Versatility+Synergy=Win

Versatility+Synergy=Win


Hey guys! Welcome to my RMT! Most of you guys, if not all, probably don't know me but I still hope you enjoy critiquing my team. Thx!

My first team that I ever felt that was good enough to ever be put on Smogon was a VoltTurn team that had done me great success. That team has been shelved for quite a while now it i thought I should take it back out and polish it off to fit with today's meta.
Anyways, this team focuses around some of the most versatile Pokemon in the game that can play multiple roles on teams. Add good synergy among my team members along with the momentum gained with VoltTurn comes together for an amazing formula that keeps the opponent guessing what I might do next. It also uses Rotom-W to bait out certain "threats" such special walls(pink blobs etc), bulky waters (slowbro, jellicent. They aren't big problems though), grass types (amoongus, celebi) opening many chances for my team to switch in and out fairly safely.



TEAM BUILDING PROCESS:
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Since the team was pseudo VoltTurn, I thought it would be pretty crucial to put Rotom-W on here, just because it does its job so well and is so damn good!


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One thing Rotom-W struggled against was fricking Blissey and Dragons. I chose to go for a more creative route and went with Cobalion dues to its amazing physical bulk and fighting typing to completely destroy Blissey. Due to its steel typing, it handled dragons with relative ease and can hit back hard.


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Another thing Rotom is completely walled by is Gastodon, Swampert and Ferrothorn so I needed something to stop them from blocking Rotom-W. Celebi fit perfectly in this role because it was could threaten the former and will completely wall the second.


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Now that I got my anti-Rotom-W counters,I focused on some things that could help the team function better. I started off with Hydreigon with its great coverage and power, it made a good, reliable wall breaker. It also offered a welcome Ground immunity and didn't have a crippling 4x weakness to ice.


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I really wanted to use Infernape after people were saying how bad it was in the chat. "It should be moved to UU", someone said. I was mad alright. Don't talk to my ape like that. On a different note, it fit very well on the team too with its great 108 speed and phenomenal revenge killing abilities that no one ever sees. Mainly because ape isn't used too much.
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I wanted something that could set up hazards and spin any way. The best Pokemon for the job was Forry, the go to guy for spinner+hazards. It was doing very well but I felt it needed some improvements.
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Despite how well my team was doing, I found Forry very akward on my team. Most games, I'm not able to get up Spikes+Rocks and when I did, half of the opponents team wasn't effected by it and 2/3 of the other half that do get affected was already dead. Forry was becoming my designated death fodder and was proving to be useless. Until suddenly I realized I should use NBZ's Aggron, and it did incredibly well. It could set up rocks, kill something or severely hurt it (sometimes all 3) and lifted up a lot of pressure and was able to give me the early game momentum. Suddenly, the opponent was forced to play much more catiously and had to make risky plays in order to win.



IN DEPTH:



Rotom-W@ Leftovers
Trait: Levitate
248 HP/120 SpA/52 SpD/88 Spe
Modest Nature
-Hydro Pump
-Volt Switch
-Hidden Power Ice
-Pain Split


Why This Poke: The core and heart of this team, without it, this team has a hard time switching into attacks. It's only weakness to Grass type attacks, a type that is resisted by 7 types, opens many opportunities for team mates to switch in relatively safely. In this team, Rotom-W shows off is ability to run different spread with the same old moves making hard to predict what it might do next.

Item: I chose lefties for the very nice residual recovery and really helps because Rotom-W doesn't have a reliable recovery move. I don't appreciate Life Orb recoil and Choice items restrictions. All the other itmes I don't exactly have a use for.

EVs: Just a semi bulky special sweeper spread really. Almost max HP to get some form of bulk going on and some special attack EVs to be able to hit relatively hard. The speed is just to be able to outspeed adamant Scizor while still keeping some special bulk as well.

Moves: Hydro Pump dents many things that aren't resisted, Volt Switch is just incredibly spam-able against teams without ground types, but with water and ice coverage, they aren't much of a problem if Ground types are present. Hidden Power Ice is meant for handling Dragons and Ground/Flying types and Pain Split offers some form of recovery.



Cobalion@ Choice Scarf
Trait: Justified
156 Atk/96 SpA/4 HP/252 Spe
Naive Nature
-Close Combat
-Iron Head
-Hidden Power Ice
-Volt Switch



Why this Poke: I think Cobalion fits pretty well with Rotom-W and proves many times to be useful. Its resistance to Dragons, Grass types, Ice types, rock types, just to name a few is always a plus. I prefer Cobalion over other musketeers due to its better physical bulk and isn't weak to SD Scizor, unless its running Superpower. Being a steel type, it had an immunity to Toxic so it gives safe switch ins. Its also unpredictable, being able to be a physical wall, mixed attacker, physical attacker etc.

Item: Choice Scarf Cobalion is really appealing to me for some reason. Its almost exactly the same as Terrakion as I mentioned but it is a bit bulkier and can effectively revenge kill dragons. Choice Scarf is obvious though, since I'm running a scarfer.

EVs: I have enough attack investment to still be able to hit hard with my STABs and enough special attack EVs to be able to OHKO Mence, who is honestly one of the scariest things in the world. I just dumped the rest into HP for whatever reason.

Moves: Close Combat and Iron Head are for STAB and very reliable power. HP ice is very important in order to revenge kill weakened dragons that are incredibly weak to ice like Chomp, D-Nite and Mence. Volt Switch is their to be able to provide some momentum and so I'm able to switch into appropriate checks/counters.






Celebi@ Leftovers
Trait: Natural Cure
252 HP/252 SpD/4 SpA
Calm Nature
-Giga Drain
-Psychic
-Hidden Power (Fire)
-Perish Song


Why this Poke: One word: versatile. Celebi is incredibly versatile with its wide support movepool. T also served as a very reliable Breloom and Keldeo counter, both huge threats in the meta. I really wanted a designated Perish Song Pokemon in order to counter Baton Pass teams as well. Celebi did a very nice job of getting rid of troublesome grass and water types that gave the rest of my team some problems.

Item: Special Wall, so I needed an item a wall usually uses which was lefties. I don't think I really need to explain lefties too much.

EVs: I decided to go for a specially defensive set because of all the rain teams rampant. I decided to use the specially defensive spread because I needed something that could be able to sponge hits relatively well from rain teams and other special attackers as well.

Moves: Giga Drain is used to be able to hit bulky water types that could potentially cause Rotom-W some problems. Psychic is nice for middle ground if I need to target Keldeo but don't want anything to have a safe switch in with Giga Drain and works against fighting types in general. Hidden Power Fire is to be able kill Ferrothorn much more easily and allowed me to able to kill other bulky grass types like opposing Celebi and Amoongus. Perish Song, like a said before helps me beat Baton Pass teams and limits set up sweepers. Also, in situations where the opponent has one last Poke that my counter to it isn't alive anymore, I can clinch the victory in 3 turns.





Hydreigon@ Life Orb
Trait: Levitate
252 SpA/252 Spe/4 HP
Modest Nature
-Draco Meteor
-Earth Power
-Flamethrower
-Roost

Why This Poke: I wanted something that could break through walls and even break other pokes. With its wide coverage, everything fears being hit with strong attacks. It's ability Levitate gave me a ground immunity that hurt Infernape and Cobalion and prevented opponents from spamming EQ. At the end of the day, Hydriegon breaks walls and it breaks them well. Unlike some other dragons, Hydreigon doesn't have a crippling x4 weakness to ice and has better coverage than Lati@s.

Item: I chose Life Orb since it gave me the freedom of being able to switch moves and gave a very big boost. Having each attack boosted is very nice.

EVs: Standard special sweeping set. I chose Modest since most dragons these days choose to run speed over power and this helps Hydreigon's wall breaking prowess.

Moves: With this set, nothing is able to hide behind unless its pink and white. Draco Meteor is great neutral STAB, only resisted by steel types. Flamethrower and Earth Power rounds off Hydreigon's coverage against the steel types in hopes that they can sponge a dragon type attack. Roost is great if I'm able to grab myself a free switch in and helps me preserve Hydreigon with all the Life Orb recoil.



Infernape@ Choice Scarf
Trait: Blaze
252 Atk/252 Spe/4 HP
Jolly Nature
-Flare Blitz
-Close Combat
-Stone Edge
-U-Turn

Why This Poke: Overall, Ape has always been underrated but when used correctly, Ape can gain lots of momentumthroughout the battle. Not only that, but it can completely wreck grass types that wall Rotom-W and its fighting typing is very nice coverage overall. It's speed and versatility can keep the opponent guessing what I'm running lexactly. It's all about the pressure and versatility.

Item: I know I'm running a scarfer in Cobalion, BUT, I have very good reason to do so. I'm not sure if its the team itself is so good or if its be because I'm running 2 scarfers. Revenge killing is vital in battle and having the option of 2 is just priceless. It allows me to be able to play aggressively with both of them. Knowing that I can VoltTurn into the other scarfer and pretty much guaranteeing that I will outspeed, I make predictions very securely.

EVs: Standard Offensive Ape. Nothing much to say. I chose to run a Jolly Nature so that I can effectively revenge kill certain threats.

Moves: The moveset is very self explanatory I feel. Close Combat and Flare Blitz are reliable STAB to hit hard with. Stone Edge is so I can kill +1 Volcarona. Finally, since this team is a pseudo VoltTurn team, it was necessary that I run U-Turn for scouting purposes.

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Aggron@ Custap Berry
Trait: Sturdy
252 HP/252 Atk/4 Def
Brave Nature
-Stealth Rock
-Rock Slide
-Endeavor
-Metal Burst


Why This Poke: There honestly isn't anything about Aggron that makes it better than the standard Stealth Rockers you normally see. I was more interested in its very special moveset which I'll explain later.

Item: A very special item, if the holders health is below 25%, on the next turn, it's next moves priority will be +1. Very handy with Aggron's Sturdy ability.

EVs: Max HP just for some form of bulk and to increase how much I can deal with Metal Burst. Atk investment is if I need to go for raw power and need to go for Rock Slide. I does the rest of the EVs in def (doesn't really matter where I put it). Brave Nature is to increase Attack but lowers my speed to make sure I always go last.

Moves: This is the most important part of this Pokemon is its moveset. For all of you that watch YouTube, you'll probably know that this is NBZ's concoction. It works incredibly well and catches many off guard. I'm willing to bet that each day I use it on Showdown, I always see them say, "What the f just happened?" It really satisfying. Stealth rock and Rock Slide are just standard. If I see an open opportunity, I can go for either or, depending on which is more valuable to me. The next two are special. The plan is always:

1.Take a hit and retaliate with Metal Burst to knock out the opposing Pokemon while Aggron lives on 1 HP, thanks to Sturdy.
2. As long as the opponent doesn't sending out a priority user, my Custap Berry activates and allows me to get 1 turn of priority. Then I can go for Endeavor to bring the opponent down to 1 HP as the kill me off.
3. Revenge kill it with one of my Scarfers.

There, 2 Pokemon finished in under 5 turns. Aggron is a beautiful creature and is so consistent in every battle.




Anyways, please leave suggestions and give me any thoughts on my team!


IMPORTABLE:
Rotom-Wash @ Leftovers
Trait: Levitate
EVs: 248 HP / 120 SAtk / 52 SDef / 88 Spd
Modest Nature
- Hydro Pump
- Volt Switch
- Pain Split
- Hidden Power [Ice]

Cobalion @ Choice Scarf
Trait: Justified
EVs: 4 HP / 96 SAtk / 252 Spd / 156 Atk
Naive Nature
- Close Combat
- Iron Head
- Hidden Power [Ice]
- Volt Switch

Celebi @ Leftovers
Trait: Natural Cure
EVs: 252 SAtk / 220 HP / 36 Spd
Modest Nature
- Giga Drain
- Hidden Power [Fire]
- Psychic
- Perish Song

Hydreigon @ Life Orb
Trait: Levitate
EVs: 252 Spd / 252 SAtk / 4 SDef
Modest Nature
- Draco Meteor
- Flamethrower
- Earth Power
- Roost

Infernape @ Choice Scarf
Trait: Blaze
EVs: 252 Atk / 252 Spd / 4 SDef
Jolly Nature
- Close Combat
- Flare Blitz
- U-turn
- Stone Edge

Aggron @ Custap Berry
Trait: Sturdy
EVs: 252 Atk / 252 HP / 4 SDef
Brave Nature
- Rock Slide
- Stealth Rock
- Endeavor
- Metal Burst

And if anyone wants to add me as a friend, please do so! I'd love to get to know some people here on Smogon (well, anywhere in general)! Thanks for reading!
 
You don't have to bold everything are you trying to make us blind?

Well first off I suggest changing Rotom-W's spread to 232 HP/ 56 SpA / 220 Spe to outspeed max speed base 70s such as Breloom and Politoed and neutral base 80s like Mamoswine and Dragonite and those sitting at odd speed tiers such as Heatran and Gyarados for neat OHKOs with appropriate STABs. You also really want to choose between HP Ice and Pain Split in favor of Will-o-Wisp. I recommend HP Ice as it allows you to nail Breloom or Dragonite with Will-o-Wisp and promptly 2HKO them both with it while weathering their weakened physical blows (Breloom, for instance, fails to 2HKO with Bullet Seed once burned, assuming a total of 6 hits). Will-o-Wisp is excellent on Rotom-W because it allows it to cripple so many things that would be problematic for your team, such as Terrakion and Garchomp, both of which fail to OHKO Rotom-W with their Base 120 STABs assuming a Jolly nature.

Choice Scarf Cobalion is bad. Just bad. If you need a revenge killer, use Choice Scarf Terrakion, who is just superior in almost all aspects. Even Choice Scarf Garchomp is better, as it takes on slower Dragons very well. If you need something to combat Dragons, which I believe your team desperately needs, use Defensive Cobalion. HP Ice checks Dragons great, and Volt Switch gives you a decent defensive core in CobaRotom. HP Ice also notably 2HKO's Gliscor, allowing you to take him down on the switch. Speed EVs to outspeed positive base 70s, as above, while the rest is dumped into physical bulk. You can consider also a specially-oriented spread to better combat Lati@s.

Cobalion @ Leftovers
Trait: Justified
252 HP / 208 Def / 48 Spe
30 Spe IVs
Bold Nature
- Thunder Wave
- Stealth Rock / Taunt (Aggron probably doesn't get rocks up very well)
- Volt Switch
- HP Ice

Give Aggron 0 Def IVs and 0 SpD IVs and a hindering nature in either to maximise Metal Burst damage. Honestly, Aggron sucks and smart people would just use him as setup bait since the best he can do is spam Rock Slide. He doesn't even set up Rocks if he really wants to take something down. Anyway, since you like him so much he is decent for the surprise factor so use him unless your team finds that having something like Custap Forretress providing you with reliable hazard support is better (which it probably is).

I'll just leave this here.

Forretress @ Custap Berry
Trait: Sturdy
252 Atk
0 Def IVs / 0 SpD IVs
Brave / Lonely Nature
- Stealth Rock
- Spikes
- Explosion
- Gyro Ball / Rapid Spin
 
Hey, thanks for the rate! To answer your question, no, I made everything bold so that people could read it better, not to blind them...

I will definitely try out your Rotom-W spread and see how it works out for me. Many of the things you me though would never switch in on Rotom-W since I have a potential move that could cripple them or OHKO them on the switch (WoW, Volt Switch, Hydro Pump, HP something, etc.). Even though WoW does seem very appealing for its effects, however,it is very unreliable to me since I have terrible luck with status and tend to miss it. A lot. Pain Split is crucial so that I can keep Rotom-W at a comfortable amount of HP. Like I said, it is needed to open up safe switch ins to my other Pokes.

About Choice Scarf Cobalion, I know it isn't the best thing out there but if I wanted the best revenge killer out there, I might as well make a standard team. I really like the synergy it has with the rest of my team and Volt Switch is very nice to take a weakened for out and leave a safe switch into one of my other pokes. If I encounter any problems, I'll change it.

And for Aggron, yes, I'll give it 0 defensive IVs so thank you. I will pass on the Forretress though. I have tried Forry out before but with a lot of things running around with HP Fire, it doesn't get the opportunity to shine and is free set up bait. Even more so than Aggron. This team honestly doesn't need hazards too much, even though its nice (you could say the same about all teams anyways) but not a need. If I do need to set up rocks, I have a guaranteed turn with Sturdy anyways. Aggron and Forry are almost the same thing anyways except Forry is more support and Aggron is more offensive.

Once again, thank you for the rate.
 
Hi RoyalBlue,

I'll start saying that I agree with Box's suggesstion of changing Cobalion' s set. However, I would try a Mixed attacker spread: you don't really have ways of eliminating Gliscor, Since he can setup Substitutes and outstall your Pokemons. Yes, you have Rotom and Celebi, but, accordingly to the usage stats, Gliscor's more common teammates are able to beat them (especially since you don't run BP on your Celebi, ehich means Tyranitar has an easy time). Also, apart from bulk, the only thing the Defensive set sports over the Mixed is TW, which you don't need so much: the pikes that are intended to sweep lategame are already fast, since Hydreigon is meant to wallbreak. Also, the defensive spread doesn't outspeed Lucario and is instead OHKOed (the same applies to Garchomp, Darmanitan, Haxorus, ...). Finally, the Mixed set can tie with Terrakion, Keldeo and friends, which can be huge in a pinch.
Another weak point in your team is the susceptibility to Chlorophyll sweepers (Venusaur in primis), since you don't have a weather changer: versus a rain team, Celebi is overpressured, since a lot of moves commonly found on rain teams can threaten Rotom.
I'd also give Baton Pass > HP Fire to Celebi: I know baitkilling Ferrothorn and Forretress is great, but being trapped by Tyranitar isn't worth the tradeoff.
Than, I find strange to see Infernape used on a weatherless team. Really, it is not really useful with all the rain around. Also, having two scarfers limits your flexibility quite a bit. This is why I suggest changing Infernape for a Scarf Gothitelle: it would give you insurance against Fighting types (Breloom, Terrakion and the likes), a way to cripple opponents like Hyppodown with Trick, which is useful against certains defensive cores you're weak to, and a trapper, which would help a lot given the offensive nature of the team. The cons of this choice is the loss of one of your two late game sweepers, since Rotom and Hydreigon are slow.
Finally, I think that, given the Volturn core, you would benefit from having more hazards down; this is why I think you should try Custap Skarmory of Forretress instead of your current Aggron (heck, I think even Bastiodon is better since it has Magic Coat. I'm joking, obviously).

Sorry for any errors with my English, but being Italian usually means you have trouble with the language.
 
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