So you can't move now(T-wave team)

Hey everyone, this is my third RMT and my first one that goes through the team building process. Hope you enjoy it, and please tell me any weaknesses you see that could be patched up by switching around moves or pokemon.

Team Building
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So the entire goal of this team was to paralyze the opponent and then rely on the rest of my mons to take out their team. I picked Jolteon and Latias because of their high speed and acces to T-wave. Jolteon is obviously faster than most of the non boosted pokemon in the entire metagame and able to get off T-wave, Latias is also fast and can handle most hits.


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After those two I realized I need another pokemon that could inflict status for those ground and electric that resist T-wave. I have always liked jellicent and instantly thought of it to fill the role. It draws in electric attacks for jolteon to absorb and it also absorbs many big hits, especially in the rain, which is very popular right now.

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Tornadus-T

Sorry but I couldn't find a small picture of Tornadus-T.Next I knew I needed to start my sweepers, Tornadus-T is an excellent revenge killer and is the main reason I picked him. A lot of people are using him on rain teams for good reason, 100% accurate hurricanes are no joke, so when I see a politoed in team preview I know I'm gonna get at least two poke's with this him.

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TornadusT
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After looking at my team I realize that steel type are gonna rip through me and that ferrothorn can wall my team all day. So i started looking for fire or fighting types. Originally I put heatran in but I had used him so many times that I wanted to try something new. So since I needed a fighting or fire type, why not get a mon that covers both types?

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TornadusT
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For my last pokemon I realized that I needed a priority move and also a pursuit trapper and who is better than scizor. When I build teams I try to stay away from him because he is so common and boring. But the reason for his regularity is just how powerful he is .

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TornadusT
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After running some more tests I found that jellicent wasn't doing to much and that stealth rock was slowly tearing away at Tornadus, so Starmie was an obvious swap. It gives rapid spin support and has great coverage for my team, also since I do not lay hazards I have no need for a spin blocker.

My team
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Jolteon (M) @ Life Orb
Trait: Volt Absorb
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Thunder Wave
- Volt Switch

- Hidden Power [Ice]
- Shadow Ball

Here's my most common lead, he's faster than pretty much every non boosted lead you see. Ninjask, Accelgor, and Electrode are the only mons that outspeed him without boosts. I could run Timid Nature (+Spd, -Atk) instead of modest but that would only be for crobat and aerodactyl, who I hardly ever see. Life orb is there to add a little more power and seeing how once he gets a few T-waves in I don't need him around too much so leftovers wasn't really an option. The EV's are for max power and speed, once he gets a T-wave in then I pick which move to use, originally I had T-bolt instead of volt switch but I find it's nice to start a Volturn with jolteon, HP ice is for ground poke's who think they're safe, especially gliscor, and I picked shadow ball because as you see later I don't run it on Jellicent. If I think a switch is coming then I spam another T-wave.

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Latias (F) @ (Leftovers)
Trait: Levitate
EVs: 4 HP / 252 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Thunder Wave
- Hidden Power [Fire]
- Recover
- Draco Meteor

My other T-wave user, I knew jolteon would not last me forever so I picked another fast mon who could paralyze the opponent. Leftovers is an obvious choice for a defensive latias, as are the EV's. Timid is there to outrun other 110's who don't use timid also. Speed is key for these first two pokemon to make sure they get a T-wave in. Recover is there to last a little longer and HP fire is there to take out those steels who switch in expecting a dragon move or CM. Draco meteor is there because I don't have CM on this set and I want to do as much damage while she is in there. I'm not really using Latias as an attacker or a wall so I never considered running CM on this set.

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Starmie @ Leftovers
Trait: Natural Cure
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Hydro Pump
- Thunderbolt
- Ice Beam
- Rapid Spin

Originally this was a Jellicent but spin support and more offense were needed. Rapid spin helps keep tornadus in much longer than he was before. Like the rest of my team I run max speed and power with timid, leftovers gives her staying power. T-bolt and ice bea, are great coverage moves and Hydro pump is a great STAB move.

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Tornadus-T (M) @ Life Orb
Trait: Regenerator
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Hurricane
- Heat Wave
- U-turn
- Superpower

My first sweeper/revenge killer, this guy just laughs at opposing teams putting up rain for him. EV's and timid are to make sure he hits really hard and is faster than the other non-scarfed mon,and any 120's that are running timid. Regenerator is his only ability and it is a great one, it's not game breaking enough to send him to uber yet but U-turn and regenerator is an excellent combo. Life orb is an easy choice since regenerator just erases the recoil from it. Hurricane is a move all tornadus have, as heat wave should be, it's a great move that get me many surprise OHKO's. The last spot is a toss up between dark pulse and superpower. I found that superpower was a great surprise to the two pink blobs trying to come in and give support to their team.

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Infernape (M) @ Life Orb
Trait: Blaze
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Swords Dance
- Close Combat
- Mach Punch

- Flare Blitz

Infernape fits a few holes this team had, I don't usually send him in unless Tornadus is gone or to get surprise mach punch on someone who is at low health. Life orb over choice because ghost or flash fire users can predict and force him out so easy if he's choiced. Attack and speed with jolly for the same reason as most of my pokemon, power and speed. The idea is to either switch in and mach punch away a low health mon or to switch in on something that you force out and get a SD up and try to punch some holes in there team. Jellicent is the obvious wall to infernape and I try to take it out with Jolteon if I can early in the match.

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Scizor (M) @ Choice Band
Trait: Technician
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature (+Atk, -SAtk)
- Superpower
- Bullet Punch
- U-turn
- Pursuit

Oh I hate Scizor, he is my least favorite pokemon for a multitude of reasons, mainly the fact that he's on every team, including mine. A well played Scizor can turn around any battle and that is why I use him. This is the most common scizor set which everyone has memorized. CB, adamant, and technician to maximize power. The move set is also self-explanatory, bullet punch is there as a powerful priority, superpower is for coverage, U-turn is to scout and knock out psychics, lastly the most important move on this set is pursuit. I never get over how many people don't realize they are pursuit trapped and try to switch anyway.

Well that's my team, I appreciate any and all suggestions, if you see a huge weakness than please let me know. I am fairly new to competitive battling and don't always see the weaknesses. Don't hold back and just give it to me if there is a different set or pokemon that will help me.

After the first post I thought I would add some common threats.
-Magnezone instantly takes out scizor if it predicts a switch on the bullet punch, a reason for me to switch to life orb scizor.
-I've been stopped by a few mamoswine leads that my team has trouble with, its completely walls jolteon and scizor is the only one who has no moves to fear
-People who run a mon with motor drive come in on T-Wave and get s boost to be faster than Jolteon, mainly electivire.
-Also while I'm not necessarily spikes/SR weak, they can get annoying if the opponent gets a few layers up
-Lum berries are a bit of a problem if a dragonite or salamence can get a DD off then the lum berry heals their paralysis and they go to town on me seeing as how scizor is really the only one who resists outrages.
I have a pretty big gastrodon weakness as he doesn't care about T-wave or water moves, also his recover is a pain and I don't have any grass moves
 
Synergy in this team is great as I see you did not repeat one single type. I cannot see a glaring weakness, I believe the largest one is Dark LOL. Anyways congratulations the team looks really good with the pokemon it has maybe if you had a Life Orb SD Scizor you could go better. Add a threat list to your RMT because it will help to rate.

Scizor @ Life Orb
Trait: Technician
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature (+Atk, -SpA)
Swords Dance
Bug Bite
Bullet Punch
Superpower

This set guarantees enemy Pokemon fainting is awesome. Bug Bite is just as powerful as STAB Megahorn with technician... A little bit less. Your team doesn't need a trapper when you have a shadow ball jolteon and a swords dancing bug biting Scizor.
 
Hi, solid team! This team's main weakness is Stealth Rock. Pokemon like Scizor and Tornadus-T will often have to switch-in, and Stealth Rock will constantly drain them from health, especially for Tornadus-T, who loses 25% of its health due to Stealth Rock, meaning it won't last long. To fix this problem, while maintaining an offensive-minded team, I would recommend a Standard Starmie over Jellicent.

I find that Will-O-Wisp isn't too useful for Jellicent, as your team is mainly used to paralyze stuff, so replacing Jellicent won't be too problematic. Starmie's addition gives you a guy that's fast and that has powerful coverage moves, in addition to providing invaluable Rapid Spin support for your team. It's pretty good against Rain, as well. Hydro Pump is its main STAB, hitting really hard. It lets you check threats like Terrakion and Infernape. Ice Beam lets you hit the plethora of Dragons roaming in OU, as well as new stuff like Tornadus-T, Thundurus-T and Landorus-T for super-effective damage. Thunderbolt lets you deal with bulky water-types like Jellicent, as well as hitting Gyarados. Leftovers grants recovery, while Natural Cure gets rid of status when switching out. The set can be found below. Cool team, and good luck!
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Starmie @ Leftovers | Natural Cure
Timid | 252 SpA / 4 SpD / 252 Spe
~ Hydro Pump
~ Ice Beam
~ Thunderbolt
~ Rapid Spin
 
The yellow text is extremely hard to read with that siad a minor nitpick would be to change thunderbolt to voltswitch on Jolteon it helps make a volt turn chain with Tornadus and Scizor which is great to wear down the opponent in conjunction with thunderwave support. Also I second having Rapid spin starmie over Jellicent beacause your team needs a spinner for Tornadus and VOlt turning whilst Jellicents Will-o Wisp wont get used much because of thunderwave I like the concept of this team just a few things you need to change for the better I wish you luck for your team :)
 
Thanks for all the tips, I love the starmie option because I was having some stealth rock trouble, even though regenerator helps it was still a pain. Also the volt switch is a great idea, I found that I was hardly using thunderbolt anyways
 
Hey Nate Dog,

i made a thunder wave team before called "Checkmate" which was based around Bisharp so as you can guess my suggestion is running SD Bisharp over scizor as it capitalises on T-Wave much better and has good synergy 4x resisting the aforementioned dark weakness. There are two sets to run one with substitute and one with taunt. I think you should go with substitute as it works better with T-Wave. The advantage of using him is his sucker-punch is rediculously powerful and he has decent bulk. Bisharp is so effective that every time i saw a ferrothorn or a blissey on my opponents team i was already saying gg. When played correctly he can play mind games with your opponent making them unsure of whether to attack and die or wait and die xD.

Bisharp (M) @ Leftovers
Trait: Defiant
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature (+Atk, -SAtk)
- Swords Dance
- Substitute
- Sucker Punch
- Brick Break

This set is much bulkier and better with T-Wave

Bisharp (M) @ Leftovers
Trait: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature (+Atk, -SAtk)
- Swords Dance
- Taunt
- Sucker Punch
- Pursuit

This set is more versatile and once set up almost impossible to counter because of the sucker punch + taunt + Pursuit combo however it lacks coverage and has a few more way of bypassing it

Another suggestion i have is to replace Jolteon with Ferrothorn as he will be far more reliable he has good defensive synergy with latias. He can also set up hazards etc which is a great advantage to any team. On the top of that he has AMAZING synergy with Sub SD Bisharp when combined with Leech Seed as his Substitutes will be healed giving you next to infinite time to wait out the parahax. What is better is that if your opponent chooses to switch out you get a free sub to dance or protect with sucker punch. Ferrothorn would be a great addition with good synergy and IMO more effective than Jolteon.

Ferrothorn (F) @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 48 Atk / 208 SDef
Sassy Nature (+SDef, -Spd)
- Spikes
- Power Whip
- Leech Seed
- Thunder Wave

The extra attack EV's give his Power Whip a little extra kick and is surprisingly powerful.

Lastly i suggest Replacing HP [Fire] on Latias with Roar to phaze because you already have fire coverage in Infernape. I also reccomend running Dragon Pulse over Draco Meteor as she can function as a neat late-game cleaner so you don't have to rely on your sweeper if they go down. This is also the reason for Ferrothorn's slightly powered up power whip; they actually can finish off pokemon effectively. I also suggest shifting the 252 in SpDef to HP for better mixed bulk. Anyway good luck with your team.
 
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