Team Standardly Boring -_-


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TEAM STANDARDLY BORING
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The name says it all. They're all standardly boring Pokemon with standardly boring movesets. But they work! ^_^ So this was one of the teams I built when I was being tutored by Jimbo...long long time ago however only recently did I start using it as my normal team with a few tweaks here and there. I opted for something different here frommy usual play. That difference was that my final sweeper was weak to SR, this may not sound big but to me I hate my last sweeper being weak to SR generally opting for things such as Lucario and Infernape. However, I decided to give it a go and see what i got out of it! Basically my initial thought was to try and gather a bunch of Pokes that had amazing synergy and that had alot of resistances and immunities allowing for me to create many switch ins and forcing the opponent out giving me the momentum. Then secondly came the strategy is to eliminate or weaken Gyarados' counters with the other members clearing a path for Gyarados to wreck havoc.

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Swampert (M) @ Leftovers
Ability: Torrent
EVs: 252 HP/6 Atk/252 Def
Relaxed nature (+Def, -Spd)
- Ice Beam
- Earthquake
- Stealth Rock
- Roar

I start off the game with the ever so reliable Swampert. Boasting impressive 110/90/90 defenses, this thing isn't likely to go down in one hit. Only 2 of the top 10 leads carry Taunt which guarantees me setting up SR against the other 8. SR is useful to this team as this teams boasts a number of resistances as well as immunities forcing the opponent to switch if the match up isn't favorable racking up as much passive damage as possible which will help assist the weakening the opponents and which will set up for my late game sweep. However, whilst it's important, I'm not willing to sacrifice my Swampert in exchange for setting up SR as it helps me to counter various threats to this team such as Heatran and Tyrantiar. I will always find a time to set up SR later on as Swampert is Fire, Poision, Rock and Steel and immune Electric. As a result I can usually switch in on bulky waters, Heatran and other things that can't put a dent in it and get a free turn of SR if it wasn't possible on the first few turns.

The combination of Earthquake and Ice Beam is pretty simple. Together they have very good coverage only missing out on damaging things such as a Levitate Bronzong substantially. Earthquake is the move I use mainly as it works off Swampert's impressive 110 Atk base stat, as well as gaining STAB off it. The decision between Ice Beam and Hydro Pump was a hard one. Firstly, Ice beam deals with nearly the same things that Hydro Pump does (such as defeating Aero) but most importantly it gets a x4 Super Effective on the majority of Dragons. Whereas, Hydro Pump gets more damage off things such as Bronzong, Hipopowdon and Skarmory. However after wieghing up the advantages and disadvantages, Ice beam was more favourable to this team in specific as I do have a hard time dealing with MixMence and ScarfGon and Ice Beam ensures a OHKO on both.

Protect makes Swamperts viablity as a lead even more great as it's so useful for scouting. Trick is an important move if the opponent is holding a Choice item as it can screw anything on this team if used correctly so Protect negates the suprise factor of trick if used on a lead. However, it's usefulness doesn't end there, I can Protect to give my other Pokemon free switch ins. Examples would include Protecting a toxic so my Scizor and Heatran recieve free switch ins. Protecting Fighting attacks which give free switch ins to Rotom and Celebi and so on. And it's always funny when you Protect against an Explosion. ^_^ Evs allow me to OHKO Salamence which is a huge threat to any team imo.

It's bulkiness fares well against most of the top 10 leads as shown below:

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| 1 | Metagross | 49816 | 7.22 | - Swampert basically walls this thing to no end. As a result, the first turn will usually result in both me and my opponents setting up SR. It's 2 most popular moves Earthquake and Meteor Mash don't even dent Swampert and Swampert fires back with STAB Super Effective Earthquakes. Protect is valuble because of it's Explosion which is practucally used on all LeadGrosses. I tend to Protect after setting up SR as most of the people I hae faced Explode right after setting up their SR.
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| 2 | Azelf | 49717 | 7.21 | - Don't really know how to fight this little bugger. I normally start off with an Ice Beam and Protect immeditaly to see what it has in store. I'll switch to Rotom to scare it off as it usually comes out on top of Swampert especially the Trick and DualScreen variants.
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| 3 | Jirachi | 39186 | 5.68 | - Protect ALWAYS. Most are Choice Trickers and giving them 1 free turn of SR isn't really that much of a big deal to me. Can't really do much to me minus Grass Knot and I can beat it with EQ one on one.
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| 4 | Swampert | 36835 | 5.34 | - SR, followed by an EQ. If it attacks me back, I'll swith to Celebi for a free Leech Seed.
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| 5 | Aerodactyl | 33029 | 4.79 | - EQ/Crunch don't do shit to Swampert. Aero Taunts. Swamp's Ice Beam rips off 50something%. Aero SR's. Swamp 2HKO's with a 2nd Ice Beam. Good nite. :)
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| 6 | Infernape | 26633 | 3.86 | - I'll always Protect on the first turn. Not just to escape the Fake Out damage but to scout of an unprepared Grass Knot. Then proceed to SR and EQ. Of course if it uses Grass Knot on the turn that I SR or EQ, I'm a dead little fishy, glad the Grass Knot leads aren't common at all.
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| 7 | Hippowdon | 20825 | 3.02 | - We both set up SR, I'll use Ice Beam for some little damage, if he stays in, I'll switch to Celebi for bigger damage with Grass Knot or some passive damage via Leech Seed.
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| 8 | Bronzong | 20530 | 2.98 | - SR, then switch to Rotom or Celebi who take very little damage from Bronzong and can hurt it back through Shadow Ball/Thunderbolt (Too early to be firing off Overheats) and Leech Seeds.
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| 9 | Ninjask | 20145 | 2.92 | - Ice Beam until it Baton Passes. From there I'll switch out to the appropriate counter.
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| 10 | Tyranitar | 16826 | 2.44 | - Can't touch me. Na na na na na na na na. :) I'll SR then EQ. HP Grass versions won't even OHKO. Patethic thing. :D


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Rotom-h @ Choice Scarf
Ability: Levitate
EVs: 6 HP/252 Spd/252 SAtk
Timid nature (+SAtk, -Atk)
- Overheat
- Shadow Ball
- Thunderbolt
- Trick

Tom Tom. :) I really do love this thing. This thing has some amazing resistances and immunities which include Bug, Fighting, Normal and Ground. BEcause of these amazing resistances/immunities, it can practically get a free switch in on these immunities forcing the other Pokemon out and racking up more... oh wait SR damage. ^_^; It's abilty combined with its unique resistances allow for Rotom to make easy switch into the opponent, usually getting to attack freely before having to switch. Thunderbolt and Shadow Ball are 2 solid STAB moves and Overheat allows me to keep the number 1 used Pokemon in check: Scizor. Once it's in, I usually prefer to start Shadow Balling as it has a wide nuetral coverage.

Originally, this slot was held by an offensive Zapdos - Thunderbolt/HP Ice/Heat Wave/Roost@Life Orb however it ran into some serious problems. One of the problems my team has was against SD Lucario. Whilst I did have a check in Heatran, it would usually be dead by the time SD Lucario would come in. So I decided to remove the Zapdos in favour of Rotom-h because of 2 things mainly, Fighting IMMUNITY and wasn't weak to SR. SR + LO and Extremespeed would usually have killed Zapdos before I got the chance to react so thats why I switched to Rotom.

Now onto the funnest move ever; Trick. This move usually allows me to swap my Choice Scarf for Leftovers because I usually tend to Trick onto bulky pokemon who are utterly crippled by the scarf. However, before I do get rid of the Scarf, I usually scout first, making sure to see what the opponent's initial switch in to Rotom is. If it's something the like of Blissey/Swampert/Snorlax/Lanturn/Spiritomb. I'll have to switch out and next time I'm in, I'll Trick expecting the switch to the walls making breaking down walls much more easier. But, just because it loses it's scarf, doesn't make it useless. After losing scarf and usually gaining Leftovers, it'll trade in speed for versatility and durability in the form of Leftovers.

350 Atk vs 250 Def & 241 HP (80 Base Power): 210 - 248 (87.14% - 102.90%) -
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Adamant 252 Life Orb Crunch

For this reason alone, I may possibly consider running Timid + Scarf on this Rotom, that's how paranoid I am about Lucario ruining my Infernape's sweep. Only 22.3% of Lucario's were Jolly so even after I trick Scarf, I'll have a 77.7% of countering all Lucarios. However, the power drop from Modest to Timid is rather significant and I think Timid+ + Scarf is a bit excessive on something with only 105 SpA Atk as it's my main Special Attacker.

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Scizor (M) @ Choice Band
Ability: Technician
EVs: 240 HP/56 Atk/212 SDef
Adamant nature (+Atk, -SAtk)
- Bullet Punch
- Superpower
- U-turn
- Pursuit

If you haven't heard of this little bugger... well jump off a cliff. ^_^... I wasn't kidding. <_< Everyone and their mother knows what this red bug does, it has been the most used Pokemon for a few months consecutively know and with good reason. Its part steel typing allows for it to jo it's job, trapping things that get in the way of my late game sweep. Each move is self explanatory. Thanks to Platinum's addition of Bullet Punch, it's Base Power is now doubled to 80 with STAB allowing it to gain the upper hand on the likes of Azelf, Salamence etc who are faster than Scizor allowing it to revenge kill effectively.

U-Turn in it self is an amazing move. It allows for me to scout counters and deal with them accordingly. However, when it's coupled with STAB and CB, it's gonna be leaving a dent in everything evem if they resist. When I first switch in Scizor, U-Turning is what I usually do incase of random Magnezones and it allows me to increase the SR damage. Also weakening the Scizor counter makes Scizor's life much more easier. Pursuit is essential in the guessing games of Scizor and it's abily to trap. The combination of Pursuit and Bullet Punch keeps the opponent guessing; as do I. "Trapping" can be done through mind games, if they think they can get a free attack before dying, I'll Bullet Punch. If they think I'll Bullet Punch, Ill Pursuit and kill them. However, sometimes this doesn't go according to plan as even I can over/under predict and it doesn't help when you're faced with an Idiot. x_X; Superpower; if I can predict correctly, I could potentially take out 2 of it's main counters, Heatran and Magnezone. Otherwise, it's the move I use the least as I have other Pokemon that can take care of the 2 pokemon if needed however it's always nice to have if I can predict correctly... which is never. ;_;

It traps various things such as Latias, Celebi and Gengar thanks to it's Steel typing making it resistant to each and every single on of their STAB moves and I alternate between U-Turn, Pursuit and Bullet Punch depending on the situation.

If it's Celebi and I've just switched into a Grass Knot, I will ALWAYS U-Turn as I'm x4 resistant to Grass and it can't do much back and it basically gives me a free turn to switch to whatever Pokemon I want. However, the EV's give Scizor even more bulk allowing it to survive an unsuspectinga x4 Super Effective HP Fire.

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- 31.5% used HP Fire during the month of June.
236 Atk vs 249 Def & 341 HP (70 Base Power): 192 - 228 (56.30% - 66.86%) - Bold with 0 EVs.

289 Atk vs 249 Def & 341 HP (70 Base Power): 236 - 280 (69.21% - 82.11%) - Timid with 252 EVs.
298 Atk vs 249 Def & 341 HP (70 Base Power): 316 - 372 (92.67% - 109.09%) - Timid with 252 Evs w/ Life Orb.

The majority are the Bold walling version so it can't KO unless I switch into a HP Fire which is rare as I will try to predict a Thunder Wave/Leech Seed/Grass Knot/Recover and KO back with a U-Turn making it's attempts to kill me with HP Fire useless. :D


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- Only 10.5% used HP Fire during the month of June.
318 Atk vs 249 Def & 341 HP (70 Base Power): 260 - 308 (76.25% - 90.32%)
318 Atk vs 249 Def & 341 HP (70 Base Power): 340 - 400 (99.71% - 117.30%) - Timid with 252 EVs w/ Life Orb

As you can see, majority of Latia's don't even carry HP Fire. Which is why when it does, it's a suprise to me atleast. With Latias it's a tricky one because if I switch into a NVE attack followed by a HP Fire, I'm dead. Because of this, I will most of the time scout if it has HP Fire by switching to Heatran to recieve the Flash Fire Boost. If it doesn't then I'm clear to switch in Scizor again to Pursuit it for the KO if it switches. If I know they'll stay in expecting to get another free atack as a 40 base Pursuit doesn't kill, I'll U-Turn which will always KO.

511 Atk vs 216 Def & 302 HP (60 Base Power): 153 - 181 (50.66% - 59.93%) - Bullet Punch to 4 HP Latias.
511 Atk vs 216 Def & 302 HP (60 Base Power): 204 - 242 (67.55% - 80.13%) - Pursuit to a 4 HP Latias staying in.
511 Atk vs 216 Def & 301 HP (80 Base Power): 272 - 320 (90.37% - 106.31%) Pursuit to a 4 HP Latias switching out.

511 Atk vs 216 Def & 333 HP (60 Base Power): 153 - 181 (45.95% - 54.35%) Bullet Punch to 128 HP Latias.
511 Atk vs 216 Def & 333 HP (60 Base Power): 204 - 242 (61.26% - 72.67%) - Pursuit to a 128 HP Latias staying in.
511 Atk vs 216 Def & 333 HP (80 Base Power): 272 - 320 (81.68% - 96.10%) - Pursuit to a 128 HP Latias switching out.

Bullet Punch does a fair amount to Latias and if I suspect that the Latias will be staying in and wont be OHKOed via Pursuit, I'll opt for Bullet Punch as it's better in that particular situation.

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- Only 17.3% used HP Fire during the month of June.
358 Atk vs 249 Def & 341 HP (70 Base Power): 376 - 444 (110.26% - 130.21%) - Timid with 252 EVs w/ Life Orb
Basically it's the same situation as Latias. Scouting is absolutely vital as it can't survive a non-boosted HP Fire. Switch to Heatran, if no HP Fire find a time to switch in Scizor and usually 9/10 I will Bullet Punch as most expect the Pursui and Explode or Thunderolt. This way I conserve even more of Scizor's valuble health.

511 Atk vs 156 Def & 262 HP (60 Base Power): 211 - 250 (80.53% - 95.42%) - Bullet Punch to 4 HP Gengar.

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Heatran (M) @ Shuca Berry
Ability: Flash Fire
EVs: 6 Atk/252 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Earth Power
- Fire Blast
- Explosion
- Hidden Power [Electric]

One half of of the legendary CeleTran with the most AMAZING resistances ever such as 4x resist Ice, Steel and Bug, x2 Ghost and Dragon. These resistances allow for Heatran... once again to force switches allowing SR damage to rack up. This pokemon is the glue to my team if only because of the resistances, thats how importantly I rate it. It's the one pokemon I will try from getting knocked out early as it has an ability o oput a massive whole through anything that gets in its way.

This set is pretty straight forward in how it functions. Switch into something it's going to be resistance to and "predict". Firstly, I'll Fire Blast scouting out the potential checks and counters to Heatran. Next time it's in I'll use HP Electric/ Earth Power if the counters been taken care of, if not I'll keep on fireing off STAB Fire Blasts off it's 358 SpA.

Earth Power; I rarely use it unless something like Rhyperior/Tyranitar is the check and even then with their Sandstream boost, it doesn't do as much as I like. HP Electric is good for taking chucks off Heatran's main conters without going Boom saving it later for it's resistances and eventual Explosion. The other reason I chose HP Electric over HP Grass and Ice is that without Scarf I simply don't outspeed the necesarry Dragons that sit at a base 100 such as Flygon and Salamence even when they haven't got +Spd natures. However, Salamence is my biggest worry but after SR and Fire Blast, I really dont think HP Ice is neccesarry at ALL. I'm not all to bothered about Swampert to be honest as I have Celebi who walls it all day long even against a Super Effective Ice Beam. And HP Electric is where the magic comes to life, eliminating one of my Gyarados' checks. Opposing Gyarados! The majority of Gyardos are Adamant, 65.2%, and with my +Spd nature, I'll be outspeeding the majority of the offensive Gyarados clearing way for me sweep cleanly.

The reason for Expert Belt lies within being about to conceal my item for as long as possible and just when they think they've got a free switch in, I nail them with un unsuspecting move. Expert Belt allows for me to the feign a Choice Scarf scaring things such as Lucario away. However once the cat is out of the bag, it can go ewither way. The freedom of choice to pick whatever move will either help me or the fact the opponent knows I haven't got a Choice Scarf will work against me. Such as Lucario being to oustpeed
by a meagre one point. Expert Belt seems to generally work in my favour being able to eliminate any unsuspecting Swamperts, Blisseys and Snorlaxes expecting to absorb my special assaults.

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Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP/120 Def/136 Spd
Timid nature (+Spd, -Atk)

- Recover
- Grass Knot
- Calm Mind
- Hidden Power [Fire]


IKitsune suggested I stick with the more defensively orientated Celebi but I changed it slightly so that it's able to cover more of my weaknesses. This teams aims to eliminate Gyarados' threats, which include bulky waters. Whilst dealing with defensively orientated bulky waters was no problem due to it's naturally high SpD and Natural Cure, I found myself struggling against the more offensively minded bulky waters such as CM Cune and Sub+Petaya Empoleon. This moveset, and change of nature allows for it to carry out it's job. It still has some physical bulk but it's also fast enough to eliminate one of this team's biggest threats. The reason I haven't even invested in any SpA is because whilst I do want it to hit hard, the biggest job Celebi has to carry out is it's ability to sponge attacks given it's naturally high defenses and with CM, it more than makes up for the lack of SpA Evs.

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353 Atk vs 236 Def & 404 HP (95 Base Power): 204 - 242 (50.50% - 59.90%) - Modest 252 Ice Beam to Celebi
353 Atk vs 354 Def & 404 HP (95 Base Power): 136 - 162 (
33.66% - 40.10%) - Modest 252 Ice Beam to +1 Celebi

As shown, with the simple addition of CM to Celebi's repitoire, Empoleon's monstrous 111 SpA doesn't look as frightening. It really shows you how much a +1 SpD will do in defending against Empoleon's once feared Ice beam.

529 Atk vs 236 Def & 404 HP (95 Base Power): 306 - 360 (75.74% - 89.11%) - Modest 252 +1 Ice Beam to Celebi

This is assuming that Empoleon gets into range where it's Petaya boost is activated. However with the addition of Calm Mind, there's simply no need to attack anymore and break it's sub when I can just CM up and laugh at anything it throws and hit back with neutral Grass Knots.

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417 Atk vs 236 Def & 404 HP (95 Base Power): 314 - 370 (77.72% - 91.58%) - Timid 252 +1 Ice Beam to Celebi.
417 Atk vs 354 Def & 404 HP (95 Base Power): 210 - 248 (51.98% - 61.39%) - Timid 252 +1 Ice Beam to +1 Celebi

The change from Bold to Timid was a rather easy one for me. Bold whilst useful didn't really fit in with Calm Mind and the more offensive HP Fire. Timid w/ the Speed EVs allow me to outrun all positive 85 Base Speeds such as: Heracross, Kingrda and more importantly, Suicune. Suicune, unlike Empoleon doesn't rely on Subbing down to get a boost so it's much more harder to handle and as a result Celebi doesn't fully counter it but rather check it. I have to rely on Scizor and Heatran to take Ice Beams and from there, smart switching all the way. "Predict" a Surf on Heatran/Scizor, stay in and alternate between CM and Recover and because offensive lacks a form of recover, I should always win one-on-one against Suicune. Things don't always work out as you hope but you get the idea. ^_^


You can never go wrong with this little green Pixie. The other half... to you guess it.. CeleTran. :D Celebi has saved me many a time, it's my to-go-to Pokemon when I don't know what to do. It provides my team with a much needed Water resist being able to take on the likes of Suicune, Vaporeon and Swampert even with their Super Effective Ice Beams. Infact it's vital to the defense and stalling of Rain Dance Teams being able to switch around with it's water resist and on some occasions being able to take on the combination of a Rain boosted Surf + Ice Beam. Most of the time when I switch this in, I'll Leech Seed as sapping 12.5% of my opponents health is never a bad thing especially when it benfits my team who thrive of the many resistances they hold. There is also no other way to heal my team other than loleftovers so Leech Seed is a little thing that does truly go a long way to keeping my team healthy.

Smogon suggests HP Ice/Fire/Earth Power in the final slot. However, I modified it to my teams needs. I decided to lose the option of a 2nd attack in the form of Thunder Wave and with good reason. My team lacks speed minus Rotom who needs a Choice Scarf to maintain it's speed. Scizor, Heatran and Gyarados are all considered slow. Thunder Wave helps me aliviate this problem by paralyzing the opponent's speed reducing it to a meager 1/4 of it's original. The move is useful as it helps Heatran to maintain the belief that it has Choice Scarf because it will automatically out speed the opposing Pokemon. Gyarados' sweep will be more successful if I have things paralyzed as I opted to go for Jolly > Adamant as I preferred the slight speed advantage (even though with Jolly Gyarados really isn''t that fast without a DD under it's belt) and Thunder Wave helps it by giving a 1/4 chance of a full paralysis giving Gyara a free DD or eliminating threats such as Gengar if it's paralyzed.

Grass Knot > Psychic because I really don't really like being helpless against Tyranitar especially when it can come out the winner over a 1-1 Tyranitar match. Also the reason for Grass Knot as it's SE against some serious threats to this team especially to my Gyarados: Bulky Waters. All of the OU Bulky Waters take alot of damage from a SE STAB Grass Knot (Vap takes more from an Energy Ball but whatev <_<) however when coupled with Leech Seed, I'm 9/10 going to come out the victor minus a random crit. Celebi and it's respectable 100 SpA base stat coupled with it's even 100/100/100 defenses are more than enough to eliminate the bulky waters of OU. Recover = Health. Not gonna give a long ass description. X_X The Evs give it enough Speed to outrun a Jolly Tyranitar whilst giving it the best possible defenses.

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Gyarados (M) @ Leftovers
Ability: Intimidate
EVs:252 Atk/6 Def/252 Spd
Jolly nature (+Atk, -SAtk)
- Dragon Dance
- Stone Edge
- Waterfall
- Bounce

Weeeeeeeeeew. It's finally here. Gyarados Muderfunky! Reasons you should be scared? 125 Atk + Intimidate + 100 SpD and DRAGON DANCE. Not that face though, thats one cute face. ^_^ I've built this team to work around destorying all of Gyarados counters and I think I've done a decent job of it. The combination of Celebi, Scizor and Heatran destory Latias, Gengar, Starmie and Bulky Waters in general. This spot in my team once belonged to Kingdra however, I ran into serious problems with it. It simply didn't hit hard enough at all even with the amazing coverage that Water/Dragon provided. And whilst the x4 resist to Fire made it easy to switch into the likes of Heatran, Gyardos is able to do the same thing, even being immune to Earth Power whilst being stronger on the Special Defense side than Kingdra. Also Kingdra's abily in comparsions to Gyrados is pathetic. Rain Dance won't help much in a late game sweep whereas Intimidate helps me switch in more effectivly into the likes of Lucario who with Kingdra was an even bigger problem. As it's my late game sweeper, I try to keep it out of sight until I see an easy opportinuity as constantly switching into SR with the possibility of Weather is dangerous to it's survivability. I opted for LO instead of Leftovers as it misses some vital KOs without LO such as with LO it's able to OHKO Celebi with a +1 Bounce with SR in play. Without it, I won't get the OHKO damaging it's longivity or ruining it's sweep though Thunder Wave.

The 2 moves that were essential were it's 2 STABs, Waterfall and Bounce. Waterfall provides a strong physical STAB to work off that amazing Atk base stat which I'll be using against the majority of my opponents. The flinch never hurts aswell. ^_^; Bounce is rather situational but a good move all round. If and for whatever reason the Bulky Waters aren't eliminated, Bounce is now a good move to use against them. Unlike Stone Edge, this gets STAB so it's going to be doing alot more damage. EVen though the accuracy isn't perfect, it's good enough to eliminate the likes of Celebi. And finally onto Stone Edge. Probably the worst move ever created, if only for it's stupid accuracy. :@ The reason I opted for Stone Edge over Earthquake is because once I've DD'd up, other Gyardos and Salamence like to ruin my fun. Stone Edge will teach them not to play with me, hitting them both for SE damage and after SR and LO, OHKOing both if offensive variations.

The reason I replaced Kingdra was I was having slight Lucario problems and Gyardos helped it slightly being able to switch into the physical variation without much problem. However with SR, LO and Extremespeed it was being worn out rather quickly. Also Infernape is sort of a problem and the addition of Gyardos made it not as much of a problem.

To me being outsped is far more frustrating than missing out on an OHKO as it happens more than I'd like to think. This is why I picked Jolly > Adamant however I think it's for the better as most of the other team should be sufficiently weakened to the point where Adamant wouldn't make much of a difference anyways.
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For every view/rate this team gets, you make this Gyarados very happy. :)
 
Mad thanks to Unholy Calamity for letting me use his amazing threat list. Woop!

Threat List
  • Non-bolded means they are not a problem for me.
  • Bolded means they are a problem for me.
Offensive Threats
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Aerodactyl : Empoleon. Latias. Rotom.
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Alakazam: Choiced ones are easy. Scizor. Latias can absorb Psychic.

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Azelf: Emp deals with leads. Scizor can BP. Latias can handle NP versions.

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Breloom: Rotom.
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Dragonite: Never had much of a problem with this. Rotom can WoW. Scizor can BP. Latias Dragon Pulses.

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Dugtrio: Ghey. Traps Magnezone and Infernape but Infernape can MP. Latias and Rotom can deal with it.

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Electivire: Rotom WoWs and neuters it completely. Latias DPs for massive damage. Only really dear it if it takes an electric attack and even then ROto eats it.

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Empoloen: Eeek. Magnezone is my first switch in, to try and trap with Thunderbolt. Infernape can MP. Latais laughs and CMs and Recovers while it can't do shit with only a +1.

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Flygon
: YUK. Play off resistances and use my combination of priority moves to take it down.

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Gengar
: Choiced are easir to handle. Need to know which attack they're locked on though. Scizor and kill any choiced with Pursuit or Bullet Punch. Magnezone easts Shadow Ball and can kill with TBolt.

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Gyarados: Rotom TBolts. Magnezone can Thunderbolt. Latias isn't too bothered by it either.

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Heatran: Latias eats FB for breakfast and can calm mind recover. Gets MPed by Infernape.
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Heracross: Rotom does well against Megahorn and Close Combat. Scizor BPs.
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Infernape: Latias day and night. Rotom might be the inital switch in to CC and then Latyias for the Fb but Latias is a sure fire counter.

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Jirachi: Never caused my any real problems. Scarfed version can be played around but Infernape and Magnezone enjoy eating them.

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Jolteon: Latias, Magnezone and Rotom. Infernape can MP.

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Kingdra: Rotom can TBolt/Wow. Latias DPs.
If it outrages, Magezone and Scizor kill it.
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Latias: Scizor, Rotom and Infernpe enjoys U-Turning away! My own Latais can 50/50 kill it I guess.

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Lucario: Infernape, Magnezone and Rotom. lawl.

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Machamp
: Meh, I hate DP's confusion. WHo doesn't have a problem with Machamp. Rotom should WoW otherwise I'm fucked.

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Magnezone: Most are choiced so they're work around able. lol.
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Mamoswine: Priority attacks bring it down so fast, it's not even a joke. lol

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Metagross: Infernape OHs, Scizor can U-Turn and Magnezone can start chipping away. Rotom. lawl.

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Rhyperior:Infernape's CC. Both Priority moves. Lure in EQ and get Rotom to WoW
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Salamence:
"Predicition" Lure in Outrage for Magnezone/Scizor. Non-DD taken care by Latias.

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Scizor: Infernape, Rotom and Magnezone. lol what.
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Starmie: Nape U-Turns away, Scizor Pursuits. Rotom can revenge. Latia's CMs and laughs.

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Suicune - Rotom. Magnezone. Latias CM.
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Togekiss: Rotom + Zone.

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Tyranitar:Infernape. Scizor. Rotom WoW.

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Weavile: Priority moves. Magnezone for Dark+Ice assualts.

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Yanmega
:magnezone can try and come in on BB and hope it doesnt have HP Ground. Rotom otherwise.

Defensive Threat List:


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Blissey: COmbo of Scizor and Infernape.

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Bronzong:Infernape and Rotom. Oh and Zone. :D

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Celebi:Scizor and Infernape.

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Cresselia:Meh. Rotom/Scizor + Nape usually do the trick.

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Rotom: Boosting sweepers screw me over. Defensive versions get Tricked.

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Donphan:Latias eats loliceshard.

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Forretress: Infernape and Tom.
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Gliscor: Overheat OHKOes iirc, Rotom Wow and Surf deom Latias
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Hippowdon:Rotom WoW then Surf Latias
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Skarmory:Rotom Infernape and Zone.
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Snorlax: Infernape and Scizor.
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Suicune:Meh, Rotom and Latias can CM and Recover.

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Swampert:
Rotom WoW then Latias can try and start CMing.

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Tentacruel:Rotom TBolts and Latias CMs.
And Zone Tbolts that mofo.
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Vaporeon: Rotom / ZOne / Latias Cms.
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Zapdos: Latias CMs away like no tommorow. Rotom can WoW and start stalling with Rest. Eats a chunk off Overheat!


RATE AWAY! :)

 
Holy shit, this is actually a really good team!

And I don't think it's boring at all, but anyways....

I would go with shucca berry over expert belt on heatran, you can still conceal your item while beating any scarftrans or relatively weak EQers like hippo.
 
This a great team, and just a few nitpicks here and there, and possibly a few moveset suggestions. Firstly, Swamperts evs are a little outdated. Those evs were for the OHKO on most Garchomp with Ice beam, and now that chomp is uber, a spread change to: 252 HP/252 Def/4 Atk should be in order. It not only helps Swampert to survive a +1 adamant outrage from LO mence, but it still allows you to OHKO salamence provided Stealth Rock is in play. I also doubt you'll need Protect when you have Rotom-h to take the explosion, so maybe Roar or Hydro Pump in that slot for obvious phazing or an OHKO on Min Spdef, impish Skarmory, respectively.

I think you should change Rotom-h's nature to Timid to outspeed Heatran before you trick the scarf and to outspeed adamant SD-Luke, who could really trouble your team if Gyarados is gone or even weakened. Also for the case of heatran, you can outspeed and 2HKO with Thunderbolt, provided Stealth Rock is in play.

With Heatran taking care of stall, and Scizor taking care of celebi, you should really have something to take care of bulky waters to help Gyarados sweep. A change to a TinkerBell Celebi would do wonders here, as it takes care of Vaporeon, Suicune, and Swampert better than defensive Celebi does. You have Rotom-h to take care of Gyarados anyway, so it seems celebi wasn't doing much for the team.

Celebi @ Life Orb
Natural Cure
Evs:232 HP/244 SpA/32 Spe
Modest
- Leaf Storm
- ThunderWave
- HP-Fire/Psychic/U-turn
- Rest/Recover

Celebi should mainly be used for Leaf Storm nearly OHKOing all water-types, so the latter moves are used to fit your style. Hp-fire ohkos scizor, psychic provides celebi with another stab attack, and U-turn is for scouting. Since you'll be using Leaf Storm most of the time, Rest is the superior option; letting you fully recover while you switch out. Recover is an option non-the-less.

Finally, with Celebi taking out bulky waters, and Heatran taking care of stall, you can take Life orb off of Gyarados, give it Leftovers, and possibly make it a little bulkier (like 88 HP/252 Atk/168 Spe, to still let you outspeed jolteon after a Dragon Dance, though its your choice).

I hope I helped and Good Luck with the team :DD
 
Very quickly, as i think most of the other raters got the majority of things. Also i second these ammendments and you would be wise to do the following: Shuca on Tran, Timid on Rotom and a change to 252hp/252def on Swampert.

I think you should change Celebi's moveset a bit whilst i dont think TinkerBell is best suited to this team, i think you would do best to stick with the more standard defensive Celebi. I would definitely put HP fire on Celebi and to accompany it either Leech Seed or CM. I think CM would work well simply because it gets a clean OHKO on scizor with +1 and it also make a good counter, with CM, to Suicune, CM Jirachi and Empoleon (the bane of most teams). I dont think Twave works so well but by all means stick with that if you wish, definitely use HP fire though as it will help a lot with Brellom and other problems this team has.
 
Basically what everyone else said, Shuca Berry on Heatran gives you insurance against Scarf Heatran who would foolishly stay in on your Heatran hoping for a KO, if you are lucky you might get a boost from Fire Blast but I wouldn't bank on that.

With Gyarados I have always felt Leftovers paired with Bounce was much better than Life Orb, as you still gain recovery from Lefties when in the first phaze of the move, though that is something to consider if you feel Gyarados dies too quickly.

I also think the speed investment in Gyarados is a bit much, late game the worst you should probably expect is Jolteon, while looking on the Gyarados analysis i saw that with a positive nature and 220 speed invest, after one DD you outspeed base 140 speed Pokemon, if you go with that then I recommend putting whatever EVs remain in HP for some more survibility.

All in all great team, hell I favor this over my Galactic Crush team, might use it if thats OK with you, hope I helped in some way.

(Try and reduce the size of your typ chart).
 
It's a really good(standardly boring team). :D

The above posters covered pretty much everything so I'm only going to suggest a quick fix on your Gyarados.

With it's current EV spread he is speed tieing with +spe Heatran(after a dance you tie with scarf ones as well) and loses to Adamant Lucario by one point. Simply put 8 more EVs to outspeed them both, or just go ahead and max the speed to force a speed tie with other Gyarados and outspeed some random stuff that like putting their speed at 280-283(the infamous Lucario benchmark :P ), such as some slow versions of MixMence. Max speed will benefit you more than 32 HP Evs, surely.

Also, Life Orb + Bounce means that you'll get outstalled by good players. If you Bounce on a Celebi expect some sort of a flying resist to switch in and you'll just lose 10%(even more in sandstorm) of your health for nothing, and then watch Celebi swap back in for the Waterfall. Think of a stall team that uses sandstorm, stealth Rock and Skarmory+Celebi. Not cool. Leftovers will net your Gyarados a lot of health during those turns and I really much doubt that a Celebi will be at 100% health during Gyara's run(late game right?). Life Orb is best used with either Earthquake or Ice Fang for early game wallbreaking.
 
Joshe: Thanks! I've changed the Swampert's Evs and I've changed Protect from Roar. Never actually used Protect much except for scouting for Explosions and did think it was dead weight except for the "recovery" <_<;

Been contemplating Modest to Timid for a long while and it does help with my Luc problems so changed. ^_^

Celebi, I've been paying around with the offensive Calm Mind one because it helps me with my Breloom and Expoleon problems. Might revert back to the standard Bold one just replacing Thunder Wave with HP Fire though as I haven't run into many Empoleons and the the damage it takes is now significantly more due to the Timid nature. :(

IKitsune: Changes done! And as I said, I've been playing around with the offensive Calm Mind but I changed it ever so slightly to retain some bulkiness which it needs. :)

Unholy Calamity
: The options between Lefties and LO was always hard but seeing as how I try to keep it away until late game, it usually does have enough health however things like RoarPert and SR and weather sorta fuck it over. And I do feel as though it dies all to quickly especially with the advent of priority moves so changed to Lefties. :D

Haha thanks, steal it if you want. :) Thanks again for the sexy threats list. :D

Darklord: Thanks. I took yboth of your suggestions, 31 HP wasn't helping me much anyways, especially wtih me going for a late game sweep, those Spd Evs will help me much more in the end. And I did change LO to Lefties cos I felt with the SR weakness and weather and LO was just far too much passive damage and lefties helped cure that a little. :)

Yeah, it was Adamant before hence the 252/252 and Jolly was a last minute thing but to be honest I don't really see the extra HP doing anything beneficial and 252 Spd allows me to at least run the risk of tying with other opposing Jolly Gyarados.

Changes:
  • EV spread of Swampert changed to 252 HP/6 Atk/252 Def and replaced Protect with Roar
  • Rotom-H's nature changed from Modest to Timid
  • Heatran's item changed from Expert Belt to Shuca Berry
  • Complete overhaul of Celebi, changed Nature, Ev Spread and Moveset to give me a better check of Bulky Waters and Breloom in general.
  • Changed Gyarados' item from Life Orb to Leftovers.
 
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