The Experments - New Team, Old Player

Basically, I really haven't played in a while. The last time I played was...like...a year ago. So, I had to do a lot of trial and error. So far, the current version is running about a 65-70% Win Rate and is testing well. It's big problem are pokemon who set up on the Special Spectrum(NOT Chocie Specers, but rather Life Orbers leaning to Special/CMers).

Without further adieu...

The Team - At a Glance(In order;Flygon being the first slot/Lead and Claydol being the last slot):
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The Team:

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Flygon (M) @ Choice Scarf
Ability: Levitate
EVs: 252 Atk/176 Spd/80 SAtk
Naughty nature (+Atk, -SDef)
- Draco Meteor
- Earthquake
- Outrage
- U-turn

Pretty standard Scarfgon, put into the lead postition. A lot of people don't seem to know how to react to this guy as a lead. Draco Meteor can hurt some of the more physical walls(Except Skarmory) and revenge-kills Salamence, Outrage is a strong, physical Dragon attack, Earthquake is standard fare and U-Turn is great with Scarf to scout and do some damage, in addition to usually allowing me to escape bad lead-off situations.
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Celebitch (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 252 HP/220 Def/38 Spd
Bold nature (+Def, -Atk)
- Leech Seed
- Calm Mind
- Grass Knot
- Recover

Calm Mind + Leech Seed Celebi(tch). I noticed I had some Gyarados troubles, and this has been able to at least cripple a 'Dos switching into a D-Dance. The only grasses I find used are Sceptile and Breloom, with the occassional Roserade. Celebi can take on Breloom if sleep is taken by someone else, Sceptile needs Celebi to switch into a HP Ice/Fire and I've yet to test against a Roserade. Despite only having Grass Knot as an attack, with enough Calm Minds I can usually take on anything that resists it anyway. Recover is god w/ Leech Seed. Overall, very annoying.
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Vaporeon Ranger (Vaporeon) (F) @ Leftovers
Ability: Water Absorb
EVs: 188 HP/252 Def/52 Spd/18 SAtk
Bold nature (+Def, -Atk)
- Wish
- Protect
- Surf
- Ice Beam

By far my most valuable member alongside Claydol. Bulky and passes wishes. Surf and Ice Beam provide good attacks and the minor Sp. ATK investment has proven worth it. Reflect from Claydol combined with this allows massive stalling.
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Jolteon Ranger (Jolteon) (F) @ Choice Specs
Ability: Volt Absorb
EVs: 6 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Discharge
- Shadow Ball
- Hidden Power [Ice]
- Yawn

Choice Specs Jolteon. Standard fare, except for Discharge over T-Bolt to spread some status around, since I lack a true statuser. Yawn over B-Pass because it can spread sleep or force switches, and because I really don't like dry passing here. I like her as my Choice Specer for speed and the Electric/Ghost coverage.
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Excalibur (Azelf) @ Life Orb
Ability: Levitate
EVs: 40 Atk/216 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Explosion
- Taunt
- Flamethrower
- Psychic

Life Orb, Taunt Azelf. It doesn't have the U-Turn power of Infernape, but Flamethrower + Psychic provides some nice power-backing and Azelf has very good attacking stats and speed. In addition, I can always at least blow up something. Taunt can hurt things like incoming Dusknoirs(I see a lot of those for some reason) and walls. Always a nice chick to have around.
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Alice (Claydol) @ Leftovers
Ability: Levitate
EVs: 252 HP/138 Def/120 SDef
Bold nature (+Def, -Atk)
- Reflect
- Rapid Spin
- Shadow Ball
- Stealth Rock
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The Stealth Rocker and screener of the team. I originally had a lot of different pokes on the team(Only Vaporeon and Lucario were on the original team, along with this guy) and I had a lot of SR weaks, so I added a Rapid Spinner. Even though my team has worked away from SR weak, having a Rapid Spinner has proven to be valuable, especially when combined with Reflect(Which means that Claydol has been able to take some Pursuits) for more support and Shadow Ball for errant ghosts. The MVP of the team, for resisting SR and blowing them away, setting up my SR and for helpful resists against Ground, Electric and Fighting.

The basic strategy of the team is a slow grinding of my opponent, with a few fastbreak attacks provided from Jolteon and Infernape. Vaporeon can heal itself and my team, Flygon can force switches by making mis-matches with U-Turn and do damage, Claydol helps me win the SR war and Jolteon brings in high damage with Choice Specs, along with PAR. Infernape can U-Turn around my opponent and Taunt their support, while Lucario is designed for late game, when my opponent is worn down and I can Calm Mind up once to OHKO a lot of their weakened fellows.

Please tell me if I screwed up anywhere in the fundamentals of RMT making(I.E. I missed something that I needed to put) so I can fix it.

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Updates:
v. 1.1: Removed Calm Mind Lucario for CM/Leech Seed Celebi. Removed Taunt/Slack Off Infernape for Taunt/LO Azelf.
 
Also, I think Fire Blast over draco meteor on flygon cuz otherwise he is completely walled by skarmory/bronzong. Also, infernapes defenses are just not good enough to run that set. If its working then great but I just don't see how that would work. Maybe instead of infernape you could use a suicide lead like metagross/aerodactyl/azelf then get claydol to be a dual screening rapid spinner w/ shadow ball. I'm not 100% sure about that being a good idea though.
 
I wouldn't really suggest yawn on a choice set. Getting locked into yawn is horrible, and there are a couple of results from it:

1. They switch out to avoid sleep, you switch out to avoid getting locked. Back to square one, basically.

2. They switch out, you stay in and yawn them again. At this point they realize you're locked, so they stay in (probably).

3. They stay in, you stay in. Chances are, the two times they hit you (one right after the yawn and one now) will get the KO.

4. They stay in, you switch out and get hit by an attack. You basically just wasted two turns to put someone to sleep.

Not much can really happen thats actually good for you. I wouldn't really suggest it. Keep the BP.


Also, I don't think that there are enough errant ghosts out there to justify puting shadow ball one three pokemon.


And if you want a CMer, there are more reliable ones than lucario. Using a bulky CMer, like latias, will help you counter those special attackers, and you have a better bet on setting up.
 
Also, I think Fire Blast over draco meteor on flygon cuz otherwise he is completely walled by skarmory/bronzong. Also, infernapes defenses are just not good enough to run that set. If its working then great but I just don't see how that would work. Maybe instead of infernape you could use a suicide lead like metagross/aerodactyl/azelf then get claydol to be a dual screening rapid spinner w/ shadow ball. I'm not 100% sure about that being a good idea though.

I've yet to encounter a Bronzong yet, but so far Skarmory hasn't been a big problem. Vaporeon, Jolteon can both beat him, Lucario can if he's the last poke, has a prior CM boost or if Skarmory has to Roost when he comes in. Draco Meteor is more important for a 210 ATK base hit and run move and revenge-killing.

Infernape has been working okay, though I'm thinking I might replace him with an Azelf. Not a suicide lead, though, but rather just a general Taunt Sweeping Azelf. Scarfgon has been running as a wonderful lead, taking out Metagrosses, Jolteons, Azelfs(Well, okay, he just seriously injures the Azelfs, but they can usually then be taken down) and rogue-likes. I don't like Claydol dual-screening, because I like my SR users to be decently bulky, and I don't want to cut Rapid Spin because it gives me an edge in SR wars. And, of course, you need Shadow Ball for damage.

I wouldn't really suggest yawn on a choice set. Getting locked into yawn is horrible, and there are a couple of results from it:

1. They switch out to avoid sleep, you switch out to avoid getting locked. Back to square one, basically.

2. They switch out, you stay in and yawn them again. At this point they realize you're locked, so they stay in (probably).

3. They stay in, you stay in. Chances are, the two times they hit you (one right after the yawn and one now) will get the KO.

4. They stay in, you switch out and get hit by an attack. You basically just wasted two turns to put someone to sleep.

Not much can really happen thats actually good for you. I wouldn't really suggest it. Keep the BP.


Also, I don't think that there are enough errant ghosts out there to justify puting shadow ball one three pokemon.


And if you want a CMer, there are more reliable ones than lucario. Using a bulky CMer, like latias, will help you counter those special attackers, and you have a better bet on setting up.

Yawn has been working decently, 4 usually happens, but I can see your point. I'll test the dry BP(Even though I never end up using it usually, though I occassionally use Yawn) over it just in case.

Honestly, I forgot Latias existed XP Like I said, I just came back into the game, I'm used to her being an Uber. I'm not sure if I'll try Latias specifically, but I'll prolly look for alternatives.

Shadow Ball isn't for Ghosts, it's for Psychics. Azelf, Latias, Cresselia, etc. etc. On Jolteon, well, she just doesn't really have other options that work like Shadow Ball. Claydol runs Shadow Ball for Ghosts who block Rapid Spin so that's required, though I could try taking Shadow Ball off Luke, although Ghost + Fighting is good coverage IIRC.

EDIT: I've replaced CM Lucario with CM/Leech Seed Celebi and Taunt/Slack Off Infernape with Taunt/LO Azelf.
 
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