Smog #5 Starmie's Chance!!
Hello everyone! =]
After reading The Smog #5 I was inspired to create a team around the featured pokemon, Starmie. I got to a CRE of 1408, and thereafter had some trouble going further, so I would like to maximize Starmie's and the team as a whole's potential. And would appreciate any help given.
Index:
*Team Layout
*Team Building Walktrough
*Threat List
Basic concept:
1) Dont let anything set up, such as a DD Gyarados or DD Salamence.
2) Takes out or weakens Starmie's chief counters
3) 1 Mon weak to Stealth Rock
4) 3 Mons immune to Toxic Spikes, another doesn't care for the Poison, another heals itself once switching
5) 2 Mons immune to Spikes
6) As far as I know, almost every Mon contributes to every other Pokemon, on way or another
7) No choiced pokemon
8) No set uppers
9) I would like to give thanks to, panamaxis, because I used his RMT as a mold.
At a glance:
Lead:
Metagross@Occa Berry
Adamant | Clear Body
EV: 248 HP / 236 Atk / 12 Def / 12 Spe
~Meteor Mash
~Bullet Punch
~Explosion
~Stealth Rock
I can't beleive what I've been missing out, beleive it or not, this is my first team utilizing a Lead Metagross.
Overview:
Meteor Mash is a STAB and allows me to have a easier time dealing with Lead Azelf's, which I cannot do if I had picked Earthquake.
Bullet Punch it useful to pick off weakned Pokes, wiether leads or not.
Explosion is a two fold move in my eyes. One it allows Metagross to take one poke down almost always when he's weak. The other reason is to prevent other pokes from setting up. Such as a Gyrados, or Lucario, etc.
Stealth Rock is one of the most helpful moves in the game. Allows me to discourage pokes from coming in too much, a prime example is Salamence or Gyarados.
Item:
One may ask the quesion why I have Occa Berry and not utalize Earthquake? At first I did, however I noticed that Azelf has a much easier time, which I didn't want. It also helps to allows me to get Stealth Rock up easier, which is the primary goal of Metagross.
EVs:
The EVs were taken from the analysis, however somewhat twicked. I had taken 4 EVs from HP and shifted them to Speed, to outspeed other 8 Spe Lead Metagross'.
Contribution:
Metagross allows me to almost get Stealth Rock up. And it also helps that he can Explode, and hes my only steel type, which can prove to be helpful later on.
Trapper:
Tyranitar@Expert Belt
Careful | Sand Stream
EV: 252 HP / 40 Atk / 216 SpD
~Crunch
~Stone Edge
~Pursuit
~Superpower
Whenever I use Tyranitar, almost every time I use this set with Expert Belt.
Overview:
Crunch is a STAB, and allows me to tackle Zapdos, Celebi, and a plethora of other troublesome pokemon's.
Stone Edge is another STAB, and adds to the type coverage. Allows to hit Heatran without relying onto Superpower.
Pursuit is another STAB, however, its the main tool in the shed to trap. Before having Tyranitar, I had a hard time against Latias, and Tyranitar is one of the best Latias' counters.
Superpower is and interesting move. It doesnt allow many things to set up on Tyranitar. Superpower doesnt allow DD Tyranitar nor SD Lucario.
Other Move Options:
Earthquake the reason I didnt choose Earthquake is because then DD Tyranitar can easily set up on me. Earthquake currently does: (62.46% - 73.90%) to 0 HP / 0 Def Tyranitar. However, Superpower deals: 508 - 600 (148.97% - 175.95%) to 0 HP / 0 Def Tyranitar.
It could however be easier to deal with Heatran without relying on Stone Edge's decent Acc., or lowering Tyranitar's Attk & Def.
Item:
One may ask why not Choice Band? The chief reason why I choose Expert Belt is because then it doesn't allow anything to set up on Tyranitar, where as Choice Band easily allows.
EVs:
This is the basic Speically Defensive set, which allows Tyranitar to deal with a assortment of speical threats.
Contribution:
Prior to having Tyranitar on the team Latias gave this team much grief, which warrented change. Which Tyranitar was chosen. Also, as one may notice Lead Heatran's easily deals with Metagross, which Tyranitar can come in after Metagross has laid down Stealth Rock.
Status Absorber / Blissey counter:
Machamp@Leftovers
Adamant | No Guard
EV: 108 HP / 144 Atk / 252 Def / 4 Spe
~Dynamic Punch
~Stone Edge
~Rest
~Sleep Talk
Machamp is fun to use especially for the confusion which helps tremendiously in certain situations. However, Machamp is the easiest pokemon on the team to set up on, provided he's asleep.
Overview:
Dyamicpunch is STAB and an excellent move in general with the confusion and 100 % hit rate.
Stone Edge is to discourage Gyarados and Salamence from setting up. However, it doesnt OHKO offensive Gyarados and Salamence, even with Stealth Rock on the field: 180 - 212 (54.38% - 64.05%) with Intimadate factored in.
Rest allows Machamp to come in repeatedly into Blissey and Tyranitar thanks to the greater bulk. However, as previously stated, this makes Machamp significanitly easier to set up on, in particular if its immune or resistant to Dynamic Punch.
Sleep Talk allows Mahcamp not to be set up fodder.
Other Move Options:
Payback it allows me to have a easier time with the Rotom Forme and anything resistant to Fighting in general. However, the benefits of Stone Edge presents itself to be greater then Payback.
Ice Punch allows to hit Salamence and Gliscor for more damage. However, Salamence and Latias can deal with Gliscor. Stone Edge was chosen to hit both Gyarados and Salamence.
Item:
Leftovers is chief item for this set, and allows to gain valuble HP which always helps.
EVs:
Why not use the standard EV spread? The chief reason I can see it that it adds more survivability. One example is with the 252 HP / 0 Def spread is that a +1 LO Adamant Waterfall from a Gyarados almost always OHKOs (79.49% to OHKO with SR) deals 327 - 385 (85.16% - 100.26%). However with the chosen EV spread a +1 LO Adamant Waterfall will never OHKO without a critical hit. 247 - 292 (70.98% - 83.91%). Which warrents its value to me.
Contribution:
The chief reason I choose Machamp is to come into Blissey with ease, which Salamence cannot due, with the threat of Thunder Wave or Toxic. It also helps to have the confusion rate, and it provides me with a way to deal with a DD Gyarados.
Mixed Sweeper:
Salamence@Life Orb
Rash | Intimidate
EV: 80 HP / 252 SpA / 176 Spe
~Draco Metoer
~Fire Blast
~Brick Break
~Roost
Salamence is a nice change of pace from the first 3 members, since he is more offensive minded.
Overview:
Draco Meteor is a awesome STAB, however I am always second guessing weither or not to use it. The main reason is that with a -2 something like Gyarados or even Latias can set up. However, it brings a high powered punch which is always helpful.
Fire Blast is to hit steels such as Skarmory or Metagross. And enables me to hit Scizor, who may think it can KO me at 70% which it can't, which will be explained later.
Brick Break enables me to hit steels, and namely Blissey for SE damage.
Roost enables 'Mence to gain HP from various hazards such as SR and LO recoil.
Other Move Options:
Crunch I think is mainly for Cresseila, which doesnt prove too much trouble, especially with Tyranitar on the team.
Hydro Pump seems like a doubtful choice, however since at first I never want to choose Draco Meteor from the -2.
Item:
Life Orb enables Salamence to deal greater damage.
EVs:
One may ask why have 80 Evs in HP and not in Atk? Well I dont see the increase in power, since without the 80 Atk EVs Salamence still gets the 2kos he needs. And 80 HP Evs allows Mence greater protection. It also allows me to outspeed neutrel base 90s, example Adamant Lucario, which deals a max of 80% with extremespeed. And deals even less with Crunch.
Contribution:
MixMence allows me to break stall easier. And allows me to weaken the opponents core. And helps that Intimadate lowers attacks.
Special Attacker / Lure:
Latias@Life Orb
Timid | Levitate
EV: 4 Def / 252 SpA / 252 Spe
~Dragon Pulse
~Grass Knot
~Hidden Power Fire
~Recover
Latias helps this team so much, mainly that it removes / weakens Starmie's counters; Scizor & Tyranitar.
Overview:
Dragon Pulse is a excellent STAB, the reason why I didn't choose Draco Meteor will be explained further on.
Grass Knot is to hit Tyranitar with maximum damage, and in addition hits Swamoert for more, which helps Metagross.
Hidden Power Fire is to easily remove Scizor, even with 252 HP / 252 SpD they are KOed, thanks to Stealth Rock, and previous damage, such as Dragon Pulse.
Recover is to regain HP, which is always helpful.
Other Move Options:
Draco Meteor seems like a obvious choice over Dragon Pulse. However then 252 HP / 252 SpD Scizor easy craps on Latias. A Draco Metoer vs 252 HP / 252 SpD Scizor does: 109 - 129 (31.69% - 37.50%), then afterwards a Hidden Power Fire does 148 - 176 (43.02% - 51.16%), not Koing Scizor. It also helps to do more Damage against Tyranitar with Grass Knot.
Surf does help, however Grass Knot outdamages Surf against Tyranitar. It does however, help against Heatran.
Item:
Life Orb enables Latias almost the power of Choice Specs, however allows to change moves, and lose 10%.
EVs:
Maxed out speed to at least tie with other base 110s with Hidden Power Fire, and to outspeed max speed Infernape. Max neutrel SpA to hit as hard as possible.
Contribution:
Latias lures out 2 main Starmie counters; tyranitar and Scizor. Latias also helps against Infernape. Allows me to have a easier time to deal with MixMence.
Starmie@Life Orb
Timid | Natural Cure
EV: 4 HP / 252 SpA / 252 Spe
~Hydro Pump
~Ice Beam
~Thunderbolt
~Recover
The star of the show, inspired by The Smog #5. Its a fabulous late game, or even mid-game cleaner, with it's out-standing speed.
Overview:
Hydro Pump is to hit as hard as possible, and doesn't hurt that its STAB, and excellent neutrel coverage.
Ice Beam adds to the coverage, and together forms the BoltBeam Combo. And hits namely Latias for damage.
Thunderbolt adds more coverage, and hits waters harder then anything else.
Recover allows Starmie to gain HP, and live longer then it originaily would.
Other Move Options:
Surf always hits, however it wasnt chosen because of the lower power out put, Hydro Pump's accuracy has lost a game or two.
Psychic helps mainly to hit Kingdra for more damage, however I think it doesnt warrant itself over Recover just for that.
Item:
Enables Starmie to hit harder, and swicth moves, which is great thanks to hits diverse coverage.
EVs:
Which is standard, 252 Spe + Timid outspeeds base 110s, and at least ties with base 115s, such as Azelfs. 252 SpA hits as hard as possible. 4 HP is a filler.
Contribution:
Starmie is a great cleaner, and can serve it's purpose early on as well.
I would like to thanks everyone who read my post =).
Credits:
panamaxis for allowing me to use his RMT as a mold.
Sprinkles for helping with the team.
Smogon members for all the help given.
Bulbapedia for the use of the Sprites
Final Glance:
Hello everyone! =]
After reading The Smog #5 I was inspired to create a team around the featured pokemon, Starmie. I got to a CRE of 1408, and thereafter had some trouble going further, so I would like to maximize Starmie's and the team as a whole's potential. And would appreciate any help given.

Index:
*Team Layout
*Team Building Walktrough
*Threat List
Basic concept:
1) Dont let anything set up, such as a DD Gyarados or DD Salamence.
2) Takes out or weakens Starmie's chief counters
3) 1 Mon weak to Stealth Rock
4) 3 Mons immune to Toxic Spikes, another doesn't care for the Poison, another heals itself once switching
5) 2 Mons immune to Spikes
6) As far as I know, almost every Mon contributes to every other Pokemon, on way or another
7) No choiced pokemon
8) No set uppers
9) I would like to give thanks to, panamaxis, because I used his RMT as a mold.
At a glance:






Through the Lens:
Lead:


Metagross@Occa Berry
Adamant | Clear Body
EV: 248 HP / 236 Atk / 12 Def / 12 Spe
~Meteor Mash
~Bullet Punch
~Explosion
~Stealth Rock
I can't beleive what I've been missing out, beleive it or not, this is my first team utilizing a Lead Metagross.
Overview:
Meteor Mash is a STAB and allows me to have a easier time dealing with Lead Azelf's, which I cannot do if I had picked Earthquake.
Bullet Punch it useful to pick off weakned Pokes, wiether leads or not.
Explosion is a two fold move in my eyes. One it allows Metagross to take one poke down almost always when he's weak. The other reason is to prevent other pokes from setting up. Such as a Gyrados, or Lucario, etc.
Stealth Rock is one of the most helpful moves in the game. Allows me to discourage pokes from coming in too much, a prime example is Salamence or Gyarados.
Item:
One may ask the quesion why I have Occa Berry and not utalize Earthquake? At first I did, however I noticed that Azelf has a much easier time, which I didn't want. It also helps to allows me to get Stealth Rock up easier, which is the primary goal of Metagross.
EVs:
The EVs were taken from the analysis, however somewhat twicked. I had taken 4 EVs from HP and shifted them to Speed, to outspeed other 8 Spe Lead Metagross'.
Contribution:
Metagross allows me to almost get Stealth Rock up. And it also helps that he can Explode, and hes my only steel type, which can prove to be helpful later on.
Trapper:


Tyranitar@Expert Belt
Careful | Sand Stream
EV: 252 HP / 40 Atk / 216 SpD
~Crunch
~Stone Edge
~Pursuit
~Superpower
Whenever I use Tyranitar, almost every time I use this set with Expert Belt.
Overview:
Crunch is a STAB, and allows me to tackle Zapdos, Celebi, and a plethora of other troublesome pokemon's.
Stone Edge is another STAB, and adds to the type coverage. Allows to hit Heatran without relying onto Superpower.
Pursuit is another STAB, however, its the main tool in the shed to trap. Before having Tyranitar, I had a hard time against Latias, and Tyranitar is one of the best Latias' counters.
Superpower is and interesting move. It doesnt allow many things to set up on Tyranitar. Superpower doesnt allow DD Tyranitar nor SD Lucario.
Other Move Options:
Earthquake the reason I didnt choose Earthquake is because then DD Tyranitar can easily set up on me. Earthquake currently does: (62.46% - 73.90%) to 0 HP / 0 Def Tyranitar. However, Superpower deals: 508 - 600 (148.97% - 175.95%) to 0 HP / 0 Def Tyranitar.
It could however be easier to deal with Heatran without relying on Stone Edge's decent Acc., or lowering Tyranitar's Attk & Def.
Item:
One may ask why not Choice Band? The chief reason why I choose Expert Belt is because then it doesn't allow anything to set up on Tyranitar, where as Choice Band easily allows.
EVs:
This is the basic Speically Defensive set, which allows Tyranitar to deal with a assortment of speical threats.
Contribution:
Prior to having Tyranitar on the team Latias gave this team much grief, which warrented change. Which Tyranitar was chosen. Also, as one may notice Lead Heatran's easily deals with Metagross, which Tyranitar can come in after Metagross has laid down Stealth Rock.
Status Absorber / Blissey counter:


Machamp@Leftovers
Adamant | No Guard
EV: 108 HP / 144 Atk / 252 Def / 4 Spe
~Dynamic Punch
~Stone Edge
~Rest
~Sleep Talk
Machamp is fun to use especially for the confusion which helps tremendiously in certain situations. However, Machamp is the easiest pokemon on the team to set up on, provided he's asleep.
Overview:
Dyamicpunch is STAB and an excellent move in general with the confusion and 100 % hit rate.
Stone Edge is to discourage Gyarados and Salamence from setting up. However, it doesnt OHKO offensive Gyarados and Salamence, even with Stealth Rock on the field: 180 - 212 (54.38% - 64.05%) with Intimadate factored in.
Rest allows Machamp to come in repeatedly into Blissey and Tyranitar thanks to the greater bulk. However, as previously stated, this makes Machamp significanitly easier to set up on, in particular if its immune or resistant to Dynamic Punch.
Sleep Talk allows Mahcamp not to be set up fodder.
Other Move Options:
Payback it allows me to have a easier time with the Rotom Forme and anything resistant to Fighting in general. However, the benefits of Stone Edge presents itself to be greater then Payback.
Ice Punch allows to hit Salamence and Gliscor for more damage. However, Salamence and Latias can deal with Gliscor. Stone Edge was chosen to hit both Gyarados and Salamence.
Item:
Leftovers is chief item for this set, and allows to gain valuble HP which always helps.
EVs:
Why not use the standard EV spread? The chief reason I can see it that it adds more survivability. One example is with the 252 HP / 0 Def spread is that a +1 LO Adamant Waterfall from a Gyarados almost always OHKOs (79.49% to OHKO with SR) deals 327 - 385 (85.16% - 100.26%). However with the chosen EV spread a +1 LO Adamant Waterfall will never OHKO without a critical hit. 247 - 292 (70.98% - 83.91%). Which warrents its value to me.
Contribution:
The chief reason I choose Machamp is to come into Blissey with ease, which Salamence cannot due, with the threat of Thunder Wave or Toxic. It also helps to have the confusion rate, and it provides me with a way to deal with a DD Gyarados.
Mixed Sweeper:


Salamence@Life Orb
Rash | Intimidate
EV: 80 HP / 252 SpA / 176 Spe
~Draco Metoer
~Fire Blast
~Brick Break
~Roost
Salamence is a nice change of pace from the first 3 members, since he is more offensive minded.
Overview:
Draco Meteor is a awesome STAB, however I am always second guessing weither or not to use it. The main reason is that with a -2 something like Gyarados or even Latias can set up. However, it brings a high powered punch which is always helpful.
Fire Blast is to hit steels such as Skarmory or Metagross. And enables me to hit Scizor, who may think it can KO me at 70% which it can't, which will be explained later.
Brick Break enables me to hit steels, and namely Blissey for SE damage.
Roost enables 'Mence to gain HP from various hazards such as SR and LO recoil.
Other Move Options:
Crunch I think is mainly for Cresseila, which doesnt prove too much trouble, especially with Tyranitar on the team.
Hydro Pump seems like a doubtful choice, however since at first I never want to choose Draco Meteor from the -2.
Item:
Life Orb enables Salamence to deal greater damage.
EVs:
One may ask why have 80 Evs in HP and not in Atk? Well I dont see the increase in power, since without the 80 Atk EVs Salamence still gets the 2kos he needs. And 80 HP Evs allows Mence greater protection. It also allows me to outspeed neutrel base 90s, example Adamant Lucario, which deals a max of 80% with extremespeed. And deals even less with Crunch.
Contribution:
MixMence allows me to break stall easier. And allows me to weaken the opponents core. And helps that Intimadate lowers attacks.
Special Attacker / Lure:


Latias@Life Orb
Timid | Levitate
EV: 4 Def / 252 SpA / 252 Spe
~Dragon Pulse
~Grass Knot
~Hidden Power Fire
~Recover
Latias helps this team so much, mainly that it removes / weakens Starmie's counters; Scizor & Tyranitar.
Overview:
Dragon Pulse is a excellent STAB, the reason why I didn't choose Draco Meteor will be explained further on.
Grass Knot is to hit Tyranitar with maximum damage, and in addition hits Swamoert for more, which helps Metagross.
Hidden Power Fire is to easily remove Scizor, even with 252 HP / 252 SpD they are KOed, thanks to Stealth Rock, and previous damage, such as Dragon Pulse.
Recover is to regain HP, which is always helpful.
Other Move Options:
Draco Meteor seems like a obvious choice over Dragon Pulse. However then 252 HP / 252 SpD Scizor easy craps on Latias. A Draco Metoer vs 252 HP / 252 SpD Scizor does: 109 - 129 (31.69% - 37.50%), then afterwards a Hidden Power Fire does 148 - 176 (43.02% - 51.16%), not Koing Scizor. It also helps to do more Damage against Tyranitar with Grass Knot.
Surf does help, however Grass Knot outdamages Surf against Tyranitar. It does however, help against Heatran.
Item:
Life Orb enables Latias almost the power of Choice Specs, however allows to change moves, and lose 10%.
EVs:
Maxed out speed to at least tie with other base 110s with Hidden Power Fire, and to outspeed max speed Infernape. Max neutrel SpA to hit as hard as possible.
Contribution:
Latias lures out 2 main Starmie counters; tyranitar and Scizor. Latias also helps against Infernape


Starmie@Life Orb
Timid | Natural Cure
EV: 4 HP / 252 SpA / 252 Spe
~Hydro Pump
~Ice Beam
~Thunderbolt
~Recover
The star of the show, inspired by The Smog #5. Its a fabulous late game, or even mid-game cleaner, with it's out-standing speed.
Overview:
Hydro Pump is to hit as hard as possible, and doesn't hurt that its STAB, and excellent neutrel coverage.
Ice Beam adds to the coverage, and together forms the BoltBeam Combo. And hits namely Latias for damage.
Thunderbolt adds more coverage, and hits waters harder then anything else.
Recover allows Starmie to gain HP, and live longer then it originaily would.
Other Move Options:
Surf always hits, however it wasnt chosen because of the lower power out put, Hydro Pump's accuracy has lost a game or two.
Psychic helps mainly to hit Kingdra for more damage, however I think it doesnt warrant itself over Recover just for that.
Item:
Enables Starmie to hit harder, and swicth moves, which is great thanks to hits diverse coverage.
EVs:
Which is standard, 252 Spe + Timid outspeeds base 110s, and at least ties with base 115s, such as Azelfs. 252 SpA hits as hard as possible. 4 HP is a filler.
Contribution:
Starmie is a great cleaner, and can serve it's purpose early on as well.
I would like to thanks everyone who read my post =).
Credits:
panamaxis for allowing me to use his RMT as a mold.
Sprinkles for helping with the team.
Smogon members for all the help given.
Bulbapedia for the use of the Sprites
Final Glance:





