The Most Irritating Team Ever

This is a team that relies on hazards, status, and substitutes to make my opponent rage-quit. Even when that fails, this team is more than capable of grinding out a win through incremental advantage.

The Team

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Darkrai @ Leftovers
Ability: Bad Dreams
EV's: 252 Hp/4 Spd/252 Spe
Nature: Timid

Moves:
-Dark Void
-Substitute
-Thunder Wave
-Dark Pulse

This Darkrai is my favorite part about this team. 252 Hp and 4 Spd lets it survive Aura Sphere from most Mewtwo, and respond with Dark Void (Dark Pulse is only a 2hko). More importantly, Darkrai outspeeds most common leads and can send them to sleep with Dark Void. I then set up a substitute on the following turn. If they switch, I can hit whatever they switch in with a Thunder Wave. From there I can try to paraflinch with Dark Void (.8x.75 gives them only a 60% chance of doing something on their turn). If, on the other hand, they don't switch, Dark Pulse is a 2-3hko. This seems bad, but isn't when you take into account the Bad Dreams damage and the fact that I can easily sleep them again if they wake up. Finally, it's worth noting that Leftovers+Substitute makes stalling for parahax a real possibility. This is useful when I'm facing a threat that can OHKO me.

Strengths:
-Can prevent slower leads from setting up hazards
-Will almost always KO at least one pokemon OR cripple multiple pokemon with status
-Substitute allows me to punish opponents for switching

Weaknesses:
-Scarfogre can both outspeed and OHKO Darkrai
-The same applies to Deoxys Attack

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Shaymin-Sky @ Leftovers
Ability: Serene Grace
EV's: 252 Hp/4 Spa/252 Spe
Nature: Timid

Moves:
-Leech Seed
-Substitute
-Seed Flare
-Air Slash

Shaymin is great at beating paralyzed pokemon. It can substall for parahax, paraflinch, and subseed. Even without paralysis on its side, Shaymin-S is still a supremely annoying pokemon. It can be very tough to beat without a pokemon that can outspeed it. Grass types, who are normally the best answers to the subseeding strategy, have a hard time taking multiple Air Slashes (especially when they have to miss 60% of their turns). 252 Hp gives me 404 Hp, the magic number when it come to absorbing Seismic Toss with Substitute. Seed Flare gives me a way to break through any special wall, and hits both Groudon and Kyogre for super effective damage.

Strengths:
-Hits all weather inducers (except Abomasnow) for super effective damage with Seed Flare
-Many stall pokemon can do nothing against it
-Once it has a Substitute up, Shaymin is almost impossible to counter completely
-Beats Darkrai One-on-One
-Great at cleaning up paralyzed pokemon and coming out of the fight with a Substitute

Weaknesses:
-In spite of its 404 Hp, it still possesses mediocre defenses
-Needs to force a switch to reach its full subseeding potential
-Has a hard time dealing with faster Pokemon (Darkrai helps mitigate this)

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Forretress @ Leftovers
Ability: Sturdy
EV's: 252 Hp/176 Def/80 Spd
Nature: Bold

Moves:
-Rapid Spin
-Spikes
-Stealth Rock
-Pain Split

Forretress's job is to keep my side of the field free of hazards, and to make sure that my opponent has at least Stealth Rock to contend with. The EV's are designed to allow Forretress to tank all resisted special attacks, as well as the weaker neutral ones. Pain Split gives Forretress some extra longevity, which is important as he is my only hazard layer and spinner. I considered Volt Switch to help me maintain tempo, but decided that keeping Forretress alive was more important.

Strengths:
-Hazards are important
-So is Rapid Spin
-Solid Physical Wall
-Steel Type

Weaknesses:
-Poor Spd
-Can be set-up bait for some sweepers (Toxic might help here)
-Can't kill ANYTHING

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Giratina @ Leftovers
Ability: Pressure
EV's: 252 Hp/4 Def/252 Spd
Nature: Careful

Moves:
-Rest
-Sleep Talk
-Roar
-Dragon Tail

Giratina serves three purposes on this team. First, he is an excellent special wall with solid physical bulk as well. Second, he is a Ghost-Type, preventing Forretress from just spinning away all my entry hazards. Third, he phazes. The two phazing moves give me a 67% chance of selecting one of them with Sleep Talk. Also, they ensure that I can phaze through either Taunt or Substitute. Rest allows Giratina to shrug off status and heavy damage. Giratina has enough physical bulk to tank a Shadow Claw from the Extreme Killer, and respond with Dragon Tail or Roar. Honestly, Giratina is probably the best possible partner for Forretress in Ubers. Forretress resists all of Giratina's weaknesses, and vice-versa. Forretress sets up hazards and spins, and Giratina keeps those hazards around and takes advantage of them with phazing. Dragon Tail, Stealth Rock, and one layer of Spikes lets Giratina rack up plenty of damage quickly. The two form a solid and compact defensive core.

Strengths:
-Very bulky
-Spinblocks
-Phazes for hazard damage
-Can ignore Toxic with Rest
-67% chance to phaze with Sleep Talk
-Resists Water Spout

Weaknesses:
-Overly specialized, at times (sometimes I really wish I had Will-O-Wisp)
-Weak to two common attacking types: Dragon and Ice

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Kyogre @ Choice Scarf
Ability: Drizzle
EV's: 4 Hp/252 Spa/252 Spe
Nature: Modest

Moves:
-Water Spout
-Thunder
-Ice Beam
-Surf

Kyogre lets me control the weather and is also my revenge killer/late-game cleaner. Rain is an important weather for my team, since 3 of my pokemon have fire weaknesses. Also, it is important for me to be able to efficiently deal with threats that outspeed Shaymin and Darkrai. There isn't really that much else to say about Scarfogre, as I'm assuming everyone reading this has tried this exact same set on at least 1/4 of their teams. No points for originality, but hey, you do what you got to do.

Strengths:
-Fast and extremely powerful
-Rain is my team's preferred weather
-Can revenge kill any threat I otherwise couldn't handle

Weaknesses
-Water Spout is prone to being worn down by hazards
-Palkia can usually beat it one on one
(Yeah Kyogre is awesome)

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Arceus @ Iron Plate
Ability: Multitype
EV's: 252 Hp/252 Def/4 Spd
Nature: Bold

Moves:
-Will-O-Wisp
-Calm Mind
-Judgment
-Recover

Arceus-Steel is my set up sweeper, endgame, and my Extreme Killer counter. Max Defensive EV's ensure that I can tank whatever the E-Killer throws at me and respond with a crippling Will-O-Wisp. Also, they mean that, after multiple Calm Mind boosts, Arceus is able to easily endure both physical and special attacks. Recover prevents me from getting worn down. Steel typing gives me crucial immunities to Toxic and Sandstorm damage. Judgment is a powerful threat after a Calm Mind or two, able to OHKO or 2HKO almost anything.

Strengths:
-Burns Extreme Arceus
-Very bulky
-Extremely powerful set-up sweeper

Weaknesses
-V-Create Rayquaza
-Kyogre
-Burns

Please let me know what you think!
 
hey, cool team. extremekiller is still pretty problematic; adamant life orb versions especially. use toxic over spikes on forretress to handle it better . shifting a meager 16 defense EVs to speed allows steel arceus to outspeed positive natured base 90s, which can be useful for Jolly LO Groudon and the odd lucario. as it is your team still has huge trouble dealing with DD ray, lustrous palkia, ho-oh (rapes everything), zekrom is also troubling, although only its band set can 2hko steelceus, but everything else gets rocked by bolt strike.

a few of your spreads are inefficient too, darkrai still doesn't survive LO mewtwo's aura sphere so i don't know where you're getting that from, seismic toss from blissey is of little concern for shaymin-s, as subseeding it is fine and the SpA comes in handy for 2hkoing grass arceus, ohkoing groudon and other things.

you can't have fixes for the aforementioned threats in one pokemon but your most dispensable pokemon in terms of checking things is probably shaymin-s. you can try using a sp.def resttalk kyogre, make giratina phys.def, scarf genesect over skymin, and SR spin excadrill over forretress (for zekrom), but that is changing way too much of the team. xd also all teams are weak to lustrous palkia without a rain grass arceus.

if you dont want to change that much i suggest just taking my advice on ev spreads and moveset changes.
 
I can try to paraflinch with Dark Void (.8x.75 gives them only a 60% chance of doing something on their turn).
You are wrong, its 40%.

Shaymin is great at beating paralyzed pokemon.
Actually, he isnt. He can be easily killed if he tries to paraflinch something to death. You will need 4 attacks minimum vs everything considering there is no SpA investment, and chances of them not been able to move are 66.5%, wich means odds are against you (chances of getting 3x 66.5% in a row are 29,4%).

Seed Flare gives me a way to break through any special wall, and hits both Groudon and Kyogre for super effective damage.
First of all, he is also kind of terrible vs Special Walls mostly because they have either x2 or x4 resistance to Seed Flare, and you will need to hit them at last twice in order to be able to take them down, so a 3 attacks investment is hardly a counter for Special Walls.

Also, he is not good vs weather inducers, in fact, he is terrible vs Kyogre. He can outspeed because of Scarf (43% of them have Scarf) and Kyogre can 1HKO him via Ice Beam (83% of them have Ice Beam). He is also suboptimal vs Groudon (he cant 1HKO him and Groudon hits for 90ish, killing him after SR). And if you miss the Seed Flare (is only a 85% acc move) you lost an entired pokemon for nothing.

Finally, Leech Seed also is a suboptimal choice. You Seed them, they switch to any Scarfer and 1hko you. Even if you Substitute in that turn they can easily 2HKO you.

If you really wanna play ParaFlinch I will suggest you Jirachi:

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Leftovers
252 HP 252 SpD 4 Spe
Careful (+SpD -SpA)
- Iron Head
- U-Turn
- Thunder
- Wish

Body Slam cant touch Giratina nor Ghost-Arceus. Thunder cant touch Groudon and Excadrill. You may send Jirachi vs Ghost because he can tank them but you wont send Jirachi vs Ground Stab pokes regardless so Thunder is the way to go in this set.

The primary physical beaters are Groudon, Excadrill and Rayquaza, all of them can 1HKO you even if you play a physical defensive set so specially defensive is obviously the way to go.

On a side note, if you miss the 75% acc Burn on Arceus you lose the game. And you can be 1HKO by +1 Rayquaza, Excadrill and Groudon, and they can all do that w/o been touched thanks to no speed investment on your Arceus.
 
Right off the bat I can see Kyurem-W or Reshiram burning through your team after kyorge is knocked out. Your only 'special wall" is kyorge and that is something you must keep alive no matter what. I'm also afraid that since fortress is the only pokemon that set-up entry hazards and use rapid spin on your team that you might get pressured into situations that require to put on unnecessary damage on to one of your Pokemon. You might want to put an entry hazard on another Pokemon just to have a little more breathing room.
 
This is just a really short rate as I gtg soon. You're pretty weak to all forms of kyogre like you stated yourself, and your only way Of beating it is seed flaring from skymin which isn't very reliable considering scafed orgres. What I'll suggest is rest talk specially defensive giratina-a over giratina-o. Firstly: it solves your kyOgres weakness as it can tank two full power water spouts from scarf ogre( or specs I can't really remember). AlsO you're Pretty weak to DDray so I would suggest scarfed skymin Over your current set with hp ice and earth power over sub and leech seed. And as two scarfers are not recommended I suggest changing kyogre to specs as it still serves its purpose as a wallbreaker
 
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