Scout n' Snipe - OverUsed Rate My Team

Scout n' Snipe - OU RMT

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!

All Changes are Underlined.

Record: 9 - 1
Winning Percentage: 90%


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Look from the Enemy's Scout:

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


Look from inside the Barracks:

The Emperor:

zapdos.png


ThunderBird (Zapdos) @ Leftovers
Ability: Pressure
EVs: 252 HP/220 Def/38 Spd
Bold nature (+Def, -Atk)
- Thunderbolt
- Heat Wave
- Roost
- Roar

Pokemon Description:
Zapdos opens up the game very nicely. I like to think of Zapdos as an Anti-Lead. It stops Metagross, Jirachi, Bronzong, and even Mamoswine. I mostly see Metagross, Jirachi and Bronzong. They all share one thing, besides the Psychic typing, weakness to Fire. That's the sole reason why I'm carrying Heat Wave on Zapdos. I begin by Heat Waving Metagross, Jirachi, and Bronzong. It should be a 2HKO to all. Right after I Heat Wave, I almost 100% of the time use Thunderbolt. If they have a Heatran and switch in, atleast Heatran will be damage slightly. I can never let any of the opponents get in a powered up boost. If they do begin to power up (Bulk Up/Swords Dance/Calm Mind/Dragon Dance, etc.) I use Roar. Roar is stopped by SoundProof, but they're not always going to keep Mr. Mime in all the time (Baton Pass Teams). Roost is to recover off damage that I'm dealt while PHazing.

War Description:
Zapdos is the Emperor for one reason, it's the one who'll determine whether I win or lose. Zapdos leads with some quick damage and scouting around the opponent's army to find out weak links.

Ice attacks to Infernape, Heatran or Suicune.
Rock attacks to Flygon.

The Emperor's Scout:

flygon.png


Eagle Eye (Flygon) (F) @ Choice Scarf
Ability: Levitate
EVs: 80 HP/252 Atk/178 Spd
Jolly nature (+Spd, -SAtk)
-
Dragon Claw
- Outrage

- Earthquake
- U-turn

Pokemon Description:
I usually use U-Turn. This team is about scouting for possible Pokemon who would destroy Heatran and Suicune. I usually begin by U-Turning against Pokemon I know who will switch. If they switch in Heatran, then I know that they're either running Explosion and/or Hidden Power Ice, which means I switch out to a Pokemon who can counter that Heatran. Earthquake and Dragon Claw provide me with Dual STABs. Earthquake works great against Heatran and Dragon Claw helps me with stuff like Salamence and Dragonite. Outrage is for end game sweep.

War Description:
She's the Emperor's scout. If the Emperor decides that we shall win this war, then it calls in the scout, Flygon. She comes around early in the war to scout for counters to herself.

Ice attacks to Infernape, Heatran or Suicune.

Dragon attacks to Skarmory or Heatran.

The Emperor's Reporter/The Emperor's Secondary Scout:

infernape.png


King Ape (Infernape) (M) @ Life Orb/Expert Belt
Ability: Blaze
EVs: 252 Atk/192 Spd/66 SAtk
Hasty nature (+Spd, -Def)
- Close Combat
- Overheat
- Stone Edge

- U-turn


Pokemon Description:
Infernape is a total beast. His Dual STABs provide me with the only way to defeat the ever popular SkarmBliss. Overheat goes to higher levels with Blaze and helps me deal with Skarmory and other Steels. I can OHKO Gliscor and then U-Turn away. U-Turn is again for scouting purposes. Stone Edge is here for one reason. It does more damage against Salamence then Flygon due to 4 more Base Attack. I also used Stone Edge here because I am not using Stone Edge on Flygon.

War Description:
He takes the data gained by the Scout and transfers it into knowledge. He then reports back with all his findings. If the Scout dies, then this turns into the back-up scout.

Flying attacks to Zapdos, Skarmory or Heatran.
Ground attacks to Zapdos, Flygon or Skamory.
Water attacks to Suicune.
Psychic attacks to Skamory or Heatran.

The Scout's Horse:

skarmory.png


Night Hawk (Skarmory) (M) @ Leftovers
Ability: Keen Eye
EVs: 252 HP/240 Def/18 Spd
Impish nature (+Def, -SAtk)
- Stealth Rock
- Spikes
- Roost
- Whirlwind

Pokemon Description:
At first glance, you see that there are no attacks. But once you get to know this Skarmory, you'll learn that it's all about giving 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. This moves me to my 3rd priority to get Spikes on the field. After 3 layers of Spikes, I move onto my last priority which is to keep me at slightly high health to become a physical wall.

War Description:

His job is to simply ride the Scout back to the Castle. He has to just avoid everything that's trying to kill it and give the Scout a safe way into the Castle. After he gets the Scout to safety, he begins by helping the rest of the army put down Spikes. So any men coming in will be badly hurt. He also throws down magical, floating rocks. He has no need to attack and also helps Scout with the Emperor.

Fire attacks to Flygon, Infernape, Heatran or Suicune.
Electric attacks to Flygon.

The Emperor's Sniper:

heatran.png


Battle Dome (Heatran) (M) @ Choice Scarf
Ability: Flash Fire
EVs: 6 HP/252 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Fire Blast
- Earth Power
- Hidden Power [Ice]
- Explosion

Pokemon 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. Fire Blast is for STAB, although I almost never use it because Scizor is already handled by a lot of my team. 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 Reporter reports to the Emperor. The Emperor 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.

Fighting attacks to Zapdos.
Ground attacks to Zapdos, Flygon or Skarmory.
Water attacks to Suicune.

The Emperor's Shotgun:

suicune.png


Panther (Suicune) @ Leftovers/Life Orb
Ability: Pressure
EVs: 252 HP/252 Def/6 Spd
Bold nature (+Def, -Atk)
- Calm Mind
- Surf
- Ice Beam
- Rest

Pokemon 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 Decription:
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.

Grass to Zapdos, Infernape, Skarmory or Heatran.
Electric to Flygon.

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 Spikes and 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.

Zapdos: I don't have a lot of problems here, but if someone can suggest a different EV spread.

Flygon: Should I go Physical or Special?

Infernape: Mixape with U-Turn or current version? And Expert Belt or Life Orb?

Skarmory: Attacking move or keep both Spikes and Stealth Rock?

Heatran: Not many problems here.

Suicune: Life Orb or Leftovers? And HP Electric over Rest?

I also have a problem with bulky waters but they are worn down by Spikes and 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.
 
For zap, its spread is good already but if you want to be faster and hit harder: 252 HP / 80 SpAtk / 176 spe and a timid nature, to ouspeed Adamant Lucario.


Well, for Flygon go for All physical, it just hits alot harder:

Flygon @ Choice Scarf
Levitate
6 Hp/252 Atk/252 Spd
Adamant
-Outrage
-Earthquake
-U Turn
-Stone Edge

Adamant for more power, max speed to outspeed Neutral natured Salamence after a DD, so you can revenge-kill it, fire blast is useless on Fly with infernape on your team, so this is the superior option.

On Infernape, the physical set is just fine, it adds to surprise factor which is helpful, and Stone Edge>HP-ice cause you got Scarftran and max attack should be abused =) or you could go more mixed:

Infernape @ Life Orb
Ability: Blaze
EVs: 172 Atk/192 Spd/144 SAtk
Hasty nature (+Spd, -Def)
- Close Combat
- Grass Knot
- Overheat
- Stone Edge


I know it looks wierd, but it 2HKO's those bulky waters, except Empoleon(which you'll be blowing a CC in its face), and Ohkos swampert which could wall you team pretty badly.

Keep both support moves on Skarm, but watch out for taunters.

It depends on suicune. For your current spread, Lefties and Rest, or you could go full offensive:

Suicune @ Life Orb
Pressure
6 Hp/252 SpAtk/252 Spd
Timid
-Calm Mind
-Ice Beam
-HP Electric
-Surf

This set hits really hard but dies really quick, so its your choice. could help get rid of those bulky waters also...

Well thats about it.. Hope I helped and Good luck with the team 8D
 
Comments in Dark Red.

For zap, its spread is good already but if you want to be faster and hit harder: 252 HP / 80 SpAtk / 176 spe and a timid nature, to ouspeed Adamant Lucario.
Well, I'd like to keep the current set, because of the physical bulkyness. I like how Jirachi's and Metagross' try to kill me, but I can just laugh at the failed attempts. I like that spread because it would hit harder. I'm not really sure about outspeeding Lucario, as I already have many Pokemon coving it. I'll keep that spread in my mind for now.

Well, for Flygon go for All physical, it just hits alot harder:

Flygon @ Choice Scarf
Levitate
6 Hp/252 Atk/252 Spd
Adamant
-Outrage
-Earthquake
-U Turn
-Stone Edge

Adamant for more power, max speed to outspeed Neutral natured Salamence after a DD, so you can revenge-kill it, fire blast is useless on Fly with infernape on your team, so this is the superior option.


I like that Physical set. I just didn't know whether to go Physical or Non-Physical because of Salamence's Intimidate. I wanted to OHKO with or even without Stealth Rock and I with me being Intimidated. I've seen that Stone Edge does around 50% damage to Salamence after being Intimidated, so that does look like an OHKO with Outrage, being STABed. I'm still pondering for Dragon Claw over Outrage, because I don't really want to lose Flygon early in the game. As I stated before, Flygon's going to be running around quite a lot in the early game due to resistencies and the like, so, if you can give me some suggestions on that, I'll be happy.

On Infernape, the physical set is just fine, it adds to surprise factor which is helpful, and Stone Edge>HP-ice cause you got Scarftran and max attack should be abused =) or you could go more mixed
Infernape @ Life Orb
Ability: Blaze
EVs: 172 Atk/192 Spd/144 SAtk
Hasty nature (+Spd, -Def)
- Close Combat
- Grass Knot
- Overheat
- Stone Edge


I know it looks wierd, but it 2HKO's those bulky waters, except Empoleon(which you'll be blowing a CC in its face), and Ohkos swampert which could wall you team pretty badly.


Ok, so I'll use Stone Edge over Hidden Power Ice. But, Infernape was where I was having problems. He's fast enough to utilize U-Turn properly, but I didn't know if it would be more useful to use two U-Turners. After looking at this Mixed set, I'm still wondering if I can at least 2HKO Swampert on the switch with Stealth Rock factored in with Close Combat. If I can, then I'll stick with my current set, if I can't then I guess I'll have to use Grass Knot.

Keep both support moves on Skarm, but watch out for taunters.
Skarmory does sort of stick out, doesn't it? Well, I just wanted to abuse my Scouting team with a few extra damage. 37% on Scizor (Switching into 3 Spikes and SR) will really hamper Scizor's sweep. Not to mention Life Orb deals 10% and the possiblity of getting hit with Whirlwind, meaning another 37% less HP for it.

It depends on suicune. For your current spread, Lefties and Rest, or you could go full offensive:
Suicune @ Life Orb
Pressure
6 Hp/252 SpAtk/252 Spd
Timid
-Calm Mind
-Ice Beam
-HP Electric
-Surf

This set hits really hard but dies really quick, so its your choice. could help get rid of those bulky waters also...

Well thats about it.. Hope I helped and Good luck with the team 8D
I was wondering about that Life Orb set, but I didn't really want to lose Suicune late game when it's got to support me properly. I'll stick with my CM Rest Set.

Thanks for your help. I'll find damage calculations with the whole Flygon and Dragon Claw/Outrage on Salamence and Close Combat on Swampert with Infernape. I'll post calculations ASAP.

Flygon with Dragon Claw after being Intimidated is 93.82% chance of 2HKO with Stealth Rock and 25.44% of 2HKO with Stealth Rock and Leftovers (252 HP EVs on Salamence). With Critical, 87.18% chance of OHKO with Stealth Rock and Leftovers and just Stealth Rock (Salamence with 252 HP EVs). With 0 HP EVs, Salamence is 100% 2HKOed, with or even without Stealth Rock. A Critical is OHKO 100%.

Swampert with 252 HP EVs and Stealth Rock, Swampert is 100% 2HKOed with Close Combat. Critical is 100% OHKO. And 87.51% 2HKO with Stealth Rock and Leftovers. So, Close Combat is sufficient for me. I'll make the changes as soon as I can get back on again, meaning tomorrow. I got to go now. Thanks for the rate though.

 
you could actually use dragon claw>Stone edge if you want to, cause it would only use it for Gyarados and zapdos, and outrage would probably do just as must to them, so give that a thought.

It's always good to have 2 u-turners on a team, its actually very effective against a stall team.

happy to help =)
 
24 Hour Bump. I've updated a few Pokemon's moves. This thread seems to be going like my last RMT. One person posts, then it goes downhill from there.
 
I think people may already be getting used to Heat Wave on Zapdos. In that case you could be better off starting with T-Bolt to make sure, if you can hit it at least. Hidden Power [Ice] is definitely an option over it, as it would give you more Ice moves so that maybe you could run a Crocune, and you already got the STABed Fire moves. (If not, then Grass would be decent as well--you'd still hit Mamoswine and wouldn't have to worry about Grass Knot on Infernape.)

I don't really like the sound of two FBs, so maybe Overheat for Infernape, as you're relying on U-Turn?
 
I think people may already be getting used to Heat Wave on Zapdos. In that case you could be better off starting with T-Bolt to make sure, if you can hit it at least. Hidden Power [Ice] is definitely an option over it, as it would give you more Ice moves so that maybe you could run a Crocune, and you already got the STABed Fire moves. (If not, then Grass would be decent as well--you'd still hit Mamoswine and wouldn't have to worry about Grass Knot on Infernape.)

I don't really like the sound of two FBs, so maybe Overheat for Infernape, as you're relying on U-Turn?

Well, Heat Wave is a definite 2HKO on Metagross (252 HP) whereas Thunderbolt is a definite 2HKO on 0/6 HP Metagross. So if I replace Heat Wave then I might as well just replace the lead, since I need a lead that can stop Steels. If you can help me there, then that's great. HP Ice is a pretty worthy choice, I was considering it before.
HP Grass is something that I don't really like because Swampert is the only Pokemon that it's used for (imo). So any lead replacements would be advised. (I prefer an anti-lead.)
EDIT: I definitely need a new lead because Jirachi is 2HKO with Heat Wave on Stealth Rock, and it's a lead, so it won't get hurt to Stealth Rock.
But now that I look at it, Curse Swampert could litterally run through my team with Ice Beam/Earthquake. The only Pokemon who has a chance of stopping it is Suicune. Although I could wear it down with Explosion and Close Combat, etc.

Overheat over FB on Infernape is a good switch, I'll use it. I never considered Overheat before. (>.<)
 
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