This team incorporates two of my favorite Strategies, trapping and Sub/CM. It has peaked in the 142X range on Shoddy. There are so many things that the combination of Magnezone and Dugtrio can kill off. Scizor, Tyranitar, Jirachi, Heatran, Infernape, Lucario, Skarmory, Starmie, and Breloom are my most common victims. The removal of such Pokemon make a sweep so much easier for Latias or Salamence, or just kill off a team with too many of them.
Jirachi @Choice Scarf
80 HP/252 Atk/176 Spe
Serene Grace
Zen Headbutt
Trick
U-Turn
Stealth Rock
Lead ScarfJirachi with a twist that no one sees coming: Zen Headbutt. There are 3 moves that I would love to have on a lead: U-Turn, Trick, and SR. I had originally been using a ScarfUxie in this spot and I was amazed how many things it dominated. Not only can it Trick and lay down SR, it has, in my opinion, the best STAB for a lead. While Psychic is usually a horrible STAB, there are an abundance of opportunities to use it as a lead, and with Jirachi's typing and bulk, choiced Psychic moves are not a death sentence to it when a Pursuiter comes in. Though Iron Head is missed on this set, Zen Headbutt still has a respectable flinch rate of 40%.
1. Azelf - Azelf usually doesn't want to stay in on Jirachi for fear of Iron Head, but Fire Blast is dangerous, so a quick U-Turn to Salamence gets it in without SR up to take the Fire Blast, Intimidate for the coming Explosion, while also taking a nice chunk out of Azelf.
2. Aerodactyl - Usually this doesn't want to stay in, but Zen Headbutt is a 2HKO.
3. Swampert - Sometimes I'll risk a SR, other times I U-Turn out to Porygon2 to wear it down.
4. Metagross - Earthquake will hurt, but I will want to Trick it to take it out later. If it decides to SR, that's a free SR or scouting w/ U-Turn. I like these leads because it means I don't have to deal with Agiligross later.
5. Jirachi - U-Turn, if I'm slower, Magezone comes in to deal with it.
6. Infernape - Fire Blast is more often than not a OHKO if it has Focus Sash, but most Infernape will SR thinking they can scare out Jirachi, only to be raped by Zen Headbutt
7. Machamp - Zen Headbutt takes about 60% off one of the most annoying Pokemon in the game. Between Flinch and Confusion, I get a 70% chance of beating this thing by the second turn.
8. Ninjask - If this thing lacks Protect, Zen Headbutt wrecks it. If it does have it, it's only going to be passing Speed.
9. Roserade - Zen Headbutt is a clean OHKO. Focus Sash variants get a 45% chance to sleep me, but if I don't kill it, I usually have something else take the sleep.
10. Tyranitar - These things are annoying, but most will not want to stay in. U-Turn hurts it if it doesn't switch, and allows me a free switch if it does.
Other common leads this thing wrecks include Crobat, Smeargle, and Abomasnow.
Magnezone @Choice Scarf
252 Sp. Att/252 Spd/4 Att
Naive
Magnet Pull
Thunderbolt
HP Fire
Explosion
Flash Cannon
This is an absolute must as I only have Dragon attacks on my main sweeper. HP Fire is for the OHKO on Scizor so as to avoid a Brick Break and killing off other Magnezone with HP Ice. Also works great to switch into SD Lucario if I can predict around CC, traps Metagross (that are choiced, by my opponent or Trick), and take out Skarmory that would otherwise phaze my Latias. Luckily for me, Shed Shells have become increasingly more uncommon since back when I used to play and I hope they don't make a comeback as Shed Shell Skarm wrecks this team. In the age of Dragons and Steels, this thing nets at least one, if not more kills per game. You'd also be surprised how many teams do not pack an Electric Immune/resist, allowing ScarfThunderbolt coming off 130 base Sp. Att to smash through things.
Dugtrio @ Choice Band
252 Att/252 Spd/4 Def
Jolly
Arena Trap
Earthquake
Stone Edge
Aerial Ace
Sucker Punch
Standard CB Dugtrio, especially for Tyrantitar and Explosion-weakened Blisseys. This has been one of my favorite and most overused Pokemon in my career; it's been on almost every team. So with Tyrantitar, Heatran, Starmie, and Jirachi running rampant, it is almost a must to set up a Latias sweep. Loves receiving U-Turns from Jirachi to trap some major threats.
Salamence @Lum Berry
236 HP/64 Atk/116 Sp. Def/92 Spe
Adamant
Intimidate
Outrage
Earthquake
Dragon Dance
Roost
Specially BulkyMence. This thing replaces Scizor and Gyrados as my main physical attacker. I feel as though everyone is prepared for those two, so they lose their effectiveness. It seems like almost everyone counts on wearing down Salamence via Life Orb/SS/SR, but are surprised to learn that this thing has Roost, which can help it survive slower, weak Ice Beams too. Then the response usually shifts to statuses, which Lum Berry takes, or weaker Ice Beams, leaving me to kill off their main Dragon counter, setting up Latias. Priority from things like Scizor is a last result. Bullet Punch does 2HKO, but I have to be weakened to about half health for it to threaten a OHKO. Even if it does die to Bullet Punch, it serves its purpose allowing me to bring out Magnezone to kill off Latias' #2 counter.
Porygon2 @Leftovers
252 HP/216 Def/40 Sp. Att
Bold
Trace
Ice Beam
Thunderbolt
Thunder Wave
Recover
Easily my favorite Pokemon on this team. This has beaten so many Gyrados, it's not even funny. Also works great for DD Salamance, Heatran, Vaporeon, and Jolteon among others. Trace is definitely an underrated ability as it uses abilities like Flash Fire, Intimidate, and Volt Absorb against their owners. Nobody seems to know what this thing is capable of or how to respond to it and I'm puzzled as to why it's NU. I've decided to run Thunder Wave, and so far it has worked well, allowing me to cripple fast sweepers or outspeed bulkier Pokemon in time to get in another Recover. So far, my biggest issue with this is that it can only counter one Pokemon at a time because Trace is its biggest asset. Not sure how much I need the Sp. Att EV's as I feel this needs all the Defense it can get. Opinions?
Latias @Leftovers
252 Sp. Att/252 Spd/4 HP
Timid
Levitate
Dragon Pulse
Substitute
Calm Mind
Recover
The main focus of my team, works great with Steels and Blissey out of the way. This is the best Sub/CM Pokemon in the game in my opinion because of it's ability to run only one attacking move effectively, freeing up the last slot for recovery. Not sure how to use the EV's most effectively on this one though, because of Calm Mind. If I must get this in early game, I always Sub first to see what their counter is and respond accordingly. I decided I could forego HP Fire for Recover because I feel that Dugtrio and Magnezone are efficient enough for eliminating Steel threats.
Threats:
Weavile is a jerk to this team, but hopefully SR and Jirachi can deal with it. Thunderwave/Seismic Toss Blissey sucks too, but luckily they are not so common in an offensively based metagame. If I can wear it down to about 50%, Dugtrio can trap and finish it off. Toxic Vaporeon is a major pest as I am forced to play a guessing game with it.
Jirachi @Choice Scarf
80 HP/252 Atk/176 Spe
Serene Grace
Zen Headbutt
Trick
U-Turn
Stealth Rock
Lead ScarfJirachi with a twist that no one sees coming: Zen Headbutt. There are 3 moves that I would love to have on a lead: U-Turn, Trick, and SR. I had originally been using a ScarfUxie in this spot and I was amazed how many things it dominated. Not only can it Trick and lay down SR, it has, in my opinion, the best STAB for a lead. While Psychic is usually a horrible STAB, there are an abundance of opportunities to use it as a lead, and with Jirachi's typing and bulk, choiced Psychic moves are not a death sentence to it when a Pursuiter comes in. Though Iron Head is missed on this set, Zen Headbutt still has a respectable flinch rate of 40%.
1. Azelf - Azelf usually doesn't want to stay in on Jirachi for fear of Iron Head, but Fire Blast is dangerous, so a quick U-Turn to Salamence gets it in without SR up to take the Fire Blast, Intimidate for the coming Explosion, while also taking a nice chunk out of Azelf.
2. Aerodactyl - Usually this doesn't want to stay in, but Zen Headbutt is a 2HKO.
3. Swampert - Sometimes I'll risk a SR, other times I U-Turn out to Porygon2 to wear it down.
4. Metagross - Earthquake will hurt, but I will want to Trick it to take it out later. If it decides to SR, that's a free SR or scouting w/ U-Turn. I like these leads because it means I don't have to deal with Agiligross later.
5. Jirachi - U-Turn, if I'm slower, Magezone comes in to deal with it.
6. Infernape - Fire Blast is more often than not a OHKO if it has Focus Sash, but most Infernape will SR thinking they can scare out Jirachi, only to be raped by Zen Headbutt
7. Machamp - Zen Headbutt takes about 60% off one of the most annoying Pokemon in the game. Between Flinch and Confusion, I get a 70% chance of beating this thing by the second turn.
8. Ninjask - If this thing lacks Protect, Zen Headbutt wrecks it. If it does have it, it's only going to be passing Speed.
9. Roserade - Zen Headbutt is a clean OHKO. Focus Sash variants get a 45% chance to sleep me, but if I don't kill it, I usually have something else take the sleep.
10. Tyranitar - These things are annoying, but most will not want to stay in. U-Turn hurts it if it doesn't switch, and allows me a free switch if it does.
Other common leads this thing wrecks include Crobat, Smeargle, and Abomasnow.
Magnezone @Choice Scarf
252 Sp. Att/252 Spd/4 Att
Naive
Magnet Pull
Thunderbolt
HP Fire
Explosion
Flash Cannon
This is an absolute must as I only have Dragon attacks on my main sweeper. HP Fire is for the OHKO on Scizor so as to avoid a Brick Break and killing off other Magnezone with HP Ice. Also works great to switch into SD Lucario if I can predict around CC, traps Metagross (that are choiced, by my opponent or Trick), and take out Skarmory that would otherwise phaze my Latias. Luckily for me, Shed Shells have become increasingly more uncommon since back when I used to play and I hope they don't make a comeback as Shed Shell Skarm wrecks this team. In the age of Dragons and Steels, this thing nets at least one, if not more kills per game. You'd also be surprised how many teams do not pack an Electric Immune/resist, allowing ScarfThunderbolt coming off 130 base Sp. Att to smash through things.
Dugtrio @ Choice Band
252 Att/252 Spd/4 Def
Jolly
Arena Trap
Earthquake
Stone Edge
Aerial Ace
Sucker Punch
Standard CB Dugtrio, especially for Tyrantitar and Explosion-weakened Blisseys. This has been one of my favorite and most overused Pokemon in my career; it's been on almost every team. So with Tyrantitar, Heatran, Starmie, and Jirachi running rampant, it is almost a must to set up a Latias sweep. Loves receiving U-Turns from Jirachi to trap some major threats.
Salamence @Lum Berry
236 HP/64 Atk/116 Sp. Def/92 Spe
Adamant
Intimidate
Outrage
Earthquake
Dragon Dance
Roost
Specially BulkyMence. This thing replaces Scizor and Gyrados as my main physical attacker. I feel as though everyone is prepared for those two, so they lose their effectiveness. It seems like almost everyone counts on wearing down Salamence via Life Orb/SS/SR, but are surprised to learn that this thing has Roost, which can help it survive slower, weak Ice Beams too. Then the response usually shifts to statuses, which Lum Berry takes, or weaker Ice Beams, leaving me to kill off their main Dragon counter, setting up Latias. Priority from things like Scizor is a last result. Bullet Punch does 2HKO, but I have to be weakened to about half health for it to threaten a OHKO. Even if it does die to Bullet Punch, it serves its purpose allowing me to bring out Magnezone to kill off Latias' #2 counter.
Porygon2 @Leftovers
252 HP/216 Def/40 Sp. Att
Bold
Trace
Ice Beam
Thunderbolt
Thunder Wave
Recover
Easily my favorite Pokemon on this team. This has beaten so many Gyrados, it's not even funny. Also works great for DD Salamance, Heatran, Vaporeon, and Jolteon among others. Trace is definitely an underrated ability as it uses abilities like Flash Fire, Intimidate, and Volt Absorb against their owners. Nobody seems to know what this thing is capable of or how to respond to it and I'm puzzled as to why it's NU. I've decided to run Thunder Wave, and so far it has worked well, allowing me to cripple fast sweepers or outspeed bulkier Pokemon in time to get in another Recover. So far, my biggest issue with this is that it can only counter one Pokemon at a time because Trace is its biggest asset. Not sure how much I need the Sp. Att EV's as I feel this needs all the Defense it can get. Opinions?
Latias @Leftovers
252 Sp. Att/252 Spd/4 HP
Timid
Levitate
Dragon Pulse
Substitute
Calm Mind
Recover
The main focus of my team, works great with Steels and Blissey out of the way. This is the best Sub/CM Pokemon in the game in my opinion because of it's ability to run only one attacking move effectively, freeing up the last slot for recovery. Not sure how to use the EV's most effectively on this one though, because of Calm Mind. If I must get this in early game, I always Sub first to see what their counter is and respond accordingly. I decided I could forego HP Fire for Recover because I feel that Dugtrio and Magnezone are efficient enough for eliminating Steel threats.
Threats:
Weavile is a jerk to this team, but hopefully SR and Jirachi can deal with it. Thunderwave/Seismic Toss Blissey sucks too, but luckily they are not so common in an offensively based metagame. If I can wear it down to about 50%, Dugtrio can trap and finish it off. Toxic Vaporeon is a major pest as I am forced to play a guessing game with it.











