to you the final phase of my balanced offence, and the last two pokemon on my team.
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Yong Chun (Lucario) (F) @ Air Balloon
Trait: Inner Focus
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Nasty Plot
- Vacuum Wave
- Aura Sphere
- Shadow Ball
Description
Lucario is mostly a late-game cleanup pokemon, since Vacuum Wave isn't the most powerful priority around and Lucario's stuck at a decent-but-not-nearly-there 279 speed. It's enough to take down weakened opponents whether they are worn down by burn, entry hazards, or general damage taken from my scouting. Despite being slow, it can take on most walls that impend Salamence like Jellicent, Ferrothorn, Scarf Zoroark, and Gliscor (needs to be those really physical defensive ones that counter Excadrill). The Air Balloon makes it a last-ditch check for Excadrill as well, and a timely Nasty Plot as it breaks my balloon can turn the tables and win the game for me. I've seen no difference between Dark Pulse and Shadow Ball in the last slot, except that the flinch from Dark Pulse is extremely helpful at times.
I've considered using an Agility Lucario at times when I run into stuff like specially defensive Gliscor and faster Dragons, but the power drop is not beneficial. Relying on Salamence as the main power source also puts a lot of pressure on a Stealth Rock-weak pokemon, hence the Nasty Plot set.
Synergy
: Rotom-W, Salamence
: Landorus, Celebi, Salamence
: Landorus, Rotom-W, Celebi, Salamence
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Motherlord (Salamence) (F) @ Lum Berry
Trait: Intimidate
EVs: 236 Atk / 20 SAtk / 252 Spd
Hasty Nature (+Spd, -Def)
- Dragon Dance
- Outrage
- Earthquake
- Fire Blast
Description
The Motherlord of them all, Salamence wins most of the games that I play. The mixed DD set works wonders, gaining fast initial speed and ploughing its way through whole teams with Outrage. A Lum Berry avoids untimely status, but I'd prefer it be left intact when I set up to cure Outrage's confusion. That way, at least four pokemon are going to die once I eliminate steel-types, which is quite easy considering I run Landorus, Lucario and Fire Blast. The EVs enable a kill on most Skarmory with Fire Blast, and as much speed as possible to outrun the Gen V dragons before a Dragon Dance. It's come in useful more often than not.
Naive and Hasty are both equally good natures, but I figured Hasty would be better since Salamence has Intimidate to compensate for its lowered defence. Not using Naive also helps Salamence in taking Surfs from bulky waters like Jellicent. Lastly, Intimidate was chosen over Moxie because it makes Salamence a counter to Swords Dance Lucario and Infernape without Stone Edge, and Moxie is illegal with Outrage. I need the sheer power of Outrage as soon as possible, I already have Dragon Dance to boost my attack to sufficient levels, and Moxie in general sucks.
Synergy
: Scizor, Lucario
: Scizor, Rotom-W, Lucario
: Lucario
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Conclusion
And that's the last of the team. It looks solid, but is weak to several things. Firstly, any form of Latios completely tears my team apart. Scizor's Bullet Punch can hurt, and so can Landorus' U-turn, but my two scouts aren't going to be taking Surfs for a prolonged period. My water resists would be great except that they can't do a thing to Calm Mind Latios. Hence...
The lack of Rock resists aside from Lucario is worrying, but it rarely poses a problem since Scizor and Landorus take down the biggest user of fast Rock-type attacks, Terrakion. Rotom-W can also take stray Stone Edges from Tyranitar and threaten it with a burn before lazily healing up with Pain Split. Also, miss.
Lastly, sun is a beast. I have nothing that can take down a Venusaur at full health, and normally have to rely on a combination of Landorus (pray that Venusaur is mixed and can be outsped by base 101 speed with a Choice Scarf) and Scizor's Bullet Punch. Celebi comes close, but dies to a +2 Sludge Bomb or super-effective Hidden Power Ice or Fire.
As of possible replacements, currently I'm testing Latios over Salamence. Due to having too much Choice users I'm considering a Calm Mind variant over LK's Choice Specs one, but I'll be giving both a shot. Thanks!
That's all, and thanks for reading! Credits to Bulbapedia for the sprites. Animated sprites take a long time to load on a smartphone, especially on a slow internet connection, so taking them out along with not centralising the text is an effort to make this RMT as mobile-friendly as possible.
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Exportable
A Last Look
Fuck backsprites.
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About the team:
This team is an attempt to systemise balanced offence, which seems to be the dominant playstyle at the moment. It's hard to blame anyone, since sandstorm dominates hyper offence through Excadrill's extreme speed, and stall has already been observed to be progressively harder and harder to pull off. The return of hard-hitting, but slow, boosting tanks like Conkeldurr and Reuniclus have also tilted the metagame in the direction of balanced offence.
However, Team Trifecto has neither of them. Instead, it focuses on another facet of balanced offence: having several supporters take out and cripple threats to the main offensive machine. The titular three parts are the three sides of the team: Scouts, Tanks and Heavies. These will be discussed in detail later. With the exception of Celebi, Team Trifecto is completely immune to Toxic Spikes, and as a bonus, doesn't break item clause!
Countering every single threat is impossible, and the team has several exploitable weaknesses which it cannot cover. Despite that, I feel that it is my best shot for a team so far, and with good reason: it's gotten into the top 200 of the Pokemon Online server and counting at 1357 points. For many of you, it's not quite impressive, but it certainly is high enough to be considered decent.
So, enough with the introduction and on with the team! This RMT even has rainbow section dividers!Pokemon Online server said:(15:31:12) +RankingBot: Your rank in Wifi is 148/40305
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Part One: Scouts
Okay, screw Wikipedia.The main goal of scouting, as said by Lord Baden-Powell, is "to contribute to the development of young people in achieving their full physical, intellectual, social and spiritual potentials as individuals, as responsible citizens and as members of their local, national and international communities."
The scouts of this team serve to hop in and out on with U-turn, keeping my momentum intact. Thus, they have resistances to common attacks in order to switch in with ease as transition pokemon after single or double KOs. Sometimes, repeatedly swapping between the two with U-turn can wear down a conservative opponent, and takes care of annoyers like all variants of Reuniclus and Whimsicott. With the advent of Team Preview in Wifi, U-turning to reveal the opponent's pokemon is completely obsolete. However, the general usefulness of a free switch-in can never be voided.
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Judge Man (Landorus) (M) @ Choice Scarf
Trait: Sand Force
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Earthquake
- Stone Edge
- U-turn
- Hidden Power [Ice]
Description
Landorus is a perfect scout (he even has a SCARF), and also functions as a pretty darn good revenge killer. 101 Speed with a Jolly Nature outspeeds Volcarona, Salamence, Jirachi, and Flygon, which all commonly function best at +1 speed. Furthermore, all Haxorus and Hydreigon are too slow even with a scarf to kill Landorus. The relative ease of spamming Earthquake makes it a decent "win condition" pokemon to fall back on. With its high speed, it serves me well as a starter to get the game going.
The only move that needs explanation is Hidden Power Ice. Despite being a little on the weak side, it enables me to beat Salamence and Garchomp without resorting to Outrage. Well, almost. Garchomp is deceptively bulky, but I'm sure an Outrage would kill it. However, Outrage makes me useless should the opponent switch in a Lucario or even Gyarados. Choices, Choices...
Synergy
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Red Star (Scizor) (M) @ Choice Band
Trait: Technician
EVs: 248 HP / 144 Atk / 108 SDef / 8 Spd
Adamant Nature (+Atk, -SAtk)
- Bullet Punch
- U-turn
- Quick Attack
- Superpower
Description
Scizor: what more can I say! This is about the same set as I used in my previous RMT: The Order Of The Phoenix. It's overused, but it works extremely well. With Bullet Punch, it serves as my secondary revenge killer, and U-turn is my only sure insurance against Reuniclus. Quick Attack is strange, but with the given EVs and Stealth Rock down, Volcarona is swiftly KOed. It also 2HKOs Jolteon and does a good number on Infernape, both who resist Bullet Punch. Either way, I never find much use for Pursuit.
The EVs are a little odd, but they guarantee a 2HKO on Volcarona without rocks and a OHKO without. They resemble the Uber Scizor EVs in some respect, still giving it insane power on its priority and decent special bulk: in this meta, 248/0/0 Scizor just ain't cutting it no more. The reduced Attack makes it compulsory to have the Choice Band on, since Iron Plate Swords Dance just doesn't pack the initial punch I require for a heavy scout.
Synergy
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Part 2: Tanks
Utility is the name of the game in this part of the team. They provide key resistances, and important side effects (Rotom-W's burn and Celebi's Stealth Rock). Normally, they come in in all stages of the game, but Rotom-W sees more use in the first half and Celebi sees more use in the second half. Despite being the defensive facet of Team Trifecto, these pokemon are more than capable of hitting hard, Rotom with its STAB Hydro Pump and Celebi with its Leaf Storm. Of course, they are the only pokemon on my team with recovery to enable multiple switch-ins. Lastly, the rest of my team detests bulky waters with a passion, and it's no surprise that between my two tanks, every single bulky water up to specially defensive Vaporeon and Slowking is covered.
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Sanyo (Rotom-W) @ Leftovers
Trait: Levitate
EVs: 252 HP / 252 Def / 4 Spd
Bold Nature (+Def, -Atk)
- Will-O-Wisp
- Pain Split
- Hydro Pump
- Thunderbolt
Description
Rotom-W: on most good teams since the typing change. Aside from Ferrothorn, Rotom-W possesses one of the most amazing set of resistances and weaknesses ever. Hence, it's hard to imagine this team without it. Rotom is a primarily physical wall, and I try to keep it away from stuff like Jolteon when possible, but if needed I can call on it to take a STAB Hurricane to the face from Tornadrus in rain. My set is a little unusual: max HP and Def misses out on a lot of power but enables it to check Excadrill in the sand lacking Return, as +2 X-scissor doesn't KO it at full health. Hydro Pump is a clean OHKO if I pray really hard and it hits. Similiarly, it shuts down Tyranitar and Hippowdon, along with Gliscor (watch out for Fling, but bonus points if you burn it on the switch). Thunderbolt is for Gyarados, and a reliable 100% accuracy move to finish off weak pokemon. Will-O-Wisp is for Ferrothorn, as its Power Whips are a lot more manageable at half attack. Super effective, it does around 30% when Ferrothorn is burned, which is just about the most it can do to my team. Hidden Power Fire would be nice, but Will-o-Wisp is also a good arbitrary move to throw about since all bulky waters save Milotic think burn is the second worst thing to Toxic poison, and the incoming pokemon will rarely be a ballsy Heatran or Infernape. Thankfully, Blaziken is banned as it previously 2HKO'd with High Jump Kick. Nasty, eh?
Synergy
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Iceberg (Celebi) @ Life Orb
Trait: Natural Cure
EVs: 252 HP / 252 SAtk / 4 Spd
Modest Nature (+SAtk, -Atk)
- Stealth Rock
- Recover
- Psychic
- Leaf Storm
Description
This is a variant of the onsite Tinkerbell set, which uses its "just enough" bulk and "just enough" Special Attack to make a set which is simultaneously bulky and powerful. Leaf Storm takes down anything weak to it, and several things that aren't as well. Tyranitar goes down, Suicune at +1 Special Defence goes down, and even Gliscor goes down as well unless it has a significant bit of special defence pumped into it. Life Orb ensures those kills.
Psychic is perhaps the best move on this set: with max SAtk and a Life Orb it has a clean shot at KOing all Conkeldurr, although max HP/max SDef ones have a fair chance of surviving with a sliver of health left.
Stealth Rock is as important as always, but since Celebi usually comes out late-game when it's too late to effectively set up Stealth Rock, but whenever I see a Hippowdon or Swampert early in the game, I try. Still, I sometimes get it down too late to stop a Volcarona and Scizor no longer KOs with Quick Attack.
Synergy
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Part 3: Heavies
The main offensive core, the driving force of a win, the massive turret you build on the battlefield that takes a while to set up but when it does, it's pretty much game over, no matter what you call it, these are the heavies. They can reach unbelievable power, but only through prior setup. As such, I play them late in the game to guarantee a win condition. When I'm in a tough match and I'm down to practically nothing but these two that I've been saving for the last, it's usually a make-or-break situation where despite the disadvantage I still have a chance to smash through the opponent and regain the game for me. With that I present to you the final phase of my balanced offence, and the last two pokemon on my team.
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Yong Chun (Lucario) (F) @ Air Balloon
Trait: Inner Focus
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Nasty Plot
- Vacuum Wave
- Aura Sphere
- Shadow Ball
Description
Lucario is mostly a late-game cleanup pokemon, since Vacuum Wave isn't the most powerful priority around and Lucario's stuck at a decent-but-not-nearly-there 279 speed. It's enough to take down weakened opponents whether they are worn down by burn, entry hazards, or general damage taken from my scouting. Despite being slow, it can take on most walls that impend Salamence like Jellicent, Ferrothorn, Scarf Zoroark, and Gliscor (needs to be those really physical defensive ones that counter Excadrill). The Air Balloon makes it a last-ditch check for Excadrill as well, and a timely Nasty Plot as it breaks my balloon can turn the tables and win the game for me. I've seen no difference between Dark Pulse and Shadow Ball in the last slot, except that the flinch from Dark Pulse is extremely helpful at times.
I've considered using an Agility Lucario at times when I run into stuff like specially defensive Gliscor and faster Dragons, but the power drop is not beneficial. Relying on Salamence as the main power source also puts a lot of pressure on a Stealth Rock-weak pokemon, hence the Nasty Plot set.
Synergy
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Motherlord (Salamence) (F) @ Lum Berry
Trait: Intimidate
EVs: 236 Atk / 20 SAtk / 252 Spd
Hasty Nature (+Spd, -Def)
- Dragon Dance
- Outrage
- Earthquake
- Fire Blast
Description
The Motherlord of them all, Salamence wins most of the games that I play. The mixed DD set works wonders, gaining fast initial speed and ploughing its way through whole teams with Outrage. A Lum Berry avoids untimely status, but I'd prefer it be left intact when I set up to cure Outrage's confusion. That way, at least four pokemon are going to die once I eliminate steel-types, which is quite easy considering I run Landorus, Lucario and Fire Blast. The EVs enable a kill on most Skarmory with Fire Blast, and as much speed as possible to outrun the Gen V dragons before a Dragon Dance. It's come in useful more often than not.
Naive and Hasty are both equally good natures, but I figured Hasty would be better since Salamence has Intimidate to compensate for its lowered defence. Not using Naive also helps Salamence in taking Surfs from bulky waters like Jellicent. Lastly, Intimidate was chosen over Moxie because it makes Salamence a counter to Swords Dance Lucario and Infernape without Stone Edge, and Moxie is illegal with Outrage. I need the sheer power of Outrage as soon as possible, I already have Dragon Dance to boost my attack to sufficient levels, and Moxie in general sucks.
Synergy
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Conclusion
And that's the last of the team. It looks solid, but is weak to several things. Firstly, any form of Latios completely tears my team apart. Scizor's Bullet Punch can hurt, and so can Landorus' U-turn, but my two scouts aren't going to be taking Surfs for a prolonged period. My water resists would be great except that they can't do a thing to Calm Mind Latios. Hence...
Another thing is rain. Thunder hurts everybody except for Celebi and Landorus, which is okay except for the fact that Landorus dies to any decent water attack in rain, and Celebi, despite being bulky enough to come in again and again, can't find the time to use Recover as a result. This is more of a fault of rain itself than my team, though, unless I do something radical like swapping Rotom-W for Lanturn.Latios said:"They should call you Ben Jonson, because you just got VOLPWNED."
The lack of Rock resists aside from Lucario is worrying, but it rarely poses a problem since Scizor and Landorus take down the biggest user of fast Rock-type attacks, Terrakion. Rotom-W can also take stray Stone Edges from Tyranitar and threaten it with a burn before lazily healing up with Pain Split. Also, miss.
Lastly, sun is a beast. I have nothing that can take down a Venusaur at full health, and normally have to rely on a combination of Landorus (pray that Venusaur is mixed and can be outsped by base 101 speed with a Choice Scarf) and Scizor's Bullet Punch. Celebi comes close, but dies to a +2 Sludge Bomb or super-effective Hidden Power Ice or Fire.
As of possible replacements, currently I'm testing Latios over Salamence. Due to having too much Choice users I'm considering a Calm Mind variant over LK's Choice Specs one, but I'll be giving both a shot. Thanks!
That's all, and thanks for reading! Credits to Bulbapedia for the sprites. Animated sprites take a long time to load on a smartphone, especially on a slow internet connection, so taking them out along with not centralising the text is an effort to make this RMT as mobile-friendly as possible.
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Exportable
Nickname (Landorus) (M) @ Choice Scarf
Trait: Sand Force
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Earthquake
- Stone Edge
- U-turn
- Hidden Power [Ice]
Nickname (Rotom-W) @ Leftovers
Trait: Levitate
EVs: 252 HP / 252 Def / 4 Spd
Bold Nature (+Def, -Atk)
- Will-O-Wisp
- Pain Split
- Hydro Pump
- Thunderbolt
Nickname (Celebi) @ Life Orb
Trait: Natural Cure
EVs: 252 HP / 252 SAtk / 4 Spd
Modest Nature (+SAtk, -Atk)
- Stealth Rock
- Recover
- Psychic
- Leaf Storm
Nickname (Lucario) (F) @ Air Balloon
Trait: Inner Focus
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Nasty Plot
- Vacuum Wave
- Aura Sphere
- Shadow Ball
Nickname (Salamence) (F) @ Lum Berry
Trait: Intimidate
EVs: 236 Atk / 20 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Dragon Dance
- Outrage
- Earthquake
- Fire Blast
Nickname (Scizor) (M) @ Choice Band
Trait: Technician
EVs: 248 HP / 144 Atk / 108 SDef / 8 Spd
Adamant Nature (+Atk, -SAtk)
- Bullet Punch
- U-turn
- Quick Attack
- Superpower
Trait: Sand Force
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Earthquake
- Stone Edge
- U-turn
- Hidden Power [Ice]
Nickname (Rotom-W) @ Leftovers
Trait: Levitate
EVs: 252 HP / 252 Def / 4 Spd
Bold Nature (+Def, -Atk)
- Will-O-Wisp
- Pain Split
- Hydro Pump
- Thunderbolt
Nickname (Celebi) @ Life Orb
Trait: Natural Cure
EVs: 252 HP / 252 SAtk / 4 Spd
Modest Nature (+SAtk, -Atk)
- Stealth Rock
- Recover
- Psychic
- Leaf Storm
Nickname (Lucario) (F) @ Air Balloon
Trait: Inner Focus
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Nasty Plot
- Vacuum Wave
- Aura Sphere
- Shadow Ball
Nickname (Salamence) (F) @ Lum Berry
Trait: Intimidate
EVs: 236 Atk / 20 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Dragon Dance
- Outrage
- Earthquake
- Fire Blast
Nickname (Scizor) (M) @ Choice Band
Trait: Technician
EVs: 248 HP / 144 Atk / 108 SDef / 8 Spd
Adamant Nature (+Atk, -SAtk)
- Bullet Punch
- U-turn
- Quick Attack
- Superpower
A Last Look
Fuck backsprites.
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