voodoo pimp
marco pimp
I'm sure the first question most of you will ask here is, "Why no Politoed?" Well, this team initially started off as a plan for the hypothetical BW2-dex metagame, where Politoed would have been banned, and when the rules were announced to be the same as last year I decided to keep the core strategy because it seemed surprisingly viable and I've always found standard teams to be boring. So without further ado, here they are!
THE TEAM
THE TEAMBUILDING PROCESS
THE POKÉMON
Tornadus@Damp Rock
Prankster
Timid, 4 HP/252 SpA/252 Spe
- Rain Dance
- Hurricane
- Focus Blast
- Tailwind
With Prankster, Rain Dance almost always goes up before the opponent can move, and with Damp Rock, it almost always lasts the whole battle unless the opponent has weather of their own. Hurricane is a powerful STAB, 2HKOing at worst almost everything that doesn't resist it, and Focus Blast gives near perfect coverage while also being one of my team's best options against Ferrothorn. Tailwind is a little situational, but can give me a bit of an extra edge if I have a spare turn where the other moves aren't useful, or if the opponent is about to take me down with priority/a faster threat.
Rotom-M@Sitrus Berry
Levitate
Modest, 252 HP/252 SpA/4 Spe
- Thunder
- Leaf Storm
- Rain Dance
- Protect
Rotom's dual STABs make short work of opposing bulky waters that would benefit from my rain or put a serious dent in any neutral target, and its solid defensive typing (with four useful resistances and only two common weaknesses in the rain) means it can set up Rain Dance pretty reliably as well. The 4x Electric resistance in particular helps it sponge a weakness that plague half my team.
Vaporeon@Mystic Water
Hydration
Modest, 52 HP/208 Def/248 SpA
- Muddy Water
- Ice Beam
- Hidden Power Grass
- Protect
Vaporeon is often overlooked as an offensive option, and I really have no idea why. If rain is up, Muddy Water absolutely destroys any team that doesn't pack a bulky Water resist or immunity, and has led to more double KOs than I can count. Ice Beam and HP Grass provide coverage but honestly don't see all that much use, and Protect is Protect. EVs are what they are because fuck if I know I'm terrible at making fancy defensive spreads.
Porygon2@Eviolite
Trace
Modest, 252 HP/212 SpA/44 Spe
- Rain Dance
- Thunder
- Ice Beam
- Recover
Another shamefully overlooked offensive option. While it lacks the speed of Tornadus or Espeon, it more than makes up for it with bulk, even shrugging off most Fighting moves not named Close Combat. Recover means it can stall out anything that can't reliably 2HKO it, letting it set up the rain over and over or deal out the pain with that wonderful BoltBeam coverage. The Speed EVs make it faster than Vaporeon, letting it set up Rain Dance before the attack.
Scizor@Flying Gem
Technician
Adamant, 252 HP/252 Atk/4 Def
- Bullet Punch
- Bug Bite
- Acrobatics
- Protect
It's everyone's favorite metal bug (at least since Genesect is banned)! Since the rest of the team is all special attackers, a physical one was pretty much mandatory at this point. You all know the set, there really isn't much I can say about it except I chose Acrobatics because Tornadus isn't always an option with Rock Slide all over the place, so a backup Flying move is nice to have.
Kabutops@Life Orb
Swift Swim
Adamant, 252 HP/252 Atk/4 Spe
- Rock Slide
- Waterfall
- X-Scissor
- Protect
Things with blades for arms are cool, right? I needed another physical attacker, and hadn't taken advantage of Swift Swim yet, so it pretty much came down to either this or the substantially less badass Armaldo. Kabutops's main role on the team is to be faster than everything and KO potential threats before they can move. Thanks to Swift Swim, it only needs minor speed investment to outspeed the entire unboosted metagame, so it has the bulk to take most neutral hits as well.
RESULTS AND PROBLEMS
So far, this team has proven very effective, winning almost all of the battles I've done since the last major change. And the majority of my losses can be attributed to me doing something stupid, usually mispredicting in Team Preview, or severe hax. Ferrothorn seems like a bit of a problem on paper, but the ones I've encountered so far tend to go down to repeated neutral hits while not doing much in response. Electric attackers, especially Rotom-W, are a major pain, so I'm gonna have to do something about that, though adding Rotom-M has definitely helped.
THE TEAM
THE TEAMBUILDING PROCESS
The first three Pokémon were left over from my BW2 team concept. Both Tornadus and Espeon are very good at getting Rain Dance going on demand every game, and Vaporeon is a solid bulky abuser.
At this point, I had a pretty obvious Electric weakness, and I figured a Lightningrod user would be the easiest way to patch it. I wanted a bulky user so it could stick around for a few rounds, and Rhydon seemed to best fit the bill.
Now I had a bit of a Grass weakness, and lacked a Steel-type to sponge Dragon attacks. Since Scizor loves the rain and solves both of those problems, it was the obvious next choice.
At this point, all that remained was the obligatory Swift Swimmer. Since I had limited coverage against other bulky waters, Ludicolo seemed to be the best option.
Now the initial lineup was complete. After some testing, I noticed two things - Lightningrod rarely saw use, and Gyarados absolutely destroyed my team. Since I've had good experiences with it in the past, I replaced Rhydon with Porygon2, and also switched Ludicolo for Kabutops since I now needed another physical attacker to maintain decent balance.
After a lot more testing, I decided that Espeon just wasn't pulling its weight, and the Electric weakness was an enormous pain. Since I also lacked strong Grass/Electric coverage for dealing with opposing bulky waters as well, I decided to go with Rotom-M.
At this point, I had a pretty obvious Electric weakness, and I figured a Lightningrod user would be the easiest way to patch it. I wanted a bulky user so it could stick around for a few rounds, and Rhydon seemed to best fit the bill.
Now I had a bit of a Grass weakness, and lacked a Steel-type to sponge Dragon attacks. Since Scizor loves the rain and solves both of those problems, it was the obvious next choice.
At this point, all that remained was the obligatory Swift Swimmer. Since I had limited coverage against other bulky waters, Ludicolo seemed to be the best option.
Now the initial lineup was complete. After some testing, I noticed two things - Lightningrod rarely saw use, and Gyarados absolutely destroyed my team. Since I've had good experiences with it in the past, I replaced Rhydon with Porygon2, and also switched Ludicolo for Kabutops since I now needed another physical attacker to maintain decent balance.
After a lot more testing, I decided that Espeon just wasn't pulling its weight, and the Electric weakness was an enormous pain. Since I also lacked strong Grass/Electric coverage for dealing with opposing bulky waters as well, I decided to go with Rotom-M.
THE POKÉMON
Tornadus@Damp Rock
Prankster
Timid, 4 HP/252 SpA/252 Spe
- Rain Dance
- Hurricane
- Focus Blast
- Tailwind
With Prankster, Rain Dance almost always goes up before the opponent can move, and with Damp Rock, it almost always lasts the whole battle unless the opponent has weather of their own. Hurricane is a powerful STAB, 2HKOing at worst almost everything that doesn't resist it, and Focus Blast gives near perfect coverage while also being one of my team's best options against Ferrothorn. Tailwind is a little situational, but can give me a bit of an extra edge if I have a spare turn where the other moves aren't useful, or if the opponent is about to take me down with priority/a faster threat.
Rotom-M@Sitrus Berry
Levitate
Modest, 252 HP/252 SpA/4 Spe
- Thunder
- Leaf Storm
- Rain Dance
- Protect
Rotom's dual STABs make short work of opposing bulky waters that would benefit from my rain or put a serious dent in any neutral target, and its solid defensive typing (with four useful resistances and only two common weaknesses in the rain) means it can set up Rain Dance pretty reliably as well. The 4x Electric resistance in particular helps it sponge a weakness that plague half my team.
Vaporeon@Mystic Water
Hydration
Modest, 52 HP/208 Def/248 SpA
- Muddy Water
- Ice Beam
- Hidden Power Grass
- Protect
Vaporeon is often overlooked as an offensive option, and I really have no idea why. If rain is up, Muddy Water absolutely destroys any team that doesn't pack a bulky Water resist or immunity, and has led to more double KOs than I can count. Ice Beam and HP Grass provide coverage but honestly don't see all that much use, and Protect is Protect. EVs are what they are because fuck if I know I'm terrible at making fancy defensive spreads.
Porygon2@Eviolite
Trace
Modest, 252 HP/212 SpA/44 Spe
- Rain Dance
- Thunder
- Ice Beam
- Recover
Another shamefully overlooked offensive option. While it lacks the speed of Tornadus or Espeon, it more than makes up for it with bulk, even shrugging off most Fighting moves not named Close Combat. Recover means it can stall out anything that can't reliably 2HKO it, letting it set up the rain over and over or deal out the pain with that wonderful BoltBeam coverage. The Speed EVs make it faster than Vaporeon, letting it set up Rain Dance before the attack.
Scizor@Flying Gem
Technician
Adamant, 252 HP/252 Atk/4 Def
- Bullet Punch
- Bug Bite
- Acrobatics
- Protect
It's everyone's favorite metal bug (at least since Genesect is banned)! Since the rest of the team is all special attackers, a physical one was pretty much mandatory at this point. You all know the set, there really isn't much I can say about it except I chose Acrobatics because Tornadus isn't always an option with Rock Slide all over the place, so a backup Flying move is nice to have.
Kabutops@Life Orb
Swift Swim
Adamant, 252 HP/252 Atk/4 Spe
- Rock Slide
- Waterfall
- X-Scissor
- Protect
Things with blades for arms are cool, right? I needed another physical attacker, and hadn't taken advantage of Swift Swim yet, so it pretty much came down to either this or the substantially less badass Armaldo. Kabutops's main role on the team is to be faster than everything and KO potential threats before they can move. Thanks to Swift Swim, it only needs minor speed investment to outspeed the entire unboosted metagame, so it has the bulk to take most neutral hits as well.
RESULTS AND PROBLEMS
So far, this team has proven very effective, winning almost all of the battles I've done since the last major change. And the majority of my losses can be attributed to me doing something stupid, usually mispredicting in Team Preview, or severe hax. Ferrothorn seems like a bit of a problem on paper, but the ones I've encountered so far tend to go down to repeated neutral hits while not doing much in response. Electric attackers, especially Rotom-W, are a major pain, so I'm gonna have to do something about that, though adding Rotom-M has definitely helped.