Azelf @ Focus Sash
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Taunt
- Stealth Rock
- Flamethrower
- Explosion
Leadzelf; I feel she gives me the best chance of setting up rocks (and preventing rocks from the other team, too), but lately she’s failed as of late. If ever I take out Metagross for Salamence, would Aerodactyl be the better choice here, being faster?
Gyarados (M) @ Life Orb
Ability: Intimidate
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Dragon Dance
- Waterfall
- Stone Edge
- Ice Fang
Jolly and max Spd because I’m paranoid about speed ties. And because I don’t think I’ll be switching this in unless I’m absolutely sure they won’t predict, or when another pokemon’s been killed. The 3 attacking moves provide extensive enough coverage, imo. Empoleon resists all 3 moves, but I don’t think it’s substitutes will be able to take +1 Waterfalls/SEs (and the fact that they probably won’t use Empoleon to counter Gyarados unless they’re really desperate.)
Infernape (M) @ Life Orb
Ability: Blaze
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Swords Dance
- Fire Punch
- Close Combat
- Stone Edge
I send this in on say, a Scizor Bullet Punch (after being revenge killed), and Swords Dance. Watching Swampert/Vaporeon/whatever die to a +2 CC expecting to laugh at a fire move their way is funny. I’m not sure, but I think even without SR, a +1 SE is still a KO on Gyarados/Mence. Should I use Blaze Kick instead of Fire Punch? Seems to me that goes better with the “weaken counters” thing, doing as much damage as possible, and it will probably get some OHKOs on really bulky things that Fire Punch won’t. (Gliscor maybe? I remember Fire Punch doing 60% or something, and Blaze Kick has a ~70 base power advantage over Fire Punch when considering STAB)
Scizor (M) @ Life Orb
Ability: Technician
EVs: 248 HP/252 Atk/8 Spd
Adamant nature (+Atk, -SAtk)
- Bullet Punch
- Superpower
- Swords Dance
- Quick Attack
I love double priority; it’s saved me a few times against random defensive Zapdos. Anyway, between Infernape, Scizor, and Lucario, each SDing up on switches, weakening each other’s counters, this should have no problem sweeping lategame. Superpower I guess is for predicting weakened Heatrans, and to hit Skarmory as it tries to phaze me out.
Metagross @ Life Orb
Ability: Clear Body
EVs: 112 HP/252 Atk/12 Def/132 Spd
Adamant nature (+Atk, -SAtk)
- Agility
- Meteor Mash
- Thunderpunch
- Explosion
Here is where I’m having problems; Explosion to take out even more counters, obviously, but I’m thinking about Earthquake instead (for more coverage against steels). And also, it’s frustrating when I get ape in on a Scizor BP, SD on the switch, and face a Starmie. If I have SR up they’ll usually just Rapid Spin on the expected switch, which I can predict most of the time, but that’s pretty unreliable (plus, if I don’t have SR up…). So I’m thinking; what about Salamence in this slot? My reasoning is because if it packs Surf/Tbolt, or Surf/IceBeam, or Tbolt/IceBeam then it loses to Salamence, Gyarados, Infernape, respectively, after it’s killed something. If it has all three then it’s lacking either Rapid Spin or Recover, and as a last ditch attempt I can send in Lucario at full health, SD, and ES for the kill.
Lucario (M) @ Life Orb
Ability: Inner Focus
EVs: 252 Atk/4 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Swords Dance
- Extremespeed
- Close Combat
- Crunch
We all know what this does. Used Bullet Punch for a while in the last spot because Gengar can switch in on the SD and Focus Blast for the KO, but it hasn’t worked out in the long run. Crunch seems useful for the Rotoms, but if they’re Scarfed they outspeed me and OHKO. That does allow me a free setup turn, but I’m wondering if Ice Punch would be better here.
Overview (forgoing a threats list because the strategy against any threat is pretty much the same – don’t let it switch in. If it happens to switch in, I’ll set up on it) – not a lot of things can switch in safely (for example, Mence/Dos will get OHKO’ed by +1 SE from Infernape, lose to my own Gyarados if I DD on the switch, Scizor/Metagross dents them enough to come into Lucario’s ES KO range, etc.) However, I do acquiesce that those two, plus Gliscor and a host of other things can come in on Lucario, which is why I don’t reveal him until later, unless the situation calls for it.
My main concern is Starmie, really; it easily comes in on whatever ape does, and from there I just lose a pokemon or have to pray it doesn’t 2HKO Metagross so I can Thunderpunch/Explode/whatever. Of course if they’re using Starmie as a check against both Gyara/Ape, +1 SE and SR do a lot of damage on the switch, which opens up things for Infernape. Of course smarter players won’t be so inclined to switch in their Starmies early (and I can’t rely on the presence of SR luring them out early), so I need some help here.
Perhaps Sala over Gross to remedy this, as I’ve pondered earlier in the post?
Yeah basically getting this rated because it got called shitty, and I want to improve >_>
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Taunt
- Stealth Rock
- Flamethrower
- Explosion
Leadzelf; I feel she gives me the best chance of setting up rocks (and preventing rocks from the other team, too), but lately she’s failed as of late. If ever I take out Metagross for Salamence, would Aerodactyl be the better choice here, being faster?
Gyarados (M) @ Life Orb
Ability: Intimidate
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Dragon Dance
- Waterfall
- Stone Edge
- Ice Fang
Jolly and max Spd because I’m paranoid about speed ties. And because I don’t think I’ll be switching this in unless I’m absolutely sure they won’t predict, or when another pokemon’s been killed. The 3 attacking moves provide extensive enough coverage, imo. Empoleon resists all 3 moves, but I don’t think it’s substitutes will be able to take +1 Waterfalls/SEs (and the fact that they probably won’t use Empoleon to counter Gyarados unless they’re really desperate.)
Infernape (M) @ Life Orb
Ability: Blaze
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Swords Dance
- Fire Punch
- Close Combat
- Stone Edge
I send this in on say, a Scizor Bullet Punch (after being revenge killed), and Swords Dance. Watching Swampert/Vaporeon/whatever die to a +2 CC expecting to laugh at a fire move their way is funny. I’m not sure, but I think even without SR, a +1 SE is still a KO on Gyarados/Mence. Should I use Blaze Kick instead of Fire Punch? Seems to me that goes better with the “weaken counters” thing, doing as much damage as possible, and it will probably get some OHKOs on really bulky things that Fire Punch won’t. (Gliscor maybe? I remember Fire Punch doing 60% or something, and Blaze Kick has a ~70 base power advantage over Fire Punch when considering STAB)
Scizor (M) @ Life Orb
Ability: Technician
EVs: 248 HP/252 Atk/8 Spd
Adamant nature (+Atk, -SAtk)
- Bullet Punch
- Superpower
- Swords Dance
- Quick Attack
I love double priority; it’s saved me a few times against random defensive Zapdos. Anyway, between Infernape, Scizor, and Lucario, each SDing up on switches, weakening each other’s counters, this should have no problem sweeping lategame. Superpower I guess is for predicting weakened Heatrans, and to hit Skarmory as it tries to phaze me out.
Metagross @ Life Orb
Ability: Clear Body
EVs: 112 HP/252 Atk/12 Def/132 Spd
Adamant nature (+Atk, -SAtk)
- Agility
- Meteor Mash
- Thunderpunch
- Explosion
Here is where I’m having problems; Explosion to take out even more counters, obviously, but I’m thinking about Earthquake instead (for more coverage against steels). And also, it’s frustrating when I get ape in on a Scizor BP, SD on the switch, and face a Starmie. If I have SR up they’ll usually just Rapid Spin on the expected switch, which I can predict most of the time, but that’s pretty unreliable (plus, if I don’t have SR up…). So I’m thinking; what about Salamence in this slot? My reasoning is because if it packs Surf/Tbolt, or Surf/IceBeam, or Tbolt/IceBeam then it loses to Salamence, Gyarados, Infernape, respectively, after it’s killed something. If it has all three then it’s lacking either Rapid Spin or Recover, and as a last ditch attempt I can send in Lucario at full health, SD, and ES for the kill.
Lucario (M) @ Life Orb
Ability: Inner Focus
EVs: 252 Atk/4 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Swords Dance
- Extremespeed
- Close Combat
- Crunch
We all know what this does. Used Bullet Punch for a while in the last spot because Gengar can switch in on the SD and Focus Blast for the KO, but it hasn’t worked out in the long run. Crunch seems useful for the Rotoms, but if they’re Scarfed they outspeed me and OHKO. That does allow me a free setup turn, but I’m wondering if Ice Punch would be better here.
Overview (forgoing a threats list because the strategy against any threat is pretty much the same – don’t let it switch in. If it happens to switch in, I’ll set up on it) – not a lot of things can switch in safely (for example, Mence/Dos will get OHKO’ed by +1 SE from Infernape, lose to my own Gyarados if I DD on the switch, Scizor/Metagross dents them enough to come into Lucario’s ES KO range, etc.) However, I do acquiesce that those two, plus Gliscor and a host of other things can come in on Lucario, which is why I don’t reveal him until later, unless the situation calls for it.
My main concern is Starmie, really; it easily comes in on whatever ape does, and from there I just lose a pokemon or have to pray it doesn’t 2HKO Metagross so I can Thunderpunch/Explode/whatever. Of course if they’re using Starmie as a check against both Gyara/Ape, +1 SE and SR do a lot of damage on the switch, which opens up things for Infernape. Of course smarter players won’t be so inclined to switch in their Starmies early (and I can’t rely on the presence of SR luring them out early), so I need some help here.
Perhaps Sala over Gross to remedy this, as I’ve pondered earlier in the post?
Yeah basically getting this rated because it got called shitty, and I want to improve >_>