Stop Monkeying Around!

What's up guys?

This is my main competitive team on Showdown and X and Y. I have been using it for a short time, but so far I'm about 19-2 with it. This thread is for looking for ways to improve my team, and also for players to see my battling strategy. Enjoy ;)

Team at a Glance:
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Speedy Gonsalez (Deoxys-S) @ Leftoverss
Ability: Pressure
EV's: 252 HP, 4 Attack, 252 Special Defense
Nature: Careful
-Taunt
-Stealth Rocks
-Fire Punch
-Thunder Wave

My Main Lead. Taunt is used to stop other leads from putting their entry hazards on the field. Stealth Rocks is to destroy Talonflame. Fire punch is for the random Ferrothorn/Forretress/Skarmory lead. Thunderwave is to cripple Sweepers. I use this poke as a revenge killer, hazard setter and status inducer.

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Aladdin (Thundurus-T) @ Life-Orb
Ability: Volt Absorb
EV's: 4 HP, 252 SPA, 252 Speed
Nature: Timid
-Thunder/Thunderbolt
-Focus Blast
-Agility
-Dark Pulse/HP Ice

Thundurus on this team functions as a SPA Sweeper. One agility and only the beefiest of walls (Rotom-W, Goodra, and a few others) can survive its attacks. Thunder/thunderbolt is the main attack with Focus Blast used for massive damage against Tyranitar. Agility is used for setting up. Why not nasty plot? Well nasty plot is a great move also. I prefer using agility because Base 101 speed isn't the best, and base 145 SPA is already pretty monstrous. Dark Pulse/HP Ice is used as filler.

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Snips (Scizor) @Choice-Band
Ability: Technician
EV's: 252 HP, 252 Attack, 4 SPD
Nature: Adamant
-Bullet Punch
-U-Turn
-Superpower
-Knock Off

Ah Scizor. The mighty Wall Breaker. This guy has probably wrecked more pokemon then anyone else on this team. Bullet Punch is used as a finishing move, revenge killing, or even just super effective hits. U-Turn is used to dent massive chunks in the enemy team and gain momentum. Superpower is a filler move that packs a ridiculous punch, and Knock Off is used to render some pokemon useless (Chesto Resto Rotom-Wash, Choice Band Azumarill, you name it.) This is a pretty standard Scizor set, but for good reason. The 4 SPD is to survive a random HP fire.

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All Washed Up (Rotom-Wash) @Chesto Berry
Ability: :Levitate
EV's: 252 HP, 252 Def, 4 SPA
Nature: Bold
-Will O' Wisp
-Hydro Pump
-Volt Switch
-Rest

The Standard Chesto Resto Rotom Wash. This thing stops many physical threats from hurting my team. If any poke stays in, it gets burned and rendered useless (Attack Sweepers that is). Hydro Pump is there for Mombo Damage and Volt Switch is for momentum gaining. Rest is the icing on the cake if for some random reason Rotom gets weakened down, boom insta heal. Finally, the 4 SPA is for stronger Pumps and Volt Switches.

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Inferape (Infernape) @ Life-Orb
Ability: Iron Fist
EV's: 252 Attack, 4 SPA 252 Speed
Nature: Hasty
-Overheat
-Close Combat
-Poison Jab
-U-Turn

My main mon. This pokemon has probably been my favorite since its release. And once it got Iron Fist he has been my most used pokemon. He is mainly an attacking wallbreaker with Overheat to catch some PD Tanks offguard (Skarmory and Ferrothorn mostly). Close Combat is my go-to move, with Poison Jab to hit some pokes really hard (Fairy types mostly). U-Turn is once again a momentum gaining move that does a buttload of damage.

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Mr. Scythe (Garchomp) @Garchompite
Ability: Rough Skin (Sand Force after Mega Evolution)
EV's: 252 HP, 252 Attack, 4 Def
Nature: Adamant
-Swords Dance
-Dragon Claw
-Earthquake
-Stone Edge/Fire Blast

My team's mega evo. Due to the popularity of Tyranitar, this guy has become such a powerhouse. The Sand Force Bonus is huge for his earthquake attack. I like running 252 HP and not 252 Speed because when he mega evolves his speed goes down. The 4 Def is for the random Ice Shard. One Swords Dance and nearly anything gets OHKO'D by this thing. Now for Fire Blast, Mega Garchomp gets a SPA boost also. It can be used to catch people offguard just like it is for Infernape. Stone Edge is preferred most of the time though

Threat List:
Alakazam (Focus Sash)
Alakazam (Mega)
Starmie
Dragonite (D-Dance)
Clefable (Magic Guard + Cosmic Power)
Landorous (Mixed)
Tornadous-T (Mixed)

Importable:
Code:
Speedy Gonsalez (Deoxys-S) @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 Atk / 252 SDef
Careful Nature
- Taunt
- Spikes
- Night Shade
- Thunder Wave

Snips (Scizor) @ Choice Band
Ability: Technician
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Bullet Punch
- U-turn
- Superpower
- Knock Off

Aladdin (Thundurus-Therian) (M) @ Life Orb
Ability: Volt Absorb
EVs: 252 Spd / 252 SAtk / 4 HP
Modest Nature
- Agility
- Thunder
- Dark Pulse
- Focus Blast

Mr. Scythe (Garchomp) @ Garchompite
Ability: Rough Skin
EVs: 252 Atk / 252 HP / 4 Def
Serious Nature
- Swords Dance
- Stone Edge
- Dragon Claw
- Earthquake

All Washed Up (Rotom-Wash) @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
- Rest
- Will-O-Wisp
- Hydro Pump
- Volt Switch

Inferape (Infernape) @ Life Orb
Ability: Iron Fist
EVs: 252 Spd / 252 Atk / 4 SAtk
Hasty Nature
- Close Combat
- Overheat
- Poison Jab
- U-turn


Edit Log:
1/18/14: Thread uploaded
1/19/14: Celebi switched with Deoxys-S. Earthquake given to Infernape.

Thank You everyone! Please feel free to let me know how to improve this team, if you like it or not, if you've had success with it, or if you've found more checks. Thank You :D
 
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I don't see any form of entry hazards or any form of entry hazard removal. Garchomp is your only mon that resists SR while Thundurus is actually weak to it. While you do not have to have a rapid spinner/defogger, I suggest you at least adjust your team's HP EVs so they take minimum damage from SR. It's not a big deal, but it certainly helps. Likewise, you can do other things like give your Rotom-W, Celebi, and Thundurus-T 0 attack IVs since they won't be using physical attacks anyway and it'll reduce the damage they deal to themselves should they be confused.

Celebi does not need the Spd investments to use Magic Coat since Magic Coat is a move with priority. If you want to try to stuff Stealth Rocks in your team somehow, you could try replacing Infernape's thunderpunch with Stealth Rocks. If thunderpunch is meant to nail water types, Close Combat (with its STAB) is likely to deal more damage unless you're dealing with something like a Jellicent.
 
TrippingRocks, The speed investments on Celebi are for outspeeding Smeargle so that instead of 2 hazards he only gets 1. Another possible option could be to use a taunt user. About Defog/Rapid Spin, well i don't really find it as necessary because hazards don't severely cripple my team. Due to the hyper offensive nature of this team a battle is either won or lost before hazards start to be severely important.

The hp ev's and attack iv's are a good point though and I will change them as soon as possible.

The thing about t-punch on Infernape is more for flying types than water types. I don't feel like rocks would be the best investment of a moveslot on him though

Anyone right now I feel like Celebi and Garchomp are the weakest links of my team. If you can think of a good FAST taunt user that can function well as a special defensive wall, gets t-wave or toxic, and gets stealth rocks or rapid spin or defog then that would be greatly appreciated.
 
TrippingRocks, The speed investments on Celebi are for outspeeding Smeargle so that instead of 2 hazards he only gets 1. Another possible option could be to use a taunt user. About Defog/Rapid Spin, well i don't really find it as necessary because hazards don't severely cripple my team. Due to the hyper offensive nature of this team a battle is either won or lost before hazards start to be severely important.

The hp ev's and attack iv's are a good point though and I will change them as soon as possible.

The thing about t-punch on Infernape is more for flying types than water types. I don't feel like rocks would be the best investment of a moveslot on him though

Anyone right now I feel like Celebi and Garchomp are the weakest links of my team. If you can think of a good FAST taunt user that can function well as a special defensive wall, gets t-wave or toxic, and gets stealth rocks or rapid spin or defog then that would be greatly appreciated.
The speed investment on Celebi is not necessary since Magic Coat completely shuts down any hopes of Smeargle for setting up hazards. He wants to set up Stealth Rocks first turn? Use Magic Coat (which has priority, so speed is irrelevant) and not only does Smeargle not have Stealth Rocks on your side of the field, but he just set up hazards against his own team.

If you want a bulky taunter, you can try Deoxys-D. He's pretty fast for a wall, has reliable recovery, can set up Stealth Rocks, and can carry taunt. Or if you're really going to go the hyper-offensive route, you can use Deoxys-S instead. He's not as bulky as Deoxys-D, but he's fast enough to outspeed the likes of Scarfed Garchomp.
 
TrippingRocks, The speed investments on Celebi are for outspeeding Smeargle so that instead of 2 hazards he only gets 1. Another possible option could be to use a taunt user. About Defog/Rapid Spin, well i don't really find it as necessary because hazards don't severely cripple my team. Due to the hyper offensive nature of this team a battle is either won or lost before hazards start to be severely important.

The hp ev's and attack iv's are a good point though and I will change them as soon as possible.

The thing about t-punch on Infernape is more for flying types than water types. I don't feel like rocks would be the best investment of a moveslot on him though

Anyone right now I feel like Celebi and Garchomp are the weakest links of my team. If you can think of a good FAST taunt user that can function well as a special defensive wall, gets t-wave or toxic, and gets stealth rocks or rapid spin or defog then that would be greatly appreciated.
How about mew? Same stats as Celebi and gets any TM move.
 
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