I thought I might try to come up with something a bit more punchy than what I usually do. This is the Fantom Team, a team completely built and developed by moi. It has had relative success, as it is completely 4th gen and below - the only gen I actually know. However, certain tweaks here and there means it is no slouch in 5th gen either. While there are better teams, this one has a major advantage: me.
So I built this team by my lonesome. I wanted to give myself some credit this time, and that's exactly what this team did for me. I don't want anyone just copying this and taking credit for it, that would be stealing. But I am going to try to explain as much of this team as I can. That way, I can help you help me to better it.
I am a big fan of the 'extremes' of the metagame: hyper-offense and hyper-defense. This is the former of the two, and must be treated as such. When running hyper-offense, I never like to run defense, and am not too keen on switching, especially pivot-switching, which is why I like the extremes. This team supplies me with the tools I give it, then it plays itself, often dishing some rather pleasing results. This team's aim, as I think all teams have got to have some kind of an aim to make use of an opponent's misplay or just your skills, is to attempt to destroy opposing defenses in few shots, then alternate between Luke and Zelf to finish off any stragglers. Anyway, without further adieu...
Team Fantom
@
Naive: 252 Atk/4 SpA/252 Spe
-Fake Out
-Close Combat
-Fire Blast
-U-Turn
I'm sure we all know how anti-lead Infernape works. Fake Out to break Sash, then Close Combat, Fire Blast or U-Turn. Infernape has helped me out so many times, beating a great number of lead matchups despite the SpA deficit to most Infernapes. Still, the bonus speed allows me to beat... ummm... other 108s that don't have max speed. Anyway, Fake Out breaks the opposing lead's Sash/Balloon (I have seen a few) then it depends on the lead from there. Here's a few lead matchups of as many kinds as I can think of to give you a bit of an idea:
- This thing could well be a problem. Quite often I will U-Turn straightway for Azumarill, who can either KO Aerodactyl or scout one or two opposing pokes. Only one of my pokemon is really bothered by Rocks, and Infernape isn't too concerned about Taunt, but I'm glad these things are as rare as they are.
- Another problem, albeit another rare one. I usually go straight for Azumarill to give it a good ol' smack with Aqua Jet. Another one for which I'm glad are rare.
- I couldn't find a picture of Metagross, so this'll have to do. Same idea anyway. Fake Out first turn then shove a Close Combat in their face. I they survive and Hydro Pump, I yank Infernape out quicker than they can say Aqua Jet and throw in Salamence to cause some damage. If it were Meta, same thing, but Fire Blast, not Close Combat, and throw in Azuma.
And that's pretty much the main lead types covered. These are probably the worst of each kind of lead/anti-lead (bar flat-out offensive), so for the time, Ape still fares pretty well up there.
@
Timid: 4 HP/252 SpA/252 Spe
-Nasty Plot
-Psychic
-Fire Blast
-Signal Beam
I wanted something original for this RMT. So, I decided to base my team on this set: NPZelf. This thing can deal with a great number of threats without NP up, let alone with. Azelf is capable of dealing so much damage with the short time it has, and the reason why I am saying this is because it seems that Azelf doesn't like Life Orb. It means it dies too quick. SR is a big-ish problem here, but isn't big enough for me to slap a spinner on. Azelf, I feel, is a vastly underestimated pokemon. But I see no reason for it. It outspeeds a number of pokemon including Infernape, Latios, Gengar, Thundurus etc. and can speed tie with Timid Starmie. And with an NP under its belt, it becomes rather difficult to stop. It truly is an overlooked piece of power.
EVs are rather standard. Max SpA and Spe as sweeping spread, then the rest in HP. The moves are even simpler: Psychic for STAB, Fire Blast for dealing with Steels and Signal Beam for Darks and Psychics. The three moves provide unresisted coverage, bar Heatran, who seems to resist everything. Nasty Plot sends its SpA through the roof - if it gets it up.
@
Jolly: 4 HP/252 Atk/252 Spe
-Swords Dance
-Close Combat
-Ice Punch
-Extreme Speed
When I decided on what to have with my NP Azelf, I wanted a one-two core using an SD sweeper, who would have great synchronization with Azelf. This is what I thought up. An SD Luke was exactly what fitted my description. Able to take all Bug, Ghost and Dark attacks aimed at Azelf whilst providing Zelf with opportunities to switch in on Ground and Fighting attacks is exactly perfect for this team. Luke has helped my team on many occasions, and I have often wondered if my team is more focused on Luke rather than Zelf. With access to priority, the ridiculous STAB Close Combat, and Ice Punch to hit the very annoying Gliscor, Luke does an extremely good job of holding the team in one piece when it comes to all-out offense. Playing conservatively, I can often make Luke hang in there and pull him out, making him last the whole game, using him time and time and time again in order to punch holes in my opponent's defense, pick off a weakened pokemon or sweep late game. EVs are again standard. Balloon has helped me enormously, granting him with a makeshift Ground immunity, allowing him to effectively deal with Excadrill, if they don't possess Brick Break.
@
Adamant: 252 HP/252 Atk/4 SpD
-Aqua Jet
-Superpower
-Ice Punch
-Toxic
Whenever I lose momentum, this is what gets me back on track, every time. The classic Choice Band Azumarill, taken from the UU tier and shoved into this tier here. Let's go over some facts, first: when you take into effect Huge Power, Azuma's Atk suddenly shoots up to 436 - 2 behind Adamant Rayquaza. With a Choice Band, it rockets up to 654. Now you see why it can suddenly shift momentum for the better. Aqua Jet fired off of Atk this high gives some nice KOes: namely Heatran. Heatran would be murderous to this team without Azumarill - among Flygon/Salamence, of course - and he covers this plus many more. Sandstorm teams are destroyed by Azumarill if they don't have a check. Rain teams are often safe because of the grass types and water types, although Ferrotorn is OHKOed by Superpower. Basically, Azumarill is a nightmare if played at the right time. EV spread is pretty standard: max HP, max Atk, rest in Spe. Not exactly sure why the Spe EVs are there, but I can't be bothered to remove them.
@
Rash: 252 Atk/252 SpA/4 Spe
-Dragon Claw
-Earthquake
-Fire Blast
-Draco Meteor
When Salamence was finally unbanned from OU play, my first thought was "YESSSSSSS!!!", although it took me a while to realize that it was for a reason. While Salamence is good, it has trouble setting up when so many teams are prepared for it. So, after much thought, I decided to run a Salamence set that all love: the wallbreaker set.
My one-two core had a problem - in order to hit hard at both ends of the spectrum, I had to switch. Salamence allowed me to bypass that switching and waste no time ripping apart walls. Salamence has done me much good in this team, burning Ferrothorn, Quaking Heatran, dropping meteors on the ones that are neutral to all three... you get the idea. Basic all-round smashing stuff. Moves are again obvious, with Dragon Claw for reliable STAB, Earthquake for hitting steels, Fire Blast for Bronzong and Skarmory among other physically defensive Steels, and Draco Meteor for the raw power. Put it this way: wallbreaking has never been accomplished as well.
@
Naive: 252 Atk/4 SpA/252 Spe
-Earthquake
-Outrage
-U-Turn
-Fire Blast
Yes, now it's the turn of the traditional ScarfGon. You need a revenger when Azumarill has a suitable check? Look no further. Flygon is perfectly capable of steering my team when it comes to control over my opponent. Need an NC Heatran killer? DDMence destroyer? Scarf smasher? Flygon.
Earthquake is, clearly, Flygon's weapon of choice. Most of the time. STAB 100 points is just going to hurt. U-Turn is for scouting out, trying to restrict my opponent's Flygon counter so I can clean up with Outrage late game. Fire Blast is for Skarm and Zong and Ferro etc. Outrage is Flygon's clean-up move and can be very effective should I play it right. The EVs and nature are against Smogon's recommendations. Naive over Jolly so I can hurt more with Fire Blast and, while not a huge change, the SpD EVs have been moved into SpA.
Looking forward to any suggestions and will take all into account.
So I built this team by my lonesome. I wanted to give myself some credit this time, and that's exactly what this team did for me. I don't want anyone just copying this and taking credit for it, that would be stealing. But I am going to try to explain as much of this team as I can. That way, I can help you help me to better it.
I am a big fan of the 'extremes' of the metagame: hyper-offense and hyper-defense. This is the former of the two, and must be treated as such. When running hyper-offense, I never like to run defense, and am not too keen on switching, especially pivot-switching, which is why I like the extremes. This team supplies me with the tools I give it, then it plays itself, often dishing some rather pleasing results. This team's aim, as I think all teams have got to have some kind of an aim to make use of an opponent's misplay or just your skills, is to attempt to destroy opposing defenses in few shots, then alternate between Luke and Zelf to finish off any stragglers. Anyway, without further adieu...
Team Fantom


Naive: 252 Atk/4 SpA/252 Spe
-Fake Out
-Close Combat
-Fire Blast
-U-Turn
I'm sure we all know how anti-lead Infernape works. Fake Out to break Sash, then Close Combat, Fire Blast or U-Turn. Infernape has helped me out so many times, beating a great number of lead matchups despite the SpA deficit to most Infernapes. Still, the bonus speed allows me to beat... ummm... other 108s that don't have max speed. Anyway, Fake Out breaks the opposing lead's Sash/Balloon (I have seen a few) then it depends on the lead from there. Here's a few lead matchups of as many kinds as I can think of to give you a bit of an idea:



And that's pretty much the main lead types covered. These are probably the worst of each kind of lead/anti-lead (bar flat-out offensive), so for the time, Ape still fares pretty well up there.


Timid: 4 HP/252 SpA/252 Spe
-Nasty Plot
-Psychic
-Fire Blast
-Signal Beam
I wanted something original for this RMT. So, I decided to base my team on this set: NPZelf. This thing can deal with a great number of threats without NP up, let alone with. Azelf is capable of dealing so much damage with the short time it has, and the reason why I am saying this is because it seems that Azelf doesn't like Life Orb. It means it dies too quick. SR is a big-ish problem here, but isn't big enough for me to slap a spinner on. Azelf, I feel, is a vastly underestimated pokemon. But I see no reason for it. It outspeeds a number of pokemon including Infernape, Latios, Gengar, Thundurus etc. and can speed tie with Timid Starmie. And with an NP under its belt, it becomes rather difficult to stop. It truly is an overlooked piece of power.
EVs are rather standard. Max SpA and Spe as sweeping spread, then the rest in HP. The moves are even simpler: Psychic for STAB, Fire Blast for dealing with Steels and Signal Beam for Darks and Psychics. The three moves provide unresisted coverage, bar Heatran, who seems to resist everything. Nasty Plot sends its SpA through the roof - if it gets it up.


Jolly: 4 HP/252 Atk/252 Spe
-Swords Dance
-Close Combat
-Ice Punch
-Extreme Speed
When I decided on what to have with my NP Azelf, I wanted a one-two core using an SD sweeper, who would have great synchronization with Azelf. This is what I thought up. An SD Luke was exactly what fitted my description. Able to take all Bug, Ghost and Dark attacks aimed at Azelf whilst providing Zelf with opportunities to switch in on Ground and Fighting attacks is exactly perfect for this team. Luke has helped my team on many occasions, and I have often wondered if my team is more focused on Luke rather than Zelf. With access to priority, the ridiculous STAB Close Combat, and Ice Punch to hit the very annoying Gliscor, Luke does an extremely good job of holding the team in one piece when it comes to all-out offense. Playing conservatively, I can often make Luke hang in there and pull him out, making him last the whole game, using him time and time and time again in order to punch holes in my opponent's defense, pick off a weakened pokemon or sweep late game. EVs are again standard. Balloon has helped me enormously, granting him with a makeshift Ground immunity, allowing him to effectively deal with Excadrill, if they don't possess Brick Break.


Adamant: 252 HP/252 Atk/4 SpD
-Aqua Jet
-Superpower
-Ice Punch
-Toxic
Whenever I lose momentum, this is what gets me back on track, every time. The classic Choice Band Azumarill, taken from the UU tier and shoved into this tier here. Let's go over some facts, first: when you take into effect Huge Power, Azuma's Atk suddenly shoots up to 436 - 2 behind Adamant Rayquaza. With a Choice Band, it rockets up to 654. Now you see why it can suddenly shift momentum for the better. Aqua Jet fired off of Atk this high gives some nice KOes: namely Heatran. Heatran would be murderous to this team without Azumarill - among Flygon/Salamence, of course - and he covers this plus many more. Sandstorm teams are destroyed by Azumarill if they don't have a check. Rain teams are often safe because of the grass types and water types, although Ferrotorn is OHKOed by Superpower. Basically, Azumarill is a nightmare if played at the right time. EV spread is pretty standard: max HP, max Atk, rest in Spe. Not exactly sure why the Spe EVs are there, but I can't be bothered to remove them.


Rash: 252 Atk/252 SpA/4 Spe
-Dragon Claw
-Earthquake
-Fire Blast
-Draco Meteor
When Salamence was finally unbanned from OU play, my first thought was "YESSSSSSS!!!", although it took me a while to realize that it was for a reason. While Salamence is good, it has trouble setting up when so many teams are prepared for it. So, after much thought, I decided to run a Salamence set that all love: the wallbreaker set.
My one-two core had a problem - in order to hit hard at both ends of the spectrum, I had to switch. Salamence allowed me to bypass that switching and waste no time ripping apart walls. Salamence has done me much good in this team, burning Ferrothorn, Quaking Heatran, dropping meteors on the ones that are neutral to all three... you get the idea. Basic all-round smashing stuff. Moves are again obvious, with Dragon Claw for reliable STAB, Earthquake for hitting steels, Fire Blast for Bronzong and Skarmory among other physically defensive Steels, and Draco Meteor for the raw power. Put it this way: wallbreaking has never been accomplished as well.


Naive: 252 Atk/4 SpA/252 Spe
-Earthquake
-Outrage
-U-Turn
-Fire Blast
Yes, now it's the turn of the traditional ScarfGon. You need a revenger when Azumarill has a suitable check? Look no further. Flygon is perfectly capable of steering my team when it comes to control over my opponent. Need an NC Heatran killer? DDMence destroyer? Scarf smasher? Flygon.
Earthquake is, clearly, Flygon's weapon of choice. Most of the time. STAB 100 points is just going to hurt. U-Turn is for scouting out, trying to restrict my opponent's Flygon counter so I can clean up with Outrage late game. Fire Blast is for Skarm and Zong and Ferro etc. Outrage is Flygon's clean-up move and can be very effective should I play it right. The EVs and nature are against Smogon's recommendations. Naive over Jolly so I can hurt more with Fire Blast and, while not a huge change, the SpD EVs have been moved into SpA.
Looking forward to any suggestions and will take all into account.