*Changes are in red.
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The Team
The point of this team is to pressure your opponent into lose-lose situations. By reading your opponent, you can wear down your opponent's team with Stealth Rock and your own attacks while your opponent's attacks falter to minimal, no, or "negative" damage.
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I needed a lead that had terrific resistances, decent defenses, and the ability to set up Stealth Rock. With the Levitate ability, Bronzong's only weakness is Fire. With Fire-types being quite prevalent in the metagame, Bronzong was a perfect candidate for the beginning of the Counter Cycle.
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To counteract Fire counterattack attempts on Bronzong, I needed a Pokemon with the ability Flash Fire. Heatran, ScarfTran in this case, is one of the best revenge killers in the game. Flash Fire. Heatran's resistances, and a good Type coverage keep many at bay.
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To shield prevalent Surfs, Hydro Pumps, and Waterfalls out of Heatran's way, I needed a Pokemon who had the ability Water Absorb. Vaporeon is a bulky Water-type and one of the best support Pokemon. Wish and Heal Bell greatly help the team.
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Other than flimsy Grass-type moves, Electric-type moves are often used to take Vaporeon down. Jolteon, having the ability Volt Absorb, laughs at silly attempts to take down Vaporeon. Jolteon is the Special Sweep/Revenge of the team.
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Ground-types are the only super-effective moves against Electric-types. What more can I do than have a Pokemon with Levitate? Sure, Bronzong has Levitate, but Rotom has the favor due to its Ghost-typing. With Rotom, not only can I nullify Ground-type moves, I can also turn Fighting and Normal moves into fruitless efforts. Rotom is also a good DEF wall. Parafusion is also quite annoying to deal with.
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Breloom is a threat that many scowl at as the Spore-Substitute-SeedPunch combo is a force to be reckoned with. Breloom is generally a Physical Sweeper. It's also the main sleep inducer.
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I was in dire need of a stallbreaker and a Pokemon with a Priority move. Though Spore was good, Breloom did not fit the stallbreaker category as Focus Punch was unreliable in that competition. Infernape is a different story. Breloom out, Infernape in.
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Bronzong
Type: Steel / Psychic
Nature: Sassy (+SPD -SPE)
EVs: 252 HP / 128 DEF / 128 SPD
Ability: Levitate
Item:Leftovers![]()
Moveset:
-Stealth Rock
-Earthquake
-Gyro Ball
-Hypnosis
Bronzong is a lead that many have trouble with due to its decent defensive stats and its only weakness to Fire. Stealth Rock is the standard hazard to be set up. Gyro Ball is a STAB move that often devastates high-SPE leads. HP Ice was not cutting it as a Lead move, so I switched to Earthquake instead. Hypnosis is a backup sleep-inducer if Breloom is K.O.'d. The original EVs involved a small portion put into ATK, but that was useless, so the EVs were moved towards a more defensive standard. With Fire being more prevalent in the metagame, Heatran's Flash Fire backs up Bronzong.
vs. Other Leads:
-Azelf: Stealth Rock, proceed to Gyro Ball to death. If faced with a Flamethrower variant, switch to Heatran. If Taunted, switch to Jolteon and Shadow Ball.
-Aerodactyl: Stealth Rock, then Gyro Ball to death. If you don't feel like taking the chance, Gyro Ball to death.
-Swampert: Stealth Rock, Hypnosis, switch to Jolteon for HP Grass.
-Machamp: Switch to Rotom-W and commit to Parafusion. Switch back later for Stealth Rock.
-Metagross: Stealth Rock, Hypnosis, then Earthquake.
-Jirachi: Stealth Rock, Hypnosis, then switch to Heatran.
-Infernape: Bronzong can pretty much take any unboosted attack from Infernape. You can either set up Stealth Rocks and switch to Heatran or Earthquake Infernape to death.
-Ninjask: This one's a bit annoying. Gyro Ball until they Baton Pass, then switch to an appropriate counter after they switch.
-Roserade: Stealth Rock, switch to Heatran for Fire Blast or HP Ice.
-Hippowdon: Stealth Rock, Hypnosis, switch into Jolteon.
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Heatran
Type: Fire / Steel
Nature: Naive (+SPE -SPD)
EVs: 4 ATK / 252 SPE / 252 SPA
Ability: Flash Fire
Item:Choice Scarf![]()
Moveset:
-Fire Blast
-Earth Power
-Hidden Power Ice
-Explosion
One of the best revenge killers in the game. Heatran's movepool offers great type coverage, and with Choice Scarf, the best thing your opponent can do if they hope to save his or her Pokemon is if they switch out. Flamethrower was changed to Fire Blast for more power. Earth Power is for mirror matches, Steels, Fires, Rocks, Electrics, and non-Levitate Ghosts. Hidden Power Grass was changed to Hidden Power Ice. Opponent's hoping to acquire a Dragon Dance setup from Heatran's unfortunate typing against Dragons have to face a Hidden Power Ice to the face. For Pokemon that utterly need to be removed, Explosion does the job. Water moves being the potential death threat to Heatran, Vaporeon's Water Absorb supports Heatran quite fine.
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Vaporeon
Type: Water
Nature: Bold (+DEF -ATK)
EVs: 188 HP / 252 DEF / 68 SPE
Ability: Water Absorb
Item:Leftovers![]()
Moveset:
-Wish
-Protect
-Heal Bell
-Surf
Vaporeon is a bulky Water and one of the best support Pokemon in the game. Protect earns Vaporeon some more health and is a potent scouting move. Wish is great for switching Pokemon who are damaged in any way. Heal Bell removes those pesky statuses. Surf is a standard STAB move for Vaporeon. Hydro Pump is not utilized with this set since it's better to play safe with WishPoreon. Electric is the more prevalent counter for Vaporeon, so I needed a Pokemon that could counter those moves. Jolteon with Volt Absorb is a great choice.
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Jolteon
Type: Electric
Nature: Timid (+SPE -ATK)
EVs: 252 SPE / 252 SPA / 4 SPD
Ability: Volt Absorb
Item:Choice Specs![]()
Moveset:
-Thunderbolt
-Shadow Ball
-Hidden Power Grass
-Signal Beam
A semi-special-sweeper, Jolteon can handle a couple of problems in the metagame. Its high base SPE and SPA are very nice to have. Thunderbolt is a STAB move that can take care of Flying and Water Pokemon. Shadow Ball can take down Psychics and Ghosts. Hidden Power Ice was changed to Hidden Power Grass to offer some riot power against Ground switch-ins. Baton Pass turned out to be completely useless, so I replaced it with Signal Beam to offer a bit more type coverage. Ground-types are Jolteon's worst enemies. Of course, Flying-types and Pokemon with the Levitate ability can diminish this Problem. Bronzong and Rotom-W fit the role, but Rotom-W's Ghost-typing makes him more favorable for the switch-in.
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Rotom-W
Type: Electric / Ghost
Nature: Bold (+DEF -ATK)
EVs: 252 HP / 168 DEF / 88 SPE
Ability: Levitate
Item:Leftovers![]()
Moveset:
-Thunder Wave
-Confuse Ray
-Thunder Bolt
-Shadow Ball
There's no gameplay-related reason as to why I chose Rotom-W as this set works with any version of Rotom; I just like the color blue. A Ground, Fighting, and Normal nullifier, a spinblocker, and a Parafusionist, this Pokemon is absolutely wonderful. Keep your opponent's Pokemon at bay with Paralysis and Confusion while you pound at them with STAB Thunderbolt and/or Shadow Ball. Thunderbolt replaced Dark Pulse since the 20% flinch rate wasn't working out so well. The nature was set to Bold to make Rotom more DEF-oriented. EVs were redistributed to support the DEF nature change.
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Infernape
Type: Fire / Fighting
Nature: Adamant (+ATK -SPA)
EVs: 4 HP / 252 ATK / 252 SPE
Ability: Blaze
Item:Life Orb![]()
Moveset:
-Swords Dance
-Close Combat
-Mach Punch
-Flare Blitz
Infernape was a much needed addition to the team; I did not have a stallbreaker. Not only that, but I also was not in possession of a Priority move. Infernape's natural Fighting typing allows it to have a 120 Power STAB Fighting attack as well as a 40 Power STAB Priority Fighting attack. Flare Blitz is an added STAB attack for its other type, Fire. Pulling off a Swords Dance could be quite a dangerous situation for your opponent, as Life Orb 614 ATK STAB attacking is quite deadly.