Vietnam

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V1.0
Being a Canadian, I don't know much about the war in Vietnam (bad excuse, though...), but as far as I know, it was a failed attempt. Right? Well, I named my team this because it was a failed attempt as well. After taking a break from Pokemon for Brawl, and many other things, I was hoping to get back into the game. I think I can learn a lot by posting an RMT of a "failed" team idea. People can point out why the team did badly, or at least, worse than I had expected, and offer suggestions. The idea of the team was U-turn; I'll try to keep the upper hand as far as matchups go, by perpetually using U-turn/Baton Pass. This may lead to some interesting mindgames. For example, having Infernape in on an opposing Blissey (after he has figured out that I spam U-turn) presents an opportunity for my opponent and I to flex our mental muscles, and predict what move the other will make. But I should save any large explanation until I have displayed the team.

V2.0
I have made some revisions; I replaced Blissey with Spiritomb, and gave Infernape a Life Orb over a Choice Band.

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Flyboy (Flygon) @ Choice Scarf
Naughty | Levitate
EVs: 252 At, 120 Sa, 136 Sp
-Earthquake
-Draco Meteor
-Stone Edge
-U-turn

If you look through the list of Pokemon that can learn U-turn, you'll notice that most of the viable Pokemon are Flying-types, with some Bug-types thrown in there. This means that Ice, Rock, Electric, and Fire are great resistances to have on this team. There are only two Pokemon that learn U-turn who also resist Rock, so I just about had to have either Jirachi or Flygon on my team if I wanted to let most of my Pokemon use U-turn. Despite being generally inferior to Garchomp, Flygon learns U-turn, so he fit with my team much better than the land shark. One thing I wanted when I started to make this team was a quick U-turning lead, and I think I accomplish this with Flygon, who has performed well for me. If Flygon can't take out my opponent's lead, I just U-turn, and choose the correct Pokemon to counter what Flyboy can't. Having a quick lead that U-turns generally gives me an advantage early in the game, which can be crucial for an offensive team (I think). Yes, I this team isn't as offensive as I would have liked, but I'll talk about that later. Anyway, having a U-turner for a lead is great, but how does it perform later? Well, it's a nice set, but I wish Garchomp had U-turn. :P Well, maybe not, but I find that the speed isn't always enough, and it's not as if I can take any points from attack or special attack, Flygon needs those dearly. There's no point in hitting first if you can't even OHKO Deoxys-A. I remember when beating ScarfCross was good enough... now I have to deal with frickin' Timid ScarfGar? >.<; Flygon performs well in the initial matchup, well enough when he reappears, and provides some key resistances. I just wish he either had a bit more speed or power.

The nickname should be simple enough to figure out. Flyboy is a casual name for a pilot, and it fit, since Flygon and Flyboy's first three letters match, and since Flygon looks like he's wearing goggles.

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Hanuman (Infernape) @ Choice Band
Jolly | Blaze
EVs: 252 At, 252 Sp, 6 Hp
-Close Combat
-Flare Blitz
-Thunderpunch/Stone Edge
-U-turn

I also wanted one overpowered U-turner on the team, to really wear down the opponent before making a final sweep with one decently powerful Pokemon. I think Infernape fills both of those requests. His typing may not be the greatest, but he fits well with the team better than you may think. Fire and Ice resistances are great for my team, and I can afford some sloppiness when it comes to type combinations; Infernape is the only Pokemon here with more than two weaknesses. Anyway, physical LO Ape is pretty beastly. He knocks a good third off Cresselia with U-turn, who is an extremely common switch-in. Flare Blitz can sometimes be troublesome, especially with Life Orb, but it prevents the limitations that the Choice Band places on U-turners. For those who don't know what the limitations do, they basically force a Choice'd U-turn recipient with U-turn in a moveslot to continue using that move. If your opponent knows this, it can get you into trouble. I chose Stone Edge over Thunderpunch because I already have Zapdos for a better Gyara killer, and Stone Edge pairs better with Close Combat (I won't want to be using U-turn as a combat move too much, or Flare Blitz too early).

I believe Hanuman is a Hindu Monkey God.

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Horus (Zapdos) @ Leftovers
Modest | Pressure
EVs: 220 Hp, 252 Sa, 36 Sp
-Thunderbolt
-HP Ice
-Roost
-U-turn

I wanted something that could take hits from all of the overpowered Fighting types and CC users out there, and I also needed a special sweeper (not that I build teams by roles, but it's still good to keep a balance, so you can't throw the whole thing out the window...), so Zapdos popped out at me. While he isn't a Bold version (as Bold ones generally aren't as offensively powerful...), he can take hits well enough, and then Roost them off. If they stay in, I'll be Pressure stalling their CC power, and gaining a little bit of Hp every turn. If they switch, I'm back up at full health, and ready to U-turn the Blissey they shoved in there. The EV spread might be a little weird, but I really think that it's the best for a Modest Zapdos, more specifically, one with Roost. 36 speed allows me to get the jump on anything trying to beat Jolly Tyranitar (which, although I haven't seen many Jolly T-tars, seems to be a common number to go for), a good speed number to hit, at a low EV cost. The only thing I miss outspeeding between this, and 252 speed, is SpecsLuke/SD Luke. The 220 EVs in Hp have served me much better than they would have in speed. Still, he's not as defensive as I originally thought he would be, and though he sits pretty, taking only 32% - 38% from CB Hera's Close Combat, any residual damage can really screw him up. I have considered taking some from special attack, and putting it into Defense, or Hp, or some from Hp to put it into Defense, but I really don't know how much, or if I even should. Opinions here would really be appreciated. Other than that, this is a pretty standard Zapdos. U-turn is fairly weak on him, but damage isn't the primary goal when using that move. I had wanted to use Zapdos ever since his typing really screwed me up a couple of times, and he has proven himself useful.

Horus was the name Anti gave the Zapdos in his Wifi shop, and since I used his as a substitute for a while (Timid Zapdos... pff), I decided to keep the name for my Modest one. As far as I know, it's the name of some Thunder God...

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Ness (Vaporeon) @ Leftovers
Bold | Water Absorb
EVs: 188 HP, 252 De, 68 Sa
-Surf
-Ice Beam
-Wish
-Baton Pass

For a tanky Pokemon, Vaporeon is offensive enough. I really wanted to use Baton Pass and Wish, however, as Vaporeon benefits from being able to heal herself, and this team could potentially take a lot of passive damage from entry hazards, due to switching. Baton Pass should be obvious, especially while paired with Wish. The Surf and Ice Beam combo is decent, but I don't know if I should switch Ice Beam for Hidden Power Electric, or not. I would like some opinions. I can usually handle Gyara with Zapdos, but I have a couple of ways to deal with Garchomp, too (though I guess you can never have enough). Opinions? The EV spread is standard, and it works, though I haven't tried out any variations. This is/was (sorry for all of the tense changes, I'm not so great with those) my first time using Vaporeon, and I have to say that I like him. Water Absorb can be very useful. Though the Suicune analysis says that Vappy stops the wet wolf cold, I find that neither can do much damage to either, and usually lead to Struggle Wars. I don't even think that HP Electric would help all that much. But that's not too big a deal, I can usually land a good hit with Infernape, or sacrifice Forry to take it out. I think that I would enjoy an extra moveslot on Vaporeon, though, since I often wish for Protect. The attack type combination is easily walled, too.

The nickname was kind of a Joke. A friend had named his Vaporeon "Lucas" (Super Smash Bros. Brawl, Mother 3), so I decided to name mine "Ness" (SSBB, Mother 1&2), another character in the same series. I guess I should have named him "Claus" (Mother 3, Lucas' twin), but I like "Ness", because it alludes to that sea monster thing.

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Dizzy (Forretress) @ Leftovers
Impish | Sturdy
EVs: 252 Hp, 162 At, 96 De
-Stealth Rock
-Rapid Spin
-Explosion
-Earthquake

The first thing I looked for was a Rapid Spinner and a Spiker/SRer, and since few-none of them can U-turn, I thought it would be best to bunch the two roles together into one Pokemon, and make that the Pokemon that was out of place. Really, though, Forretress fits the team better than most. He can save the other five (especially Zapdos) a whole lot of trouble by wiping off any Spikes or Rocks, and adding his own Rocks, to further abuse this team's high switching style. Though I often curse it's Rock and Ground neutralities, it performs well as a physical tank if I need one. It's job is mainly to keep my opponent's rocks off the board, place it's own, and then Explode when I feel that the entry hazards will remain in my favour, taking down any of my opponent's more threatening Pokemon. Earthquake is a pretty standard move on Forretress, but I have considered replacing it with Gyro Ball, lowering the speed, and using Macho Brace. After some careful thought, I decided that Leftovers were too valuable, even on something that wasn't meant to live forever. This isn't a closed matter, however; that's why I'm posting an RMT. :)

Dizzy? Get it? 'Cause it's a spinner... ? Eh?

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Phantasm (Spiritomb) @ Leftovers
Careful | Pressure
EVs: 252 Hp, 116 Sd, 140 At
-Pursuit
-Sucker Punch
-Will-o-wisp
-Pain Split

My Blissey replacement. I had some troubles with a couple of key Pokemon, Lucario being one of them, and decided that Spiritomb could fit here. Pain Split has proved more reliable that it is made out to be. Right now, this is just the standard, but I will likely deviate in the future. Spiritomb does a great job of burning things that otherwise might break through my defenses (Garchomp, Mamoswine, Lucario), but as it isn't a lead, and doesn't need to worry about burning Enemy Weavile leads, etc., I might switch to Hypnosis. I was considering a sleep talker, but it would lose it's ability to status, and reliably Pursuit, if I opted for superior coverage and status absorption. I have to say that my dislike of Spiritomb has lessened of late, after checking him out more thoroughly, and trying him. Exchanging a Fighting weakness for an immunity may also open doors for other Pokemon switches.

A phantasm is an apparation, illusion, or spectre.

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So, that's my team. The explanation of how they work in tandem should be sprinkled in and around the individual explanations. While it may not "fail" as much as I originally said it does, it still missed the mark. I would appreciate any and all suggestions that help me fix this, or learn, because that's why I'm having you RMT something old. Thanks in advance for all your help! Edits will come as necessary.
 
I'm using Aldaron's little "guide" that he put up in his stickied thread, but I'll be adding a bit onto it for this RMT.

The typing of this team seems to be very good. You resist everything in the game at least once, and you only have one shared weakness, which is Ice (Flygon and Zapdos). You don't really have to worry about special threats due to Bliss being on your team, and Forretress + Vaporeon can handle most physical threats. The general typing is shared well.

Offensive Threats:

Sub/SDChomp: Both Vaporeon and Forretress can take on Chomp at least once, but because Vappy just isn't defensive enough and Forretress doesn't have a recovery move, you'd have to get rid of it quickly. Jolly Chomp's SD Outrage with Life Orb OHKOs Vaporeon, so that screws you over quickly. That leaves you open to switch in Forretress and Gyro Ball or Explode, but you then lose a major team member (due to its Wish Passing). ChainChomp won't cause you as much trouble, however, once you find out that it is in fact a ChainChomp.

SDLuke: As with Chomp, this will cause you a lot of trouble. An Adamant LO +2 Close Combat will do 94% to Forretress max, leaving you one turn do damage it (EQ won't OHKO, iirc), and then whatever you switch in to kill it will be taking a powerful Extremespeed to the face.

Non-Bulky DDGyara: This also follows the same trend. A +1 Stone Edge OHKOs Zapdos, which leaves you to exploding with Forretress.

LO Super Effective Deoxys-S: I have never faced one of these, but I think once you figured out its moveset, you wouldn't have much trouble with it. If it doesn't run Flamethrower (does it even learn that), then Forretress could OHKO with Gyro Ball.

Wobbuffet: I don't really get why this is here - what can you do against Wobba? I guess overall your team does decently because of the large amount of U-turners you have.

LO Mamoswine: Forretress counters this decently, but takes a large chunk form EQ.

Mixape: You can only revenge kill this thing. Zapdos is OHKOd by +2 Flamethrower, so that leaves you with outspeeding and OHKOing with your own Ape (which has more speed than Mixape) or hitting it with EQ from ScarfFlygon.

General ability to deal with switched in BandCross or SpecsMence: Blissey deals with SpecsMence. You have Zapdos as your Fighting counter, but CBHera can absolutely destroy it, and Forry just can't take all those powerful hits all the time.

Can it deal with Baton Pass: You have no PHazer, or even Hazer, to get rid of Ninjask, and both Ape and Flygon fear switching in on Togekiss due to HP Ice or Air Slash. Blissey can Paralyze it, but that's only if it gets lucky.

Do specific, non gimmick teams, like rain or trick room, pose unusual difficulties: The problem with Trick Room teams is that you have to be very defensive to beat them; if you run an offensive or not-so-defensive team, and you don't have anything that is extremely slow, then they can cause an immense amount of trouble (urgh, Guts Ursaring...). I don't see you having trouble with Rain Dance teams (Vappy), and the most common Sunny Day team, featuring Heatran (and often Tangrowth) is stopped by Blissey and Vappy save for a well placed Explosion.

LO Mixape + LO Gengar: Blissey can take on Gengar, but not Ape. Vappy can take on Mixape somewhat, and fares better with Gengar than Bliss does with Ape. However, if one or the other dies, then this combo could wreak havok.

LO Mamoswine + Heatran: Bliss can take on Heatran, and Forretress/Vappy can take on Mamo somewhat.

Magnezone + Physical Sweeper: The only Steel type you have is Forretress, which isn't greatly troubled by Magnezone (it isn't OHKOd), meaning you can OHKO with Earthquake. However, if you do lose Forretress, then something like DDMence or DDNite will cause a lot of trouble.

Defensive Threats:

Skarmory + Blissey + Cresselia: Zapdos can take on Skarm, Forretress and Ape can take on Blissey (Forry would just love to be paralyzed to get that Gyro Ball boost), and Bliss can outstall Cressy some of the time. The cool thing with this is that you can constantly U-turn around and cause damage while they switch their counters in and out.

Reflect Calm Mind Suicune + Curse Snorlax + Wish Light Screen Jirachi: Vappy completely takes care of Cune, and Flygon can 2HKO Jirachi with Earthquake (I think CB Flare Blitz OHKOs Jirachi as well, and can Close Combat Snorlax - out of all of them, this would be the best reason to go from CB to LO on Ape, so you can switch around and hit these guys with your much-needed type coverage).

Knock Off Gliscor + Wish Vaporeon + Thunder Wave Magnezone: Blissey beats out Vappy and Magnezone (save for Explosion again), but Gliscor's constant knocking off your items will be a pain in the butt. None of your team-members can really stand to lose their items (even Bliss really likes her Lefties).

Restalk Lava Plume Earthpower Heatran + Leech Seed Celebi + Rapid Spin Starmie: Blissey can take care of this problem with a little help from its team-mates (Flygon can switch in on Earthpower and resists Fire, Ape can OHKO Celebi and can switch in on Leech Seed, etc.).


Seeing as there are quite a few problems, there really is no one "main-fix". However, most of your problems lie in being unable to take more than one or two hits from sluggers such as SDLuke/Chomp. Adding in Gliscor over Forry could help you fix that problem - it can lay out SR, U-turn, Roost, and Ice Fang, but won't be able to Rapid Spin. It will give you another 4x Ice weakness, though, but I don't really see that mattering, as Vappy can take the physical Ice attacks and Blissey the Special. This really helps with your CBHera and SDChomp/Luke weaknesses.

Skarmory could be used over Forretress would still allow you to recover HP and lay out Spikes or SR, and also gives you the added ability to PHaze your opponents (especially things like Curselax that could give you a lot of trouble otherwise). You do gain an Electric weakness, but 99% of the Electric moves on teams are special, and thus dealed with by Blissey (unless it's something like Mixed E-vire). By choosing either Gliscor or Skarm over Forry, you lose the ability to OHKO an incoming Gengar with Gyro Ball (as long as you're T-waved or decide to run Macho Brace).

Nothing on your team can really handle Mixape - you can really only revenge-kill it. A more defensive-minded EV spread on Zapdos, possibly paired with a Calm nature, would help you fix that problem (although if you switch in on SR, or if your opponent uses Fire Blast over Flamethrower, you're pretty much screwed anyways).
 
I'm using Aldaron's little "guide" that he put up in his stickied thread, but I'll be adding a bit onto it for this RMT.

The typing of this team seems to be very good. You resist everything in the game at least once, and you only have one shared weakness, which is Ice (Flygon and Zapdos). You don't really have to worry about special threats due to Bliss being on your team, and Forretress + Vaporeon can handle most physical threats. The general typing is shared well.
Typing is always a big priority when I make a team. If the typing wasn't good, I really would've failed.

Bam said:
Offensive Threats:

Sub/SDChomp: Both Vaporeon and Forretress can take on Chomp at least once, but because Vappy just isn't defensive enough and Forretress doesn't have a recovery move, you'd have to get rid of it quickly. Jolly Chomp's SD Outrage with Life Orb OHKOs Vaporeon, so that screws you over quickly. That leaves you open to switch in Forretress and Gyro Ball or Explode, but you then lose a major team member (due to its Wish Passing). ChainChomp won't cause you as much trouble, however, once you find out that it is in fact a ChainChomp.
That last sentence was funny, because that's generally the same with every team. :P But, yeah, over any other Garchomp, I have no trouble with ChainChomp. And about the second sentence... yeah, a Guts activated, CB Facading Ursaring with +6 Attack does, too. :P Arguably, there is no "perfect" Garchomp counter. I'd counter it with a combination of prediction and Pokemon. If I expect an EQ, I switch in Flygon for the (maybe surprise?) outspeed and OHKO with Draco Meteor, or possibly even Zapdos with HP Ice, though I probably won't be able to take a LO SD Outrage if he's packing. Against Dragon moves, I can switch to Forry, and Explode (it's his job, take the crap I can't handle), hoping he doesn't Fire Blast first (this can all be tested, of course, with chain switching). With an offensive team, my job is to be good with prediction, and stay on the offensive. With this kind of team, I can often even assume that I have a favourable matchup. For example, Vappy can't really handle Garchomp when it has to switch in before Ice Beaming, but Garchomp will likely flee if Vaporeon comes in on the same turn as the land shark, giving him a free turn to get a Wish off. That Salac Garchomp is tough to handle, but I hope to be able to count on Zapdos, who has a nice high special attack rating, and a good chance of OHKOing even bulky Garchomps if SR is up. Vaporeon falls into the Salac trap, but has a small chance of an OHKO once SR is up.

Bam said:
SDLuke: As with Chomp, this will cause you a lot of trouble. An Adamant LO +2 Close Combat will do 94% to Forretress max, leaving you one turn do damage it (EQ won't OHKO, iirc), and then whatever you switch in to kill it will be taking a powerful Extremespeed to the face.
After the CC drop, Forry's EQ does 115.25% - 135.46% + the Life Orb damage. So it's a nice clean kill. I can switch in on SD, and stop it cold. But again, if an offensive team always assumes everything is totally set up, it will lose every time. I see my strength more in being able to prevent that by using U-turn, good prediction, etcetera. But if it IS set up/setting up, then Forry is a decent switch-in, and Flygon only ("only") takes 88.70% - 104.65% from an SD'd Extremespeed. Iirc, Metalkid's calc is adding damage anyway, so Flygon might be clear (here). But, yeah, this thing could easily sweep my team. The question is, what should be done about that, if anything? Maybe switching Blissey for special defensive Spiritomb?

Bam said:
Non-Bulky DDGyara: This also follows the same trend. A +1 Stone Edge OHKOs Zapdos, which leaves you to exploding with Forretress.
That's what he's for, right? But I seem to be saying that a lot. Hopefully no one will be so... OU as to have all of these threats on one team. :P Switching to Spiritomb might be able to do the trick for this one, too, with WoW. It can handle some of the same things as Bliss, too, like Azelf and friends. Actually, Bliss can't take Azelf, really. NP variants push me to try my luck with Sing.

Bam said:
LO Super Effective Deoxys-S: I have never faced one of these, but I think once you figured out its moveset, you wouldn't have much trouble with it. If it doesn't run Flamethrower (does it even learn that), then Forretress could OHKO with Gyro Ball.
Spiritomb, might be good as a second option to switch in.

Bam said:
Wobbuffet: I don't really get why this is here - what can you do against Wobba? I guess overall your team does decently because of the large amount of U-turners you have.
The only one on my team who doesn't do well against Wobbly is Bliss. Another reason to use Spiritomb.

Bam said:
LO Mamoswine: Forretress counters this decently, but takes a large chunk form EQ.

Mixape: You can only revenge kill this thing. Zapdos is OHKOd by +2 Flamethrower, so that leaves you with outspeeding and OHKOing with your own Ape (which has more speed than Mixape) or hitting it with EQ from ScarfFlygon.
I have Vaporeon for Mixape, too.

Bam said:
General ability to deal with switched in BandCross or SpecsMence: Blissey deals with SpecsMence. You have Zapdos as your Fighting counter, but CBHera can absolutely destroy it, and Forry just can't take all those powerful hits all the time.
I guess that's one point for Blissey. But keep in mind, those are both Choice'd. On paper, they can seem a lot more threatening than they actually are. For example, Forry can take Megahorn like nothing. Heracross's CC/Megahorn is taken by Zapdos, and if he predicts that, I go to Flygon. How would I deal with Specsmence without Blissey, though? Well, the same thing, I guess. DM might still do a chunk to Forry, but it's really all I have. Flamethrower is met by Vaporeon, along with Hydro Pump, and Flygon can outspeed an OHKO if Salamence gets a kill.

Can it deal with Baton Pass: You have no PHazer, or even Hazer, to get rid of Ninjask, and both Ape and Flygon fear switching in on Togekiss due to HP Ice or Air Slash. Blissey can Paralyze it, but that's only if it gets lucky.
You say that so condescendingly. ;_; I found that you don't always need a PHazer to deal with stat-uppers. A tanky Pokemon (Swampert will be our example) will take a huge chunk from a boosted attack, and doesn't care about speed boosts, anyway. A PHazer's primary use is shuffling, and scouting the opponent's team, in my opinion. Ninjask isn't used or feared any more (to any prominent degree), and although Togekiss is evil, so is SR. Zapdos can 2HKO the Calm/252/252 version, and a BPer wouldn't have any room for HP Ice (it would only 3HKO, anyway). Zapdos is a good Togekiss counter, it resist's Toge's two most common moves (Air Slash and Aura Sphere), and STAB SE's it. Besides individual BPers, my team can deal with BP teams, as well. My ability to do damage while switching to the correct counter is very useful there, and BP teams aren't Phazed by PHazers, anyway. lol Forry's ability to take out one member could be devastating to a BP team, ("but what if it's a Snorlax with +6 Defense !NO! :P), and even Blissey's Sing can set the BP team back a whole lot. Plus, how common are BP teams, anyway? I'd much rather deal with individual prominent threats like Garchomp better than a BP team. I've never even faced a BP team outside of Obi's.

Do specific, non gimmick teams, like rain or trick room, pose unusual difficulties: The problem with Trick Room teams is that you have to be very defensive to beat them; if you run an offensive or not-so-defensive team, and you don't have anything that is extremely slow, then they can cause an immense amount of trouble (urgh, Guts Ursaring...). I don't see you having trouble with Rain Dance teams (Vappy), and the most common Sunny Day team, featuring Heatran (and often Tangrowth) is stopped by Blissey and Vappy save for a well placed Explosion.
You don't necessarily have to be slow to beat TR. Guts Ursaring is taken by Forry, and TR isn't all that threatening, considering that many TR users can't use it to sweep. The most prominent TR sweepers can't learn the move, so there's turns wasted switching, there. They're also more uncommon.

LO Mixape + LO Gengar: Blissey can take on Gengar, but not Ape. Vappy can take on Mixape somewhat, and fares better with Gengar than Bliss does with Ape. However, if one or the other dies, then this combo could wreak havok.

LO Mamoswine + Heatran: Bliss can take on Heatran, and Forretress/Vappy can take on Mamo somewhat.

Magnezone + Physical Sweeper: The only Steel type you have is Forretress, which isn't greatly troubled by Magnezone (it isn't OHKOd), meaning you can OHKO with Earthquake. However, if you do lose Forretress, then something like DDMence or DDNite will cause a lot of trouble.

Defensive Threats:

Skarmory + Blissey + Cresselia: Zapdos can take on Skarm, Forretress and Ape can take on Blissey (Forry would just love to be paralyzed to get that Gyro Ball boost), and Bliss can outstall Cressy some of the time. The cool thing with this is that you can constantly U-turn around and cause damage while they switch their counters in and out.

Reflect Calm Mind Suicune + Curse Snorlax + Wish Light Screen Jirachi: Vappy completely takes care of Cune, and Flygon can 2HKO Jirachi with Earthquake (I think CB Flare Blitz OHKOs Jirachi as well, and can Close Combat Snorlax - out of all of them, this would be the best reason to go from CB to LO on Ape, so you can switch around and hit these guys with your much-needed type coverage).
"Vappy completely takes care of Cune", yeah, who wrote that? It comes down to a struggle war. :/ Shuckle's motto is, "if you can't hurt it but you defend well against it, you don't necessarily win". Okay, I gimped the wording, but you get it. My other ways of dealing with Suicune are Exploding/Zapdos (if I get it in early), and maybe even letting CB Ape die while getting a good hit in. So you think I should switch to LO Ape?

Knock Off Gliscor + Wish Vaporeon + Thunder Wave Magnezone: Blissey beats out Vappy and Magnezone (save for Explosion again), but Gliscor's constant knocking off your items will be a pain in the butt. None of your team-members can really stand to lose their items (even Bliss really likes her Lefties).
Can anything stand to lose items? Neither Vappy nor Zappy like to, but they can and will to kill Gliscor.

Restalk Lava Plume Earthpower Heatran + Leech Seed Celebi + Rapid Spin Starmie: Blissey can take care of this problem with a little help from its team-mates (Flygon can switch in on Earthpower and resists Fire, Ape can OHKO Celebi and can switch in on Leech Seed, etc.).


Seeing as there are quite a few problems, there really is no one "main-fix". However, most of your problems lie in being unable to take more than one or two hits from sluggers such as SDLuke/Chomp. Adding in Gliscor over Forry could help you fix that problem - it can lay out SR, U-turn, Roost, and Ice Fang, but won't be able to Rapid Spin. It will give you another 4x Ice weakness, though, but I don't really see that mattering, as Vappy can take the physical Ice attacks and Blissey the Special. This really helps with your CBHera and SDChomp/Luke weaknesses.
Seeing as how I've written Forry's Explosion in every other entry, I don't know if that will work. The typing really doesn't work with the team, either. A switch I might make is Bliss for Spiritomb, and adding LO to Ape.

Skarmory could be used over Forretress would still allow you to recover HP and lay out Spikes or SR, and also gives you the added ability to PHaze your opponents (especially things like Curselax that could give you a lot of trouble otherwise). You do gain an Electric weakness, but 99% of the Electric moves on teams are special, and thus dealed with by Blissey (unless it's something like Mixed E-vire). By choosing either Gliscor or Skarm over Forry, you lose the ability to OHKO an incoming Gengar with Gyro Ball (as long as you're T-waved or decide to run Macho Brace).
Curselax is evil, but not so much that it warrants a Pokemon switch. Again, Forry is too useful. Rocks or Spikes also really kill my team, so I must spin.

Nothing on your team can really handle Mixape - you can really only revenge-kill it. A more defensive-minded EV spread on Zapdos, possibly paired with a Calm nature, would help you fix that problem (although if you switch in on SR, or if your opponent uses Fire Blast over Flamethrower, you're pretty much screwed anyways).
...Vaporeon? 60 BP Grass Knot is SOO scary.

I don't know what it is. I've posted two RMTs here, and I have received very little response. If there's something else I can do to make my thread more attractive, I'd love to know, but right now, I'm just assuming that even the RMT forum has a tl;dr mentality. :P jk

Thanks for the post! Hopefully it will lead the way to more.
 
Unreal Ice, your post is horrible. He can take care of ScarfChomp really easily, as when it's locked in a move, he can kill it.

I'll say a few things. First of all, you have quite a big Deoxys-E weakness. Second of all, you have a Tyranitar weakness. If it Stone Edges, nothing can take it without getting hurt. I suggest you trying Bronzong over Foretress for now.
 
Sorry to say...but you have a HUGE Mamoswine weakness(or most pokemon that can use ice beam atleast). It can rip through almost all of your pokemon without much trouble. I realize that u-turn is important but maybe Heracross works better over Infernape? Magnet rise Magnezone can also be a bit of a problem for this team if infernape is dead. However, I will say that you have a nice team and have put a great amount of effort. Bulky Gallade with WoW and hypnosis is a good replacement for Bliss. it has great Spd and Att and it can throw in status.
 
Great post gaburu - you stated a lot but backed up nothing. Mamo can cause problems, but it can't even 2HKO Forry (without SR at least, and even then it's only a slim chance) with STAB EQ (and I'm using Jolly CBSwine), and if you'd read his post you'd realize that because this is an offensive team, he's not planning on having defensive Pokemon to cover every single weakness.

(or most pokemon that can use ice beam atleast)
First of all, there aren't many things that run a mixed set with Ice Beam (unless you're counting Swampert or Deoxys-S or a mixed Mamo), so Blissey walls most of those users.

Magnezone is completely stopped by Blissey, unless it runs explosion, and then it isn't the Magnet Rise set and it gets out of the way.

Gallade also really isn't really as bulky as you think, and comparing it to Blissey makes you look retarded. Blissey has twice the HP, more SpDef (even if it's Bold Blissey with no EVs vs. Careful Gallade with EVs), a recovery move, can take physical hits better than Gallade, has better typing (one weakness and an immunity), and has a better walling movepool (with S-toss and Ice Beam).
 
@Waffle: Spiritomb is now a better counter for Deoxys-S/E, but I guess it doesn't do anything for Tyranitar. I've clung to Forry for it's spinning prowess so far, it really does a lot for my team. But I should try a Bronzong out in that spot... probably something like Impish Explosion/Earthquake/Stealth Rock/Hypnosis? I'll just test it a bit on Shoddy.

Thanks for the responses!
 
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