Team Irritating Start [OU]

New problem - I have a large ground type weakness. any suggestions on how to combat this whilst keeping the overall team dynamic (Well, keeping everything but TTar maybe) would be appreciated.

At a Glance:
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The object of the team is to cause as much damage by way of paralysis and hax sweeping in the beginning, then use Infernape, Swampert and Tyranitar to mop up the rest of their team. Once all the threats to Lucario have been eliminated, I can bring him in for a late game sweep.


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Tweedle Dum


Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 HP/20 Def/236 Spd
Timid nature (+Spd, -Atk)
- Air Slash
- Thunder Wave
- Encore
- Roost

My lead. Basic paraflinch, then encore is there to render stall-type pokes and SR users useless. I chose roost over wish for instant recovery and neutral damage from thunderbolt and ice beam, which hurt a lot otherwise. The common leads are covered, Infernape and Azelf are both 2HKO'd by air slash. Bulkier ground leads are slightly more tricky to deal with, but the rest of the team helps, Swampert especially. Air slash does an average of 115 damage to standard Mixpert, which allows for a 4HKO 252Hp/0Sdef if the damage is slightly above average, but at worst is a 5HKO. Whilst this looks bad on paper, the only reason I'd keep Togekiss in on a Swampert is if it had already been paralysed by Jirachi or if it was lead vs. lead, in which case the opponent would SR first and usually flinch at least once. This coupled with non-flying type damage thanks to roost lets me beat Swampert in a face-off. Hippowdon causes trouble as a lead, but is easily dealt with by Swampert, who can usually 2HKO with surf, even with leftovers recovery.


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Tweedle Dee

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP/136 Def/120 SDef
Impish nature (+Def, -SAtk)
- Body Slam
- Wish
- U-turn
- Iron Head

My physical counterpart to Togekiss. Deals mainly with Calm minders (even if they resist iron head, like suicune). Timid offensive Latias' surf only does 90 average damage off the bat, and with leftovers can never 4HKO. with 1 CM boost it will VERY rarely (if ever) 3HKO with lefotvers recovery. Iron head does 104 damage on average, enough to 3HKO offensive latias, and hopefully the damage will be reduced by paraflinch kicking in. Tyranitar is usually 2HKO'd by iron head. This pair can cause a lot of trouble for an opposing team, and taking them out can often cost multiple pokemon and widespread paralysis.


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Tanky


Swampert @ Leftovers
Ability: Torrent
EVs: 240 HP/216 Def/52 SAtk
Relaxed nature (+Def, -Spd)
- Earthquake
- Surf
- Ice Beam
- Stealth Rock

As said before, Swampert can 2HKO Hippowdon with surf even with leftovers recovery. EQ is a OHKO on most tyranitar. SR is usually easy to set up on a switch away, which is nice. There isn't much to say for Swampert, as it speaks for itself in dealing with almost anything that causes problems for the Tweedles.


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Drunken Dumper Truck
(It breaks walls)

Infernape @ Life Orb
Ability: Blaze
EVs: 64 Atk/192 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Close Combat
- Fire Blast
- Grass Knot
- Hidden Power [Ice]

While lacking the power of the Nasty plot type, the potential for a lot of damage right off the bat is too good to pass up. I often catch Swampert with Grass knot, foolishly switching in after seeing close combat. CC can OHKO pretty much anything weak to it, and with all the blisseys, tyranitars, lucarios, heatrans and snorlaxes out there, it's a big help. Fire blast is probably overkill where flamethrower would do on SE hits, but the extra power is a godsend on NVE switch-ins like salamence. I feel the occasional miss from the 85% accuracy is penance for having such a haxxy start to the team :P HP ice is for dragons mainly, however it lacks the power to OHKO full health latias or zapdos, the latter of which is a big problem.


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The Weak Link

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 6 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Crunch
- Pursuit
- Stone Edge
- Fire Punch

This is where the whole thing falls down a bit. Initially there was a bulky gyarados here, but it proved too much of a rotom-x and zapdos weakness. While Tyranitar covers these decently, I don't feel it fits into the team well enough. I'd like to replace it with something that can take on Zapdos, Rotom-x and Gyarados, (which seem to be the main problems plaguing my team at the moment) but preferably remaining something that can set up a sweep in it's own right


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Late Game Apocalylpse

Lucario @ Life Orb
Ability: Inner Focus
EVs: 6 HP/25 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Swords Dance
- Close Combat
- Extremespeed
- Crunch

We all know how much of a beast Lucario is in the late game, so there's not much point explaining his role. Half the time I don't even get to use him because Infernape has finished off everything. The other half of the time, I'm glad he's there ready to pick up the slack and finish the game for me.


There you have it. All feedback is welcome, but I would particularly like to address the problems of My Tyranitar's slot and enemy Zapdos, Rotom-x and Gyarados.

Thanks.

 
Excellent team by the looks of it. There's just a few things I'd like to point out.

Jirachi should have Stealth Rock over U-Turn. Togekiss and Jirachi should be the main guys early out, and when Stealth Rock duties are relieved from Swampert, he is a much better threat. He can use Roar, shuffling around teams and utterly breaking apart Baton Pass teams (Mr.Mime takes a huge hit from EQ anyway). He can Curse, and with a few Curses and all Grass Knotters eliminated he is one of the sturdiest tanks around.

Tyranitar should be Choice Banded with the same moveset, but with Pursuit over DDance. Zapdos knows of the power of CBTar and will almost always switch out; Pursuit gives it an incredible ouchie.
 
Thanks for the tips on tyranitar.

i think i'll keep u-turn though, i need it to escape from magnezone who likes to come in and thunderbolt me to death, which hurts when iron head's damage is 4x resisted.
 
I remember playing against this team, I was able to win because I had a Swampert Lead that was immune to Twave, and baited out Air Slash with him. Unfortunately, that was only the second time I played against you. You pretty much raped me the first time with the Togekiss lead.

One problem I can see would be Aerocactyl leads that can taunt the first turn to prevent further Twaving, but Swampert can handle that. Snorlax can help out against enemy rotom, dos, and can blow up on Gyarados. Snorlax fears status from Rotom however, you can fix that by trying out Safeguard on Togekiss over one of the moveslots, but encore is probably a safer choice overall. The snorlax moveset I suggest would be the one given to me by Bullet Punch in my last RMT;

Snorlax @ Leftovers | Thick Fat
Adamant ( +Atk -SpA )
4 Hp / 252 Atk / 252 SpD
•Return
•Crunch
•Earthquake
•Selfdestruct

Body Slam won't really help out here because he will be slower regardless, so Return fits better in the slot. Self Destruct can help you blow up on enemies that see you as set up fodder. This guy has been really useful against Dos, and Rotom formes. Unfortunately, I don't know where you can place this guy, I think you should play around with that. Hope I helped a bit.

EDIT: For Jirachi you could always throw in Fire Punch to help out with Mag, and change the nature to a +Sp.Def one so help absorb Tbolts better if hes that much of an issue.
 
When I first came into this thread, I expected an Air Slashing Togekiss (check), a Paraflinching Jirachi (check) and a Super Luck, Scope Lens Absol with Night Slash (no check). 2 out of 3 ain't bad.

First, your lead is shut down by any TrickScarfer or Taunter (hai, Aerodactyl).

You really should have something with Roar, to stop Baton Pass teams from setting up (especially the Baton Passers with Taunt and Sub, cuz your Togekiss will be 100% set-up fodder). I suggest Roar over Stealth Rock on Swampy, and try to fit SR somewhere else in your team.

Tyranitar really should be banded, as the increase in power can break Zapdos, and probably 2HKO Gyara after Intimidate, since I doubt a Waterfall will KO you. Also, put Pursuit over DDance.

This team was built very nicely, and I barely have any comments. I would hate to face this team. ;D
 
Now, I'm not usually a petty man, but since you spent so long in our first match slagging me off, I think it's only fair:

Styx.: psh you no why i dont really like ur team
Styx.: its based off of luck
Styx.: an hax
Styx.: if you dont get lucky
Styx.: u lose
Tweedle Dee used Iron Head.
It's not very effective...
Blitz lost 12% of its health.
Blitz flinched!
The sandstorm rages.
Blitz is buffetted by the sandstorm!
Blitz lost 6% of its health.
Tweedle Dee's leftovers restored its health a little!
Tweedle Dee restored 6% of its health.
Blitz's leftovers restored its health a little!
Blitz restored 6% of its health.
---
Sunblade: only the tweedles.
Sunblade: and stop whinging, luck is part of the game. get screwed by it or use it to your advantage.
Styx.: Lol
Styx.: i wish i new how
Styx.: besides Sernegrace Kingsrock
Styx.: (BAN ME PLEASE)
Styx. has left the room.
Sunblade wins!
Now, this was after I had already 5-0 (or 6-1, depending on how you measure) him on his test team. The last one was a lot closer, but it seems to me someone might not be mature enough to be giving advice.

Thanks, but I'll keep my team the way it was with the help of these other helpful and non-derogatory people.


EDIT: seems he deleted his post here, so this post will seem a little out of the blue. oh well.
 
Change something to a flyer/levitator. The best I could think of is this.

Flygon@Choice Scarf
Adamant, 4 HP, 252 Atk, 252 Spe
ThunderPunch
Earthquake
Outrage
Stone Edge

This counters Zapdos without Hidden Power Ice and if Zapdos has Hidden Power Ice, it can't switch in safely, it is 2HKOed by Stone Edge. Gyarados can't come in on Stone Edge and Thunderpunch. This doesn't counter Rotom-A, Will-o-wisp is a problem. But Rotom-A won't like Outrage. Flygon also has Levitate, giving it a Ground immunity. And Swampert checks Rotom-A nicely if you give it Hydro Pump for a 3HKO without SR. Surf is a 4HKO. Waterfall is a bad choice to attack something with Will-o-wisp.
 
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