Team Bitter Rose - An OU Semi-Stall Team

Team Bitter Rose

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Overview
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Team Bitter Rose is the team I have been using and developing for 5 months, and I consider it to be the best team I have ever made. It consistently stays around 1400-1500 CRE, and while many of the offensive teams I have used over these months have lost their effectiveness after a while, Team Bitter Rose has soldiered on, surviving many drastic metagame changes. Recently, however, Team Bitter Rose has encountered some issues vs. some common things, and so I need to either retire it, or change it, and thus I came here.

If you know any of my past teams, you will know that I am usually an extremely offensive player who will more often that not have a team of 5 wall breakers and a lead. However, through Team Bitter Rose, I have discovered the Stall battle-style, and it has become the style that I like best.

The basic premise of Team Bitter Rose is to utilize Toxic Spikes to the max by using pokemon on the team that benefit from it being on the field and hurting the opponent. This is accomplished by having Cursers, CMers, Dual Screen Support, and a fast Mixed Wall breaker, all of which allow the Toxic Spikes to take their toll, while inflicting major damage on the opponent.

Often, switching around often is necessary to maximize the effectiveness of this team, so:

5 Pokemon are immune to Toxic Spikes.
0 Pokemon are weak to Stealth Rock.
All but 2 of the 17 types are covered, so there is always a safe switch in to an attack.

These factors make it significantly easier to switch around when it is necessary to.

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Up Close
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Toxic Spike Lead

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Roserade (F) @ Focus Sash
Ability: Natural Cure
EVs: 252 Spd/252 SAtk
Timid nature (+Spd, -Atk)

~ Sleep Powder
~ Toxic Spikes
~ Protect
~ Grass Knot
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Roserade is, in my opinion, one of the best leads, especially for any team that utilizes Toxic Spikes. The combination of Focus Sash and the fact that it is one of the fastest sleepers makes her a force to be reckoned with. Against almost every lead common to the metagame, Roserade comes out on top, and will set up at least one layer of Toxic Spikes.

Her moveset is rather different from the standard Roserade's. Sleep Powder & Toxic Spikes are the main parts of the set, and then there is my own addition: Protect. Protect allows me to come out on top against Fake Out leads such as Ambipom, Infernape, and Weavile, because when the Fake Out comes, I protect and then Sleep them the next turn. I chose Grass Knot over Leaf Storm due to the fact that Grass Knot achieves the same 2HKOs on things such as Gyarados & Aerodactyl without the power drop. Of course, this means I don't strike as hard against Azelf leads, but if I need Roserade late game, that power drop will often be my death.

I tend to play Roserade rather conservatively. I'll generally go for Sleep Powder + 1 Layer of Toxic Spikes, and then switch out to something else. This is because 1 Layer of Toxic Spikes deals more damage to teams that switch around a lot on the first 2 turns, so by forcing teams to move around, they accumulate more damage. There are exceptions to this of course. If I see a Hippowdon, I immediately know that the enemy is playing stall (Hippowdon has little use as a lead beyond Stall), and so I Sleep Hippow, and go for 2 Layers off the bat to screw with their team more effectively.

Roserade vs. Top 10 OU Leads
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Azelf
- Protect Turn 1 to see what they do. If they Taunt, switch to Scizor, if they try to Attack, stay in for Sleep Powder. Azelf, due to its unpredictability, is rather annoying.
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Metagross
- Sleep Powder kthxbye. Actually LumGross can be challenging, but they are rare (only 15% of all Metagross).
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Jirachi
- Protect Turn 1 to see if they try to Trick or Paralyze. If they go for SR, they are probably Scarf so stay in for Sleep Powder to get switch in. Very predictable.
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Aerodactyl
- Grass Knot is a 2HKO. They usually Taunt + SR, so my Sash is still in tact, and I can stall with Protect as Taunt Fades.
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Swampert
- Grass Knot for OHKO. They will usually switch, but Sash is still in tact, so I am free to use Sleep Powder the next turn anyway.
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Smeargle
- Guess who's the faster sleeper =)
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Infernape
- Protect on the inevitable Fake Out, then Sleep Powder as they attack/set up Stealth Rock, and set up TS.
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Roserade
- The majority of them carry Hidden Power [Fire], so I outspeed by 1 point. Sleep Powder, then Grass Knot to break their sash, and switch to Infernape to finish the job. When they are gone, Roserade can safely set up TS without fear of an absorber.
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Ninjask
- Toxic Spikes as they set up to Speed pass. Toxic Spikes hits their reception through Substitute, so their whole chain is screwed.
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Heatran
- Sleep Powder + Set up, then switch to Snorlax/Infernape.

Roserade is the most important member of the team, so until two layers of Toxic Spikes are up, I try to keep her alive.
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CroCune

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Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP/252 Def/4 SAtk
Bold nature (+Def, -Atk)

~ Rest
~ Sleep Talk
~ Calm Mind
~ Surf
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This.Thing.OWNS. It is nearly unbeatable once it has 2 Calm Minds: With its sky high HP & Defense Stat & a boosted base 115 SDef Stat & Rest + Sleep Talk, it literally doesn't die. Also, its two weaknesses (Electric + Grass) are both dominantly Special types, especially in OU, so by Calm Minding, she is essentially freeing herself of her weaknesses.

Suicune is a beneficiary of Toxic Spikes: OU's sole Water Absorber is ripped apart by Toxic Spikes, and Toxic Spikes allow her to better deal with Blissey (who she 2HKOs anyway with +6 Surf). In short, once she gets a few Calm Minds up & TS support is down, there is not much you can do but watch in horror.

Suicune has great synergy with the rest of the team. It covers Roserade's most common weaknesses (Fire + Ice), Scizor's only weakness (Fire), while Roserade resists both of Suicune's weaknesss, Scizor is all over the Grass weakness, and Infernape can take a Grass Knot for Suicune if need be. Also, Suicune benefits hugely from the Dual Screen Support that Cresselia provides, as it cussions the first few blows while Suicune sets up.

Despite how beastly Suicune is, there are of course some things that can make her cry. Latias can set up on Suicune if Suicune only has 2 or 3 Calm Minds, and when she's +6, she'll be able to 3HKO Suicune with Thunderbolt, beating the Rest + Sleep Talk cycle. Slowbro can raise some hell if only 1 layer of Toxic Spikes is down by alternating between Calm Mind, Slack Off, and finally Grass Knot, but generally 2 Layers of Toxic Spikes will be down by the time Suicune hits the scene, so he doesn't have much hope. When Latias or Slowbro show their faces, I switch to Snorlax, who neither can dent without a significant amount of CMs, and he can take out with just 2 Curses.

Side Note 1: Suicune's moves are Standard because they best allow her to achieve the goals she needs to.

Side Note 2: The 252 HP/252 Def with a Bold Nature makes her as physically bulky as possible, so that when she has a few Calm Minds under her belt, she won't take too much Physical damage.
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CurseLax

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Snorlax (M) @ Leftovers
Ability: Thick Fat
EVs: 168 HP/120 Def/220 SDef
Careful nature (+SDef, -SAtk)

~ Curse
~ Body Slam
~ Fire Punch
~ Rest
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Snorlax is in a very similar boat as Suicune except hes is on the Physical side of things. With a few Curses under its belt, it walls nearly everything, taking laughable damage from even Fighting attacks. With Toxic Spikes support, Curse, and Rest, many of its bulkier counters will fall, simply because they can't do enough damage to it within the Rest cycle.

When choosing Snorlax's moves, I came up with a few problems. Curse was obvious on the set, and because I'm playing Stall, Rest was a clear choice too. I chose Body Slam over Return because, despite Return's better power, when testing them both, I found the paralysis rate to be indispensable against things such as Latias that I would often switch into. The choice between Earthquake, Crunch, and Fire Punch was much harder, as each have their merits. Earthquake covered a great many Steels and had decent coverage with Body Slam. However, being walled by Levitate Ghosts was not particularly fun. Crunch did better against Ghosts, however it was walled by more Steels. Fire Punch was the compromise option, hitting both, but being walled by Rock types. In my oppinion, this compromise was worth it, due to the fact that the majority of Rock types are outstalled with Toxic Spikes.

Snorlax has great synergy with the rest of the team. Thick Fat gives it a resistence to Fire and Ice, meaning it can take attacks for Roserade and Scizor, and it has an immunity to Ghost type attacks, which Cresselia loves. In return, Roserade & Cresselia both cover its sole weakness to fighting. Like Suicune, Snorlax also benefits from the Dual Screens provided by Cresselia so that it can set up while taking minimal damage.

Snorlax is actually very hard to counter with Toxic Spikes, because Body Slam + Fire Punch provide great coverage, and the things that wall it (Rock Types), get screwed over by Toxic Spikes for the most part, or, in the case of Aerodactyl, are so frail that their resistences don't matter. Breloom comes to mind as a difficult cookie to crack. If she comes in on a Rest, she can Substitute, Leech Seed, then when Fire Punch breaks the sub, she Spores, and then proceeds to spam Focus Punch. Countering Breloom generally requires a sacrifice strategy: use Scizor to break the Sub while dying to Focus Punch, then take out Breloom with Infernape. Lucario can come in on an unboosted Snorlax and Swords Dance, but when Snorlax is behind a Reflect, he can't take him out, and will be disposed of via Fire Punch.

Side Note 1: Thick Fat was used over Immunity because by using Rest, he becomes effectively immune to Toxic & Toxic Spikes.

Side Note 2: I tested both CurseTar and CurseLax in this spot, and had better success with CurseLax, though found that CurseLax was more easily walled.
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Dual Screen Support

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Cresselia (F) @ Light Clay
Ability: Levitate
EVs: 252 HP/60 Def/152 Spd/44 SDef
Bold nature (+Def, -Atk)

~ Reflect
~ Light Screen
~ Ice Beam
~ Thunder Wave
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Cresselia is the ultimate team player. With some of the best defences in the game and a fantastic Support movepool, I find her a staple on any Stall or Bulky Offense team of mine. On this particular team, I chose the Dual Screen Cresselia, because bulky set up sweepers such as Suicune, Snorlax, and to an extent, Scizor, benefit hugely from them. Her defenses are such that not unboosted attack can OHKO Cresselia when she is behind the appropriate Screen, meaning that she will have time to either put up both Screens, Thunder Wave, or Ice Beam, depending on the target.

Her moves are slightly off the Standard Dual Screen Cresselia. Reflect + Light Screen are obviously the staples, and then, instead of using Lunar Dance, I chose Ice Beam. The reason for this is that Salamence can threaten a good portion of this team, but can't take out Cresselia, while she has time to Paralyze him and then Ice Beam him to hell. I rarely found Lunar Dance helpful, because generally when Cresselia is out, the rest of the team hasn't been revealed yet, and therefore has max health. Also, the use of Thunder Wave and Ice Beam gives her more support options, and she isn't destroyed by Taunters such as Gliscor.

Cresselia also has synergy with the rest of the team. Being a pure Psychic type works in her favor, only having weaknesses to Bug, Dark, and Ghost, all of which are covered by Scizor, and two of which are covered by Infernape. Snorlax covers her Ghost weakness, and makes a good defensive combination with her, as he is specially bulky, and benefits from Screens, and she is physically bulky, and can provide him from screens and cover his only weakness. Cresselia covers Infernape's & Roserade's weakness to Psychic, and can take most neutral Physical attacks for anyone on the team.
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The Bulky Scout

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Scizor (M) @ Leftovers
Ability: Technician
EVs: 244 HP/20 Atk/76 Def/168 SDef
Careful nature (+SDef, -SAtk)

~ Roost
~ U-turn
~ Bullet Punch
~ Brick Break
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This is my teams MVP. With its incredible typing, above average defenses, and a kick ass attack stat, this Scizor is a force to be reckoned with. I credit much of its success due to the mass use of Choice Band Scizor; people have no clue what to expect when they see leftovers coming from this guy. I find him considerably more dangerous because he can survive extremely powerful blows and survive to deal an insane amount of damage back. To illustrate this I'll provide an example:

Timid 252 SAtk Latias uses Hidden Power [Fire]: (67.84% - 80.70%) It never OHKOs.
Scizor uses U-Turn: (69.77% - 82.39%)

After that, Scizor can bring in Snorlax to set up on Latias and take it out.

The abilities and EVs are standard for the Bulky Uber Scizor: Roost allows it to heal and take more attacks later on. Scizor can utilize U-Turn even more effectively then the Choice Band set, due to its ability to survive powerful hits such as that. Bullet Punch allows Scizor to revenge kill anything that doesn't resist it, provided they have around 20-30% health. Finally, Brick Break is used to take out opposing Steel & Rock types, and is used over Superpower because the attack drop is deadly to this Scizor.

Due to this Scizor being far more bulk oriented than the most common Scizor sets, he makes for a much better switch in then they do, as he can make better use of his incredible typing. With a sole weakness to Fire which is covered by Snorlax, Infernape, and Suicune, he resists all of Cresselia's weaknesses, takes laughable damage from Grass attacks for Suicune (and most Electric attacks too), and takes Psychic attacks for Roserade and Infernape easily. In short, this Scizor set is the perfect partner for everyone on my team.
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The Late Game Sweeper

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Infernape (M) @ Life Orb
Ability: Blaze
EVs: 64 Atk/200 Spd/244 SAtk
Naive nature (+Spd, -SDef)

~ Flamethrower
~ Close Combat
~ Grass Knot
~ Hidden Power [Ice]
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Specially Based Mixed Infernape is the final, and most unconventional member of my Semi-Stall team. Up until now, every team member has been a bulky pokemon who sweeps after a setup and benefits from Toxic Spikes by stalling the damage. Infernape takes it in a totally different direction.

Infernape benefits from Toxic Spikes because it makes his job of cleaning up at the end much easier. He gets perfect coverage with his attacks, and has the power and speed to back himself up. Infernape is always the last pokemon I send in: once everything threatening to him has been eliminated or is in a position where they will be quickly KOd.

His moveset, as I mentioned, gets perfect coverage, and is carefully chosen based on what comes in on him the most. Flamethrower was chosen over Fire Blast because I hate the 85% accuracy, it fails when you need it most, and ever since switching, I have never looked back. Close Combat is his strongest STAB move and deals 40% to a Latias switch in (who are extremely common). Grass Knot OHKOs Swampert and deals around 70% to Hippowdon and similarly bulky pokemon. Hidden Power [Ice] is the move that, for some reason, no one sees coming. People tend to assume that after they see Grass Knot, it is 100% safe to switch in: they think I'm running Nasty Plot Mix, so I could only have 3 Attacks. That is when they switch in Salamence to get OHKOd by Hidden Power [Ice].

Infernape's synergy isn't defensive so much as offensive. Infernape isn't the bulkiest thing around (gasp), and so he can't make the best of his typing (though he can switch into Grass Knots). However, with Dual Screens, the story changes. He still isn't extremely bulky or anything, but he can find many more opportunities to switch in and sweep, and can even take a hit while in. Also, as mentioned, the Toxic Spike support is a huge plus for him, as it allows him to take down many things which otherwise may be challenging. He makes a great offensive partner with Scizor, as many of Scizor's counters are weak to one of his four attacks, and he can switch into one or two Fire Attacks, even without aid from Light Screen.

Note 1: I run 8 extra Speed EVs to outspeed anyone using any Standard Mixed Infernape, and anyone EVing to outspeed said Infernape by one point, at the cost of 8 Special Attack EVs.

Note 2: I originally ran Agility Lucario here who also gets perfect coverage through his combination of attacks, but found that having three pokemon weak to Fire was not a good idea.
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Team Building
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The following is the process through which this team was conceived.
The Lead
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I start this team off knowing that I want to try something different. I have always done straight offense teams, so I wanted to take this in the opposite direction: Stall. I had played Heavy stall with Spikes, SR, Sandstorm, and Toxic Spikes before, and hadn't enjoyed it, so I'm thinking that Toxic Spike stall is the way to go. I have seen Roserade in action a few times, and know it to be a very efficient lead, and so at the start of my line up, we have Roserade.
The Calm Mind Sweeper
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Something I always associate with Toxic Spikes is Suicune. In almost every single one of Suicune's movesets, it says that Toxic Spikes is strongly reccommended so that she can be used to the best of her abilities. Suicune has great synergy with Roserade, and on top of that is a well respected and feared sweeper and tank, so she makes a great and bulky addition to the team.
The Curser
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If I'm going for Semi-Stall, any secondary damage is put to good use. Also, along with a Calm Minder, I also want a Curser, as they make use of Toxic Spikes just as well. So I turn to a beast I am familiar with: CurseTar. It is literally one of the strongest and most underused Tyranitar sets, and I believe it will be put to good use with Toxic Spike support.
Dual Screen
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With these two set up sweepers, I needed some support to allow them to set up. Dual Screens allow them to take hits from either side of the spectrum, so while they set up, they don't have to worry about taking too much damage. Latias has excellent synergy with everyone on the team thus far, can set up Dual Screens, and can Phaze with Roar, so it makes an excellent canidate for a spot on the team.
The Transition Pokemon
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So I have my defensive core down solidly, now I need a transition pokemon who I can repeatedly switch into that has good typing. Of all the transition pokemon in OU, Bronzong is probably the best; great bulk, incredible typing & abilities, and a well rounded movepool. Also, it adds Stealth Rock to my team, so Latias has even more reason to Roar.
The Late Game Sweeper
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After all the secondary damage effects, I need my prime sweeper to take advantage of all the weakened foes. My team lacks a fast wall breaker so far, so something that is fast/can make itself fast is what I'm looking for. I also want unresisted coverage with this sweeper so that few things can stop it after they are weakened. And so I turn to: Agility Lucario.

In retrospect, this team was awesome for the metagame it faced. It had no Toxic Spikes weaknesses (Suicune + Tyranitar are both Sleep Talkers), and had more defensive pokemon than what it evolved into. As the metagame progressed and became increasingly more Offensive, it became clear that I needed to adapt.
Team Changes Round 1
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The first changes were that of Tyranitar to Snorlax and Latias to Cresselia. Tyranitar's Sand Stream was hurting my team more than helping it, because it canceled out their Leftover recovery. Also, the 4x Fighting weakness prevented it from being as bulky as possible, even at +6 Defense. Therefore, a logical choice was to replace it with a Curser that only had one weakness: Snorlax. With the change of Tyranitar to Snorlax, the need for Latias' many resistences wasn't needed as much as a bulkier pokemon in general. Cresselia covered Snorlax's only weakness, and gave me a switch in to a +1 DDmence after it had taken out something, something that Latias did not have the ability to do, and something Bronzong could only do if it was willing to explode.
Team Changes Round 2
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This was the final round of change for Team Bitter Rose, and it took place in early September. With the release of HG/SS, the metagame grew even more offensive to counter new threats, and so two new fundamental changes had to be made. At the cost of Stealth Rock, I traded Bronzong in for a much more offensive Transition pokemon: Scizor, who could also act as my team's revenge killer and bulky wall breaker. Also, I found that Agility Lucario was losing its effectiveness: the time it took to set up could have been put to better use. I still had the same requirements for my Late Game Sweeper: Speed, Power, and Unresisted Coverage, and now more than ever I needed a Fire resistence, and Specially Based Mixed Infernape was able to provide this.
The Evolution of Team Bitter Rose

June 2009 - August 2009
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September 2009 - October 2009
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Threat List Coming...
 
Threat List: (stolen from Jabba’s thread which was stolen from KG's thread):

Defensive Threats:

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Blissey – Blissey is set up fodder for almost everything on my team: Suicune (can 2HKO with +6), Snorlax, and Cresselia (doesn't really care about paralysis) all love to come in on her and set up. Infernape OHKOs with CC, but I don't like risking paralysis with him. Don't forget Toxic Spikes!

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Bronzong – He really is out of luck in the current metagame; he was on my team a few months ago, but the metagame has grown too offensive for him and more things pack moves that can take him out. Infernape takes it out, Suicune can set up on any variant, even ones packing explosion, and Snorlax uses it as setup fodder.

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Celebi – Scizor OHKOs with U-Turn, and Infernape deals ~70% damage to Celebi, so it can revenge kill. Toxic Spikes allow Infernape to destroy Celebi if they stay in for a few turns.

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Cresselia – Scizor can U-Turn the fuck out of it, and Suicune + Snorlax use it as set up fodder.

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Dusknoir - Snorlax + Suicune use as setup fodder, and Infernape & Scizor can both significantly damage it. Toxic Spikes hurt this guy =).

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Forretress – Infernape OHKOs, Suicune + Snorlax + Cresselia use as setup fodder. I usually try and take it out as early as possible because me no-no like Rapid Spin.

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Gliscor – Infernape revenge kills with Hidden Power [Ice], Suicune can really hurt it with even unboosted Surfs. As a lead it can be annoying with Taunt, but many of the lead Gliscor don't run enough EVs to outpace Roserade.

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Gyarados - Suicune takes laughable damage from +3 Stone Edges, and Gyarados takes quite a bit of damage from boosted Surfs. Also, Snorlax can overcome ResTalk versions if they don't get lucky and pick Waterfall repeatedly. Roserade's Grass Knot is a guarenteed 2HKO.

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Hippowdon – "Suicune used Surf" "Infernape used Grass Knot" "Roserade used Sleep Powder" "Roserade used Grass Knot" "Hippowdon was badly poisoned by the Toxic Spikes" Shall I go on?

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Jirachi – Jirachi is a giant fucktard to every team of mine. I could care less about the CM Variants, its the Choice Scarf Haxrachis that really piss me off. I usually let Infernape absorb the Tricked Scarf, as it makes fantastic use out of it, and then I scare it off and have a potent revenge killer. Once that's done, Suicune + Snorlax can set up on Jirachi quite well. Scizor's U-Turns do ~40% damage, so he can come in on ones locked into Iron Head and do that. Suicune also likes them when they're locked into Iron Head, as that = set up fodder for her.

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Rotom-A – Defensive Rotom Appliances are not that hard to deal with. Snorlax uses them for set up fodder, and Infernape deals ~53% with Flamethrower while they struggle to do much back.

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Skarmory – Infernape laughs at Skarmory and SkarmBliss. Suicune deals a respectable amount with STAB Surf.

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Snorlax – Infernape, Scizor, Snorlax, Cresselia (Reflect). Toxic Spikes along with Reflect makes it a not-so-big-problem.

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Suicune – Toxic Spikes destroy opposing offensive Suicune, the defensive Suicune get maimed by a combo of Light Screen + and then Snorlax Set up. If they come in on Infernape, they are screwed as Grass Knot deals ~60% to them.

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Swampert – "Roserade used Grass Knot" "Infernape used Grass Knot" "Suicune used Calm Mind" "Suicune used Surf" "Swampert was badly poisoned by the Toxic Spikes" Get the picture?

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Tyranitar – Infernape OHKOs with CC, Scizor OHKOs with Brick Break if they take a little poison damage, Suicune + Snorlax use it for set up fodder. Toxic Spikes screws this guy over quite a bit.

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Vaporeon – Toxic Spikes makes this guy setup fodder for Suicune, despite her inability to actually damage Vaporeon. Also, Roserade 2HKOs with Grass Knot. Snorlax uses Vaporeon as setup fodder, and Cresselia can set up screens on her.

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Zapdos – They generally can't handle Infernape, because they focus to one side of the spectrum when he hits on both. Snorlax laughs at everything Zapdos does and sets up on it. Cresselia can paralyze and set up Light Screen to enable other pokemon to better set up/eliminate Zapdos.

Offensive Threats:

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Azelf – As a lead, it is rather annoying, as explained in the Roserade analysis, but it can be overcome with good Protect prediction. As a sweeper, it is stopped cold by Snorlax, and is revenge killed by Scizor.

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Breloom – Breloom is among the most annoying pokemon to this team. I need to sacrifice 2 pokemon (generally) to it to kill it. One has to fall asleep (I make sure that is Suicune or Snorlax), then Scizor (or Cresselia), has to break its sub with an attack and wait to die, and then finally Infernape can take it out. It's a process, but there is a method to my madness.

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Empoleon- Can't deal with Calm Mind Suicune, as it can't 2HKO when it is +1 SDef, and Suicune outspeeds it to start ResTalking. Cresselia survives its attacks (short of Torrent Boosted Surf), and can set up screens on it. Infernape revenge kills it with Close Combat.

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Gengar – Snorlax uses it as setup fodder, provided it doesn't have Focus Blast (which never OHKOs, and only has a 49% to hit twice in a row). Scizor deals ridiculous damage to it with Bullet Punch. If Gengar is coming into Suicune it can't win, as it can only win against a +1 Suicune, not a +2.

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Gyarados – Cresselia can come and paralyze it + set up Reflect, and once that is done it is a whole lot easier to deal with. Suicune takes laughable damage from +2 Stone Edges, and Gyarados takes quite a bit of damage from boosted Surfs.

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Heatran – Suicune loves Heatran. Heatran deals pathetic Explosion Damage to Suicune, and can't 2HKO her with any of its attacks, so she outspeeds and can begin her ResTalk cycle and eventually take it out. TormentTran requires switching, but pressure stall hurts TormentTran's effeciency in the end, and once it has no more Substitutes, Infernape can take it out.

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Infernape – My Infernape always outspeeds opposing Infernape's provided they use Standard EVs or try to outspeed by one point and dishes a clean kill to one that has taken some poison damage. Suicune uses ones lacking Grass Knot as setup fodder. As a lead, Roserade beats it with protect. If it comes into Snorlax, it loses, because the Curse allows it to not be OHKOd by its attacks while a boosted Body Slam will OHKO. Cresselia will often force it out, as none of its attacks significantly damage her.

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Jolteon – Choice Specs is defeated by Toxic Spikes and good prediction. LO is defeated by Snorlax, who can take the Special hits and setup to do major damage to it. If it is coming into Suicune, it loses because it can't take a +1 hit and can't take out a +2 Cune, meaning the cycle defeats it.
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Latias – Scizor survives any of its attacks to deal ~80% with U-Turn and then switch into Snorlax who can set up on it and take it out.

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Kingdra – Infernape's Grass Knot & Infernape's Close Combat both do heavy damage to it. Cresselia's dual Screens take their toll, as they allow everything on the team to take Kingdra's hits better while Kingdra takes Toxic damage.

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Lucario – Infernape outspeeds + OHKOs with Flamethrower. Cresselia paralyzes and sets up Dual Screens. Suicune uses it as setup fodder.

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Machamp – CroCune gets the best of him, with Rest canceling out the Confusion from Dynamic Punch, while it does little damage and she does huge damage with boosted Surfs. Cresselia can set up Reflect on him and Infernape and Scizor can both revenge kill it. Toxic Spikes take their toll on Machamp over time.

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Magnezone – He'll usually come in to take out Scizor, and when he does so, Snorlax comes in to set up, and if Magnezone shows his face to explode, guess who will have several Curses under his belt? Cresselia survives Thunderbolt to Thunder Wave and then Light Screen at which point Infernape cantake it out with either of its STAB moves.

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Mamoswine – Both of Infernape's STAB moves OHKO it, while Mamoswine's priority move deals no more than 30% damage. Scizor's Bullet Punch deals a shit load as well. Snorlax + Suicune both use it as set up fodder and laugh as it dies to Toxic Spikes.

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Metagross – As a lead, Roserade generally gets the best of it. Scizor's U-Turn will do a fair amount of damage to it, and he can give Infernape a free switch to OHKO with Flamethrower. Suicune laughs at non-STAB Earthquake and Metagross cries at boosted Surf, however Suicune doesn't like Explosions so much. Snorlax can setup Curse on him, but has to be wary of STAB Meteor Mash gaining the boost.

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Raikou - See Jolteon's counters.

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Salamence - Infernape OHKOs with Hidden Power [Ice], Suicune 2HKOs with +4 Surf, Cresselia survives +1 Outrage on average to paralyze then Reflect/Ice Beam. Scizor deals 30-40% with Bullet Punch.

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Scizor – Infernape laughs at Bullet Punch and OHKOs with Flamethrower, Suicune loves CB Bullet Punch and uses it to set up a Calm Mind sweep, and Snorlax can use CB Bullet Punch to Curse twice then Rest and wake up to Fire Punch it to hell.

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Weavile – Scizor OHKOs with Bullet Punch. Infernape OHKOs with Flamethrower. Suicune uses it as setup fodder. Snorlax is 3HKOd by LO Brick Break provided it gets off a Curse, and OHKOs back with Fire Punch.

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Zapdos – They generally can't handle Infernape, because they focus to one side of the spectrum when he hits on both. Snorlax laughs at everything Zapdos does and sets up on it. Cresselia can paralyze and set up Light Screen to enable other pokemon to better set up/eliminate Zapdos.
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Wooh! That was a doozy =P.
 
Your team looks pretty solid. I have a few nitpicks/suggestions:

First, I would just make Scizor Adamant. If Latias is using Life Orb, it'll deal 92% minimum to your Scizor with HP-Fire, an OHKO after Stealth Rock. The extra power is beneficial since Scizor is your best revenge killer to a +1 DD Mence.

I do see a bit of a SD Lucario weakness. After 1 Swords Dance, it could take a huge chunk out of your team. Infernape's speed doesn't matter when Lucario has ExtremeSpeed. +2 ExtremeSpeed OHKOs your Infernape, and +2 Crunch does 72% minimum to Cresselia. You could fix this problem by giving Infernape Mach Punch or Vacuum Wave over something, probably HP: Ice since Cresselia should be able to handle MixMence with Ice Beam.

I also think you should fit a Stealth Rock user onto your team so that things like Gyarados and Salamence don't have repeated opportunities to set up. But I'm not sure what to replace. Dual Screen Azelf might work over Cresselia, though Azelf doesn't really fit on a stall-ish team lol.
 
Thanks for all the suggestions, I'll look for ways to incorporate them into Team Bitter Rose. There are some viable Dual Screeners that both resist Dragon and can set up Stealth Rock, and I'll look into acquiring one for my team. I have considered Infernape using Mach Punch over one move for that very reason, but sacrificing HP Ice and Cresselia means Mence shits all over this team. Haha and your right about Scizor: it was a typo, he is Adamant. The reason I don't fear SD Luc too much is that Cresselia survives to paralyze him, meaning he is much easiesr to deal with, and Suicune can then get up a CM to OHKO him. That's why, in my testing, I found Cresselia to be so useful for the team. Thaks for the rate!
 
If i recall correctly, 252 Hp/Def bold CroCune is hit by 92% by a +2 Close Combat, aslo, if cress walls some hits BEFORE luke sets up, he crunches for like 75% on cress and say Bye Bye to cress and its pretty much game...as Snorlax dies horribly to close combat, Rade dies in an even more horrible way to ES and so does nape...

Also, after Roserade dies i see spinners comming in and screwing things up...as you got NO blockers ;D

Just my 2 cents...
 
It doesn't matter if that much damage is dealt, when Lucario is paralyzed, she OHKOs with Surf, and ES does pathetic damage even at +2 to her. You seem to forget I run TW on Cress. I paralyze Lucario before he takes her out, and then set up reflect while he tries to attack. At that point, almost anything on my team can take out Lucario.

Also, the reason I have no SpinBlockers is that I only have one hazard. They weren't worth a spot to me on the team when other support was more important. The Toxic Spikes really is so that I can switch into Suicune/Snorlax and things that would normally counter them get totally screwed over. Therefore the lack of a SpinBlocker is a more competetively viable choice for this team.

Thanks for your input, but SD Luke isn't really a thorn in this team's side as much as things such as Latias are.
 
Dude, you didnt understannd what i meant, Lets say, SR is 12.5 on cress right? and if she switches she usually takes some damage...if luke sets up, Crunch Kills her, and he does not get parahaxed, so what will you do then?
 
Presentation wise, this is really solid. Although I think you have taken Gyarados far too casual when it comes to the threat list. Taunt Gyarados absolutely tears this team apart with the absent of Stealth Rock and the lack of Electric moves to threaten it. Unfortunately, your only hope is to freeze it with Ice Beam, which is something you should avoid. I don't want to rattle the team right now but there are several options to check Gyarados. Firstly, Hidden Power Electric over Sleep Talk on Suicune is a way to handle Gyarados without changing the team too much. I don't expect Suicune sweeping any teams, except late game so Sleep Talk isn't really that important right now. I find that with such bulk, Hidden Power Electric is much needed to 2HKO (I believe) Gyarados with Taunt.

If your not a fan of that idea to check Gyarados, you can always try a dual screen Rotom with Thunderbolt / Overheat / Reflect / Light Screen over Cresselia and standard EV spread. This way you can block rapid spin, check Lucario (much better with screens down), as well as prevent Gyarados from having an easy taunt on your precious screens, this way you get screens down and you get an easier time with setting up. Toy around with Light Clay or Leftovers on Rotom to see which one fares. Now if you take this idea, Scizor needs more offense to take on Salamence. Try out CB set (as your current one doesnt seem to do much that much) over your current one, thats if your trying the Rotom suggestion. Go for the EVs 160 HP/176 Atk/24 Spe/148 SpDef to take special hits better while still maintaing good power. I strongly suggest switching out to Snorlax when facing Latias, as your description seems to suggest that you stay in on Latias alot when Snorlax has a free switch in to take hp fire. overall gl.
 
um plus one sword dance with life orb lucario OHKO's suicune after stealth rocks most of the time, I did it the other day, surf does not OHKO, where did that idea come from, its not suppereffective on lucario, and vaporeon does about 50%, and cune attack is even lower and does about 40%, with residuel damdge he will come out with 40% left and have enough hp to take on ur team. 75% is mimimum damdge, in sandstorm after 2 turns of rocks, it is by by cress on mimmum, after 1 turn its not good either on average, and then it is GG. Also cress and cune will not allways be on full health.

To solve this vacum wave/mach punch on infernape, and that scizor is for uber use and is innefective in OU, I would suggest the cb set, as he takes 0% from hp fire, as he OHKO's latias with bullet punch and it after something like 2 defence drops and 2 life orb recoils it OHKO's a lucario, leftovers and no attack is pointless, wack a choice band on there, thats the reason he is the top OU threat, unless your using sword dance, it is pointless not having a choice band.
 
HUGE weakness to Taunt Gyarados it just destroys you bearing in mind pretty much every pokemon relies on a turn to set up and not use an attacking move to threaten it. Other than this you have a pretty nasty weakness to SD Scizor yes Infernape can take a hit but really its not a good enough solution. As well as this SD Lucario pretty much owns you.

Rotom seems like a natural solution to all these problem, this is especially true as it is also the best spin blocker. I suggest a Bulky Scarfer. It is the solution to all problems the metagame ever presents and I seriously suggest you try it out over Infernape who does not fit in with the team at all.

This is the set:

Rotom H @ Choice Scarf
252hp/252spe
timid

thunderbolt
Shadow Ball
Overheat
Trick

EVs are for maximum durablity. Other than that it can revenge kill or screw up most pokemon bar ttar the metagame has to offer. Which can also cause your team problems but i guess toxic spikes + its lack of switch ins should mitigate.

Other than that this is a really cool team and its excellently presented.

Good luck i look forward to your future endeavors.
 
Franky - Thanks for the rate! I'm going to try out the second suggestion first, as it covers two of my team's issues; Gyarados & Lucario. I'm reluctant to give up the Scizor set, but I'll test the Scizor set with the spread you suggested and see howit works out. Also, I never stay in on Latias, I was just using that as an example to show how bulky it is: it can take a 4x weakness off of a 110 Base Special Attack Stat. I would have to be really stupid to do something like that when I have Snorlax alive and well.

George182 - I'm fairly sure you're incorrect about this: it never OHKOs even with Rocks. When I said OHKO I'm taking into account LO recoil & the Special Defense drop from Close Combat. By the time Lucario comes in, he will have around 70% health from recoil, meaning anywhere from 1-3 SDef drops. With these factors added up, its a OHKO. You're also incorrect on the Latias numbers; it doesn't ever OHKO Latias short of a critical hit: it does 60% to Salamence and though Latias is less physically bulky, it is not so much that it is OHKOd. The set is not useless in OU, it can take neutral special hits such as Thunderbolt and Surfs very well something the Bander can't accomplish, as both take around 50% out of him vs. a 25%-30% out of this guy. I am testing a CB now, and thank you for the rate.

iKitsune - Just saw your rate: and I think that makes a lot more sense then Infernape. By using him on the team, I was just looking for someone who could benefit from all the status effects, but he is really a let down in numerous cases. I'm definitely going to try out the Rotom-H set, thanks for suggesting it; it helps with every problem I face.
 
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