I've been using this team for awhile and have been recording quite a bit of wins. I'm getting awfully close to the top, albeit it still looks far away(Holy crap, 1750??? ugh, that's a lot of battles). With any team, improvements can be made so I'd like some opinions on how to make this team even better.
Team at a Glance
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Bronzong @ Lum Berry
Ability: Levitate
EV's: 252Hp, 8Def, 152Att, 50SpA, 48SpD
Nature: Relaxed
- Stealth Rock
- Grass Knot
- HP Elec
- Gyro Ball
Comments: Lead, gets up those rocks fast. Lum Berry to ensure the rocks against a Hypnosis lead. The EV's in Sp.Attack may look weird, but do serve a purpose. Vaporeon's that come in and sub in my face have always annoyed me, but now HP Elec does 24.33% - 28.57% to the standard Vaporeon. This also leaves quite a dent in Gyarados. Zong is the one true defensive poke on my team, and his resistances as well as what he can counter are all extremely valuable.
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Heatran @ Choice Scarf
Ability: Flash Fire
EV's: 18Att, 240Spd, 252SpA
Nature: Naive
- Fire Blast
- Earth Power
- Explosion
- HP Ice
Comments: ScarfTran, works very well on the team, and gets ample opportunities to switch in on fire attack w/ my 3 weaks to it. EV's hit 412 speed to out speed ScarfCross and anything that just barely out speeds that. Can also come in on one of his many resistances or on a revenge kill, or simply go Boom on a threat. Also keeps SDLuke in check, who as we all know is a major threat.
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Breloom @ Toxic Orb
Ability: Poison Heal
EV's: 6Hp, 252Att, 252Spd
Nature: Jolly
- Focus Punch
- Spore
- Substitute
- Leech Seed
Comments: Breloom is an immense help, and can destroy and unprepared team. The SubSeed set is incredibly annoying, and effective. SubSeeding forces quite a few switches and can often allow me to see a few member of the opponents team. The nature is to out speed other Looms as well as things that just out speed the typical Adamant Loom. Comes in on a revenge kill or on a predicted NVE move and well, does his thing.
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Starmie @ Leftovers
Ability: Natural Cure
EV's: 6Hp, 252Spd. 252SpA
Nature: Timid
- Surf
- Ice Beam
- ThunderBolt
- Recover
Comments: Starmie, helps cover up my weaks to Fire and Fighting. Starmie is incredibly helpful, countering MixApe, and having overall great coverage. Also works great for revenge killing Dragons(not ScarfChomp), Infernape, Mamoswine, and pretty much anything with a bit of health left. No RS cause this team doesn't even have any weaknesses to Stealth Rock, not to mention 4 pokes are immune to TS.
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Gengar @ Leftovers
Ability: Levitate
EV's: 164Hp, 180Att, 164SpD
Nature: Hasty
- Substitute
- Focus Punch
- ThunderBolt
- Shadow Ball
Comments: SubPunching Gar, my personal favorite. Firstly, I'll let you see what the EV's do:
104SpA Bliss using Ice Beam against my Gar: 21.52% - 25.50%
180Attack Gar using Focus Punch vs. Standard Bliss: 50.29% - 59.17%
This set beats Blissey 1v1, and don't think it can outstall me w/ Softboiled, Focus Punch has 32PP to Softboils 16PP. Subbing on the switch also lets me beat Tyranitar and Weavile that think they can Pursuit me to death. Shadow Ball is for STAB and T-Bolt so that Skarm doesn't wall me. With no speed EV's Gar hits 281 speed, which conveniently outspeeds Adamant Luke. Didn't add EV's to outspeed Jolly Mamo as no one would actually think they outspeed me, and thus will always Ice Sard
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Mamoswine @ Life Orb
Ability: Snow Cloak
EV's: 6Hp, 252Att, 252Spd
- EQ
- Ice Shard
- Ice Fang/Blizzard
- Stone Edge
Comments: Mamoswine is a beast. Jolly and max speed hits 284, which outspeeds Adamant Luke, and other Base 90 pokes w/o a +Spd nature. Great STAB's and SE for coverage. This thing is for late game only, and most of the game is spent killing of his counters(go die Bronzong) and weaking pokes enough for him to sweep. I would like some opinions on the Ice Fang slot, as I am considering Blizzard. I used to have hail support for him so he could use Blizzard and it worked out great, but without hail I don't like that accuracy. Then again, Skarm and the Hippo are the most common walls that he uses Blizzard on, and the Hippo brings in the sand anyways...Help needed on that slot
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Overall: Overall this team has worked really well, and has some great type synergy. Unlike some teams I've created, every single poke on this team pulls its own weight, nothing is just filler. The overall strategy is to weaken the other team for a Mamo sweep, and this has worked out very well. In case your wondering if the 2 sleep moves overlap, they in fact do not as I treat Zong's Hypnosis as an "emergency sleep", and only use it to immediately shut down a threat. Otherwise I pass on the chance to sleep something and let Loom do it later on.
A Threat List will come later, perhaps tommorow, but I will post one.
Threat List
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Garchomp: Bronzong can deal with all versions assuming he has plenty of health left. Heatran and Starmie can revenge kill non-Scarf versions, and Mamoswine's Ice Shard is always a final option. Garchomp gives this team absolutely no trouble, bar a timely miss in the sand...
Gengar: Lead Gengar are OHKO'ed by Zong if they stay in. Switching around will cause SR/light hits/SS/Hail to add up.Choice Scarfers are beaten with prediction, non-Scarf are outsped by Starmie and Heatran who can leave large dents or KO it. Mamo's Ice Shard will KO any Gar with less than 50% of its HP left.
Gyarados: Zong's HP Elec puts a large dent in leading Dos who usually spend the first turn taunting anyways. Starmie carries T-Bolt and can out speed -some- Dos after a DD. SR adds up real quick on this guy, and if he's really a problem Tran should out speed most if not all of them even with a DD, and can explode. Mamo can SE if Dos has no DD's, or use Ice Shard to finish it off.
Tyranitar: Zong's Gyro Ball leaves a dent in him. Heatran can use Earth Power to hit a predicted switch in, Whenever a Tar tries to revenge kill Starmie he always takes a Surf to the face, leaving him with less than 50% HP. Mamo out speeds and KO's w/ EQ. Quite a few Tar have fallen to my Gar by switching in hoping to pursuit only to have me sub up and then Focus Punch. DDTar can be troublesome. Oh, and Loom out speeds and can Spore
Lucario: How Luke is defeated is usually dependent on his set. Firsty, Lukes w/o a speed boosting nature are out sped by Mamo, only able to get in a priority move before dying. Versions w/o Bullet Punch can only use Crunch on Gar, albeit I can only T-Bolt back once. Heatran is the poke that really keeps him in check, I can switch in on a priority move/SD or revenge kill him. Between taking a few hits from things like Surf and T-Bolt and his own Life Orb, the SD variants are often worn down fairly quickly.
Heatran: Choice variants are best dealt with by prediction. When a Tran first shows itself, Starmie is always my first switch to watch for those who use Earth Power on turn one. This also gives the illusion I don't carry Tran show long as I don't show him. Gar gets a free sub on ones stuck in EP. RestTalk variants are annoying but slow, and take heavy hits from Tran, Starmie, and of course are OHKO'ed by Mamo.
Salamence: Ugh, the Mence guessing game. I'll address DD variants later. Band/Mix/Specs are out sped by Starmie and Heatran, both can get free switchins on a predicted fire attack or just revenge kill. Prediction helps a lot against the Choiced ones. DD variants are usually out sped by Tran even after a DD, but Mamo is the safest way to revenge kill.
Metagross: Best switchin is always Zong, Heatran can revenge or switch in on a Steel type attack, Loom out speeds and Spores, Mamo beats non Bullet Punch variants. If one gets an Agility and Zong is dead, I'm screwed. My best hope is that Tran still out speeds.
Infernape: Starmie out speeds and can switch in safely the first time around, Heatran can revenge kill or switch in on a Fire attack. Residual damage adds up quickly for this guy
Weavile: Zong works well and can KO, Tran can revenge or switch in on a non BB attack. Many have fallen to Gar by switching in on the sub. Weavile can be troublesome, out speedsing and KO'ing half of my team.
Starmie: My own Starmie can come in on a weak attack and probably out speed most others, otherwise it's a coin toss. Most variants carry only two attacks giving it limited coverage, but if it's really annoying me, Tran can always Explode on it.
Togekiss: Tran out speeds and can finish it off, same with Starmie and Mamoswine. Not really much of a problem, just watch out for FlinchHax, but revenge killing is always fairly safe.
Heracross: Hm, can be troublesome. Most are Choiced, and I have no problem making a sacrifice to let something revenge kill it based on what move it used. Gar can switch in on its STAB's, but no SE or a dark move. Band are out sped by Mamo who can finish it off, Starmie and Gengar can also finish off weakened ones, Tran out speeds all of them and can switch in on anything but CC. Prediction is my best friend for this one,
Breloom: SubSeeders are beaten by letting someone take the sleep, and then switching to Gar while they sub, then making a sub for myself, totally walling them. Gar takes on ones that carry Seed Bomb fairly well too, and Starmie, Geatran, and Mamo can all revenge kill it w/o a sub up.
Electivire: This guy is really annoying w/ a boost. If he gets a boost, Zong is my best bet, but I'm in trouble if he carries Flamethrower. Tran out speeds them if they have no boost and can EP/FB
Azelf: Zong can Gyro Ball, Tran switches in on anything but a Fighting move really. Mamo's Ice Shard can finish him off.
Mamoswine: Gogo Zong. Tran and Starmie can revenge kill him, and if it doesn't run max speed, so can my own Mamo.
Porygon-Z: Zong is my first switch, Tran can revenge kill, as can Starmie. Weakened ones are finished off by Mamo.
Yanmega: Very annoying, mostly because I never know if it will Protect of Hypnosis..If Protect Zong can set up rocks and then Gyro Ball the next turn, but if it sleeps me, I should be using Gyro Ball, however if it Protects I lose the chance to set up rocks....Non HP Ground variants are walled by Tran, SR takes off a very large chunk and leaves it in Mamo kill range. Also, my slightly bulky Gar can take a hit and kill it.
Zapdos: SR adds up, Tran, Starmie, and Mamo can revenge kill. Gar can also finish off very weak ones.
Gallade: Band variants are beaten with prediction, Starmie, Tran, Gar, and Mamo can all revenge kill this guy.
Raikou: Zong's Gyro Ball breaks a sub, and Tran can revenge kill it or explode if i have to. I also have Ice Shard for weakened ones.
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That's it for now, this team is about the Mamo sweep so anything left in KO range for him is no longer considered a threat.
Team at a Glance
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Bronzong @ Lum Berry
Ability: Levitate
EV's: 252Hp, 8Def, 152Att, 50SpA, 48SpD
Nature: Relaxed
- Stealth Rock
- Grass Knot
- HP Elec
- Gyro Ball
Comments: Lead, gets up those rocks fast. Lum Berry to ensure the rocks against a Hypnosis lead. The EV's in Sp.Attack may look weird, but do serve a purpose. Vaporeon's that come in and sub in my face have always annoyed me, but now HP Elec does 24.33% - 28.57% to the standard Vaporeon. This also leaves quite a dent in Gyarados. Zong is the one true defensive poke on my team, and his resistances as well as what he can counter are all extremely valuable.
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Heatran @ Choice Scarf
Ability: Flash Fire
EV's: 18Att, 240Spd, 252SpA
Nature: Naive
- Fire Blast
- Earth Power
- Explosion
- HP Ice
Comments: ScarfTran, works very well on the team, and gets ample opportunities to switch in on fire attack w/ my 3 weaks to it. EV's hit 412 speed to out speed ScarfCross and anything that just barely out speeds that. Can also come in on one of his many resistances or on a revenge kill, or simply go Boom on a threat. Also keeps SDLuke in check, who as we all know is a major threat.
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Breloom @ Toxic Orb
Ability: Poison Heal
EV's: 6Hp, 252Att, 252Spd
Nature: Jolly
- Focus Punch
- Spore
- Substitute
- Leech Seed
Comments: Breloom is an immense help, and can destroy and unprepared team. The SubSeed set is incredibly annoying, and effective. SubSeeding forces quite a few switches and can often allow me to see a few member of the opponents team. The nature is to out speed other Looms as well as things that just out speed the typical Adamant Loom. Comes in on a revenge kill or on a predicted NVE move and well, does his thing.
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Starmie @ Leftovers
Ability: Natural Cure
EV's: 6Hp, 252Spd. 252SpA
Nature: Timid
- Surf
- Ice Beam
- ThunderBolt
- Recover
Comments: Starmie, helps cover up my weaks to Fire and Fighting. Starmie is incredibly helpful, countering MixApe, and having overall great coverage. Also works great for revenge killing Dragons(not ScarfChomp), Infernape, Mamoswine, and pretty much anything with a bit of health left. No RS cause this team doesn't even have any weaknesses to Stealth Rock, not to mention 4 pokes are immune to TS.
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Gengar @ Leftovers
Ability: Levitate
EV's: 164Hp, 180Att, 164SpD
Nature: Hasty
- Substitute
- Focus Punch
- ThunderBolt
- Shadow Ball
Comments: SubPunching Gar, my personal favorite. Firstly, I'll let you see what the EV's do:
104SpA Bliss using Ice Beam against my Gar: 21.52% - 25.50%
180Attack Gar using Focus Punch vs. Standard Bliss: 50.29% - 59.17%
This set beats Blissey 1v1, and don't think it can outstall me w/ Softboiled, Focus Punch has 32PP to Softboils 16PP. Subbing on the switch also lets me beat Tyranitar and Weavile that think they can Pursuit me to death. Shadow Ball is for STAB and T-Bolt so that Skarm doesn't wall me. With no speed EV's Gar hits 281 speed, which conveniently outspeeds Adamant Luke. Didn't add EV's to outspeed Jolly Mamo as no one would actually think they outspeed me, and thus will always Ice Sard
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Mamoswine @ Life Orb
Ability: Snow Cloak
EV's: 6Hp, 252Att, 252Spd
- EQ
- Ice Shard
- Ice Fang/Blizzard
- Stone Edge
Comments: Mamoswine is a beast. Jolly and max speed hits 284, which outspeeds Adamant Luke, and other Base 90 pokes w/o a +Spd nature. Great STAB's and SE for coverage. This thing is for late game only, and most of the game is spent killing of his counters(go die Bronzong) and weaking pokes enough for him to sweep. I would like some opinions on the Ice Fang slot, as I am considering Blizzard. I used to have hail support for him so he could use Blizzard and it worked out great, but without hail I don't like that accuracy. Then again, Skarm and the Hippo are the most common walls that he uses Blizzard on, and the Hippo brings in the sand anyways...Help needed on that slot
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Overall: Overall this team has worked really well, and has some great type synergy. Unlike some teams I've created, every single poke on this team pulls its own weight, nothing is just filler. The overall strategy is to weaken the other team for a Mamo sweep, and this has worked out very well. In case your wondering if the 2 sleep moves overlap, they in fact do not as I treat Zong's Hypnosis as an "emergency sleep", and only use it to immediately shut down a threat. Otherwise I pass on the chance to sleep something and let Loom do it later on.
A Threat List will come later, perhaps tommorow, but I will post one.
Threat List
_________________________________________________________________
Garchomp: Bronzong can deal with all versions assuming he has plenty of health left. Heatran and Starmie can revenge kill non-Scarf versions, and Mamoswine's Ice Shard is always a final option. Garchomp gives this team absolutely no trouble, bar a timely miss in the sand...
Gengar: Lead Gengar are OHKO'ed by Zong if they stay in. Switching around will cause SR/light hits/SS/Hail to add up.Choice Scarfers are beaten with prediction, non-Scarf are outsped by Starmie and Heatran who can leave large dents or KO it. Mamo's Ice Shard will KO any Gar with less than 50% of its HP left.
Gyarados: Zong's HP Elec puts a large dent in leading Dos who usually spend the first turn taunting anyways. Starmie carries T-Bolt and can out speed -some- Dos after a DD. SR adds up real quick on this guy, and if he's really a problem Tran should out speed most if not all of them even with a DD, and can explode. Mamo can SE if Dos has no DD's, or use Ice Shard to finish it off.
Tyranitar: Zong's Gyro Ball leaves a dent in him. Heatran can use Earth Power to hit a predicted switch in, Whenever a Tar tries to revenge kill Starmie he always takes a Surf to the face, leaving him with less than 50% HP. Mamo out speeds and KO's w/ EQ. Quite a few Tar have fallen to my Gar by switching in hoping to pursuit only to have me sub up and then Focus Punch. DDTar can be troublesome. Oh, and Loom out speeds and can Spore
Lucario: How Luke is defeated is usually dependent on his set. Firsty, Lukes w/o a speed boosting nature are out sped by Mamo, only able to get in a priority move before dying. Versions w/o Bullet Punch can only use Crunch on Gar, albeit I can only T-Bolt back once. Heatran is the poke that really keeps him in check, I can switch in on a priority move/SD or revenge kill him. Between taking a few hits from things like Surf and T-Bolt and his own Life Orb, the SD variants are often worn down fairly quickly.
Heatran: Choice variants are best dealt with by prediction. When a Tran first shows itself, Starmie is always my first switch to watch for those who use Earth Power on turn one. This also gives the illusion I don't carry Tran show long as I don't show him. Gar gets a free sub on ones stuck in EP. RestTalk variants are annoying but slow, and take heavy hits from Tran, Starmie, and of course are OHKO'ed by Mamo.
Salamence: Ugh, the Mence guessing game. I'll address DD variants later. Band/Mix/Specs are out sped by Starmie and Heatran, both can get free switchins on a predicted fire attack or just revenge kill. Prediction helps a lot against the Choiced ones. DD variants are usually out sped by Tran even after a DD, but Mamo is the safest way to revenge kill.
Metagross: Best switchin is always Zong, Heatran can revenge or switch in on a Steel type attack, Loom out speeds and Spores, Mamo beats non Bullet Punch variants. If one gets an Agility and Zong is dead, I'm screwed. My best hope is that Tran still out speeds.
Infernape: Starmie out speeds and can switch in safely the first time around, Heatran can revenge kill or switch in on a Fire attack. Residual damage adds up quickly for this guy
Weavile: Zong works well and can KO, Tran can revenge or switch in on a non BB attack. Many have fallen to Gar by switching in on the sub. Weavile can be troublesome, out speedsing and KO'ing half of my team.
Starmie: My own Starmie can come in on a weak attack and probably out speed most others, otherwise it's a coin toss. Most variants carry only two attacks giving it limited coverage, but if it's really annoying me, Tran can always Explode on it.
Togekiss: Tran out speeds and can finish it off, same with Starmie and Mamoswine. Not really much of a problem, just watch out for FlinchHax, but revenge killing is always fairly safe.
Heracross: Hm, can be troublesome. Most are Choiced, and I have no problem making a sacrifice to let something revenge kill it based on what move it used. Gar can switch in on its STAB's, but no SE or a dark move. Band are out sped by Mamo who can finish it off, Starmie and Gengar can also finish off weakened ones, Tran out speeds all of them and can switch in on anything but CC. Prediction is my best friend for this one,
Breloom: SubSeeders are beaten by letting someone take the sleep, and then switching to Gar while they sub, then making a sub for myself, totally walling them. Gar takes on ones that carry Seed Bomb fairly well too, and Starmie, Geatran, and Mamo can all revenge kill it w/o a sub up.
Electivire: This guy is really annoying w/ a boost. If he gets a boost, Zong is my best bet, but I'm in trouble if he carries Flamethrower. Tran out speeds them if they have no boost and can EP/FB
Azelf: Zong can Gyro Ball, Tran switches in on anything but a Fighting move really. Mamo's Ice Shard can finish him off.
Mamoswine: Gogo Zong. Tran and Starmie can revenge kill him, and if it doesn't run max speed, so can my own Mamo.
Porygon-Z: Zong is my first switch, Tran can revenge kill, as can Starmie. Weakened ones are finished off by Mamo.
Yanmega: Very annoying, mostly because I never know if it will Protect of Hypnosis..If Protect Zong can set up rocks and then Gyro Ball the next turn, but if it sleeps me, I should be using Gyro Ball, however if it Protects I lose the chance to set up rocks....Non HP Ground variants are walled by Tran, SR takes off a very large chunk and leaves it in Mamo kill range. Also, my slightly bulky Gar can take a hit and kill it.
Zapdos: SR adds up, Tran, Starmie, and Mamo can revenge kill. Gar can also finish off very weak ones.
Gallade: Band variants are beaten with prediction, Starmie, Tran, Gar, and Mamo can all revenge kill this guy.
Raikou: Zong's Gyro Ball breaks a sub, and Tran can revenge kill it or explode if i have to. I also have Ice Shard for weakened ones.
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That's it for now, this team is about the Mamo sweep so anything left in KO range for him is no longer considered a threat.