TEAM SHARK BAIT (HOO HA HA)

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TEAM SHARK BAIT!
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Introduction:
Hello Everybody! This is my first RMT, and i'm proud to publish my most successful team so far. This team was built around the powers of Sharpedo & Mew, where Mew baton passes one or two sworddances onto sharpedo. Sharpedo then has phenomenal sweeping capabilities with its strong attacks, speed boost, and amazing coverage. The rest of the team is designed to give a strong fight, open up an opportunity for mew, and then baton pass to a sweeper for the victory!


Closer Look:

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1. Sharpedo @ Focus Sash
Ability: Speed Boost
EVs: 252 attack, 252 speed, 4 spec def
Nature: Adamant (+Atk, -SpA)
- Waterfall
- Crunch
- Earthquake
- Protect

The best thing about Sharpedo that everybody knows and loves is the protect+speed boost combo. However, because of sharpedo's frailness, i sometimes think that aqua jet may be useful as well, but I can't find any other move to take out in place for it. Also, the drop in power doesn't seem to be worth it (despite a swords dance boost, explained in Mew)



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2. Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP, 252 Def, 4 Speed
Nature: Impish (+Def, -SpA)
- Swords Dance
- Baton Pass
- Stealth Rock
- Roost

Mew has saved my life so many times with the SD&BP combo. Even one SD is enough to baton pass for a sweep. The reason why I also included Stealth Rock on Mew (in exchange for Zen Headbutt) is because I need something to negate focus sash / sturdy, which usually prevents my frail pokemon (EHHEM SHARPEDO) from sweeping. I'm not so scared about taunt because I usually use mew mid-game. I'm cautious about using Mew as a lead, because stealth rock is nice to set up in the beginning, but if Mew dies because i'm not careful, then it kinda kills my morale :/



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3. Flygon @ Choice Scarf
Ability: Levitate (why couldn't flygon have had a better one!)
EVs: 252 attack, 252 speed, 4 special defense
Nature: Adamant (+Atk, -SpA)
- Earthquake
- Outrage
- Fire Punch
- U-Turn

This is just a typical flygon set with typical flygon powers. I don't really have any strategy with him. He just kills things, and that makes me happy. :)



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4. Shaymin @ Life Orb
Ability: Natural Cure
EVs: 252 SpA, 252 speed, 4 special defense
Nature: Timid (-Atk, +Speed)
- Seed Flare
- Rest
- Earth Power
- Hidden Power Ice

I don't know why more people don't use shaymin. For a grass user, this guy is amazing. Shaymin is here just to provide coverage, and HP Ice is used because he is the only guy on the team that can use an ice attack. I've had a lot of trouble with Gligar before, but after more familiarization with my team, i find that it's easier to just set up with mew & sweep with sharpedo whenever I see a gligar. I just left the ice just in case.



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5. Arcanine @ Leftovers
Ability: Intimidate
EVs: 252 Atk, 72 HP, 176 Speed
Nature: Adamant (+Atk, -SpA)
- Flare Blitz
- Wild Charge
- Extreme Speed
- Morning Sun

I love arcanine because it can heal itself from recoil moves. I didn't think it would have much bulk, but for some reason, Arcanine lives a lot longer than I always expected. For its ability, i chose intimidate over flash fire because i don't really need protection from fire attacks and because intimidate works better for stopping physical attacks and possibly allowing a switch-in into Mew. Arcanine is also the second choice for a Mew BP, just in case I notice the enemy team has many resistances to Sharpedo's attacks.



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6. Hitmontop @ Life Orb
Ability: Technician
EVs: 252 Attack, 252 HP, 4 Speed
Nature: Adamant (+Atk, -SpA)
- Fake Out
- Mach Punch
- Bullet Punch
- Rapid Spin

This is the closest UU member I'll get to quickattack/bulletpunch/lifeorb/technician scizor (who I am madly in love with. But different from scizor, i rarely use BP on hitmontop). As you can see, with 3 priority moves and a just-in-case move, speed is kinda useless on this guy. I rarely have to pull out rapid spin though because my team can take a few entry-hazard hits. This is usually my lead with Fake Out, and it always feels nice knowing I can switch him out to use fake out more often. However, if anybody is actually reading this, I'm not sure if I should use the EVs on HP or spread them out on defense. Opinions would be appreciated!


Previous Members:
1. Accelgor-->Hitmontop // I used maxed HP accelgor with final gambit as my lead before experimenting with other guys. It was because I always felt I had enough coverage with the other guys, that a suicide bomber was fine. It wasn't.
2. Steelix-->Flygon // I had flygon first before steelix, but I switched because I wanted to have a stealth-rock user that wasn't Mew, so I can use zen headbutt on mew just in case. But SR on Mew isn't having any problems, so I put Flygon right back where he belongs.
-- Sharpedo, Mew, Arcanine, and Shaymin were all proud founders of the team.


Conclusion:
Now that I've thrown everything out in the open, I would like some more critique on this team. I've been using it on one of my fool around profiles as a test team, so I have no clue what my rating should be had I started on a fresh one. Now, I'm at 1148 with this team, and I've had a continuous win-streak until now, so I thought I might see what other people think.


THANK YOU FOR READING!
- Cizessio

p.s. - sorry for accidental post in OU section. it's meant to go here :X
 
This looks like a pretty solid BP team, but it doesn't really have any tanks or anything. You may think this doesn't matter, but even a hyper offence team generally has something to take powerful hits. Some good tanks are: registeel, drapion, porygon2, gligar, snorlax, suicune and empoleon. I would recommend switching hitmontop to a more defensive set. I would switch bullet punch with toxic and mach punch with close combat, because, even with max attack, those two moves won't be doing much damage to anything hit neutrally. This set would use intimidate, which helps against SD cobalion, and scarf heracross, along with opposing arcanine, flygon and darmanitan.

Another option is giving shaymin a sub seed set, as you sound like you don't use the coverage moves that much. IF you want it to be offensive, I would replace it with lilligant, sceptile or roserade. Lilligant can be a great set up sweeper, sceptile has good coverage, and roserade can set up entry hazards and use natural cure. Also, shaymin seems to be your only special attacker. A way to change this is to make arcanine special or mixed, and possibly using blastoise instead of hitmontop. Arcanine doesn't seem to be the only BP reciever other than sharpedo, as flygon could do a good job, and hitmontop could also benefit.

Also, your mew could be switched to gligar, which would check heracross well,a huge threat to your team, and run almost the same moveset. Mew could also, possibly, appreciate a sash more than lefties, as it can recover anyway with roost. The sash would meean it can practically always get a BP off, and if it can outspeed the opponent, 2 Sds. It has great overall bulk, and i would say changing the Evs to give it max speed rather than bulk would benefit it more, as well

It appears to me that the idea of BP ing to sharpedo would mean that, mew being relatively speedy, sharpedo would have to take a hit and maybe go down to sash before sweeping. If entry hazards are up, sharpedo could go down immediately due to bad prediction, and then, the team might not do very well. At a 6-5 state, and with mew hardly doing anything without its ally, you would seem to have practically lost the match.

In general, though, great team, and I hope it goes well.
 
I would seriously consider slapping Substitute on Mew. It would help a great deal with your Sharpedo's Frailness, as it gives it another shot if it doesn't cleanly OHKO a pokemon. This also preserves your Sash, so you basically have two extra lives!
I also agree with ticklegrowth about Leech Seed. You don't have to use a full-out Sub-seeder, but leech seed would help your team.
I would also try a bulky Intimidate set for Hitmontop.

Hitmontop@ Leftovers/Lum Berry
252hp/252def/4sdef Impish OR 252hp/4def/252sdef Careful
Impish/Careful
Ability: intimidate

-Rapid Spin
-Low Sweep
-Hi Jump Kick/Foresight
-Return/Foresight/Pursuit

Each set gives great defense, but the defensive one makes it ridiculously bulky physically while still having decent special bulk. Rapid Spin is quite obvious, and Low Sweep is nice for lowering your opponent's speed (though don't expect it to do a lot of damage). Foresight is needed somewhere on that set to spin and attack against ghosts. HJK can be a great move, as after the speed drop from low sweep Hitmontop is likely to outspeed. Pursuit gives you unresisted coverage, though its damage output is crap, and it isnt like psychics or ghosts are switching out on you in the first place. Foresight , as said, is needed somewhere on that set. Return gives you perfect coverage with you fighting STAB after foresight. Choose which moves you want- they all serve a different purpose, though you most lilkely don't want mono-fighting attacks.
Hope I helped! Good Luck!
 
Mew isn't allowed in UU anymore(how has no one mentioned that yet?.) It seems to me that your fairly inexperienced with UU, so you can always go to Battling 101 for more help.
 
oh wow. correct you are, my friend! I am new, and apparently Mew is OU now. o_o

when i was making my team, i was pretty sure Mew was UU in B/W. darnit, i just finished testing, and i concluded that mew>gligar. guess im stuck with stupid gligar :(
 
Well, if you are going to use Gligar then I can at least try to help you improve your team.

First off, Sharpedo. Don't use Focus Sash-it is a terrible idea. UU is the most hazard populised tier in the game, and a Life Orb allows him to get some key KO's, and since Sharpedo needs to be killing everything off the bat, or he will be fainted because of his incredibly awful defenses.

Now, instead of running Choice Scarf Flygon, why not use a LO Flygon and make him your secondary recipient? With Fire Punch, Earthquake, Dragon Claw and Thunderpunch, nothing in the tier can wall him. The great thing about this is that if you suspect an Ice attack, then you can switch to Arcanine. If you suspect a water attack, you can switch to Shaymin. With Gligar, you have the added bonus of passing an Agility to Shaymin-turning a mon with great coverage and power into nigh on revenge-able.

Now, with Arcanine you are going to be wanting Close Combat over ExtremeSpeed. Close Combat allows you to squash Rhyperior with ease, which is nice. Normally, I would recommend Darmanitan, but it seems you are fairly happy with Arcanine's superior bulk and Intimidate.

Hitmontop doesn't seem to be doing anything for your team really, so I'd replace him with a special sweeper that can patch up some of the team's problems to Roserade and Heracross, and also eliminate some of Sharpedo's counters like Poliwrath. Specs Gothitelle solves this issue nicely, cleanly eliminating Roserade and physical walls.

So to sum up:

Specs Gothitelle over Hitmontop
A LO variant for Flygon over the Scarf one you have at the moment
Close Combat over ExtremeSpeed for Arcanine
Gligar with SR/Baton Pass/Swords Dance/Agility over Mew
The nitpicks on Sharpedo

GL and I hope I helped
 
I'm a big, big fan of Technitop as well, but might I suggest some changes to your set?
First of all, for your EVs, I suggest 252 Atk, 232 HP, and 24 Def or Sp.Def. This way, Htop has 299 HP and takes 29HP from Life Orb recoil than 30HP. It also makes Htop take 1 less damage from Stealth Rocks, which could come in handy if you want to keep spinning away hazards. The -5 HP isn't a big impact, since Htop shouldn't be getting hit anyway because it's more of a priority revenge killer than anything. Also, there is no need to invest in speed since the bulk of your attacks will be priority, so I'd suggest putting your remainder EVs in physical defense just for a little added bulk.

Hitmontop @ Life Orb
Ability: Technician
EVs: 252 Attack, 232 HP, 24 Def
Nature: Adamant (+Atk, -SpA)
- Fake Out
- Mach Punch
- Close Combat / Stone Edge
- Rapid Spin

Also, there's no point in having 3 priority moves other than for the lolz. Mach Punch is better than Bullet Punch in most situations, and when it's not useful, such as if you're facing Slowbro or Chandelure, Bullet Punch isn't going to help anyway. I would put either Close Combat or Stone Edge, since Close Combat puts a dent in pretty much everything and OHKOs Porygon2 and Snorlax and since Hitmontop usually baits out Chandelure, which you can OHKO on the switch. Stone Edge can also wreck 2HKO Mismagius, Sableye, and Zapdos, all of which are common Hitmontop switch-ins.
 
Thank you silver, and thank you yumii for your ideas.

@Silver, I've made the changes to flygon & sharpedo like you suggested. Those seem like great ideas, and it now feels like sharpedo is less tied to gligar. The reason why i had scarf on flygon was so that he could outspeed things and be a killer, but without the choice, i see now that he can be a noteworthy BP receiver too (i changed his nature to Jolly though)

I also added Close Combat on arcanine in replace of Wild Charge because i dont exactly need the electric coverage (after making some more changes)

@Yumii, it's nice to see that i'm not the only one who loves technician-priority users. x) But alas, only scizor can do it properly. Hitmontop isn't packing enough power, so i'm switching him out for Zapdos.

Zapdos @ Life Orb
Ability: Pressure
Nature: Timid
EVs: 252 SpA, 252 Speed
- Thunderbolt
- Heatwave
- Hidden Power Ice
- Roost

@Silver, after looking at gothitelle, im not sure if i'm very interested in using it. Slow speed kinda turns me off, although the power does look impressive. I've never had a need for psychic use though, as im not sure why, but im having no trouble with fighting types and grass types
 
I only came up with the Gothitelle idea at the end, and Zapdos is a good choice. Much like Shaymin, after an Agility boost he will be very hard to switch into. You just have to make sure not to give Raikou free-set up, or he could run through your team quite easily. The Rapid Spin support from Hitmontop didn't seem to be that helpful anyway since Arcanine had Morning Sun, and Hitmontop can't really spin against most ghost types anyway. However, instead of that Zapdos set, I feel that you're team would benefit more from this set:

Zapdos @Leftovers
Ability: Pressure
Nature: Timid
EVs: 248hp, 8def, 252spe
-Substitute
-Roost / Charge Beam
-Agility
-Baton Pass

A secondary baton passer-this time passing speed boosts or Substitutes to Shaymin, Arcanine or Flygon. This takes a lot of the pressure off Gligar as well, which is something you really need. The choice between Roost and Charge Beam is up to you-I personally would go with Roost for extra healing, but if you want to pass special attacking boosts to Shaymin, then that's fine.
 
Mew is banned in UU; remove Mew and go Ninjask. With Hitmontop having Rapid Spin, Ninjask is more secure.

Ninjask @ Leftovers
Trait: Speed Boost
Nature: Impish
EVs: 248 HP/ 192 Def*/ 68 Speed
* - If you go X-Scissor, change Defense EVs to attack.
- Substitute
- Swords Dance
- Baton Pass
- X-Scissor/Protect

Sharpedo and Flygon keep Ninjask in good company; Mew is banned in UU, so this may be a more solid option for a Baton Passer.
 
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