TEAM ΩMEGA
This team is built around offensive power while having a plethora of resistances to switch around and handle everything that’s thrown at you.
Current Team Record: 30 Matches. 22 Wins. 8 Losses. 73.3% Win Rate.
TEAM STRATEGY: The team revolves around switching and playing every game as offensively as possible while playing it as safe as possible. I’ll go much more in depth, sorry if it’s not very clear.
We start with Swampert, the bulky water with only weakness to grass, meaning he can easily set up rocks and phase a few things before being threatened. When a grass (or grass attack wielding thing, such as infernape) thing is finally sprung on Swampert, you have several options. First you want to switch, obviously to something that resists grass, meaning your main options are Celebi, Heatran, and Salamence. Next look at your opponent’s thing and see what other potential attack threats it has. For example, you don’t want to switch Celebi in on infernape, so you would most likely go with heatran.
This basic Principal applies to the entire team throughout the entire battle. Here are some major selling points of the pokemon I chose.
Swampert: Swampert can switch in onto just about anything mid-late game as a fall back while you plan your next moves. It can counter dangerous electrics and grounds and much more.
Heatran: Flash fire says it all. When paired with Celebi this guy can easily come in on a fire attack. He scares off any in preticularly dangerous grass types for Swampert and deals with much more. He’s immune to toxic spikes and all poison attacks.
Celebi: Can come in on any dangerous Grass attacks. Bulky enough to come in on anything it resists or take neutral damage from. U-tun scouting is helpful. Lures fire attacks for heatran. Team status healer.
Electivire: Can swap into dangers for starmie. Mostly chosen for moveset, since it has amazing type coverage.
Starmie: Can switch into dangers to Heatran, electivire, and Salamence. Great lure for Electivire. Fast and decently powerful while retaining a decent amount of bulk.
Salamence: Can swap in on any dangerous ground attacks that threaten tran and electivire. Also can come in on water, fire, and grass attacks easily. Speed and power coupled with great type coverage make him a great asset to the team.
IN DEPTH LOOK AT THE TEAM
Name: Fish?
Purpose: The Lead+Resistances (See Team Strategy)
Pokemon: Swampert (Water/Ground)
Item: Leftovers
Evs: 240 hp, 216 defense, 52 Sp. Attack
Nature: Relaxed(+Defense/ -Speed)
Ability: Torrent
Moveset:
~Stealth Rock~
-Set Up First Turn if surf and earthquake aren’t especially useful. Quite Obvious actually.-
~Roar~
-Gets rid of threatening Grass users such as Celebi and can simply be used to blow away anything you can deal with easier with another team member. My best phasing option to deal with Dragon Dancers and the like.-
~Surf~
-Good STAB-
~Earthquake~
-Good STAB-
Strategy: The Lead. Basic idea here is to set up stealth rock, phase anything you don’t score super effective hits on and hit anything you do. Switch out when something really dangerous comes out, like Celebi. So long as you play smart and don’t let Swampert get kilt, he’s an amazing asset to this team late game seeing as he can switch in to just about any type except Grass.
Name: FlySwatter
Purpose: Special Sweeper +Resistances(See team Strategy)
Pokemon: Heatran
Item: Choice-Scarf
Evs: 4hp, 252 Sp.Attack, 252 Speed
Nature: Rash
Ability: Flash Fire
Moveset:
~Fire Blast~
-STAB. KOs many things even neutral hits.-
~Earth Power~
-KOs most things Fire Blast doesn’t deal with-
~Explosion~
-Last resort. When about to die go boom. This kills just about everything.-
~Dark Pulse~
-Takes care of the likes of Latias and Azelf. Increases type coverage of this moveset moreso than dragon pulse.-
Strategy: Standard Scarf-Tran for the most part. I originaly trained this thing to, well as the name suggests, deal with Scizor. Heatran has the Dragon resistance that this team needs for dealing with Salamence. With some proper planning it’s easy to Celebi U-Turn this thing right into a fire move making its Fire Blast KO just about everything that doesn’t resist it.
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Name:[/FONT][FONT='Verdana','sans-serif'] Temporize
Purpose: Heatran Lure+Team Support+Resistances(See team strategy)
Pokemon: Celebi
Item: Yache Berry
Evs: 240 HP, 16 Attack, 252 Speed
Nature: Jolly (+Speed/-Sp.Attack)
Ability: Natural Cure
Moveset:
~Thunder Wave~
-Since Celebi can easily withstand and non-super effective attack, it can easily get off a thunder wave on any sweeper that is too fast and threatening for the rest of the team.-
~Recover~
-Helps with Celebi’s bulkiness-
~U-Turn~
-Scores KOs on foe Celebis and other Psychic and Dark types. Also helps with scouting. Easily swaps Heatran into otherwise dangerous Fire Attacks-
~Heal Bell~
-Team support. This team has no way of dealing with statuses, namely sleep which can cripple this team.-
Strategy: Gives a decent amount of resistances, namely Grass which Swampert and Starmie are both weak to. If Electivire is out this guy can switch into Electric attacks if need be though Swampert is a more obvious choice. Yache berry allows him to switch into Ice attacks though they should still be avoided. Celebi is a nice Lure for Fire moves to Flash Fire Heatran. U-turn scouts nicely. Recover gives that extra late game bulkiness, though the speed of this team has never much slowed for it. Heal Bell was the reason I made this guy since my team, other than Starmie, has no other way of dealing with Status. I’m not sure if Grass knot, Leaf Storm, or Seed bomb (if he learns it?) would be worth adding to this set, most likely in place of Recover of Heal Bell since both normally aren’t as useful as I planned. Opinions Please?






This team is built around offensive power while having a plethora of resistances to switch around and handle everything that’s thrown at you.
Current Team Record: 30 Matches. 22 Wins. 8 Losses. 73.3% Win Rate.
TEAM STRATEGY: The team revolves around switching and playing every game as offensively as possible while playing it as safe as possible. I’ll go much more in depth, sorry if it’s not very clear.
We start with Swampert, the bulky water with only weakness to grass, meaning he can easily set up rocks and phase a few things before being threatened. When a grass (or grass attack wielding thing, such as infernape) thing is finally sprung on Swampert, you have several options. First you want to switch, obviously to something that resists grass, meaning your main options are Celebi, Heatran, and Salamence. Next look at your opponent’s thing and see what other potential attack threats it has. For example, you don’t want to switch Celebi in on infernape, so you would most likely go with heatran.
This basic Principal applies to the entire team throughout the entire battle. Here are some major selling points of the pokemon I chose.
Swampert: Swampert can switch in onto just about anything mid-late game as a fall back while you plan your next moves. It can counter dangerous electrics and grounds and much more.
Heatran: Flash fire says it all. When paired with Celebi this guy can easily come in on a fire attack. He scares off any in preticularly dangerous grass types for Swampert and deals with much more. He’s immune to toxic spikes and all poison attacks.
Celebi: Can come in on any dangerous Grass attacks. Bulky enough to come in on anything it resists or take neutral damage from. U-tun scouting is helpful. Lures fire attacks for heatran. Team status healer.
Electivire: Can swap into dangers for starmie. Mostly chosen for moveset, since it has amazing type coverage.
Starmie: Can switch into dangers to Heatran, electivire, and Salamence. Great lure for Electivire. Fast and decently powerful while retaining a decent amount of bulk.
Salamence: Can swap in on any dangerous ground attacks that threaten tran and electivire. Also can come in on water, fire, and grass attacks easily. Speed and power coupled with great type coverage make him a great asset to the team.
IN DEPTH LOOK AT THE TEAM

Name: Fish?
Purpose: The Lead+Resistances (See Team Strategy)
Pokemon: Swampert (Water/Ground)
Item: Leftovers
Evs: 240 hp, 216 defense, 52 Sp. Attack
Nature: Relaxed(+Defense/ -Speed)
Ability: Torrent
Moveset:
~Stealth Rock~
-Set Up First Turn if surf and earthquake aren’t especially useful. Quite Obvious actually.-
~Roar~
-Gets rid of threatening Grass users such as Celebi and can simply be used to blow away anything you can deal with easier with another team member. My best phasing option to deal with Dragon Dancers and the like.-
~Surf~
-Good STAB-
~Earthquake~
-Good STAB-
Strategy: The Lead. Basic idea here is to set up stealth rock, phase anything you don’t score super effective hits on and hit anything you do. Switch out when something really dangerous comes out, like Celebi. So long as you play smart and don’t let Swampert get kilt, he’s an amazing asset to this team late game seeing as he can switch in to just about any type except Grass.

Name: FlySwatter
Purpose: Special Sweeper +Resistances(See team Strategy)
Pokemon: Heatran
Item: Choice-Scarf
Evs: 4hp, 252 Sp.Attack, 252 Speed
Nature: Rash
Ability: Flash Fire
Moveset:
~Fire Blast~
-STAB. KOs many things even neutral hits.-
~Earth Power~
-KOs most things Fire Blast doesn’t deal with-
~Explosion~
-Last resort. When about to die go boom. This kills just about everything.-
~Dark Pulse~
-Takes care of the likes of Latias and Azelf. Increases type coverage of this moveset moreso than dragon pulse.-
Strategy: Standard Scarf-Tran for the most part. I originaly trained this thing to, well as the name suggests, deal with Scizor. Heatran has the Dragon resistance that this team needs for dealing with Salamence. With some proper planning it’s easy to Celebi U-Turn this thing right into a fire move making its Fire Blast KO just about everything that doesn’t resist it.
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Name:[/FONT][FONT='Verdana','sans-serif'] Temporize
Purpose: Heatran Lure+Team Support+Resistances(See team strategy)
Pokemon: Celebi
Item: Yache Berry
Evs: 240 HP, 16 Attack, 252 Speed
Nature: Jolly (+Speed/-Sp.Attack)
Ability: Natural Cure
Moveset:
~Thunder Wave~
-Since Celebi can easily withstand and non-super effective attack, it can easily get off a thunder wave on any sweeper that is too fast and threatening for the rest of the team.-
~Recover~
-Helps with Celebi’s bulkiness-
~U-Turn~
-Scores KOs on foe Celebis and other Psychic and Dark types. Also helps with scouting. Easily swaps Heatran into otherwise dangerous Fire Attacks-
~Heal Bell~
-Team support. This team has no way of dealing with statuses, namely sleep which can cripple this team.-
Strategy: Gives a decent amount of resistances, namely Grass which Swampert and Starmie are both weak to. If Electivire is out this guy can switch into Electric attacks if need be though Swampert is a more obvious choice. Yache berry allows him to switch into Ice attacks though they should still be avoided. Celebi is a nice Lure for Fire moves to Flash Fire Heatran. U-turn scouts nicely. Recover gives that extra late game bulkiness, though the speed of this team has never much slowed for it. Heal Bell was the reason I made this guy since my team, other than Starmie, has no other way of dealing with Status. I’m not sure if Grass knot, Leaf Storm, or Seed bomb (if he learns it?) would be worth adding to this set, most likely in place of Recover of Heal Bell since both normally aren’t as useful as I planned. Opinions Please?
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Name:[/FONT][FONT='Verdana','sans-serif'] Thor
Purpose: Physical Sweeper+Resistances (See Team Strategy)
Pokemon: Electivire
Item: Expert Belt
Evs: 4 hp, 252 Attack, 252 Speed
Nature: Adamant
Ability: Motor Drive
Moveset:
~Thunder Punch~
-STAB.-
~Ice Punch~
-Type coverage.-
~Cross Chop~
-Type coverage (namely Blissey and T-Tar).-
~Earthquake~
-Deals with other Electrics and dangerous Rock/Grounds-
Strategy: Standard Physical Electivire. Great type coverage with this moveset and if a Starmie lure works this guy can devastate a team in seconds. I was considering Jolteon in place of this guy though, since Jolteon isn’t dependant on switching into an Electric attack. Cons of Jolteon over this guy though include the lack of type coverage Jolteon has. Opinions please?

Name:[/FONT][FONT='Verdana','sans-serif'] Thor
Purpose: Physical Sweeper+Resistances (See Team Strategy)
Pokemon: Electivire
Item: Expert Belt
Evs: 4 hp, 252 Attack, 252 Speed
Nature: Adamant
Ability: Motor Drive
Moveset:
~Thunder Punch~
-STAB.-
~Ice Punch~
-Type coverage.-
~Cross Chop~
-Type coverage (namely Blissey and T-Tar).-
~Earthquake~
-Deals with other Electrics and dangerous Rock/Grounds-
Strategy: Standard Physical Electivire. Great type coverage with this moveset and if a Starmie lure works this guy can devastate a team in seconds. I was considering Jolteon in place of this guy though, since Jolteon isn’t dependant on switching into an Electric attack. Cons of Jolteon over this guy though include the lack of type coverage Jolteon has. Opinions please?
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Name:[/FONT][FONT='Verdana','sans-serif'] UtilityStar
Purpose: Rapid Spin+Electivire Lure+Resistances (See Team Strategy)
Pokemon: Starmie
Item: Petaya Berry
Evs: 136 HP, 156 Defense, 252 Speed
Nature: Timid
Ability: Natural Cure
Moveset:
~Surf~
-STAB.-
~Thunderbolt~
-Can easily take down Gyarados due to Starmie’s bulkiness. Great type coverage all together.-
~Rapid Spin~
-Mostly a Utiliy move. Clears Stealth Rock namely for the threat it poses to Salamence.-
~Recover~
-Assists in Starmie’s bulkiness.-
Strategy: Bulky enough to switch into even neutral attacks, fast enough to outspeed most bulky threats, and powerfull enough to score Super Effective KOs. Surf and thunderbolt provide great power and coverage. Spin is mostly there as a utility to deal with rocks which threaten Salamence. And Recovery helps the bulkiness. Petaya berry is usefull since anything not super effective doesn’t normally OHKO Starmie, but rather leaves it with low hp, activating Petaya berry, making it a huge threat to anything that even takes neutral damage. Considering removing recover of Spin since Recover doesn’t normally get a chance to go off, like for Celebi, and Spin doesn’t normally get off either (and rocks only threaten Salamence anyway), for Ice Beam or Grass Knot (or both). Opinions please?

Name:[/FONT][FONT='Verdana','sans-serif'] UtilityStar
Purpose: Rapid Spin+Electivire Lure+Resistances (See Team Strategy)
Pokemon: Starmie
Item: Petaya Berry
Evs: 136 HP, 156 Defense, 252 Speed
Nature: Timid
Ability: Natural Cure
Moveset:
~Surf~
-STAB.-
~Thunderbolt~
-Can easily take down Gyarados due to Starmie’s bulkiness. Great type coverage all together.-
~Rapid Spin~
-Mostly a Utiliy move. Clears Stealth Rock namely for the threat it poses to Salamence.-
~Recover~
-Assists in Starmie’s bulkiness.-
Strategy: Bulky enough to switch into even neutral attacks, fast enough to outspeed most bulky threats, and powerfull enough to score Super Effective KOs. Surf and thunderbolt provide great power and coverage. Spin is mostly there as a utility to deal with rocks which threaten Salamence. And Recovery helps the bulkiness. Petaya berry is usefull since anything not super effective doesn’t normally OHKO Starmie, but rather leaves it with low hp, activating Petaya berry, making it a huge threat to anything that even takes neutral damage. Considering removing recover of Spin since Recover doesn’t normally get a chance to go off, like for Celebi, and Spin doesn’t normally get off either (and rocks only threaten Salamence anyway), for Ice Beam or Grass Knot (or both). Opinions please?
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Name:[/FONT][FONT='Verdana','sans-serif'] Funk
Purpose: MixSweep+Resistances
Pokemon: Salamence
Item: Life Orb
Evs: 16 Attack, 240 Sp.Attack, 252 Speed
Nature: Hasty
Ability: Intimidate
Moveset:
~Draco Meteor~
-STAB. Can easily score OHKOs on anything that doesn’t resist it.-
~Fire Blast~
-Helps with type coverage. Scores KOs on physically defensive Ice types that Brick Break doesn’t kill.-
~Aqua Tail~
-Helps in the face of Heatran. Chosen over earthquake because it increases overall type coverage of the set.-
~Brick Break~
-Helps against Ice and Rock types. Paired with Aqua Tail the sat provides great type coverage.-
Strategy: I took mixmence and played with it a bit. Neither Roost or Dragon Dance were beneficial as Roost never was used effectively and Dragon Dance rarely got a chance to properly set up. This set provides excellent coverage. Draco Meteor Scores KOs like no body’s business. Fire Blast takes care of Ice and Steel, as does brick break. Aqua Tail takes care of fire and Grounds. Great type coverage in general. Considering Crunch in place of Brick Break? Opinions please?
[/FONT]Recent Changes:
THREAT LIST
DIFFICULT
MEDIUM
EASY
TBD(To Be Detirmined)
~OU~
-Aerodactyl-
Simple. Leads rend to taunt expecting Stealth rocks from Swampert, but then get seriously hurt by Surf. Later in game theyre still easy with frail defenses and my several super effective attacks.
-Alakazam-
Not sure yet. Haven’t fought one yet so it can go either way. With the current lack of crunch on Salamence, U-turn and Dark Pulse would be my best bet at KO-ing one, though with its speed and power it could potentially cripple my team. TBD.
-Azelf-
With it’s frail defenses just about anything on my team can minimum 2HKO it.
-Blissey-
Relatively easy. Cross chop and brick break end it rather quickly. Skrmbliss fall to Salamence’s Fire Blast+Brick Break and Electivire’s Cross Chop+Thunder Punch.
-Breloom-
Scarfed versions are potentially dangerous if I don’t see them coming. Otherwise U-Turn, Ice punch, and fire blasts tear it apart.
-Bronzong-
Leads are dangerous to Swampert with Hypnosis. Take a while but generally pose no immediate threat to the team. I can pretty easily whittle em’ down with Fire blasts.
-Celebi-
Easy. Ice punch. U-Turn. Fire Blats. All end it. Only threatening to Starmie and Swampert, but still relatively no threat.
-Cresselia-
Not sure yet. Haven’t taken one on. Right now it seems as though it could be very dangerous though. Dark Pulse and U-Turn could handle it, but depending on it’s damaging moveset it could esily take down Salamence, Celebi, or Heatran. TBD.
-Donphan-
As far as I can see, Donphan would be a joke. Swampert could easily take one out with surf. Salamence with Aqua Tail, though Ice Shard could be bad. Starmie with Surf, Electivire with Ice punch (watching out for Earthquake).
-Dragonite-
Haven’t fought one yet. Pretty sure it wouldn’t be a problem though. Electivire’s Ice Punch and Salamence’s Draco meteor would end it if I play smart and avoid Outrage and Eqarthquakes. TBD.
-Dugtrio-
Haven’t fought yet but Surf’s, Aqua tail, and Ice punch would render it a failure.
-Dusknoir-
Dark pulse. Nuff Said.
-Electivires-
Electivire’s are ticky. It depends on weather or not I motor Drive them. If I do, well, I‘m screwed, my only hope being to draw thunder punch off Starmie on to my own Electivire and win a tie for Speed. Basically, they either die instantly or potentially destroy my entire team.
-Empoleon-
If I let it set up, its bad. Roar from Swampert can easily Phaze it if Eqrthaquake doesn’t kill it. Thunder punch, thunderbolt, earth power, etc. can easily handle a Wall-ing version.
-Flygon-
Dangerous. Workable if I play smart though. For example I can easily scare one stuck on fire blast out switching Heatran in. Switching Salamence in on one stuck on earthquake can end it. However if they play smart enough they can bring it out on anything scary and bring it back in later for a Super Effective on that same pokemon.
-Fortress-
Fortress is a joke really. Cross Chop, Earthquakes, brick breaks, earth powers, and especially fire blasts end him.
-Gengar-
Depends on the moveset. Dark Pulse will end any that miss with focus blast. Thunder Punch after motor drive will end him. Not much of a threat if countered properly.
-Gliscor-
Gliscor can be annoying with their bulkiness. A couple surfs, aqua tails, and ice punches end them with relative ease, though they normally take at least one thing with them via earthquake or stone edge first.
-Gyarados-
Gyarados aren’t very threatening. After a Dragon Dance yes, but if Phazed properly, not so much. Any non-DD-ers are easily countered with Starmie and Draco Meteor.
-Heatran-
Scarfed versions aren’t very hard to handle. Starmie can end any that don’t run Dark pulse with relative ease and electivire can end any stuck on something other than earth power. Salamence can be brought into ones stuck on earth power. Heatran can switch into fire blasts and earth power it up. Non-Scarfed ones are even easier as most of my team can at least 2HKO them, outrunning them and surviving hits if they don’t OHKO.
-Heracross-
These are bad. Scarfed versions outrun Salamence and Heatran with stone edge and Brick break. Fire blast is really my only option against these things. Electivire can use ice punch but it’s general frailty doesn’t let it survive neutral attacks from heracross.
-Hippowdon-
Not much trouble. Stockpilers are easily phased by Swampert and any versions are KOed with Surfs and Aqua Tails.
-Infernape-
These are bad. Grass knot takes down Swampert and Starmie. Thunder Punch takes out Starmie and 2HKOs Salamence. Outrunning Salamence, it easily KO’s him. Celebi falls to flamethrower. Brick break and earthquake end Heatran and Electivire. Only chance against them is to Outrun with Starmie and score a crit. With Surf for an OHKO. Also possible is switching Electivire into thunder punch for earthquake.
-Jirachi-
These are a joke. Earthquake, earth poqer, fire blast, and U-turn take care of this guy with relative ease.
-Jolteon-
Bad. Outruns just about all of my team. Recently I’ve fought some with magnet rise, so even if I get motor drive on Electivire they’re troublesome to KO. They have a high enough Sp. Attack to cripple my team, almost 2HKOing everything.
-Kingdra-
These are pretty dangerous. If heatran is in on one, the only option is to go boom. Salamence can Draco Meteor any that aren’t in rain. Otherwise I’ pretty much screwed by these. Celebi holds nothing on them other that thunder wave, Starmie doesn’t do jack with surf and thunder bolt, and electivire has nothing usefull either.
-Latias-
Somewhat dangerous, mostly due to speed. 2HKO-ed by Dark Pulse, though surf can OHKO Heatran, meaning Explosion is the best bet. They outrun Salamence for an OHKO with dragon pulse. U-Turn threatens them from Celebi. Ice punch scares them off.
-Lucario-
My plethora of ground attacks end them quickly. Swampert easily phazes swords dancers before they become dangerous. Scarf Tran easily outruns them for an OHKO Fire blast. Salamence takes little damage from any thet don’t run stone edge and returns with a fire blast or brick break KO.
-Machamp-
Can be dangerous at times. Normally KO a few things due to my teams lack of super effective moves to use on it. Dynamic Punch’s confusion is dangerous.
-Magnezone-
These things have given electivire Motor Drive boost tons of times. Easily taken down. I don’t even see why they’re OU. Earth power, earth quake, cross cup, brick break.
-Mamoswine-
Not trouble. Surfs, Aqua Tail, Cross Chop, Brick break, and Fire Blast all score KOs relatively quick.
-Metagross-
Mad easy. Again, ground and fire moves. Don’t really pose any threat to the team. I rarely see one with Grass knot that throws me off scoring a KO on Swampert.
-Ninjask-
These are dangerous if I don’t counter them immediately. Rocks need to be out. If one comes in, I have to switch Swamp in to phase it immediately. If it gives anything SD and Speed boost my team will instantly crumble.
-Porygon Z-
Havent fought one. I assume Cross Chop and Brick Break would end it quickly though. TBD.
-Rhyperior-
My numerous water, ground, and fighting attacks put this thing down quikly.
-All Rotom Forms-
Fall quickly to Dark Pulse. Water ones can score KOs after a single dark pulse, but are easily KOed right after by practically any team member.
-Salamence-
These can be tough. Similar situation to Latias. Best bet is to phase any potential Dragon Dancers with Swamp. Hopefully my own will outrun opponent’s for an OHKO with Draco Meteor. Electivire can also utilize Ice punch. Heatran can Explode as a last resort.
-Scizor-
Heatran, Salamence, Swampert, and Electivire turn these into jokes. Earthquakes, earth powers, brick breaks, cross chops, and most importantly Fire Blasts end these quickly.
-Skarmory-
These crumble before thunder punch, fire blast and thunderbolt. See blissey for description of dealing with SkarmBliss.
-Smeargle-
TBD.
-Snorlax-
Snorlax can be dangerous. Earthquake equipped ones can threaten tran and Electivire. Otherwise they normally fall to Cross chop and Brick Break.
-Starmie-
I can either hope for a thunderbolt speed tie and win or draw a thunderbolt onto electivire. Not too much of a threat if I play smart.
-Suicune-
Thunderpunch and thunderbolt handle these nicely with some Phazing from swampert. Grass knot on Starmie would greatly help against these though.
-Swampert-
These are threatening. I have no Super Effective attacks. Salamence is my best bet with Draco Meteor, unless they run Avalanche/ice beam. Other than that Starmie with surf and my own Swamp can possibly counter them. Heatran is my only sure way of getting rid of them (Explosion).
-Tentacruel-
Starmie with thunderbolt and electivire with thunderpunch handle these nicely. Heatran and Swampert can earthquake/power them out of the way, though tran needs to look out for Surf.
-Togekiss-
Para-flinch togekiss can be annoying. For the most part though it isn’t very hard to get off a thunderbolt or ice/thunder punch for a KO.
-Tyranitar-
I hate to see tyranitar beat up so badly. When I stopped playing earlier this year for school, T-Tar was on top again after Garchomp was uberized. DD, Taunt tar was everywhere, even in my own team. Now he’s countered easily. Everything in my team can crush him. Surf/Earthquake from Swampert. U-Turn from Celebi. Earth Power from Heatran. Brick Break and Aqua Tail from Salamence. Cross Chop and Eqarthquake from Electivire. Surf From Starmie.
-Vaporeon-
Thunderbolt and thunderpunch take care of these nicely. Grass knot on Starmie would help against these though.
-Weavile-
Cross chop handles these. Heatran can resist them and fire blast. Salamence can counter them with fire blast and brick break so long as he isn’t OHKOed with Ice shard or punch.
-Zapdos-
Pretty easy. Heat wave can be drawn to tran easily and thunderbolt to electivire easily. Ice punch handles this nicely but thunderpunch/bolt work as well.
~UU/NU~
In Work

Name:[/FONT][FONT='Verdana','sans-serif'] Funk
Purpose: MixSweep+Resistances
Pokemon: Salamence
Item: Life Orb
Evs: 16 Attack, 240 Sp.Attack, 252 Speed
Nature: Hasty
Ability: Intimidate
Moveset:
~Draco Meteor~
-STAB. Can easily score OHKOs on anything that doesn’t resist it.-
~Fire Blast~
-Helps with type coverage. Scores KOs on physically defensive Ice types that Brick Break doesn’t kill.-
~Aqua Tail~
-Helps in the face of Heatran. Chosen over earthquake because it increases overall type coverage of the set.-
~Brick Break~
-Helps against Ice and Rock types. Paired with Aqua Tail the sat provides great type coverage.-
Strategy: I took mixmence and played with it a bit. Neither Roost or Dragon Dance were beneficial as Roost never was used effectively and Dragon Dance rarely got a chance to properly set up. This set provides excellent coverage. Draco Meteor Scores KOs like no body’s business. Fire Blast takes care of Ice and Steel, as does brick break. Aqua Tail takes care of fire and Grounds. Great type coverage in general. Considering Crunch in place of Brick Break? Opinions please?
[/FONT]Recent Changes:
THREAT LIST
DIFFICULT
MEDIUM
EASY
TBD(To Be Detirmined)
~OU~
-Aerodactyl-
Simple. Leads rend to taunt expecting Stealth rocks from Swampert, but then get seriously hurt by Surf. Later in game theyre still easy with frail defenses and my several super effective attacks.
-Alakazam-
Not sure yet. Haven’t fought one yet so it can go either way. With the current lack of crunch on Salamence, U-turn and Dark Pulse would be my best bet at KO-ing one, though with its speed and power it could potentially cripple my team. TBD.
-Azelf-
With it’s frail defenses just about anything on my team can minimum 2HKO it.
-Blissey-
Relatively easy. Cross chop and brick break end it rather quickly. Skrmbliss fall to Salamence’s Fire Blast+Brick Break and Electivire’s Cross Chop+Thunder Punch.
-Breloom-
Scarfed versions are potentially dangerous if I don’t see them coming. Otherwise U-Turn, Ice punch, and fire blasts tear it apart.
-Bronzong-
Leads are dangerous to Swampert with Hypnosis. Take a while but generally pose no immediate threat to the team. I can pretty easily whittle em’ down with Fire blasts.
-Celebi-
Easy. Ice punch. U-Turn. Fire Blats. All end it. Only threatening to Starmie and Swampert, but still relatively no threat.
-Cresselia-
Not sure yet. Haven’t taken one on. Right now it seems as though it could be very dangerous though. Dark Pulse and U-Turn could handle it, but depending on it’s damaging moveset it could esily take down Salamence, Celebi, or Heatran. TBD.
-Donphan-
As far as I can see, Donphan would be a joke. Swampert could easily take one out with surf. Salamence with Aqua Tail, though Ice Shard could be bad. Starmie with Surf, Electivire with Ice punch (watching out for Earthquake).
-Dragonite-
Haven’t fought one yet. Pretty sure it wouldn’t be a problem though. Electivire’s Ice Punch and Salamence’s Draco meteor would end it if I play smart and avoid Outrage and Eqarthquakes. TBD.
-Dugtrio-
Haven’t fought yet but Surf’s, Aqua tail, and Ice punch would render it a failure.
-Dusknoir-
Dark pulse. Nuff Said.
-Electivires-
Electivire’s are ticky. It depends on weather or not I motor Drive them. If I do, well, I‘m screwed, my only hope being to draw thunder punch off Starmie on to my own Electivire and win a tie for Speed. Basically, they either die instantly or potentially destroy my entire team.
-Empoleon-
If I let it set up, its bad. Roar from Swampert can easily Phaze it if Eqrthaquake doesn’t kill it. Thunder punch, thunderbolt, earth power, etc. can easily handle a Wall-ing version.
-Flygon-
Dangerous. Workable if I play smart though. For example I can easily scare one stuck on fire blast out switching Heatran in. Switching Salamence in on one stuck on earthquake can end it. However if they play smart enough they can bring it out on anything scary and bring it back in later for a Super Effective on that same pokemon.
-Fortress-
Fortress is a joke really. Cross Chop, Earthquakes, brick breaks, earth powers, and especially fire blasts end him.
-Gengar-
Depends on the moveset. Dark Pulse will end any that miss with focus blast. Thunder Punch after motor drive will end him. Not much of a threat if countered properly.
-Gliscor-
Gliscor can be annoying with their bulkiness. A couple surfs, aqua tails, and ice punches end them with relative ease, though they normally take at least one thing with them via earthquake or stone edge first.
-Gyarados-
Gyarados aren’t very threatening. After a Dragon Dance yes, but if Phazed properly, not so much. Any non-DD-ers are easily countered with Starmie and Draco Meteor.
-Heatran-
Scarfed versions aren’t very hard to handle. Starmie can end any that don’t run Dark pulse with relative ease and electivire can end any stuck on something other than earth power. Salamence can be brought into ones stuck on earth power. Heatran can switch into fire blasts and earth power it up. Non-Scarfed ones are even easier as most of my team can at least 2HKO them, outrunning them and surviving hits if they don’t OHKO.
-Heracross-
These are bad. Scarfed versions outrun Salamence and Heatran with stone edge and Brick break. Fire blast is really my only option against these things. Electivire can use ice punch but it’s general frailty doesn’t let it survive neutral attacks from heracross.
-Hippowdon-
Not much trouble. Stockpilers are easily phased by Swampert and any versions are KOed with Surfs and Aqua Tails.
-Infernape-
These are bad. Grass knot takes down Swampert and Starmie. Thunder Punch takes out Starmie and 2HKOs Salamence. Outrunning Salamence, it easily KO’s him. Celebi falls to flamethrower. Brick break and earthquake end Heatran and Electivire. Only chance against them is to Outrun with Starmie and score a crit. With Surf for an OHKO. Also possible is switching Electivire into thunder punch for earthquake.
-Jirachi-
These are a joke. Earthquake, earth poqer, fire blast, and U-turn take care of this guy with relative ease.
-Jolteon-
Bad. Outruns just about all of my team. Recently I’ve fought some with magnet rise, so even if I get motor drive on Electivire they’re troublesome to KO. They have a high enough Sp. Attack to cripple my team, almost 2HKOing everything.
-Kingdra-
These are pretty dangerous. If heatran is in on one, the only option is to go boom. Salamence can Draco Meteor any that aren’t in rain. Otherwise I’ pretty much screwed by these. Celebi holds nothing on them other that thunder wave, Starmie doesn’t do jack with surf and thunder bolt, and electivire has nothing usefull either.
-Latias-
Somewhat dangerous, mostly due to speed. 2HKO-ed by Dark Pulse, though surf can OHKO Heatran, meaning Explosion is the best bet. They outrun Salamence for an OHKO with dragon pulse. U-Turn threatens them from Celebi. Ice punch scares them off.
-Lucario-
My plethora of ground attacks end them quickly. Swampert easily phazes swords dancers before they become dangerous. Scarf Tran easily outruns them for an OHKO Fire blast. Salamence takes little damage from any thet don’t run stone edge and returns with a fire blast or brick break KO.
-Machamp-
Can be dangerous at times. Normally KO a few things due to my teams lack of super effective moves to use on it. Dynamic Punch’s confusion is dangerous.
-Magnezone-
These things have given electivire Motor Drive boost tons of times. Easily taken down. I don’t even see why they’re OU. Earth power, earth quake, cross cup, brick break.
-Mamoswine-
Not trouble. Surfs, Aqua Tail, Cross Chop, Brick break, and Fire Blast all score KOs relatively quick.
-Metagross-
Mad easy. Again, ground and fire moves. Don’t really pose any threat to the team. I rarely see one with Grass knot that throws me off scoring a KO on Swampert.
-Ninjask-
These are dangerous if I don’t counter them immediately. Rocks need to be out. If one comes in, I have to switch Swamp in to phase it immediately. If it gives anything SD and Speed boost my team will instantly crumble.
-Porygon Z-
Havent fought one. I assume Cross Chop and Brick Break would end it quickly though. TBD.
-Rhyperior-
My numerous water, ground, and fighting attacks put this thing down quikly.
-All Rotom Forms-
Fall quickly to Dark Pulse. Water ones can score KOs after a single dark pulse, but are easily KOed right after by practically any team member.
-Salamence-
These can be tough. Similar situation to Latias. Best bet is to phase any potential Dragon Dancers with Swamp. Hopefully my own will outrun opponent’s for an OHKO with Draco Meteor. Electivire can also utilize Ice punch. Heatran can Explode as a last resort.
-Scizor-
Heatran, Salamence, Swampert, and Electivire turn these into jokes. Earthquakes, earth powers, brick breaks, cross chops, and most importantly Fire Blasts end these quickly.
-Skarmory-
These crumble before thunder punch, fire blast and thunderbolt. See blissey for description of dealing with SkarmBliss.
-Smeargle-
TBD.
-Snorlax-
Snorlax can be dangerous. Earthquake equipped ones can threaten tran and Electivire. Otherwise they normally fall to Cross chop and Brick Break.
-Starmie-
I can either hope for a thunderbolt speed tie and win or draw a thunderbolt onto electivire. Not too much of a threat if I play smart.
-Suicune-
Thunderpunch and thunderbolt handle these nicely with some Phazing from swampert. Grass knot on Starmie would greatly help against these though.
-Swampert-
These are threatening. I have no Super Effective attacks. Salamence is my best bet with Draco Meteor, unless they run Avalanche/ice beam. Other than that Starmie with surf and my own Swamp can possibly counter them. Heatran is my only sure way of getting rid of them (Explosion).
-Tentacruel-
Starmie with thunderbolt and electivire with thunderpunch handle these nicely. Heatran and Swampert can earthquake/power them out of the way, though tran needs to look out for Surf.
-Togekiss-
Para-flinch togekiss can be annoying. For the most part though it isn’t very hard to get off a thunderbolt or ice/thunder punch for a KO.
-Tyranitar-
I hate to see tyranitar beat up so badly. When I stopped playing earlier this year for school, T-Tar was on top again after Garchomp was uberized. DD, Taunt tar was everywhere, even in my own team. Now he’s countered easily. Everything in my team can crush him. Surf/Earthquake from Swampert. U-Turn from Celebi. Earth Power from Heatran. Brick Break and Aqua Tail from Salamence. Cross Chop and Eqarthquake from Electivire. Surf From Starmie.
-Vaporeon-
Thunderbolt and thunderpunch take care of these nicely. Grass knot on Starmie would help against these though.
-Weavile-
Cross chop handles these. Heatran can resist them and fire blast. Salamence can counter them with fire blast and brick break so long as he isn’t OHKOed with Ice shard or punch.
-Zapdos-
Pretty easy. Heat wave can be drawn to tran easily and thunderbolt to electivire easily. Ice punch handles this nicely but thunderpunch/bolt work as well.
~UU/NU~
In Work