This is my second RMT. My first got quite a few views but no responses, so I’m hoping that this one will do a bit better. When I first started playing D/P I would only play stall teams, then as time passed I grew into offensive teams. Recently I have been testing this team, which is somewhere in between the two, though it’s certainly closer to an offensive build than a stalling team. My team is very strong defensively, but is still able to control the tempo of the game and force predictable switches. I ask for help because there are still some threats that my team has trouble with, and because I have not settled on a sixth pokemon for the team.
For some reason I fail at pictures.
Gengar @ Choice Scarf
Timid Nature
252 Speed, 252 SpAtk, 4 HP
-Hypnosis
-Shadow Ball
-Thunderbolt
-HP Ice
Scarf Gengar prevents me from becoming extremely annoyed by having one of my pokes put to sleep on the first turn. It also gets a lot of surprise kills on Salamences and forces switches from Gyaras, which is useful for the extra try at hypnosis. I’m beginning to dislike Gengar as a lead, however; since I usually use Hypnosis first to avoid sash, Gengar has an undesirably high chance of fainting on the first turn.
Obviously, this is bad. Gengar serves as a revenge killer/sleeper and, depending on the opponent’s team, a late game sweeper as well. Speed is maxed to at least tie other scarf gengars, and it’s not like a few extra HP will help Gengar survive anyway.
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Suicune @ Leftovers
Bold Nature
252 HP, 236 Def, 20 Speed
-Calm Mind
-Surf
-Rest
-Sleep Talk
Suicune is one of the most underrated pokes in D/P. Grass types aren’t particularly common, and if my opponent does have them they are taken down by Heatran and Infernape. Water Types are taken down by Celebi, and Electrics don’t pose a threat to Suicune after a couple of calm minds. Zapdos is the one pokemon that gives me a lot of trouble, since it can switch in and threaten huge damage and roost off any surfs I throw at it. I can’t even pressure stall it, and my team doesn’t have an answer to it other than pressure from Celebi and Heatran. But all things considered, this guy sweeps more than Garchomp, which is pretty impressive. And yes, I have had to pressure stall many, many times. The 20 speed is really a carryover from ADV when suicune used roar, but it has still helped outspeed other cunes and cresselias in CM battles.
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Heatran @ Choice Scarf
Hasty Nature
252 Speed, 252 Attack, 4 HP
-Fire Blast
-Earth Power
-Dragon Pulse
-Explosion
Heatran has a load of useful resists, not to mention two immunities. I originally ran a life orb rest/talker, but I found that it’s easier for me to avoid para and sleep than OHKO’s while during a rest. Choice Scarf Heatran is also an often safe switch into an early-game Gengar. Hasty over Naïve to better take Draco Meteors and Dragon Pulses; I’ve got physical walls already. The biggest issue with Heatran is whether to carry Dragon Pulse or HP Ice. I’ve been using Dragon Pulse because I already have 2 ice users, and Dragon Pulse has better general coverage. Unfortunately, Pulse fails to OHKO a lot of threats (though it does avoid yache berry).
Scarf Heatran also takes down SD Lucario.
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Celebi @ Leftovers
Bold Nature
252 HP, 124 Defense, 32 Speed, 100 SpAtk
-Grass Knot
-HP Ice
-Leech Seed
-Recover
One of the best pokemon available for standard play. Leech Seed provides incredible tempo, usually forcing switches or netting me a free switch-in. HP Ice is to help deal with Garchomp & Dragons, and it frequently surprises Gliscors who expect a weak GK. The 100 SpAtk is actually an accident; it was supposed to be SpDef to allow better switches into Milo/Sui/Vaporeon ice beams and Zapdos HP Ice, but the extra damage has actually come in very handy in a number of situations (laughs even harder at Gyarados). 32 Speed outruns jolly TTar. (I’m currently testing with the 100 SpDef instead of ApAtk.)
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Garchomp @ Yache Berry
Jolly Nature
252 speed, 252 Atk, 4 HP
-Swords Dance
-Earthquake
-Dragon Claw
-Fire Fang
After using scarfchomp for so long before this team, I really appreciate not being locked into attacks. Yache berry allows Garcomp to attack through ice beams, etc. Without a priority move he’s really hard to stop. Worst case scenario is he’ll score just one KO, best is he’ll sweep. Dragon Claw over Outrage to avoid being locked if my opponent switches in a counter.
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Infernape @ Life Orb
Naïve Nature
252 Atk, 252 Speed, 4 SpAtk
-Close Combat
-U-Turn
-Mach Punch
-Overheat
This is the one pokemon I can’t decide on. At first I was using a Special Defensive TTar, but I wanted the team to be faster; then a Bulk Up Machamp; then a Metagross; and recently I have been using Infernape. U-turn hits Starmie and Cress switch-ins, and keeps the tempo in my favor. Mach punch has been instrumental in winning many matches—it stops SD Lucario, as well as any EndRever or simply a weakened sweeper. Also OHKO’s unsuspecting Weaviles.
I have been considering HP Ice over either U-turn or Mach Punch for an OHKO on Salamence and good damage to Garchomp, as well as an OHKO on Gliscor. I already have plenty of ice/dragon attacks to deal with dragons, and enough special attacks in general to deal with Gliscor, but if anyone has a good reason for me to use it then, by all means, tell me!
Another possibility, as well as what my infernape used to run, is thunderpunch. It only hits for more than CC on Gyara, Starmie, Slowbro, and Mantine, but it also provides a way for me to attack without getting a defense drop or a SpAtk drop, which is sometimes vital late-game.
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Notes:
All my sweepers run max speed because it gives me an advantage over other offensive teams. In general I don’t have trouble with stall teams because leech seed and CMcune get me free switches to Infernape and Garchomp, often netting me a KO and putting a hole in their wall of pokes. Not to mention most stall teams are terrible against Grass/Ice from Celebi.
This team has two different ways to win:
First: it can remove the opponent’s pokemon who are in the way of Suicune or Garchomp. Heatran and Infernape take care of steels who would give Garchomp trouble, as well as Celebi who would stop a Suicune sweep; Celebi and Gengar clear out Grounds for Garchomp and Water Absorbers for Suicune. Suicune tends to sweep a lot more than Garchomp, probably because everyone throws half their team into countering dragons, and because I can often sacrifice Garchomp to enable a Suicune sweep. Suicune is very difficult to stop without Celebi, Zapdos, or Vaporeon, and it just so happens that all three of those just love to switch into an SD’ing Garchomp and try to kill it with an ice attack. Even if I lose Garchomp, I will often enable a sweep.
Second: Every member of this team is capable of forcing a switch on a lot of different pokemon. Even if I can’t KO, I can take a decent chunk of HP for each time my opponent switches, and prevent them from healing by putting a lot of pressure on whatever poke they have out. Obviously, prediction is key for this to work, but Celebi, Suicune, and Heatran tend to draw the same switch-ins multiple times, so I can pretty frequently get an can opening for Infernape to come in and take a big swing with CC/Overheat and force more switches.
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Known Problems:
Zapdos—HP Ice just doesn’t cut it. With no rock attacks, Heatran and Celebi are usually my best bets, but neither of them can switch in often if my opponent is halfway decent at predicting.
Togekiss—This is the reason I initially sought to remove TTar. If I know what set it is there’s little trouble, but if it nasty plots on my switch to suicune or aura spheres on my switch to Heatran I’m in trouble.
Cresselia—If it has calm mind, Cresselia can cause me massive pains. Since it has much higher SpDef potential than my suicune to begin with, I spend a lot more time asleep and usually die to crithax before I finish pressure stalling.
Ninjask—as it turns out, Focus Sash Ninjask kicks the crap out of me. This shouldn’t even really be an issue, since focus sash Ninjask is terrible (Obama, TTar, Hippo say hello), but I have run into a few that Protect+SD, then BP to Chomp/Gatr/Metagross on my choiced Gengar. Not fun.
Where’s the Rocks? By some odd, cruel twist of fate, my team wound up with no SR users. Since Zapdos and Kiss are both weak SR would help a lot, but I really don’t know where to fit them in. None of my pokes has a move that I feel comfortable removing. This team’s strategy would benefit immensely from SR, so any good suggestions to get them on the team are more than welcome.
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Rest of the Threat List:
Blissey: OHKO’dby Infernape and by Heatran’s Explosion. Garchomp also does a good number on Blissey’s poor defense. If needed suicune can pressure stall it or outright kill it, depending on the EV spread.
Breloom: Suicunetakes sleep, then I can switch to celebi or Gengar to wall, or to Infernape on the Sub to U-Turn into Gengar on the FP (obviously situational).
Electivire: My extreme lack of electric attack means it probably can’t get a speed boost. Garchomp comes in on thunder[move], Gengar, on Cross Chop, Heatran on Ice Punch. Celebi walls non-flamethrower versions with leech seed.
Garchomp: Celebi and Gengar both carry HP Ice, Suicune can come in and bluff ice beam and can take non-SD variants regardless. Heatran can Dragon Pulse or Explode.
Gengar: If it leads, I can shadow ball or hypnosis. Heatran can come in on [not focus blast] and threaten fire blast.
Gyarados: Celebi can beat it unless it has a lot of attack and ice fang, in which case I have a slight problem. Gengar can outspeed after a DD (and sometimes two); Heatran outspeeds with explosion after a DD.
Heatran: Suicune is great here. Heatrans love to come in on celebi, and usually eats a Leech Seed when it does, so suicune gets an essentially free switch-in. Garchomp isn’t OHKO’d; and I can shuffle between Celebi, Gengar, and Heatran if necessary.
Heracross: Super annoying, but beatable. Gengar comes in on his STAB’s; Suicune handles stone edge and nigh slash. Heatran outspeeds adamant ScarfCross and comes in on [not CC], so that’s another option.
Infernape: Suicune can come in on CC/[fire move] and not be KO’d by the subsequent GK or Thunderpunch. If it lacks those Suicune walls it completely. Heatran can KO with Earth Power, Gengar can come in on CC and put it to sleep.
Jirachi: Even with CM, Heatran and Garchomp blast it.
Lucario: Gengar can come in on CC and hypnosis. Heatran and Garcomp can both come in on an SD and take a hit to KO. Infernape’s mach punch deals ~70%, so if it switches in on Celebi or Suicune I can comfortably surf/GK and sacrifice when it SD’s up, then KO with infernape before Extremespeed can connect.
Mamoswine: Gengar, Heatran, Infernape, Suicune, Celebi if it’s slow
Metagross: Suicune unless it has thunderpunch; Celebi can leech seed it and stall even if it ice punches. If it gets a MM boost it can get annoying, but I can throw a lot of damage at it with Heatran/Garchomp.
Porygon-Z: Heatran walls and outspeeds. I might have to use Garchomp’s Yache berry here.
Salamence: It’s horribly versatile…Heatran takes dragon attacks and threatens dragon pulse, if it comes in on my 100 SpDef Celebi it can eat HP Ice as it fails to OHKO (there’s a slight chance of ohko from a plus natured specs fire blast). HP Ice will fail to OHKO, but if it switched in on Leech Seed or GK it will faint to LO damage. Gengar takes EQ/Brick Break; suicune can bluff ice beam against physical versions. Garchomp outspeeds with Dragon Claw; can come in on Fire [move] and Brick Break.
Snorlax: Ugh so annoying. I usually switch in celebi to leech seed, then throw in suicune to threaten CM sweep without caring about para. Ape can OHKO with CC.
Starmie: Likes to switch into Ape’s U-Turn, and I can then force a switch with Celebi, Gengar, or Heatran. Gengar can switch in once, Celebi owns it all day.
Suicune: Celebi takes it on even with ice beam. I can explode with Heatran if necessary or CM battle with suicune, but that’s REALLY annoying
Vaporeon: Celebi can take it easily, but it likes to wish/prot and switch out. A lot of times I’ll use Garchomp’s Yachi to KO it or weaken it and then sweep with Suicune.
Weavile: Fails against Suicune; mach punch OHKO’s, Heatran outruns it with fire blast.
Yanmega: usually leads; usually KO’d by Gengar. Heatran can handle non-HP Ground versions.
Tyranitar: Gengar can hypnosis and run, Garchomp has EQ, Infernape OHKO’s, It doesn’t like to switch into Celebi’s GK, Suicune’s Surf, or Heatran’s Earth Power. CB versions can hurt a bit, but I haven’t had any serious trouble with it.
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So that’s it. If you have any suggestions, feel free to tell me; just be sure you have some reasoning or some other way to back up what you write. I have put a lot of time and thought into this team, so saying stuff like “Just put SR on Celebi!” doesn’t help because I’ve already considered and rejected it. Of course, if you have reasoning behind why Celebi should have SR, then I’m more than happy to listen. In short, I’m looking for a fresh perspective on my team, in case there’s something I overlooked or hastily neglected.
I can test pretty much any reasonable suggestion, so you won’t be ignored!
Good Luck, Smogon Raters! --TAY
For some reason I fail at pictures.
Gengar @ Choice Scarf
Timid Nature
252 Speed, 252 SpAtk, 4 HP
-Hypnosis
-Shadow Ball
-Thunderbolt
-HP Ice
Scarf Gengar prevents me from becoming extremely annoyed by having one of my pokes put to sleep on the first turn. It also gets a lot of surprise kills on Salamences and forces switches from Gyaras, which is useful for the extra try at hypnosis. I’m beginning to dislike Gengar as a lead, however; since I usually use Hypnosis first to avoid sash, Gengar has an undesirably high chance of fainting on the first turn.
Obviously, this is bad. Gengar serves as a revenge killer/sleeper and, depending on the opponent’s team, a late game sweeper as well. Speed is maxed to at least tie other scarf gengars, and it’s not like a few extra HP will help Gengar survive anyway.
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Suicune @ Leftovers
Bold Nature
252 HP, 236 Def, 20 Speed
-Calm Mind
-Surf
-Rest
-Sleep Talk
Suicune is one of the most underrated pokes in D/P. Grass types aren’t particularly common, and if my opponent does have them they are taken down by Heatran and Infernape. Water Types are taken down by Celebi, and Electrics don’t pose a threat to Suicune after a couple of calm minds. Zapdos is the one pokemon that gives me a lot of trouble, since it can switch in and threaten huge damage and roost off any surfs I throw at it. I can’t even pressure stall it, and my team doesn’t have an answer to it other than pressure from Celebi and Heatran. But all things considered, this guy sweeps more than Garchomp, which is pretty impressive. And yes, I have had to pressure stall many, many times. The 20 speed is really a carryover from ADV when suicune used roar, but it has still helped outspeed other cunes and cresselias in CM battles.
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Heatran @ Choice Scarf
Hasty Nature
252 Speed, 252 Attack, 4 HP
-Fire Blast
-Earth Power
-Dragon Pulse
-Explosion
Heatran has a load of useful resists, not to mention two immunities. I originally ran a life orb rest/talker, but I found that it’s easier for me to avoid para and sleep than OHKO’s while during a rest. Choice Scarf Heatran is also an often safe switch into an early-game Gengar. Hasty over Naïve to better take Draco Meteors and Dragon Pulses; I’ve got physical walls already. The biggest issue with Heatran is whether to carry Dragon Pulse or HP Ice. I’ve been using Dragon Pulse because I already have 2 ice users, and Dragon Pulse has better general coverage. Unfortunately, Pulse fails to OHKO a lot of threats (though it does avoid yache berry).
Scarf Heatran also takes down SD Lucario.
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Celebi @ Leftovers
Bold Nature
252 HP, 124 Defense, 32 Speed, 100 SpAtk
-Grass Knot
-HP Ice
-Leech Seed
-Recover
One of the best pokemon available for standard play. Leech Seed provides incredible tempo, usually forcing switches or netting me a free switch-in. HP Ice is to help deal with Garchomp & Dragons, and it frequently surprises Gliscors who expect a weak GK. The 100 SpAtk is actually an accident; it was supposed to be SpDef to allow better switches into Milo/Sui/Vaporeon ice beams and Zapdos HP Ice, but the extra damage has actually come in very handy in a number of situations (laughs even harder at Gyarados). 32 Speed outruns jolly TTar. (I’m currently testing with the 100 SpDef instead of ApAtk.)
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Garchomp @ Yache Berry
Jolly Nature
252 speed, 252 Atk, 4 HP
-Swords Dance
-Earthquake
-Dragon Claw
-Fire Fang
After using scarfchomp for so long before this team, I really appreciate not being locked into attacks. Yache berry allows Garcomp to attack through ice beams, etc. Without a priority move he’s really hard to stop. Worst case scenario is he’ll score just one KO, best is he’ll sweep. Dragon Claw over Outrage to avoid being locked if my opponent switches in a counter.
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Infernape @ Life Orb
Naïve Nature
252 Atk, 252 Speed, 4 SpAtk
-Close Combat
-U-Turn
-Mach Punch
-Overheat
This is the one pokemon I can’t decide on. At first I was using a Special Defensive TTar, but I wanted the team to be faster; then a Bulk Up Machamp; then a Metagross; and recently I have been using Infernape. U-turn hits Starmie and Cress switch-ins, and keeps the tempo in my favor. Mach punch has been instrumental in winning many matches—it stops SD Lucario, as well as any EndRever or simply a weakened sweeper. Also OHKO’s unsuspecting Weaviles.
I have been considering HP Ice over either U-turn or Mach Punch for an OHKO on Salamence and good damage to Garchomp, as well as an OHKO on Gliscor. I already have plenty of ice/dragon attacks to deal with dragons, and enough special attacks in general to deal with Gliscor, but if anyone has a good reason for me to use it then, by all means, tell me!
Another possibility, as well as what my infernape used to run, is thunderpunch. It only hits for more than CC on Gyara, Starmie, Slowbro, and Mantine, but it also provides a way for me to attack without getting a defense drop or a SpAtk drop, which is sometimes vital late-game.
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Notes:
All my sweepers run max speed because it gives me an advantage over other offensive teams. In general I don’t have trouble with stall teams because leech seed and CMcune get me free switches to Infernape and Garchomp, often netting me a KO and putting a hole in their wall of pokes. Not to mention most stall teams are terrible against Grass/Ice from Celebi.
This team has two different ways to win:
First: it can remove the opponent’s pokemon who are in the way of Suicune or Garchomp. Heatran and Infernape take care of steels who would give Garchomp trouble, as well as Celebi who would stop a Suicune sweep; Celebi and Gengar clear out Grounds for Garchomp and Water Absorbers for Suicune. Suicune tends to sweep a lot more than Garchomp, probably because everyone throws half their team into countering dragons, and because I can often sacrifice Garchomp to enable a Suicune sweep. Suicune is very difficult to stop without Celebi, Zapdos, or Vaporeon, and it just so happens that all three of those just love to switch into an SD’ing Garchomp and try to kill it with an ice attack. Even if I lose Garchomp, I will often enable a sweep.
Second: Every member of this team is capable of forcing a switch on a lot of different pokemon. Even if I can’t KO, I can take a decent chunk of HP for each time my opponent switches, and prevent them from healing by putting a lot of pressure on whatever poke they have out. Obviously, prediction is key for this to work, but Celebi, Suicune, and Heatran tend to draw the same switch-ins multiple times, so I can pretty frequently get an can opening for Infernape to come in and take a big swing with CC/Overheat and force more switches.
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Known Problems:
Zapdos—HP Ice just doesn’t cut it. With no rock attacks, Heatran and Celebi are usually my best bets, but neither of them can switch in often if my opponent is halfway decent at predicting.
Togekiss—This is the reason I initially sought to remove TTar. If I know what set it is there’s little trouble, but if it nasty plots on my switch to suicune or aura spheres on my switch to Heatran I’m in trouble.
Cresselia—If it has calm mind, Cresselia can cause me massive pains. Since it has much higher SpDef potential than my suicune to begin with, I spend a lot more time asleep and usually die to crithax before I finish pressure stalling.
Ninjask—as it turns out, Focus Sash Ninjask kicks the crap out of me. This shouldn’t even really be an issue, since focus sash Ninjask is terrible (Obama, TTar, Hippo say hello), but I have run into a few that Protect+SD, then BP to Chomp/Gatr/Metagross on my choiced Gengar. Not fun.
Where’s the Rocks? By some odd, cruel twist of fate, my team wound up with no SR users. Since Zapdos and Kiss are both weak SR would help a lot, but I really don’t know where to fit them in. None of my pokes has a move that I feel comfortable removing. This team’s strategy would benefit immensely from SR, so any good suggestions to get them on the team are more than welcome.
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Rest of the Threat List:
Blissey: OHKO’dby Infernape and by Heatran’s Explosion. Garchomp also does a good number on Blissey’s poor defense. If needed suicune can pressure stall it or outright kill it, depending on the EV spread.
Breloom: Suicunetakes sleep, then I can switch to celebi or Gengar to wall, or to Infernape on the Sub to U-Turn into Gengar on the FP (obviously situational).
Electivire: My extreme lack of electric attack means it probably can’t get a speed boost. Garchomp comes in on thunder[move], Gengar, on Cross Chop, Heatran on Ice Punch. Celebi walls non-flamethrower versions with leech seed.
Garchomp: Celebi and Gengar both carry HP Ice, Suicune can come in and bluff ice beam and can take non-SD variants regardless. Heatran can Dragon Pulse or Explode.
Gengar: If it leads, I can shadow ball or hypnosis. Heatran can come in on [not focus blast] and threaten fire blast.
Gyarados: Celebi can beat it unless it has a lot of attack and ice fang, in which case I have a slight problem. Gengar can outspeed after a DD (and sometimes two); Heatran outspeeds with explosion after a DD.
Heatran: Suicune is great here. Heatrans love to come in on celebi, and usually eats a Leech Seed when it does, so suicune gets an essentially free switch-in. Garchomp isn’t OHKO’d; and I can shuffle between Celebi, Gengar, and Heatran if necessary.
Heracross: Super annoying, but beatable. Gengar comes in on his STAB’s; Suicune handles stone edge and nigh slash. Heatran outspeeds adamant ScarfCross and comes in on [not CC], so that’s another option.
Infernape: Suicune can come in on CC/[fire move] and not be KO’d by the subsequent GK or Thunderpunch. If it lacks those Suicune walls it completely. Heatran can KO with Earth Power, Gengar can come in on CC and put it to sleep.
Jirachi: Even with CM, Heatran and Garchomp blast it.
Lucario: Gengar can come in on CC and hypnosis. Heatran and Garcomp can both come in on an SD and take a hit to KO. Infernape’s mach punch deals ~70%, so if it switches in on Celebi or Suicune I can comfortably surf/GK and sacrifice when it SD’s up, then KO with infernape before Extremespeed can connect.
Mamoswine: Gengar, Heatran, Infernape, Suicune, Celebi if it’s slow
Metagross: Suicune unless it has thunderpunch; Celebi can leech seed it and stall even if it ice punches. If it gets a MM boost it can get annoying, but I can throw a lot of damage at it with Heatran/Garchomp.
Porygon-Z: Heatran walls and outspeeds. I might have to use Garchomp’s Yache berry here.
Salamence: It’s horribly versatile…Heatran takes dragon attacks and threatens dragon pulse, if it comes in on my 100 SpDef Celebi it can eat HP Ice as it fails to OHKO (there’s a slight chance of ohko from a plus natured specs fire blast). HP Ice will fail to OHKO, but if it switched in on Leech Seed or GK it will faint to LO damage. Gengar takes EQ/Brick Break; suicune can bluff ice beam against physical versions. Garchomp outspeeds with Dragon Claw; can come in on Fire [move] and Brick Break.
Snorlax: Ugh so annoying. I usually switch in celebi to leech seed, then throw in suicune to threaten CM sweep without caring about para. Ape can OHKO with CC.
Starmie: Likes to switch into Ape’s U-Turn, and I can then force a switch with Celebi, Gengar, or Heatran. Gengar can switch in once, Celebi owns it all day.
Suicune: Celebi takes it on even with ice beam. I can explode with Heatran if necessary or CM battle with suicune, but that’s REALLY annoying
Vaporeon: Celebi can take it easily, but it likes to wish/prot and switch out. A lot of times I’ll use Garchomp’s Yachi to KO it or weaken it and then sweep with Suicune.
Weavile: Fails against Suicune; mach punch OHKO’s, Heatran outruns it with fire blast.
Yanmega: usually leads; usually KO’d by Gengar. Heatran can handle non-HP Ground versions.
Tyranitar: Gengar can hypnosis and run, Garchomp has EQ, Infernape OHKO’s, It doesn’t like to switch into Celebi’s GK, Suicune’s Surf, or Heatran’s Earth Power. CB versions can hurt a bit, but I haven’t had any serious trouble with it.
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So that’s it. If you have any suggestions, feel free to tell me; just be sure you have some reasoning or some other way to back up what you write. I have put a lot of time and thought into this team, so saying stuff like “Just put SR on Celebi!” doesn’t help because I’ve already considered and rejected it. Of course, if you have reasoning behind why Celebi should have SR, then I’m more than happy to listen. In short, I’m looking for a fresh perspective on my team, in case there’s something I overlooked or hastily neglected.
I can test pretty much any reasonable suggestion, so you won’t be ignored!
Good Luck, Smogon Raters! --TAY