It's been a while since I've made a more 'serious' team, but recently I've gotten a little more motivated to try playing competitively, and this team was the result. Having used it for a bit, I feel like there's something in the team that just isn't clicking, despite it managing fairly well; and for that reason, I made my first RMT.
THE CIRCLE OF DIVINATION
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Mesprit @ Choice Band | The Psychic
Ability: Levitate
EVs: 252 HP/160 Def/96 SpD
Careful Nature (+SpD, -SpA)
- Stealth Rock
- Trick
- Zen Headbutt
- U-Turn
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I decided I was going to pick the middle ground pertaining to my lead, and mesprit stood out as an unusual but effective option. Stealth rock doesn't appear to have a large impact on the offensive side of my team, but because some of the serious matches I've had so far have had a lot of switches it remains a move worth keeping.
Trick is only for a few leads - It's usually something I use midgame to cripple pesky walls that hinder my progress.
Zen Headbutt is useful for taking out a few frail leads such as Aerodactyl and Infernape, and is Mesprit's best form of attack. U-Turn is primarily used for Taunt Leads and leads that I can't do a lot to.
Why Choice Band over Scarf? Other than ScarfTran, my team doesn't have a lot of speed (yet has a lot of defensive bulk), and i'd rather not have him be outsped and worn out by too many pokemon.
How it fares against the top 10 leads:
Azelf - U-turn to Scizor and finish it off with Bullet Punch/Pursuit.
Metagross - Can't do anything to this monster, so I'll usually just U-turn to Gyarados and then either DD or switch to rotom. Tricking can sometimes leave me in a better position as it lets me get rocks up, but a banded explosion is a frightening prospect.
Swampert - Usually trick then either SR or U-Turn to Gyarados. EQ is of no real consequence to my team, and the rare Waterfall is in the same boat.
Jirachi - The opponent will get a nice surprise if/when they trick. Iron Head never 3HKOs, so flinching seldom prevents me from getting up SR. I usually SR and then switch to Scizor, whom cleanly scouts any switchins, is barely damaged by LeadRachi, and cannot be hindered by a possible re-trick.
Aerodactyl - Zen Headbutt 2HKOs while it 4HKOs at best in return.
Infernape - Never KOs Mesprit with Fake Out+2 Fire Blasts, so Zen Headbutt. Endeavor set turns my mesprit into death fodder, but since Nape can OHKO half of my team it's worth it.
Roserade - I'll usually take the sleep and then switch to Heatran. My team doesn't mind Toxic Spikes, (other than Tangrowth) so other than the sleep it causes, Roserade isn't much of a problem.
Heatran - Annoying. I usually switch to Gyarados and then to Rotom as it explodes.
Tyranitar - My team doesn't like Tyranitar, but a U-Turn to Scizor finishes or scares it off.
Gliscor - I do even less to Gliscor than I do Metagross, but in return it does very little to me. I usually U-Turn to Heatran rather than Gyarados in fear of a stone edge, but he's not really a threat to my team in the lead position.
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Celebi @ Leftovers | The Oracle
Ability: Natural Cure
EVs: 252 HP/220 Def/36 Spe
Bold Nature (+Def, -Atk)
- Heal Bell
- Recover
- Grass Knot
- Hidden Power Fire
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This was originally Standard Defensive Celebi, but because my team was being constantly battered by status, I decided to replace Leech Seed for Heal Bell, and it seems to be doing it's job fairly well. However, I've been missing Leech Seed, and am considering replacing HP Fire to bring it back, albeit the lack of coverage will probably mean I have to switch out every time a steel type comes in. Thoughts?
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Heatran (F) @ Choice Scarf | The Sear
Ability: Flash Fire
EVs: 4 Atk/252 SpA/252 Spe
Naive Nature (+Spe, -SpD)
- Fire Blast
- Earth Power
- Explosion
- Hidden Power Ice
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Pardon the terrible pun on the name >_>. Heatran's sole uses are to switch in on predicted resistances, namely fire, and to revenge kill. Originally I was running Dragon Pulse, but chose to opt for HP Ice as an answer to both dragons and Gliscor. The manner in which she partners with Scizor and Celebi and does her jobs are vital to my team's success.
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Gyarados (F) @ Leftovers | The Doomsayer
Ability: Intimidate
EVs: 72 HP/252 Atk/184 Spe
Adamant Nature (+Atk, -SpA)
- Dragon dance
- Waterfall
- Stone Edge
- Earthquake
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Gyarados is definitely the MVP of the team from early to midgame, and almost always gets a kill in the average battle. I have been considering switching to max speed jolly to outspeed base 130s, but the slight added bulk and max attack has done me no wrong thus far. As of late, I have been having difficulty finding desirable situations in which I can switch her in and DD up, but her proven utility makes me reluctant to change anything.
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Scizor (M) @ Choice Band | The Skeptic
Ability: Technician
EVs: 236 HP/252 Atk/20 Spe
Adamant Nature (+Atk, -SpA)
- Bullet Punch
- Superpower
- Pursuit
- U-Turn
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Scizor works well in tandem with both Heatran and Mesprit, in baiting fire attacks and finishing off leads respectively. My main answer to Tyranitar and Latias, but has Gyarados and Rotom for backup depending on the sets. Bullet Punch is the only move I have to deal with anything faster than Heatran before it wreaks havoc. Scizor or Heatran are usually the first pokemon on my team to die, unfortunately, and I almost always lose if both are taken out at any point other than late-game, which is a testament to how useful this guy is.
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Rotom-C @ Leftovers | The Clairvoyant
Ability: Levitate
EVs: 252 HP/72 Def/96 SpA/88 Spe
Bold Nature (+Def, -Atk)
- Thunderbolt
- Shadow Ball
- Will-O-Wisp
- Leaf Storm
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Rotom's main job is to spread burn status, spin block and absorb explosions from leads. I have been considering running Light Screen over Leaf Storm to help buff my team's weaker defense. Thus far, I have found little use in having Rotom attack, outside of the occasional Gyarados and Latias that escapes the rest of my teams' grasp.
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Weaknesses/Resistances:
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That's what I've come with so far. One thing I have taken into consideration is the inclusion of a rapid spinner, but other than Gyarados, my team isn't at the point where it would benefit from no residual damage so much that it changes a loss into a win.
In terms of pokemon that immediately threaten my team, Mence can spell trouble if I let it get a DD, and all form of Latias have proven to be difficult, especially the Choice scarf versions and those with HP Fire. After most or all of my team is revealed (which usually happens faster than the opponent), I tend to have a lot of difficulty playing the game at my own pace, and have to attempt making risky switches, which has spelled my doom many times. Overall, something, whether it's the pokemon or the movesets, is lacking, but I can't figure out where.
THE CIRCLE OF DIVINATION






---------------------------------------------

Ability: Levitate
EVs: 252 HP/160 Def/96 SpD
Careful Nature (+SpD, -SpA)
- Stealth Rock
- Trick
- Zen Headbutt
- U-Turn
---------------------------------------------
I decided I was going to pick the middle ground pertaining to my lead, and mesprit stood out as an unusual but effective option. Stealth rock doesn't appear to have a large impact on the offensive side of my team, but because some of the serious matches I've had so far have had a lot of switches it remains a move worth keeping.
Trick is only for a few leads - It's usually something I use midgame to cripple pesky walls that hinder my progress.
Zen Headbutt is useful for taking out a few frail leads such as Aerodactyl and Infernape, and is Mesprit's best form of attack. U-Turn is primarily used for Taunt Leads and leads that I can't do a lot to.
Why Choice Band over Scarf? Other than ScarfTran, my team doesn't have a lot of speed (yet has a lot of defensive bulk), and i'd rather not have him be outsped and worn out by too many pokemon.
How it fares against the top 10 leads:
Azelf - U-turn to Scizor and finish it off with Bullet Punch/Pursuit.
Metagross - Can't do anything to this monster, so I'll usually just U-turn to Gyarados and then either DD or switch to rotom. Tricking can sometimes leave me in a better position as it lets me get rocks up, but a banded explosion is a frightening prospect.
Swampert - Usually trick then either SR or U-Turn to Gyarados. EQ is of no real consequence to my team, and the rare Waterfall is in the same boat.
Jirachi - The opponent will get a nice surprise if/when they trick. Iron Head never 3HKOs, so flinching seldom prevents me from getting up SR. I usually SR and then switch to Scizor, whom cleanly scouts any switchins, is barely damaged by LeadRachi, and cannot be hindered by a possible re-trick.
Aerodactyl - Zen Headbutt 2HKOs while it 4HKOs at best in return.
Infernape - Never KOs Mesprit with Fake Out+2 Fire Blasts, so Zen Headbutt. Endeavor set turns my mesprit into death fodder, but since Nape can OHKO half of my team it's worth it.
Roserade - I'll usually take the sleep and then switch to Heatran. My team doesn't mind Toxic Spikes, (other than Tangrowth) so other than the sleep it causes, Roserade isn't much of a problem.
Heatran - Annoying. I usually switch to Gyarados and then to Rotom as it explodes.
Tyranitar - My team doesn't like Tyranitar, but a U-Turn to Scizor finishes or scares it off.
Gliscor - I do even less to Gliscor than I do Metagross, but in return it does very little to me. I usually U-Turn to Heatran rather than Gyarados in fear of a stone edge, but he's not really a threat to my team in the lead position.
---------------------------------------------

Ability: Natural Cure
EVs: 252 HP/220 Def/36 Spe
Bold Nature (+Def, -Atk)
- Heal Bell
- Recover
- Grass Knot
- Hidden Power Fire
---------------------------------------------
This was originally Standard Defensive Celebi, but because my team was being constantly battered by status, I decided to replace Leech Seed for Heal Bell, and it seems to be doing it's job fairly well. However, I've been missing Leech Seed, and am considering replacing HP Fire to bring it back, albeit the lack of coverage will probably mean I have to switch out every time a steel type comes in. Thoughts?
---------------------------------------------

Ability: Flash Fire
EVs: 4 Atk/252 SpA/252 Spe
Naive Nature (+Spe, -SpD)
- Fire Blast
- Earth Power
- Explosion
- Hidden Power Ice
---------------------------------------------
Pardon the terrible pun on the name >_>. Heatran's sole uses are to switch in on predicted resistances, namely fire, and to revenge kill. Originally I was running Dragon Pulse, but chose to opt for HP Ice as an answer to both dragons and Gliscor. The manner in which she partners with Scizor and Celebi and does her jobs are vital to my team's success.
---------------------------------------------

Ability: Intimidate
EVs: 72 HP/252 Atk/184 Spe
Adamant Nature (+Atk, -SpA)
- Dragon dance
- Waterfall
- Stone Edge
- Earthquake
---------------------------------------------
Gyarados is definitely the MVP of the team from early to midgame, and almost always gets a kill in the average battle. I have been considering switching to max speed jolly to outspeed base 130s, but the slight added bulk and max attack has done me no wrong thus far. As of late, I have been having difficulty finding desirable situations in which I can switch her in and DD up, but her proven utility makes me reluctant to change anything.
---------------------------------------------

Ability: Technician
EVs: 236 HP/252 Atk/20 Spe
Adamant Nature (+Atk, -SpA)
- Bullet Punch
- Superpower
- Pursuit
- U-Turn
---------------------------------------------
Scizor works well in tandem with both Heatran and Mesprit, in baiting fire attacks and finishing off leads respectively. My main answer to Tyranitar and Latias, but has Gyarados and Rotom for backup depending on the sets. Bullet Punch is the only move I have to deal with anything faster than Heatran before it wreaks havoc. Scizor or Heatran are usually the first pokemon on my team to die, unfortunately, and I almost always lose if both are taken out at any point other than late-game, which is a testament to how useful this guy is.
---------------------------------------------

Ability: Levitate
EVs: 252 HP/72 Def/96 SpA/88 Spe
Bold Nature (+Def, -Atk)
- Thunderbolt
- Shadow Ball
- Will-O-Wisp
- Leaf Storm
---------------------------------------------
Rotom's main job is to spread burn status, spin block and absorb explosions from leads. I have been considering running Light Screen over Leaf Storm to help buff my team's weaker defense. Thus far, I have found little use in having Rotom attack, outside of the occasional Gyarados and Latias that escapes the rest of my teams' grasp.
---------------------------------------------
Weaknesses/Resistances:

---------------------------------------------
That's what I've come with so far. One thing I have taken into consideration is the inclusion of a rapid spinner, but other than Gyarados, my team isn't at the point where it would benefit from no residual damage so much that it changes a loss into a win.
In terms of pokemon that immediately threaten my team, Mence can spell trouble if I let it get a DD, and all form of Latias have proven to be difficult, especially the Choice scarf versions and those with HP Fire. After most or all of my team is revealed (which usually happens faster than the opponent), I tend to have a lot of difficulty playing the game at my own pace, and have to attempt making risky switches, which has spelled my doom many times. Overall, something, whether it's the pokemon or the movesets, is lacking, but I can't figure out where.