Scout n' Snipe - OU RMT

Intro: I created this team to counter the most common threats in the metagame, namely threats from the past and a big chunk of the current threats. As you'll see from my team, scouting is the most efficient way to find out the opposing team, and then later in the game snipe out all threats. Enough about the team in general, let's really get into it! 2nd thread. First one died, so I thought I might as well retry.

All Changes are Underlined.
Testing everything that's Italicized.

Record: 2 - 1
Winning Percentage: 50%


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Scout n' Snipe v1.0:

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i_flygon.gif
i_infernape.gif
i_skarmory.gif
i_heatran.gif
i_suicune.gif


Scout n' Snipe v2.0:


i_flygon.gif
[SIZE=-2]
i_celebi.gif
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i_infernape.gif
i_skarmory.gif
i_heatran.gif
i_suicune.gif


Look from inside the Castle:


The Empress:


flygon.png


  • Flygon | Eagle Eye (F)
  • Ability: Levitate
  • Item: Choice Scarf
  • Nature: Jolly
  • EVs: 6 HP | 252 Atk | 252 Spd
  • Move Set:
    • Dragon Claw
    • Outrage
    • Earthquake
    • U-Turn
  • Description: Zapdos was now replaced by Celebi and Flygon came to be the new lead. I almost 100% of the time begin with U-Turn, unless I'm 100% positive that I can either 2HKO the lead (without taking over 20% damage to myself) or 1HKO it. Then I switch out. She turns the momentum to my favor which I then use to go to Celebi to paralyze the enemy.
  • War Description: With Zapdos out of the picture, Flygon comes in as the new Empress. Overthrowing the previous Emperor, she controls the army. With her ability to scout through the enemy's army, she quickly scouts and then returns back without even being spotted.
  • Damage Diversion:
    • Ice to Infernape, Heatran or Suicune.
    • Dragon to Skarmory or Heatran.
The Empress' Assistant:

celebi.png


  • Celebi| Onion
  • Ability: Natural Cure
  • Item: Leftovers
  • Nature: Bold
  • EVs: 252 HP | 220 Def | 38 Spd
  • Move Set:
    • Grass Knot
    • Hidden Power [Fire] | Heal Bell
    • Thunder Wave
    • Recover
  • Description: I turn to Celebi whenever I have Water issues. If a Swampert comes out, this is my first switch in. As you can see from the rest of my Pokemon, I do have a weakness to bulky Waters. So I Thunder Wave almost every single Pokemon, and then procede to Suicune or Heatran to finish them off. This is my only 100% Swampert counter. I do need help with the 2nd move. I've tried Hidden Power Fire for Scizor, although I already have many Scizor counters. Light Screen gives most of my Pokemon a better Bulk, while Reflect is also for more bulkiness. Suicune could use the Reflect late in the game, but early in the game, Light Screen is more useful. Any help over here is appreciated.
  • War Description: Celebi took Zapdos' spot, while Flygon took over Zapdos' position. Celebi and the Empress work together to counter a variety of enemies. But once Celebi's done with slowing down the enemy, it's all up to the Sniper and Back-Up Sniper to finish up the war.
  • Damage Diversion:
    • Flying to Skarmory or Heatran.
    • Poison to Flygon, Skarmory or Heatran.
    • Bug to Infernape, Skarmory or Heatran.
    • Ghost to Skarmory or Heatran.
    • Fire to Flygon, Infernape, Heatran or Suicune.
    • Ice to Infernape, Skarmory, Heatran or Suicune.
    • Dark to Infernape, Skarmory or Heatran.

The Empress' Son/The Prince:


infernape.png
  • Infernape| King Ape (M)
  • Ability: Blaze
  • Item: Life Orb | Expert Belt
  • Nature: Hasty
  • EVs: 66 Atk | 192 Spd | 252 SAtk
  • Move Set:
    • Nasty Plot | Hidden Power (Ice)
    • Fire Blast
    • Close Combat
    • Grass Knot
  • Description: Infernape is a total beast. His Dual STABs provide me with the only way to defeat the ever popular SkarmBliss. I'm running a MixApe version because of a few reasons. It's one of the best wall breakers. If I bring him in at the correct time, he can rip through many walls and possibly open up a sweep for Flygon. I'm currently testing Hidden Power Ice and Expert Belt over Life Orb. SS + SR + LO recoil take too high a toll on Infernape.
  • War Description: He's the Empress' son, a Prince and a King to be. He opens up many holes for the Sniper and Back-Up Sniper to hit through the enemy's weak links.
  • Damage Diversion:
    • Flying to Skarmory or Heatran.
    • Flying attacks to Skarmory or Heatran.
    • Ground attacks to Celebi, Flygon or Skamory.
    • Water attacks to Celebi or Suicune.
    • Psychic attacks to Celebi, Skamory or Heatran.
The Prince's Steed:

skarmory.png
  • Skarmory | Night Hawk (M)
  • Ability: Keen Eye
  • Item: Leftovers
  • Nature: Impish
  • EVs: 252 HP | 64 Atk | 176 Def | 16 Spe
  • Move Set:
    • Stealth Rock
    • Spikes | Brave Bird
    • Roost
    • Whirlwind
  • Description: This Skarmory is used to give Heatran that one Flash Fire boost to help him sweep. Stealth Rock is a must. It helps me to scout for Choice Items and Pokemon who are using Leftovers, trying to cheat me by showing no Leftovers health recovery. Stealth Rock is first priority. 2nd priority is to remove Pokemon who're a danger. The danger level is from immediate danger (100% or 50%) to later danger. If it's immediate danger 100% (Special Moves that're STABed/will do high damage), then I switch. If it's immediate danger 50% (like a Physical move that's STABed) then I'll Whirlwind the Pokemon out. My last priority is to keep me at slightly high health to become a physical wall. I've put Brave Bird over Spikes, so I can stop screw over Breloom who could possibly run through my team. Brave Bird puts it in it's place, and also helps me keep a check on Heracross.
  • War Description: His job is to simply ride the Prince back to the Castle. He has to just avoid everything that's trying to kill it and give the Prince a safe way into the Castle. After he gets the Prince to safety, he begins by helping the rest of the army put down Spikes. So any men coming in will be badly hurt. The magical, floating rocks help to weaken the enemy, so it'll be easier for the Sniper or Back-Up Sniper to finish off the war. When he's needed, he comes in and takes a few hits or shots, to protect the rest of the army.
  • Damage Diversion:
    • Fire attacks to Flygon, Infernape, Heatran or Suicune.
    • Electric attacks to Flygon or Celebi.
The Empress' Sniper:

heatran.png
  • Heatran | Battle Dome (M)
  • Ability: Flash Fire
  • Item: Choice Scarf
  • Nature: Naive
  • EVs: 6 HP | 252 Spd | 252 SAtk
  • Move Set:
    • Fire Blast
    • Earth Power
    • Hidden Power (Ice)
    • Explosion
  • Description: This looks so much like you're average Choice Scarf Heatran. But due to me overpredicting, I chose to stick to the the average Choice Scarf. I have no need for Hidden Power Grass because I don't have a big weakness to Swampert as I do to Bulky Waters in general, who're handled by Suicune or Infernape's Close Combats and Celebi's Grass Knots. Fire Blast is for STAB, although I almost never use it because Scizor is already handled by a lot of my team. I've considered Overheat because I'll be switching out a lot, so I can abuse the higher base power and higher accuracy. Earth Power is for opposing Heatran and just Poison/Steel/Rock/Fire Pokemon in general. Explosion is for a last ditch move if I can't seem to get rid of a specific Pokemon. I try to predict what my opponents try to do, but most people will just do normal switches, and then I overpredict. But some people will predict more carefully and I might underpredict, so Explosion helps me with that.
  • War Description: This is the big, bad Sniper. After converting all information to knowledge. The Scout reports to the Empress. The Empress then calls in the Sniper. The Sniper takes out big, weak links in the enemy's army. After all, everyone's army needs a Sniper.
  • Damage Diversion:
    • Fighting attacks to Celebi.
    • Ground attacks to Celebi, Flygon or Skarmory.
    • Water attacks to Celebi or Suicune.
The Empress' Back-Up Sniper:

suicune.png
  • Suicune | Panther
  • Ability: Pressure
  • Item: Leftovers
  • Nature: Bold
  • EVs: 252 HP | 252 Def | 6 Spd
  • Move Set:
    • Calm Mind
    • Surf
    • Ice Beam
    • Rest
  • Description: Suicune is a total beast when Calm Minded. This is the bulkiest spread I could think of. At the end game when Physical Attackers and Electric/Grass attack users are removed, I begin Calm Minding. This has been the best way to screw over Blissey. Pressure helps me to stall out her PP and I can keep Calm Mind while letting Pressure slowly kill her. Surf is my STAB and a +6 Surf is a 100% 3HKO to Blissey. Surf also helps me with Fire types in general. Ice Beam is for those pesky Dragons who try to ruin my fun. Rest is when I've had a lot of fun and just to relax for two turns to let Pressure have some fun.
  • War Description: Suicune comes in after the Sniper has been assassinated, although it's very rare for an enemy troop to infiltrate the castle. But none the less, Suicune comes in as a back-up for the Sniper. Suicune hits hard by drowning the enemy and then freezing them.
  • Damage Diversion:
    • Grass to Celebi, Infernape, Skarmory or Heatran.
    • Electric to Flygon or Celebi.
Last Look from Scout:



This team is centralized around removing threats that stop Heatran and Suicune from sweeping. By U-Turning, I scout for possible threats. With Stealth Rock I damage them slowly on each switch in, and use resistencies and immunites to defeat threats. From there I procede to using immunites to sweep the rest of the team. For my team, it's almost 100% a nesecity to carry a Steel, as Dragons and Explosion just ruin the fun. From slowly eliminating possible Heatran and Suicune threats, I procede to sweep with them Late Game. The early removal of leads is one of my better strengths, while scouting is one of my weaknesses, because U-Turns and PHazers used to ruin my previous teams. Now I've combined the two into a powerful team to devastate the OU/Suspect Ladders as well as dominate the Metagame.

As you can see, I do have a few problems.

Flygon: Not much here. After switching to Celebi, many good things happened. I can support Flygon more easily, and I can switch more efficiently. Should I use Fire Punch or Dragon Claw for the first moveslot?

Celebi: I don't have a lot of problems here, but maybe a different move for the third moveslot?

Infernape: Not much here, but should I use a different moveset? Hidden Power Ice over Nasty Plot?

Skarmory: Not much here, but maybe a different/more bulkier EV spread since I'm using Brave Bird?

Heatran: Not many problems here, but should I try Overheat over Fire Blast, as I'll be switching out often, so I can abuse the higher base power and higher accuracy?

Suicune: Not much, but maybe a different/more bulkier EV spread?

I also have a problem with bulky waters but they are worn down by Stealth Rock. Although any help to defeat them are useful. Thanks for viewing my team and I hope I can get some help with it.
 
You could use a status celibi lead / scout instead of Zapados.

I have a mixed Flygon set I'll find for you so you can see if you like it if you want...

Probably Life Orb on MixApe. Keeping U-Turn is up to your preference and how well it works for you.

Skarmory wants Drill Peck / Brave Bird > Spikes

You could try Overheat or Magma Storm > Fire Blast on Heatran

For Suicune If you chose Life Orb than Rest
If Hp Electric, Life Orb
 
If I use Celebi as a lead, then I should probably use the Uber Lead or Tinkerbell sets. I'll need help here, if I do use it.

MixGon was something I tried and it didn't work out, not to mention all the Scizor resists I have.

Ya, keeping Life Orb on Ape. And keeping same set.

I've tried the attacks, and it hasn't really helped me out. I've used Spikes close to the middle and end and it's gotten me those KO on the switchin due to that residual damage.

I've considered Overheat on Heatran, so I'll try it and see how it comes out.
 
I actually really like this team. There isn;t a whole lot to edit. I think that Mix Infernape as a wall breaker would help you set up a sweep with Flygon (which is what I assume you would be doing in the first place).

Infernape @ Life Orb
Naive Nature
64 Atk / 252 SpA / 192 Spe
- Close Combat
- Nasty Plot
- Fire Blast
- Grass Knot

No one really prepares for Mix Infernape any more, he is a forgotten threat that can tare through teams and break walls.

Leftovers on Suicune, you need the extra recovery to make sure you survive a boosted hit or two.

Other wise very solid.
 
I would stick some SpA EVs on Suicune to make sure it packs more of a punch without having to Calm Mind. Even a +6 Surf fails to 2HKO Blissey without a significant EV investment. Additionally, Rest is quite risky without Sleep Talk, since you are left vulnerable for two whole turns. That's a perfect chance for something like Breloom to come and Swords Dance and sweep your team.

Speaking of Breloom, your team does have a Breloom weakness. Heatran faces a possibility of an OHKO from Breloom's Swords Danced Life Orbed Mach Punch, and Infernape is hands-down OHKO'd. This is one of the main reasons why I think you should but Brave Bird/Drill Peck on Skarmory to act as a reliable Breloom counter.

I like your "war descriptions." XD
 
Infernape @ Life Orb
Naive Nature
64 Atk / 252 SpA / 192 Spe
- Close Combat
- Nasty Plot
- Fire Blast
- Grass Knot

I'll use that Infernape set. I've been confused to where I should use MixApe or just continue to use mine, but after looking at the potential, it looks good on paper, but the true test is in the game.

I would stick some SpA EVs on Suicune to make sure it packs more of a punch without having to Calm Mind. Even a +6 Surf fails to 2HKO Blissey without a significant EV investment. Additionally, Rest is quite risky without Sleep Talk, since you are left vulnerable for two whole turns. That's a perfect chance for something like Breloom to come and Swords Dance and sweep your team.

Speaking of Breloom, your team does have a Breloom weakness. Heatran faces a possibility of an OHKO from Breloom's Swords Danced Life Orbed Mach Punch, and Infernape is hands-down OHKO'd. This is one of the main reasons why I think you should but Brave Bird/Drill Peck on Skarmory to act as a reliable Breloom counter.

I like your "war descriptions." XD

Blissey doesn't worry me a lot anymore. Close Combat, Explosion, Outrage/Earthquake and Whirlwind takes her down. The former 3 do direct damage and the latter does indirect damage.

Suicune isn't something that's going to come out early in the game, considering the fact that I'm going to use Celebi over Zapdos and put Flygon first. Suicune would probably come out slightly late in the game to spread paralysis. Then when the team's taken enough of residual damage and the slowness, I bring Suicune out and then rip through the team.

I've never really considered Breloom to be one of my weaknesses. But then again I could always Whirlwind her out. But I will /Brave Bird to be an option over Spikes.

Thanks. Playing Shoddy is like being at war. You can Underpredict, outpredict or overpredict. You never want to do the former and the latter. But they do come in handy a few times. The middle is the best one. I always have the problem of doing the former very early in the game and the latter late in the game. That's why I'm using Roar/Whirlwind, and U-Turns to scout so that I don't do the former and the latter.
 
Another reason to add Celebi is because you can get stealth rock up early on and free up one of Skarmory's move slots which you could fill with drill peck (or brave bird if you want more power).
 
Another reason to add Celebi is because you can get stealth rock up early on and free up one of Skarmory's move slots which you could fill with drill peck (or brave bird if you want more power).

Ya, I replaced Zapdos with Celebi and put Flygon first, so I can scout faster and turn the game into my favor. I replaced Spikes with Brave Bird, to help against Breloom. Any help for Celebi's third moveslot would be useful. And should I put a Ghost on my team somewhere?
 
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