Team BloodLust

Team BloodLust

Introduction:

I created this UU team a while back, and some days ago, I decided to perfect the team, to push it to its limits. It’s the best team I ever created, so I wanted to get to the leaderboard. After 3 days of laddering starting from nothing, I did it, I reached the leaderboard for the first time in my life! So I’m happy with it. I achieved my goal. Now I can post this team and hope people will like the team. I don’t mind if anyone copies this and uses it for himself (or herself). It would make me happy if anyone wants to use my team.

Some statistics:

Wins: 93 Losses: 30

I’ve been counting since the day I started laddering. A winning percentage of 77,5 percent. 5 of the losses are due to my own fault, where I could’ve easily won, but I screwed up. 10 of the losses are because of hax. I write this down here not as an excuse to why I lost, but just to let you know about it. The opponent can be unlucky too.

Maximum CRE achieved: 1580 Highest rank achieved: 31

I might be able to get higher, but reaching the leaderboard is good enough for me. It’s just that within the hour I lose my concentration and my patience and I start to lose. So that’s when I should quit lol. 1 more thing: these statistics were made with this team before it was “improved” slightly, by changing EV’s and moves and so on. I changed the team in a way to do better against the teams I lost to. So now I assume the win/lose ratio is slightly better.

The master plan: I wanted to create an offensive team, where the aim is to deal directly huge damage. I didn’t care whether the pokemon are fast and frail, or slow and bulky, as long as they deal great amounts of damage, without having to set up. I was prepared to sacrifice my health to achieve this or lock myself into 1 move through the use of life orbs and choice items. Picking the right Pokemons for this is easy, but, the problem is that these pokemon get countered, making me lose the momentum or, even worse, they get burned, poisoned and outstalled, or other sneaky tactics will be employed to beat them. With this in mind, the plan was to make use of the move U-turn to get a good match-up, putting me in control more often than the opponent is, while being able to deal with status and break through walls, since if you don’t do the latter, you’ll lose to stall. This is especially important in this team since there are no stat-up moves.

Team building process (skip if you don’t care):

So I decided I needed 2 U-turners, and 2 U-turners that hurt. I thought 2 is the right number. I picked Scyther and Primeape, both powerful and fast attackers that have the right attributes for the job.
primeape.jpg
scyther.jpg

Next I wanted a powerful attacker, something that’s rather frail, but could do huge damage when it’s out, something that benefits from getting U-turned in. It has to make the opponent nervous and scared. I’m talking about Absol.
primeape.jpg
scyther.jpg
absol.jpg

There were 2 big problems so far. 1 of them was the fact that Scyther takes 50 percent damage from Stealth rock. This sucked. I was thinking about a rapid spinner, but then I thought screw it and I went for a devastating lead that’s supposed to frighten everything, especially if it decides to set up rocks. I chose Hariyama.
hariyama.jpg
primeape.jpg
scyther.jpg
absol.jpg

Now that I was in the mood to destroy some teams the second problem hit me. What about my defenses? They are pretty worthless so far. I needed to add some defensive pillars that could still deal awesome amounts of damage, but also take it. I needed tanks! Rhyperior can take physical hits extremely well, and can also hit extremely hard with its 140 base attack.
hariyama.jpg
primeape.jpg
scyther.jpg
absol.jpg
rhyperior.jpg

My resistances and weaknesses chart were still bad. I’ll have to do with a 2-1 weakness-resistance ratio for certain attacking types. This should not be such a problem if I use general walling and U-turn to avoid trouble. I needed 2 things now, a special attacker was necessary to know what to do with those burns and physical walls like many ground types, and it needed to be a water type pokemon to cover my weaknesses. Milotic fits in exactly. And so this team was born:

Team Bloodlust, a team to the bitter end, it’s either victory or death.

hariyama.jpg
primeape.jpg
scyther.jpg
absol.jpg
rhyperior.jpg
milotix.jpg


By now you’ll either hate or love the team, or you still don’t care. Anyway, here’s the most interesting part of the RMT, where all the techniques and tactics this team utilizes in pokemon warfare will be shown and explained. If you can and want to, I suggest you listen to this music while you’re reading the in-depth section. I decided not to go for metal, scream, rock, pop, drum and bass, techno,… but for general music that everyone will and should like. It makes the team more epic and godly and stuff (if you don’t like the music I give you 2 options: kill yourself or don’t listen to it lol).

(note: don't read everything if you don't want to :p)

Link to the music: http://www.youtube.com/watch?v=Ub5p1aKUkxg

In-depth:


hariyamacard.jpg
Hariyama, the devastating rusher

Hariyama @ toxic orb
Nature: adamant
Ability: guts

EV’s: 252 atk / 200 def / 56 speed
-Fake out
-Close combat

-Payback
-Bullet punch


In general: Hariyama serves me as an instant damage lead. No bullshit, just damage. Fake out will often be used on the first turn to flinch, render focus sashes useless and activate guts with the toxic orb, thereby gaining incredible power. I don’t care if he dies early on or not. He’s dispensable because I have another fighting type. It does not fail me. Ever. The toxic comes in handy to guard against other status. I chose toxic orb over flame orb because I almost never stay in more than 3 turns with Hariyama, so I get less damage from toxic orb.

Moves: Fake out is already explained. Close combat is the obvious 120 base power STAB move, coming from a +1 120 base attack. Bullet punch gives me priority and is useful for killing things off without taking damage, since Hariyama is rather slow. Payback hits ghost and psychic types hard. Close combat and payback give me awesome coverage together. It’s just a standard Hariyama lead.

EV’s and natures: Adamant nature is chosen for maximum power. 252 attack EV’s serve this purpose as well. Copy/pasted from the analysis: most of the remaining EVs provide for more on its already impressive physical bulk. 56 Speed EVs allow it to outpace 4 Speed Rhyperior and Omastar and the rest are dumped into Defense to allow it to handle physical leads like Rhyperior better.

Experiences with the devastating rusher: Hariyama is great early, mid and late game, though it’s usually dead late game. Other leads I often switch out of are ghost, psychic, flying and fire types like Moltres. Absol has a good chance of beating most psychic and ghost types, and has the added benefit from not getting damage from psychic, which Hariyama attracts. Fire types are easily dealt with by Milotic, and to a lesser extent, Rhyperior. Rhyperior destroys birds. It’s actually very bulky, even when it’s poisoned and loses its health slowly. Overall, he’s a great attacker and beats many walls. OHKOing steelix and registeel is no joke at all.


primeapecard.jpg
Primeape, the angry beast

Primeape @ choice band
Nature: jolly
Ability: vital spirit

EV’s: 4 hp / 252 atk / 252 speed
-Close combat
-U-turn

-Ice punch
-Earthquake


In general: Primeape is my first and most reliable choice bander. The set is standard, and serves its purpose well. I chose choice band over choice scarf to deal heavy damage. Primeape is fast in UU so I don’t need a weak revenge killer. Despite being NU, Primeape surprises many opponents both with its powerful close combat, U-turns and good coverage moves. It’s ability vital spirit is very helpful, and can often get the momentum on my side again. Primeape’s only downfall are its weak defenses.

Moves: U-turn is why I use Primeape, Close combat is a high damage dealing move that can sweep late game. Ice punch is very important. It hits flyers, like altaria and swallow, but more importantly, it hits grass types super effective (especially grass/poison, like Venusaur). Later you will see why this is so important. Earthquake allows me to hit fire types or other random stuff hard. All moves are useful.

EV’s and nature: Jolly is necessary to speed tie with other base 95 speed pokemon like Houndoom. The EV’s are straightforward: maximum speed and attack.

Experiences with the angry beast: Primeape is a vital part of my team. U-turn often allows me to get in another powerful hit without problems. If Primeape is not U-turning, it’s probably killing off something. It’s only real problem are its defenses, but I can play around that because of the other, more bulky fighting type, Hariyama, when necessary. Overall, Primeape is a force to be reckoned with if its wearing a choice band and more importantly a great team player because of U-turn.


scythercard.jpg
Scyther, the slaying mantis
Scyther @ choice band
Nature: jolly
Ability: technician

EV’s: 252 atk / 252 speed / 4 sp. def
-U-turn
-Aerial ace

-Brick break
-Reversal


In general: this is my second choice bander. Many people will see 1 of the 2 seemingly enormous flaws this team has here. How can you use a choice band Scyther that’s supposed to switch in and out that takes 50 percent damage from stealth rock without rapid spin support? The answer is simple: it doesn’t work perfect lol. I didn’t count how many teams set up stealth rock against me or not, but some do and others don’t. Against stealth rock teams I just have to think about when to use Scyther and when not. If I play it right, Scyther is able to not get any damage while switching in. It can switch in 2 times this way. So stealth rock is a hindrance, but setting up rocks against this team often means I get a free hard hit. Rocks are not such a big deal.

Moves: U-turn and Aerial ace are the most important moves on this set. STAB U-turn deals lots of damage and Aerial ace, boosted by STAB and technician is an awesome late-game sweeping move especially considering Scyther’s speed. Reversal is useful when Scyther is low on health. When Scyther switched in twice with stealth rock up, his hp is 1 because it’s hp is uneven. This grants me a 200 base power attack. Though I only used it once successfully to sweep in my 123 matches I counted. I tried it 3 times, but got stopped by priority. It’s actually not such a useful move, and I have been thinking about changing it to quick attack (which benefits from technician). In the last slot I used to run pursuit for ghosts and psychics. While this seemed like a good idea, I kind of never used it. I decided to change it to brick break because my team has trouble with screens. Without stat-boosting moves, screens really ruin me and they made me lose a few times. That’s why I changed pursuit into brick break and it works fine, not to mention steel and rock types can be hit hard now.

EV’s and nature: Jolly nature is important to outspeed stuff and is necessary to speed tie with other 105 base speed pokemon like Mismagius. EV’s are obviously in attack and speed. I can’t put the remaining 4 EV’s into hp because I would get an even hp number. I put them into special defense because he takes more special attacks than physical attacks (4 EV’s lol).

Experiences with the slaying mantis: it’s a powerful something and a great team player with U-turn. Unfortunately stealth rock ruins it, but Scyther is still useful, and is very dominant without rocks.


absolcard.jpg
Absol, the claws of doom

Absol @ life orb
Nature: adamant
Ability: super luck

EV’s: 4 hp / 252 atk / 252 speed
-Night slash
-Sucker punch

-Superpower
-Psycho cut


In general:Absol fits the playstyle with its 130 base attack. Having both night slash and sucker punch makes the opponent guess which one I will use. He also helps breaking down stall with its ability super luck, which increases my critical hit rate, combined with the fact that night slash and psycho cut already have a higher critical hit rate makes him very dangerous to face. You can call it hax, but when you stall thousands and thousands of turns you can expect a critical hit.

Moves: Night slash and sucker punch are STAB attacks and both are very useful and serve a different purpose. Sucker punch saved my ass quite a few times. Combined with superpower I have awesome coverage. In the last spot I used to have swords dance, but I barely used it. I changed it to psycho cut to deal with those fighting types that like to switch in, but more importantly, to hit Weezing, who does a pretty good job at walling and burning me. Psycho cut also destroys slower Blazikens.

EV’s and natures: I chose an adamant nature for the increased power. Sucker punch makes up for the loss in speed, and in this team I’d rather break down a slow wall than be faster and lose power.

Experiences with the claws of doom: Absol sometimes dies fast because of its frail defenses and is sometimes almost worthless (when it doesn’t crit against a team full of walls for example). But in other games he destroys half teams. Often that’s when the other team members are failing. Most opponents hate to face Absol, because of sucker punch. So Absol is very useful.


rhyperiorcard.jpg
Rhyperior, the destroyer of life

Rhyperior @ leftovers
Nature: adamant
Ability: solid rock

EV’s: 136 hp / 252 atk / 120 sp. def
-Earthquake
-Rock blast

-Megahorn
-Rest


In general: Rhyperior is one of the toughest things around in UU. Leftovers over life orb because I need Rhyperior to stick around for a while, because it takes flying attacks without a problem, which Scyther, Primeape and Hariyama struggle with, so surviving is important.

Moves: Earthquake is the most reliable STAB attack.Often Rhyperiror uses stone edge alongside earthquake, but after a while I decided to go for rock blast to help me break subs from the likes of Mismagius and Moltres. I’m content with rock blast. Megahorn is there to hit grass types who might want to switch in. In the last slot I tried lots of stuff. Stealth rock was the first and most obvious idea. They would help me to get extra damage when U-turning and help with wallbreaking as well. Fact is, stealth rock helps on pretty much any team. It didn’t work so well and I barely had the time to use it. I tried swords dance and rock polish. They didn’t do anything significant either. I thought of substitute after that, but I ended up losing more health then winning it. And Rhyperior is too slow to prevent it from getting hit with status. It could use it on the switch, but switches usually carry grass or water moves and don’t plan on using status against Rhyperior. The idea to use rest was after a battle where I got defeated by a Clefable who outstalled my burned Rhyperior with softboiled. If I just wasn’t burned I would have destroyed that Clefable. That’s when I got the idea to use rest. There are many pokemon who have no hopes of defeating Rhyperior, unless it’s weakened a lot. That’s why rest works well. It keeps Rhyperior alive, helps against status and allow him to keep checking threats, which is especially useful on this team (because of those birds). I don’t think I need sleep talk.

EV’s and nature: Adamant nature is chosen for max attack… again. 252 EV’s in attack serve the same purpose… again. The other EV’s are a remnant of substitute Rhyperior to create 101 hp substitutes. Another distribution might be better for these remaining EV’s, but these are decent. I tried to put some special defense EV’s in defense, but Rhyperior is physically already bulky enough.

Experiences with the destroyer of life: Rhyperior is needed on this team. The physical bulk he brings to the table makes me careless about my bad weakness/resistance ratio. Unlike some other walls, like Registeel, Rhyperior doesn’t break the constant pressure I put on my opponents with powerful attacks. This is something not many things can do as effectively as Rhyperior. His typing gives me some key resistances, but also some weaknesses to common ground and fighting attacks, but even worse is his double weakness to grass and water attacks. Luckily, his ability solid rock and his good stats make up for this and earn him a spot on this team.


miloticcard.jpg
Milotic, the creature of the deep sea

Milotic @ life orb
Nature: modest
Ability: marvel scale

EV’s: 152 hp / 80 def / 56 speed / 220 sp. atk
-Surf
-Ice beam

-Hidden power grass
-Recover


In general: Milotic is often seen as a colossal defensive bulky water. This overshadows it’s attacking capabilities. 100 base special attack isn’t nothing. With a life orb, Milotic can keep up the offense pressure. This is literally the life orb tank from the analysis. One could argue the life orb takes away some of its bulk. This is true, but recover can heal off this damage and I’d rather keep up my offense. Now you can see the second “flaw”. My special and physical tanks both have a weakness to grass. The only resistance to grass in this team is Scyther. So that can be a problem with stealth rock. That’s why every game I keep in mind I have to destroy grass. The moves of my team are specialized to hit grass switch ins hard. Venusaur likes to come in on Milotic, but ice beam 2HKOs it. If it’s a slower variant, Milotic can destroy it with a 2nd ice beam. I can often tell by the damage ice beam does, and leftover recovery or not.

Moves: surf and ice beam are obvious. I chose surf over hydro pump because I hate the accuracy and know it will miss when necessary. Recover helps Milotic to keep taking hits. I chose hidden power grass over hidden power electric and toxic because hidden power grass hits other water types for the same amount of damage, and grass means it annihilates quagsire, kabutops and omastar. Ice beam should hit flyers. Toxic would mean I’d have to stall my way out of things, which is out of the question.

EV’s and natures: The person who wrote the analysis made it sound so good that I’m going to copy/paste this:
The magic in this set is all in the EVs. The HP investment is enough to reach 369, which rounds Life Orb recoil down. The 56 Speed EVs allow Milotic to reach 212, which is enough to outpace slower variants of Mixed Blaziken, Jolly Marowak, and Adamant Torterra. With a Modest nature and 220 Special Attack EVs, Milotic reaches its highest possible bonus point total at 319, which makes it an effective wallbreaker. The rest of the EVs are put into defenses to make it an effective check against Fire-type Pokémon. Arcanine will never manage a 2HKO with Choice Banded ExtremeSpeed while Stealth Rock is in play, and defensive Moltres are unable to 3HKO with Air Slash despite the lack of Leftovers.

Experiences with the creature of the sea: Milotic is the weakest attacker on the team, but it’s the only special attacker. Her ability marvel scale is another helpful thing to reduce the effects of status. The typing and bulk makes Milotic very useful on this team, without taking away too much offensive power. Milotic is almost never the mvp, but if it was another water type, I would have lost more battles for sure. So Milotic deserves a spot on this team.

This team is bulky offense, with the emphasis on offense. How do I fare

VS offensive threats: I’m not afraid of going toe to toe against offensive teams since I have the advantage right from the start because I don’t have to set up to hit amazingly hard. Others can have instant hard hitters as well, but normally I have more of them, so I'm superior. My U-turners should give me the advantage to keep the momentum at my side. If something sets up, Rhyperior or Milotic should wall it and hit back, or I’ll have to outspeed it, either with being fast or using priority like sucker punch.

VS defensive threats: if I break the walls before I’m out of gas I probably won. If I don’t break through the walls immediately, then that’s not a problem. I can take some damage before I’m finished. It often takes some turns but eventually I manage to do it and win.

VS weather and trick room teams: Trick room hasn’t been a problem so far. Rain teams are too fast and powerful when it’s raining, so I have to work my way around the rain, by using moves like fake out, and threatening to KO with sucker punch, or switching and so on… I often sacrifice Rhyperior versus these kind of teams since he won’t be doing much anyway. Once the rain is down, they will fall. Sunny day teams are more dangerous, but their downfall is that fire types don’t get a speed boost, and the grass types don’t get a boost to their STAB, but they are still dangerous. Sandstorm never was a problem. Hail teams with stallrein and toxic spikes are extremely dangerous. I may not let them set this up, or it’s over (happened to me once).
VS status: Hariyama doesn’t mind status when it’s toxic is activated. Primeape can’t be put to sleep. Rhyperior can rest off any status if necessary and resists thunder wave. Milotic has marvel scale to increase its defense when people decide to status it.

I’m not going to go through a threat list, but I’ll list what I have encountered trouble with:

- Exeggutor in the sun can be annoying, with sunny day, psychic, solar beam and sleep powder. I have to get my way around it, it can be done, but it is hard to guess what move its going to use.
- Sceptile hurts if it gets in safely. Choice specs leaf storm can defeat half my team. Venusaur is not such a problem because of its low speed, but Sceptile’s speed is a killer.
- Weezing is tough to take down.
- Manectric with thunderbolt, HP grass and flamethrower hurts my team hard and usually takes down at least 1 thing.

That’s all I can think of.

There is 1 contra: it requires prediction, concentration and thinking, so it's not suited to play with it hours upon hours, it's not user-friendly.

Closing words:

I used the name duders to get into the leaderboard, and while you’re reading this, I might be still there. The reason I am posting this team is because I am going to quit playing this game, at least for now. Tell me what you think about the RMT, the team, the pictures, suggest some improvements, rate it, do whatever you want. All that’s left for me to say is: I hope you like the RMT and thank you for reading.
 
Firstly, it seems that you really need to keep Rocks off the field to use this excellent-looking team to its full potential. For that reason, I suggest you replace your Hariyama lead (I have kinda fallen out of love with an otherwise excellent anti-lead due to the proliferation of Uxie and Mesprit) with an anti-lead better capable of preventing Rocks while retaining the ability to deal serious damage and scout. I'm talking about Alakazam, and the set is:

Alazakam @ Focus Sash
Inner Focus
252 HP / 4 SpD / 252 Spe
Timid (+Spe, -Atk)
Psychic
Focus Blast
Signal Beam
Taunt

The excellent coverage these attacks provide, in conjunction with Taunt, can make life harder for lots of team styles. Alternatively, you could try Life Orb Mismagius, which has a similar role but synergises better with the rest of the team at the cost of some speed and coverage.

Secondly, you absolutely need Stealth Rock. It helps keep stuff like Moltres (one of the biggest threats to your team, as it KOs Milotic with Air Slash + HP Grass iirc) as well as racking up general damage from U-Turns. For that reason, I'd put it back on your Rhyperior over Rest. It might not be ideal, but at least you'll get it set up in some, hopefully most, of the games you play.

Putting Swords Dance on Absol over Psycho Cut or Night Slash would help a lot with the problem of what happens when you 'don't crit vs a team full of walls'. Very few stall teams can stand up to a +2 Absol, and you really need to insure yourself against stall because so many of your major players are geared towards beating up on offensive teams.
 
This team is indeed way better when rocks are not on the field. A taunt lead to keep rocks from the field. I blame myself to not even consider that -_-. Thanks for the suggestion. I'll try it.

Moltres isn't a real problem. Offensive variants might be able to do that to milotic, but that's about it. I never encountered 1 that succeeded in doing that. I can revenge kill it easily with scyther or primeape.

Swords dance has its uses, and so does psycho cut. Actually I did not encounter stall that much.

Thank you for the rate.

p.s.: I did a few more battles by now, and my max CRE and rating rose slightly, so I'll be changing these values in the first post.
 
Haryiama is useless.
You already have primeape and you don't quite have enough spc sweeping power.
Switch it for Alakazam, it's so much better.
Here's my favourite set.

Alakazam
Timid nature
choice scarf
4hp/252spa/252spe
Trick
Psychic
Shadow ball
Energy ball

It's really good and can also come in late-game and spc sweep away.
A lot of leads have leftovers, so try and get one of those.

And also, try registeel, he's wicked!
 
I tried Alakazam for 5 matches and it sucked pretty much every time (the taunt lead set). It got KO'd by an EQ from hippopotas when I taunted (lol, although it was a crit). In other games it just sucked and couldn't really do good damage. It more often then not could not keep rocks of the field. I faced an uxie 1 time and it tricked me right before I taunted. Signal beam is only a 2HKO and uxie eventually managed to do all it's supposed to do. Also, I lost the last battle :(.

Conclusion: Alakazam sucks on this team. It's so frail and gets walled rather easily. It's a hindrance to the team. Too bad.

@ pikachu: I don't feel like trying another set from Alakazam. I don't think it will do much good. Registeel sure is an awesome wall, but its damage output is too low. Though thanks for the rating.
 
I'm seconding the lead Alakazam. Scyther is part of the core of this team and if it can only switch in twice there is a real problem here.

But I'm going to go and suggest that you get rid of Hayirama and add a Hitmontop to this team. Sure, Alakazam can delay Stealth Rock leads, but it won't be around for long (especially with Spiritomb everywhere), so I suggest you go with a Rapid Spinner instead of just a Taunt lead. Scyther is needed to check a very powerful threat to this team (Venusaur), so it's essential that Stealth Rock is never up when you plan to send him out. The set for Hitmontop should be

Hitmontop(M)@Leftovers
Nature:Adamant
Ability:Intimidate
EV's:252HP/252Atk/4Spe
-Foresight
-Rapid Spin
-Close Combat
-Sucker Punch / Pursuit

Pretty basic Spinertop. I like running Pursuit because it helps catch those Missy and Rotom when they switch out of your Foresight (if you use it as they switch in).

Another suggestion I have is to switch Milotic to a defensive variant. You have a pretty big weakness to physical waters on this team, particularly Azumarill and definately Kabutops. It can scare your Absol out and SD, or catch Scyther locked in Aerial Ace and Primeape locked in Ice Punch. After that you're basically finished. So I suggest you run the standard Milotic set of

Milotic(F)@Leftovers
Nature:Bold
Ability:Marvel Scale
EV's:248HP/252Def/8Spe
-Surf
-Hidden Power Grass
-Recover
-Toxic / Haze / Ice Beam

I recommend Toxic in the last spot because Slowbro can be a nuisance to this team, and Toxic helps wear it down. With this set physical waters are no trouble for this team to handle.

As for OO, you have no Stealth Rock user! What kind of offense team doesn't have SR?! I don't really see what Rest is doing on Rhyperior really. You have no Cleric and it will just give the opposing team free turns. I suggest giving Rhyperior Stealth Rock > Rest. You may also want to give Primeape a Choice Scarf over U-turn. I know you like the power of Band (as do I) but you need a bit of Speed behind your team. As it is a Pokemon like Mismagius or Alakazam are guaranteed a kill if they are sent in; with Choice Scarf Primeape can revenge kill them or U-turn the Substitute and go to Absol.

Good luck! =)
 
Hey I got your PM.
I don't really rate UU teams since I left the game after Cressilia dropped into UU. So if my advice sucks... ignore it. Basically I agree with the others that you need a rapid spinner. Sure you have shown that you can use Scyther effectivly without a rapid spinner but I feel that Syther can do so mych more when its not losing 50% switching in (if SR is up). Personally I would like you to either run a Hitmontop spinner (as explained above) or something lie an Ambipom to taunt leads (since you stated that Alakazam was not working for you).

Just my 2 cents

Hope I helped

Have a Nice Day!
 
@ thund91: hitmontop seems like a good idea to try out. I'll test it when I have time. The problem with a defensive milotic is that I can't hit grass types that like to switch in hard with ice beam. Slowbro is not a problem at all. It takes tons of damage from U-turn, megahorn, night slash and other attacks.

@ ginganinja: I might try ambipom as well if the hitmontop fails me.

Thanks for the rates.
 
Although I suck at rating teams, ill try help improve this one since the team is based on a phylosophy in which I am very experienced. First of all I have to say that this is a very well built team and congratulations for getting in the leaderboard!

The first change i would make is replacing Hariyama with ambipom.

Ambipon @ silk scarf
nature: jolly
EVs: 4 / HP / 252 Atk / 252 Spe
Fake Out / Return / U-Turn / Taunt

Ambipom is one of the most reliable pokemon to lead a team. Although it is frail, If used correctly, it will not only survive, but also serve as a revenge killer later in the game thanks to fake out and great 115 base speed. Taunt ensures that slower leads or tanks such as registeel and rhyperior, which are common switch ins to Ambipon, will not set up stealth rock or status you. Normally I would go with low kick or Grass knot over U-Turn to KO either Registeel or Rhyperior and Omastar/Kabutops but u can simply u-turn to Primape or Milotic and kill all of them. If a gost type pokemon switch in Ambipom you have absol to take care of them and open the way for Primape to spam close combat. So to sum up by replacing hariyama to ambipom you get a good revenge killer (and priority user), a lead that can stop other leads from setting up SR, a fast taunt user and a lure for ghost types. The drawback is that u lose bulk (only a bit though) and power.

Also as Thund suggested definately go with SR over Rest. Rest is pretty much useless without sleep talk or chesto berry. SR will not only help your sweepers get some kills but also limit the switch ins of the likes of Arcanine and Moltres and works well with your U-Turn strategy.

I will add more soon.

Anyway have fun with the team! Hope that helps for now. Good luck
 
I tested both leads, and this is what I think about them:

Ambipom (fake out/return/U-turn/taunt) : it's a very reliable lead. I knew I lose some power, but that wasn't really the problem. A problem was that it is so frail. If I use taunt at the wrong moment, I'm dead. but okay, no rocks yet on the field. The actual problem Ambipom gives me are ghosts. Hariyama could help me deal with that because of payback. If I can't do that, Absol has to do too much, switch into the ghost while it attacks or does other nasty stuff, including spreading status, which would never happen with Hariyama because hariyama would be poisoned anyway, so nobody uses t-wave or WoW (commonly carried by ghosts). This problem might be solved if I use pursuit or payback. The status problem stays though.

Hitmontop (CC/foresight/rapid spin/pursuit): the loss of both power and the status resistance sucks.

Conclusion: Hariyama still is my best lead. Maybe Ambipom with pursuit/payback will do, but Hariyama is still very good and I don't think Ambipom will exceed Hariyama's ability to lead the team.

Thanks for the suggestions anyways.
 
Hey,

Interesting team, and I really like the dual U-turners. You have a serious problem with Rock Polishers like Tortera and Rhyperior, as they get free set up on Choice locked Scyther and Primeape, and proceed to KO your whole team barring Milotic, who is KOed with a bit of prior damage. To remedy this, I'd simply suggest changing Primeapes item to a Choice Scarf. Sure, you lose on some power, but it gains the priceless ability to check a huge number of threats in the metagame, which your team sorely needs.

You have a lot of trouble with NP Houndoom and Moltres, mainly because your Milotic isn't EVed to take on them. It is currently 2HKOed by a Moltres HP Grass after Rocks, and then proceeds to destroy your whole team. It also had a much harder time dealing with Feraligatr and Azumarill thanks to the lack of defense EVs. Feraligatr really is a problem if it gets a DD up, while Azumarill can set up a Sub and 2HKO Milotic with Focus Punch. I'd suggest changing Milotic's set to the standard Bulky Water set. It now takes on these threats much more reliably. The set mentioned by Thund should do well.

I really don't think you should be using Scyther without Spin support, as it really limits its ability to use U-turn effectively, especially in tandem with Primeape. So, why not try out an offensive spinner Kabutops over Rhyperior? It gets Swords Dance to boost its Attack to insane levels, perfec on a teak like this, while also being able to hit the majority of Spin blockers for huge damage. Its Rock typing still allows it to take on Flying types really well. The surprise factor should also be able to get you a Rapid Spin:

Kabutops@Leftovers
252 Atk, 252 Spe, 4 HP
Jolly
- Rapid Spin
- Aqua Jet
- Swords Dance
- Stone Edge

You can add a bit more defense to take on Swellow a bit better. Now, since you lack SR, I'd suggest trying out a different lead over Hari, someone to also help you with your Alakazam weakness. Mesprit sets ip Rocks, gives you another Special Attacker, and it too hits really hard with its base 105 Sp Atk:

Mesprit@Leftovers
252 HP, 252 Sp Atk, 4 Sp Def
Modest
- Psychic
- Grass Knot
- U-turn
- Stealth Rock

U-turn nails Zam for hard damage, and you can go straight to Absol to absorb the Shadow Ball and KO with Sucker Punch.

Nice team, and gl.
 
I noticed that you said you didn't like the Alakazam lead that was suggested for you. I used a focus sash one with great success. It has taunt for trying to keep SR off the field and counter for well countering physical hits. Counter definitly has an element of surprise to it too.

Alakazam @ Focus sash
252 spe / 252 spa / 4 health Modest nature
- taunt
- psycic
- signal beam
- counter

now this has to be used as a lead or it loses it's ability to take down antileads or common switchins like absol. Since you have a sucker puncher on your team, effectively using counter shouldn't be too hard. I hope this helps. Overall your team looks pretty good barring the threats mentioned in previos posts.
 
Back
Top