TEAMCORRUPTED






I normally make teams based around a pokemon I haven’t used in a while, and go along certain ‘rules’ if you may. Such as not using sweepers walled by 1 pokemon, or not using more than one user of the same choice item. For this team, I threw all these rules away. And based the team around using a nice strategy, that I haven’t seen being used before. As well as trying to be original along the way. The team maintains a strong defensive synergy, and a healthy offence/defence balance. I’ve had a lot of success with this team, and it has also been very fun. However I’ve been having trouble deciding on a few things, so I need the aid of others with experience to decide on them. Overall I wish not to make the team any more defensive or offensive. And keep a nice synergy. Try to look at the team with open eyes, as the team looks very unoriginal at a glance. Enough intro, on to the team..
Changes in bold, what I’m currently running italic and what I’ve decided on underlined.

Ability: Blaze
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Jolly (+Spe, -SAtk)
- Flare Blitz
- Close Combat
- ThunderPunch / Mach Punch
- U-Turn
BandApe doesn’t get enough love, but will always be the sexiest to me. The U-Turn followed by a CB Pursuit is a great combination. A way to execute a Pursuit without having to switch in on a potentially crippling move. Clearing the way for Gyarados and Garchomp from the likes of Starmie, Cresselia and such. The element of surprise that BandApe provides is also cool, I usually get to wreck 2 pokemon before I’m forced out. I can only think of few MixApe counters that aren’t 1-2KO’d by this. This used to be a scarfer, but in truth, Infernape is just not powerful enough to pull it off, and should be running a more dedicated set. He should be wearing a power-boosting item to cause real damage. Never before have I had such a successful lead, as it can scare off or unexpectedly KO most popular leads. Basically has the opponent running off the bat, unlike Bronzong when you always know what is going to happen. This master in provoking switches, and shuffling through the opponents early game. The unexpectedness is the main asset with this. And that’s what I love about Infernape, he has so many options. Unlike something like Heracross.
ThunderPunch is for Gyarados and Tentacreul, and OHKOs most versions of Gyarados After a Intimidate. However, Mach Punch would be a great addition to the team, as I lack a good Lucario revenge killer and there is nowhere else I can add a priority move. It would also help revenge kill DD Tar, something that could be potentially very dangerous to this team. I also find myself using ThunderPunch very little as the other moves hit most things most things far harder. However, I have no other electric attack on the team, a worrying thought with Gyarados running around everywhere. The loss of special presence that I used to have with Scarf Ape is made up by raw power that is won from going from Scarf to Band. Even dedicated walls can fail to the power of the 120 BP Stabs. Life Orb is not an option as the power boost is essential. He still functions as a Garchomp revenge killer as a banded Close Combat hits for about the same Base Power as a Scarfed HP: Ice (270 vs 280). Plus most are holding Yache Berry. Infernape also takes Will o Wisps, something the rest of the team dislikes. I hate it when Choice users are Pursuit-weak, and therefore don’t want to use Gengar or Azelf is this place. Infernape is also the only one on this team that can OHKO Bliss.

Ability: Sand Stream
EVs: 252 HP / 60 Atk / 196 Spe
Nature: Adamant (+Atk, -SAtk)
- Crunch
- Earthquake
- Stone Edge
- Pursuit
I would normally never opt for more than one Choice Band user, but the strategy behind this has already been explained. Second part of the U-Turn plus Pursuit combination. These 2 Choice Banders work so well together. Just an example: a U-Turn + 40 BP Pursuit takes out even the most defensively orientated Cresselia. Something that happens so often. Sets up Sand Stream for Garchomp and causes early-game pain. I love how physical walls can be forced out due to a defence drop from Crunch or a CH from Stone Edge.
A different spread than what I would normally use but the most successful for this team so far. Out speeds no-speed Cress, something that could cause some irritation to about half of my team. I found the Special Defence orientated spread too weak and there was no need for it any anymore as Gyarados and Bronzong can handle the threats that TTar used to handle. Also he doesn’t have to switch in on surfs as much anymore. The HP EVs take advantage of his 110 defence and sandstorm boosted 100 special defence. I tried a Expert Belt version but I often came just short of a KO on certain things, and Ice Beam was only really helpful for Gliscor. Moveset is standard. I tried Focus Punch over Earthquake, but with little success as none of his common switch ins are weak to it. It’s kinda cool when people think it’s a Boah though.

Ability: Levitate
EVs: 252 HP / 152 Atk / 104 SDef
Nature: Sassy (+SDef, -Spe)
IVs: 0 Spe
- Gyro Ball
- Hypnosis
- Stealth Rock
- Earthquake
Just because I’m not leading with it, doesn’t mean I should not use it. Anyway, I hate speed ties with other Bronzing so I would rather avoid them. And running Lum Berry on something so bulky and without a recovery move seems a shame to me. He normally comes of a U-Turn from Infernape. Bronzong fits into this team perfectly. As he handles things the rest can’t, such a Weavile and Gengar and especially Deoxys. Over all the most reliable user of Stealth Rock and Hypnosis and a irreplaceable addition to this team. I don’t feel that he needs wish support, as leftovers provide enough recovery for most matches. Bronzong can also soak up Thunder-Waves so that Garchomp doesn’t have to come out early. Powering Gyro Ball up and providing immunity to other statuses is never a bad thing. I try to keep him at high health and not die to some random surfs. As he plays a major part in my defensive core.
Moveset is self explanatory, I used to run Light Screen over Earthquake but I changed this for two reasons: Steel + Ground are fabulous attacking types together. Furthermore, this is my main Metagross counter. And without Earthquake I can’t touch him. And catching Heatran switch ins off guard is fun. Light Screen didn’t help too much anyway, and really only helps against bulky waters. I would like to have HP: Ice somewhere for more Garchomp coverage, but I guess Gyro Ball hits him hard enough. Evs are for balanced defenses and OHKO on Gengar. Still the standard I believe.
Changed: Relaxed to Sassy to help counter Gengar.

Ability: Intimidate
EVs: 148 HP / 184 Def / 72 SDef / 104 Spe
Nature: Impish (+Def, -SAtk)
- Dragon Dance
- Waterfall
- Rest
- Sleep Talk
RestTalkDDGyara is hardly used enough, but fuctions very well as a stallbreaker at times. Without the recovery that Rest provides he can only counter those fighters 1 or 2 times max, but with he’s hard to take down. It is crucial that he stays at around full health though or he can’t counter MixApe as well. Also my Yanmega counter. Every Team needs a Sleep Talker, as everyone tries to cram a sleeper somewhere nowadays. Once the usual counters are out, little is stopping this guy. It’s crushing when you think you’re nearly done with something and all your work is undone as he rests. Easily the coolest Gyarados I’ve ever used. And I find that inoffensive bulky waters don’t do much for a team other than be a safe switch-in into certain pokemon.
EV spread is sort of custom: 148 HP reaches optimal leftovers recovery; 184 Def gives a extra point with a beneficial nature, and BandHera’s Stone Edge won’t KO with rocks up; 72 SDef ensures he is not 2KO’d by Infernape’s Life Orb Grass Knot with rocks up, also Celebi’s Grass Knot doesn’t do too much; and finally, 104 Spe unsures he outspeeds non-Scarf Chomp after a Dragon Dance. The 2nd and 4th are from Taylor’s spead, so credits to him. I wouldn’t mind taking some speed of him and cranking up the Special defense though. Life Orb is always an option as he can normally pull of the Rest in time due to the Speed Boosts. It would also help against bulkySDLuke, something I’ve increasingly been seeing lately. However, Life Orb+SS can be overwhelming so I’m running Leftovers at the moment. I would like to know what other people think about the matter and what their personal experience is. Stopped by Vaporeon ;(.

Ability: Natural Cure
EVs: 252 HP / 220 Def / 36 Spe
Nature: Bold (+Def, -Atk)
- Grass Knot
- Leech Seed / HP: Ice
- Recover
- Reflect
I really don’t get why Reflect isn’t listed as standard on Celebi. It lets her beat Garchomp and Gyarados and even Tyranitar, something impossible otherwise. And removes her Pursuit weak effectively. Even DDLO Gyara doesn’t win against this. She just decimates offensive teams, as most are far more physical offence orientated. She has yet to fail me without aid of bad luck. Celebi also takes care of Bulky waters and Grounds for me, something the rest of the team may have trouble with.
Currently running HP: Ice, and with great success. As most Garchomp used to just SD 3 times and wait for the reflect to run out when she was carrying only Grass Knot. Also the only Ice attack on this team, something somewhat worrying. HP: Ice also helps against Gliscor, as he often tries to set up on Celebi. Leech seed is kinda situational anyway. And the accuracy screws me over a lot as well. The rest is there to stay. The Speed EVs are for outspeedig Jolly TTar, something rather vital in this case. As I lack a true counter. She needs leftovers to take on DDLO Gyara so that is what I’m currently running. But the 8-turn reflect that Light Clay provides is awesome from what I’ve experienced. It can really just stop opponent with a all-physical team.

Ability: Sand Veil
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Jolly (+Spe, -SAtk) / Adamant (+Atk, -SAtk)
- Swords Dance
- Outrage
- Earthquake
- Stone Edge
Life orb SD chomp is sick. I don’t get why people slap a Yache Berry on it all the time when you can opt for extreme power instead. Also a stallbreaker of sorts because of how insanely hard he hits. The main idea is for this to sweep with the QuakeSlide combination and Sand Veil gayness, until he can outspeed and KO everything on the opposing team. From there he unleashes Outrage. I’ve had far more success with this than I have with Yache Chomp. I hate having to Outrage against stuff like Zapdos only to be met with Heatran. I lik having the extra power to OHKO his usual counters without having to be a sitting duck for the (resisting) revenge killer. I think using a move for just 2 pokemon is a tad situational (especially since it won’t turn a 2KO in a OHKO). However, with the U-Turn + Pursuit strategy, the counters will be gone most of the time. Making Yache Berry the better option sometimes. It would also hold off Deoxys as a last resort. I haven’t had any regrets so far with opting for Life Orb so far, so I’m sticking with it for the moment. A Life Orb Stone Edge hits Skarmory just as hard as a non-Life Orb Fire Fang. And he is unable to OHKO anyway. Plus Skarmory can’t really hit back. As for Bronzong, he is 2KO’d by Outrage after a Swords Dance, so he can’t switch in. I try to keep him concealed for as long as possible, as try to kill the revenge killers before he comes out. He is strictly late-game.
Adamant would buy some crucial OHKOs after a Swords Dance. Such as Hippowdon and max/max Cresselia. So do I really need Jolly? I would loose to +Speed 90s, but most of them don’t run that anyway. And there are quite few noteworthy 90s that could revenge kill him anyway. Also, most people just assume he’s Jolly. Right now I’m leaning towards Adamant. I would like opinions on this one.
Overall the team has great synergy and balance. 2 highly defensive walls , 2 ‘bulky attacking’ sweepers, and 2 non bulky sweepers. Plus only few shared weaknesses and a answer to every status (except freeze). There are no particular teams that I could loose to easily and there are very few that can break the 4-part defence. Also, all of the pokemon have very different, but efficient coverage with their moves. The main plan is to blow holes in the opposition’s defence with the Choice Banders, to clear the way for the main sweepers. The only thing I’m worried about at the moment is that a large part of my team is effected by toxic spikes. Although RestTalkDDGyara is a great stallbreaker, I wouldn’t mind having a better answer to this. I don’t know how or what could be replaced, and I can’t think of a easy switch to prevent this. Allthough the team is rather fast paced from the beginning so this doesn’t happen too often. I can also scare of most spikers before too much damage is done. I would also like to keep the support moves offered by Bronzong.