First RMT. Pretty solid team right now, for the currently unstable metagame, in my opinion.
The Team:
In Depth:






In Depth:
I've been wanting to try my hand at a shuffling, stall-ish team for a while now, but never got around to it, until I noticed the new move Dragon Tail on Gyarados. I had already seen physically defensive Gyarados in action on many teams in 4th gen, so I figured I would try one.
When thinking about about team options for Gyarados, pokemon for absorbing Electric attacks (especially specially based ones) are absolutely necessary. Blissey is for sponging special attacks as usual, while Nattorei is for setting up entry hazards.
I also figured I needed a good cleaner, packing a special Ice type move, to counter physically defensive Gliscors, especially ones with Toxic Heal, which are huge problems for Gyarados, Blissey, and Nattorei. I've always been a fan of Raikou, which also fits well with Gyarados, due to its Dream World ability, Volt Absorb. Hidden Power Ice on Raikou maims Gliscor and helps eliminate Randorosu as well. In addition, Raikou makes a decent check for BoltBeamers if Blissey has already been eliminated.
Now, what I notice, is a weakness to physically inclined (most of them) Fighting types. Shinpora provides a 4x resistance to fighting, along with Flame Orb, Psycho Shift, and Magic Guard, which means Shinpora can absorb status and cripple physical attackers at the same time (Breloom, I'm looking at you). It also serves as a great pokemon in the last slot, similar to CroCune.
I also wanted a lead to set up Stealth Rock, because Nattorei isn't guaranteed to get up Stealth Rock 100% of the time. Hippowdon originally had this position, setting up sandstorm and rocks, but I felt I needed a stronger pokemon in the lead position, and lead Empoleon filled that position quite nicely. The lack of a second phazer hurts in certain situations though.
Leading Penguin
Empoleon @ Focus Sash
Ability: Torrent
EVs: 176 HP / 252 SpA / 84 Spe
Nature: Rash (+SpA, -SpD)
- Hydro Pump
- Stealth Rock
- Aqua Jet
- Ice Beam
Strategy: Empoleon is designed to set up Stealth Rock and combat common leads with its powerful Hydro Pump. Aqua Jet is used largely to get rid of opposing Focus Sash users, but it can be used as for emergency revenge killing once in a while. I try to keep Empoleon's sash intact or healed up with Blissey's Wish when switching in, so Empoleon can be used to take down threats mid game as well. Ice Beam is just for coverage. Focus sash is used to ensure that Empoleon will set up Stealth Rock or do heavy damage, hopefully a KO, before it goes down.
The EVs are pulled straight from the 4th gen analysis because they work. 84 Speed EVs allow Empoleon to outpace minimum speed base 70s. Max Special attack is obvious, and the extra HP allows for more bulk. I didn't want to use an Attack lowering nature because I wanted Aqua Jet to be as strong as possible without EV investment.
Phazer
Gyarados @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Nature: Impish (+Def, -SpA)
- Waterfall
- Dragon Tail
- Rest
- Sleep Talk
Strategy: Gyarados is the main player on my team. Waterfall still packs a punch, even with virtually no investment. Dragon Tail is for shuffling, obviously, but also helps to force out counters as my opponent switches them in, even if Stealth Rock and/or Spikes aren't up. Rest and Sleep Talk help with durability and get rid of those nasty statuses, all of which are incredibly dangerous to Gyarados. Sleep Talking Dragon Tail is just really good. Leftovers for extra healing.
The EVs and Nature are designed for maximum physical bulk, obviously. With Intimidate, Gyarados can actually survive a +2 Rock Slide from Adamant Doryzuu 100% of the time, with Stealth Rock factored in. An unboosted Doryzuu won't even 2HKO, I believe, especially if its Jolly. Gyarados's natural special bulk allows it to survive many, many Ice Beams and Grass Knots too, and even some Electric Hidden Powers.
Blob
Blissey @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Nature: Bold (+Def, -Atk)
- Wish
- Protect
- Toxic
- Seismic Toss
Strategy: Take special hits and use Toxic on various pokemon. Wish-Protect Stall. Heal teammates with Wish. Seismic Toss only in emergency. That's basically it. The EVs and nature aren't anything special either. This Blissey though, does make a decent counter to the severely overused Choice Scarf Shandera.
Landmine
Nattorei @ Shed Shell
Ability: Iron Barbs
EVs: 252 HP / 136 Def / 120 SpD
Nature: Impish (+Def, -SpA)
- Spikes
- Stealth Rock
- Power Whip
- Thunder Wave
Strategy: Nattorei sets up entry hazards. Nattorei doesn't stall, doesn't wall, it just sets up entry hazards. Once that's done, it's death fodder, or I just spam Power Whip. Thunder Wave is just for potentially dangerous predicted switch ins, and parahax is always nice. While Nattorei can't do a thing against most subseeders, it forces them out, because most subseeders can't do a thing against Nattorei.
The EVs are largely arbitrary, making this Nattorei a mixed defender, with emphasis placed on the physical side, since I'm too lazy to run damage calculations with threats. The Shed Shell is used to escape Shandera and Magnezone, who threaten to stop Nattorei before getting up a few layers of spikes.
Cleaner
Raikou @ Leftovers
Ability: Volt Absorb
EVs: 68 HP / 116 SpA / 80 SpD / 244 Spe
Nature: Timid (+Spe, -Atk)
- Substitute
- Thunderbolt
- Hidden Power[Ice]
- Calm Mind
Strategy: Raikou is my cleaner, reserved only for the late game, when most of my opponents' have been weakened or paralyzed. The idea is to bring Raikou in on an Electric move, Thunder Wave, Thunderbolt, etc. or a weak attack from a defensive pokemon, or force out a pokemon it can threaten, Substitute, and then start Calm Minding, Substituting as needed. This strategy really hammers special walls like Burungeru or Blissey lacking Seismic Toss. Raikou also works as a decent revenge killer mid game, but I try to avoid any damage on this guy.
The EVs are similar to the standard conservative booster, my favorite set, fast, powerful, and bulky on the special side. Only 244 EVs are invested into Speed, in order to outspeed maximum speed Jarooda, since with Hidden Power Ice, I can't speed tie with base 115s anyway. This is a bit of a problem with facing base 115s like Ambipom, but Starmie is disposed of easily.
Weird Flying Thing
Shinpora @ Flame Orb
Ability: Magic Guard
EVs: 252 HP / 52 Def / 204 SpD
Nature: Calm (+SpD, -Atk)
- Cosmic Power
- Psycho Shift
- Roost
- Assist Power
Strategy: The last player on my team. Shinpora plays many roles, burning physical attackers, walling, just generally sticking around. Serves as a glue for the team, sometimes. As I said before, Flame Orb and Psycho Shift allow Shinpora to avoid status, burn opponents, help with last slot pokemon, and other goodies. Lack of leftovers hurts, but getting put to sleep is much worse. The Stealth Rock weakness is circumvented with Magic Guard, very nice. Shinpora fills its role best as a late game Cosmic Power spammer though, especially if its my last pokemon. After two or three Cosmic Powers, not much can stop Shinpora, short of an untimely critical hit. Roost heals and gets rid of nasty Electric and Ice weaknesses (which frankly don't matter much after a few Cosmic Powers). Assist Power is my only attacking move, which gains 20 base power for every stat boost I have, meaning that at +6/+6 defenses, Assist Power has a ridiculous base power of 390, factoring in STAB. Tyranitar and other offensive dark types are taken down by a combination of Psycho Shift and Roost stalling. Roopushin seems like a problem with Guts boosted Stone Edges, but Assist Power can easily 2HKO even at +2/+2 or so.
The EVs, again, like Nattorei, are arbitrary, since I'm too lazy to do too many damage calculations. More emphasis is placed on Special Defense though, because I can burn physical attackers. I didn't invest any EVs in special attack because Shinpora needs to get the most out of its fairly mediocre 72 / 80 / 80 defenses. It's Special Attack and Speed are naturally decent, at base 103 and 97, respectfully.
Match ups with prominent threats coming soon to a theatre near you.
When thinking about about team options for Gyarados, pokemon for absorbing Electric attacks (especially specially based ones) are absolutely necessary. Blissey is for sponging special attacks as usual, while Nattorei is for setting up entry hazards.
I also figured I needed a good cleaner, packing a special Ice type move, to counter physically defensive Gliscors, especially ones with Toxic Heal, which are huge problems for Gyarados, Blissey, and Nattorei. I've always been a fan of Raikou, which also fits well with Gyarados, due to its Dream World ability, Volt Absorb. Hidden Power Ice on Raikou maims Gliscor and helps eliminate Randorosu as well. In addition, Raikou makes a decent check for BoltBeamers if Blissey has already been eliminated.
Now, what I notice, is a weakness to physically inclined (most of them) Fighting types. Shinpora provides a 4x resistance to fighting, along with Flame Orb, Psycho Shift, and Magic Guard, which means Shinpora can absorb status and cripple physical attackers at the same time (Breloom, I'm looking at you). It also serves as a great pokemon in the last slot, similar to CroCune.
I also wanted a lead to set up Stealth Rock, because Nattorei isn't guaranteed to get up Stealth Rock 100% of the time. Hippowdon originally had this position, setting up sandstorm and rocks, but I felt I needed a stronger pokemon in the lead position, and lead Empoleon filled that position quite nicely. The lack of a second phazer hurts in certain situations though.

Leading Penguin
Empoleon @ Focus Sash
Ability: Torrent
EVs: 176 HP / 252 SpA / 84 Spe
Nature: Rash (+SpA, -SpD)
- Hydro Pump
- Stealth Rock
- Aqua Jet
- Ice Beam
Strategy: Empoleon is designed to set up Stealth Rock and combat common leads with its powerful Hydro Pump. Aqua Jet is used largely to get rid of opposing Focus Sash users, but it can be used as for emergency revenge killing once in a while. I try to keep Empoleon's sash intact or healed up with Blissey's Wish when switching in, so Empoleon can be used to take down threats mid game as well. Ice Beam is just for coverage. Focus sash is used to ensure that Empoleon will set up Stealth Rock or do heavy damage, hopefully a KO, before it goes down.
The EVs are pulled straight from the 4th gen analysis because they work. 84 Speed EVs allow Empoleon to outpace minimum speed base 70s. Max Special attack is obvious, and the extra HP allows for more bulk. I didn't want to use an Attack lowering nature because I wanted Aqua Jet to be as strong as possible without EV investment.

Phazer
Gyarados @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Nature: Impish (+Def, -SpA)
- Waterfall
- Dragon Tail
- Rest
- Sleep Talk
Strategy: Gyarados is the main player on my team. Waterfall still packs a punch, even with virtually no investment. Dragon Tail is for shuffling, obviously, but also helps to force out counters as my opponent switches them in, even if Stealth Rock and/or Spikes aren't up. Rest and Sleep Talk help with durability and get rid of those nasty statuses, all of which are incredibly dangerous to Gyarados. Sleep Talking Dragon Tail is just really good. Leftovers for extra healing.
The EVs and Nature are designed for maximum physical bulk, obviously. With Intimidate, Gyarados can actually survive a +2 Rock Slide from Adamant Doryzuu 100% of the time, with Stealth Rock factored in. An unboosted Doryzuu won't even 2HKO, I believe, especially if its Jolly. Gyarados's natural special bulk allows it to survive many, many Ice Beams and Grass Knots too, and even some Electric Hidden Powers.

Blob
Blissey @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Nature: Bold (+Def, -Atk)
- Wish
- Protect
- Toxic
- Seismic Toss
Strategy: Take special hits and use Toxic on various pokemon. Wish-Protect Stall. Heal teammates with Wish. Seismic Toss only in emergency. That's basically it. The EVs and nature aren't anything special either. This Blissey though, does make a decent counter to the severely overused Choice Scarf Shandera.

Landmine
Nattorei @ Shed Shell
Ability: Iron Barbs
EVs: 252 HP / 136 Def / 120 SpD
Nature: Impish (+Def, -SpA)
- Spikes
- Stealth Rock
- Power Whip
- Thunder Wave
Strategy: Nattorei sets up entry hazards. Nattorei doesn't stall, doesn't wall, it just sets up entry hazards. Once that's done, it's death fodder, or I just spam Power Whip. Thunder Wave is just for potentially dangerous predicted switch ins, and parahax is always nice. While Nattorei can't do a thing against most subseeders, it forces them out, because most subseeders can't do a thing against Nattorei.
The EVs are largely arbitrary, making this Nattorei a mixed defender, with emphasis placed on the physical side, since I'm too lazy to run damage calculations with threats. The Shed Shell is used to escape Shandera and Magnezone, who threaten to stop Nattorei before getting up a few layers of spikes.

Cleaner
Raikou @ Leftovers
Ability: Volt Absorb
EVs: 68 HP / 116 SpA / 80 SpD / 244 Spe
Nature: Timid (+Spe, -Atk)
- Substitute
- Thunderbolt
- Hidden Power[Ice]
- Calm Mind
Strategy: Raikou is my cleaner, reserved only for the late game, when most of my opponents' have been weakened or paralyzed. The idea is to bring Raikou in on an Electric move, Thunder Wave, Thunderbolt, etc. or a weak attack from a defensive pokemon, or force out a pokemon it can threaten, Substitute, and then start Calm Minding, Substituting as needed. This strategy really hammers special walls like Burungeru or Blissey lacking Seismic Toss. Raikou also works as a decent revenge killer mid game, but I try to avoid any damage on this guy.
The EVs are similar to the standard conservative booster, my favorite set, fast, powerful, and bulky on the special side. Only 244 EVs are invested into Speed, in order to outspeed maximum speed Jarooda, since with Hidden Power Ice, I can't speed tie with base 115s anyway. This is a bit of a problem with facing base 115s like Ambipom, but Starmie is disposed of easily.

Weird Flying Thing
Shinpora @ Flame Orb
Ability: Magic Guard
EVs: 252 HP / 52 Def / 204 SpD
Nature: Calm (+SpD, -Atk)
- Cosmic Power
- Psycho Shift
- Roost
- Assist Power
Strategy: The last player on my team. Shinpora plays many roles, burning physical attackers, walling, just generally sticking around. Serves as a glue for the team, sometimes. As I said before, Flame Orb and Psycho Shift allow Shinpora to avoid status, burn opponents, help with last slot pokemon, and other goodies. Lack of leftovers hurts, but getting put to sleep is much worse. The Stealth Rock weakness is circumvented with Magic Guard, very nice. Shinpora fills its role best as a late game Cosmic Power spammer though, especially if its my last pokemon. After two or three Cosmic Powers, not much can stop Shinpora, short of an untimely critical hit. Roost heals and gets rid of nasty Electric and Ice weaknesses (which frankly don't matter much after a few Cosmic Powers). Assist Power is my only attacking move, which gains 20 base power for every stat boost I have, meaning that at +6/+6 defenses, Assist Power has a ridiculous base power of 390, factoring in STAB. Tyranitar and other offensive dark types are taken down by a combination of Psycho Shift and Roost stalling. Roopushin seems like a problem with Guts boosted Stone Edges, but Assist Power can easily 2HKO even at +2/+2 or so.
The EVs, again, like Nattorei, are arbitrary, since I'm too lazy to do too many damage calculations. More emphasis is placed on Special Defense though, because I can burn physical attackers. I didn't invest any EVs in special attack because Shinpora needs to get the most out of its fairly mediocre 72 / 80 / 80 defenses. It's Special Attack and Speed are naturally decent, at base 103 and 97, respectfully.
Match ups with prominent threats coming soon to a theatre near you.