Who says scizor needs a choice band?(OU RMT)

The team:
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So the team is based around a simple concept, be bulky, balanced, and cover each others asses. The team uses some rather unusual movesets-Jolly CB nape, and SD U-turn scizor to not only surprise but out-maneuver the opponent. They cover each other's weaknesses very well, with 3 Steel resists, 2 dragon resists( the most common of the current metagame types) and a counter for many of the set-up threats that can send any team running for cover.

The in-depth look:

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Metagross @ Occa Berry
Adamant Nature
Clear Body
Ev's: 252 HP/ 236 Atk/ 12 Def/ 8 Spe
Moveset-
~Metoer Mash
~Earthquake
~Bullet Punch
~Stealth Rock

A very generic and common lead, yes, I will admit. But there's nothing more to say when it gets the job done. Almost always guarantees a Stealth Rock set-up bar some fluke of a fire blast crit coming off of Azelf/Infernape, backed with the ability to 2KO the common focus sash "suicide" leads in OU today, i.e, Azelf, Aerodactyl, and even on occasion breloom who takes a ton of damage from bullet punch and is easily revenged. A first look at this set would lead to ask..Why no explosion? And I present a simple argument for that. Metagross is an extremely valuable member of the team to not go and sacrifice right off. He brings immediate bulk to the table, along with a 401 Atk stat to work off of and 2 very powerful STAB moves at his disposal along with nifty resistances-Ice/Steel/Dragon/Psychic. Along with that, earthquake can be used to counter other metagross leads who prefer to get up rocks first turn, and the occasional heatran lead-even if they're running shuca berry, are always 2KO'd by metagross' earthquake and if not bested by meta easily taken on by another memeber of my team that easily resists heatran.

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Rotom-H @ Leftovers
Timid Nature
Levitate
Ev's: 4 HP/ 252 Spe/ 252 Sp.Atk
Moveset-
~Substitute
~Shadowball
~Thunderbolt
~Will-o-Wisp

I see this guy floating around from time-to time in battles and he is an absolute nuisance, while I myself have never really delved into the usage of this particular pokemon-so after stumbling accross this set I decided to pick it up. The first immediate thing to mention is while every Rotom appliance can run this particular set-I chose rotom-H for his simple ability to scare off not only scizor but lucario with ease when they fear scarf or just an overheat in general. Rotom in general, forces alot of switch-outs so the substitutes are very abundant,from there Rotom has access to an incredible dual-stab which will wear down anything going toe to toe with him from behind a substitute-this paired with will-o-wisp to teach Ttar a lesson before it payback's/crunches me, and if it tries to pursuit the substitute I can take advantage of this by outstalling and forcing another switch. The ev's are more on the offensive type for maximum damage after a substitute, an even HP stat for the access to 4 subs, and even though it's not particularly bulky natured or ev'd it can take it's fair share of hits before going down in it's usual blaze of glory. A timid nature + max speed allow it to get the jump on some particular pokemon with 309 speed and just make it a very fast threat in general.

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Kingdra @ Leftovers
Adamant Nature
Swift Swim
Ev's: 168 HP/ 188 Atk/ 152 Spe
Moveset-
~Dragon Dance
~Outrage
~Rest
~Sleeptalk

Something you definitely don't see everyday, but a set I particularly love. One thing I tend to lack on teams is a status-absorber, and this guy provides me with just that. He can switch on any incoming status and rest it off with ease, and paired with his auspicious typing and great bulk he finds no problems getting a rest in. He's great for absorbing fire attacks-especially from the likes of heatran, and easily takes advantage of a scarftran locked into fire blast for an easy DD, possibly two given his amazing bulk and ability to take a hit. From there outrage is an incredible STAB move when delivered from behind dual Dragon Dance's and can easily tear through the team especially late game, or if needed, he can rest/sleeptalk his way for as long as needed, almost guaranteeing one to two dragon dances and the best part-outrage doesn't trigger confusion when used from sleep talk, so there's no chance for him to take unnecessary confusion damage when sleeped. The real novelty of this set comes from surprise-the average player won't see a bulky kingdra ready to recover from any status/ damage coming at them especially after a dragon dance which is atypical of any offensive kingdra.

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Infernape @ Choice Band
Jolly Nature
Blaze
Ev's: 4 HP/ 252 Atk/ 252 Spe
Moveset-
~Close Combat
~Flare Blitz
~Mach Punch
~U-turn

My own pride and joy, variated from the typical Choice Band/Physical mix set to a deadly attacking force. With Choice Band + Max attack Infernape reaches a nasty 460 Atk stat + Jolly Max speed which hits 346 Spe, outspeeding a large part of the metagame bar latias, timid starmie and others. Jolly allows him to also outspeed the other mixnapes as well as Adamant natured CB variants of infernape. Close Combat and flare blitz are novelties of the CB set, being an absolute necessity to completely max out the attacking force of infernape, but the last two moves are of complete preference of myself. Mach Punch ensures that no empoleon or lucario will ever sweep this team especially since it's coming off a 460 Atk stat, and neither will survive that especially after empoleon's attempt to substitute itself into a sweep. The other move, U-turn, came off an analysis of Infernape's common switch-ins and the ability to scout without having to take recoil from flare blitz or be stuck in a bad-matchup thanks to Choice Band. The ultimate lucario counter-latias- is now made completely inable to switch-in on this guy thanks to U-turn hitting it right in the face as it tries, and wit U-turn he can feint a scarf and that gets him a jump especially considering the opponent will have no idea as to what his set could possibly be after that.

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Latias @ Life Orb
Timid Nature
Levitate
Ev's: 4 Def/ 252 Spe/ 252 Sp.ATk
Moveset-
~Recover
~Surf
~Thunderbolt
~Draco Meteor

One of my absolute favorite latias sets and in my opinion one of the most deadly especially when combined with prior damage from any of my pokemon + rocks. Timid Nature reaches 350 Speed, outrunning any variant of salamence or infernape bar a mence boasting a DD or scarf and a nape boasting a scarf. Life Orb replaces specs in this sense to prevent from being tied into an attack that would allow a certain pokemon to wall this set, along with backing up latias' already massive Sp.Atk stat and incredibly powerful moves especially a STAB Draco Meteor. Thunderbolt + Surf round off the 3 move attacking standpoint with Tbolt being able to hit a defensive dos for a massive neutral nock without having to waste my meteor, and surf for steel types bar a max HP defensive metagross who is at-best 3KO'd by Surf. Finally, recover adds to the survivability of latias by being able to come in on a pokemon that's forced to switch, recover any damage, and be at full-health ready to sweep, as well as recovering life orb damage which can be particularly deadly when combined with some sort of hail/sandstorm.
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Scizor @ Life Orb
Adamant Nature
Technician
Ev's: 32 HP/ 252 Atk/ 224 Spe
Moveset-
~Swords Dance
~Bullet Punch
~Superpower
~U-turn

A set I found on the RMT forum and one I particularly liked. While U-turn + Swords dance may seem a little insane, it keeps Scizor out of bad matchups and gives even him the ability to scout which the CB set also takes advantage of, but in many ways is that much more deadly when compared to the CB set. Life Orb+ Swords dance off an already 394 Atk stat + technician to boost BUllet Punch leads to an incredibly deadly attack even to anything that resists it, a +2 Bullet Punch from this scizor can even put a heavy dent to rotom, and is only fully resisted by empoleon and heatran who can outrun and OHKO scizor in a badway if not taken carefully. Superpower rounds out the moveset with an attack to deal with snorlax, blissey, or any fighting weak switched in to this scizor, and can just hit particularly hard in general. I particularly love the synergy scizor brings to the table when paired with latias-as latias brings in alot of ice attacks from the likes of mamoswine/weavile/etc-allowing scizor to easily soak these up, put up a Swords Dance, and do some massive wrecking to the opponent who isn't fully prepared.





Threat List:

Threat List -Borrowed from Unholy Calamity (freakin awesome threat list, man)
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  • Green means they are not a problem for me.
  • Orange means they can cause a bit of trouble.
  • Red means they are very difficult to take down.



Offensive Threats
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Aerodactyl :
Mostly a lead, and is handled by my very own lead or any of the numerous priority users I carry.
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Alakazam :
Easily handled by the numerous priority users I carry-HI bullet punch, or if switched-in to infernape is destroyed by U-turn.
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Azelf :
Leads almost always lose to metagross, and after that bullet punch finishes it off.
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Breloom :
Difficult to stop when set up, but it has very few chances to come in. Everyone on my team hits it incredibly hard, and kingdra can easily soak up it's sleep.
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Dragonite :
Not a problem especially considering my SD scizor and latias who both OHKO it, latias with draco meteor, and scizor with bullet punch after a swords dance or on a weakened one, kingdra as well after a Dragon Dance.
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Dugtrio :
Don't particularly counter this guy but infernape takes out any adamant versions and latias takes out everything bar sucker punch.
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Electivire :
Hardly anything to worry about, while I have electric attacks, crappy defenses leave it succeptible to infernape's STAB Mach Punch and Scizor's technician STAB Bullet Punch
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Empoleon :
Can be incredibly annoying if allowed to set-up, but mach punch ensures that I never lose to this guy.
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Flygon :
Can have a problem with it, latias doesn't really counter especially if it's scarfed but it generally can't do anything to rotom and is easily crippled by Will-o-wisp, and scizor can hurt it badly after a swords dance.
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Gengar :
Non-scarfed versions are generally a joke and even if they are scarfed a bullet punch down it's throat sends it packing.
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Gyarados :
Two electric attacks from pokemon that outspeed it makes this guy hardly anything to worry about.
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Heatran :
Scarftran allows free-switch-in set-ups for me and it can't do a thing to latias on the switch-in, HP Ice never OHKO's and it's always OHKO'd by surf/ mach punch from nape.
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Heracross :
God this guy can really hurt, but after one CC it's handled by Mach Punch/Bullet Punch.
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Infernape :
My infernape outspeeds any of them bar choice scarf and kills with Close Combat.
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Jirachi :
Not really a threat, infernape counters most everything it throws at it.
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Jolteon :
Not particularly a fun pokemon, but easily handled by priority given it's weak defenses.

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Kingdra :
Draco Meteor/thunderbolt all spell this guys doom.
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Latias :
Everything except the rare scarfed latias is outrun and killed by my own latias or scizor.
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Lucario :
This guy is in the same boat as empoleon, annoying, but duly handled.
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Machamp :
God, one hell of an annoying pokemon, but weak defenses leave it succeptible to everything that outspeeds it on my team(which is basically everything)
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Magnezone:
Can trap scizor which would suck but infernape always shows it who's boss.
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Mamoswine :
CB Ice Shard locked mamo is destroyed by infernape and scizor.
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Metagross :
Agiligross can hurt, bad, but most leads are taken by my own meta and the non-defensive types have a hard time getting past flare blitz/CC/Superpower/Surf/Thunderbolt.
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Porygon-Z :
This guy exists in OU still?
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Rhyperior :
Infernape, Latias, Scizor all laugh at him.
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Salamence :
Latias outspeeds it bar a scarf or DD, and after that scizor can revenge kill it.
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Scizor :
Rotom becomes the ultimate scizor counter in this situation with Will-O-Wisp and a neutral STAB Thunderbolt, also being able to scare it off when faced with the threat of Overheat(which I don't carry :D)
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Starmie :
U-turn, Bullet Punch hurt it bad, latias can always counter it outright.
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Togekiss :
Annoying flincher, but not really much to fear here with the advent of physical attackers I carry.
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Tyranitar :
Infernape manhandles TTar.
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Weavile :
MACH PUNCH!
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Yanmega :
Can't really list much here as i've yet to face one in OU, but 4x Rocks weakness can't really be too good.

Defensive Threat List

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Blissey :
Infernape and Scizor all take it on.
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Bronzong :
Can be annoying, but doesn't really present much of a threat, infernape hurts it bad with flare blitz, and latias can hit it hard with Surf.
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Celebi :
Not really scared, Scizor can handle anything it throws at it outside of HP fire which he usually doesn't stay in for that.
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Cresselia :
Kind of same boat as celebi, except less of an immediate offensive threat and more of general Set-Up fodder.
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Donphan :
Rarely see any these days but not doing much to scare off my team, while Ice Shard is scary, a non-stab non CB ice shard isn't killing latias.
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Forretress :
Infernape, hands down.
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Gliscor :
Latias(unless he U-turns first) will easily destroy this guy.
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Hippowdon :
Ultimate physical wall but will have to get around Surf and shadowball from Rotom and Latias.
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Skarmory :
Pretty annoying, non-special defensive typings are hurt from Latias, and special defensive versions destroyed by Infernape.

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Snorlax :
Infernape, scizor both handle him.
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Suicune:
Kingdra laughs at this guy in every shape/form/fashion, along with latias.
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Swampert :
Kingdra again uses this guy as set-up fodder without roar, and even then can dent him with outrage on every switch-in.
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Tentacruel :
Specially defensive or not, thunderbolt hurts.
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Vaporeon :
Thunderbolt again, and even infernape can dent it or kill it with Close Combat.
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Zapdos :
Got to hate it, but latias' draco meteor easily sends it up the river.
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^what vGX said, generally i'm not looking at scizor to 6-0 anything and if infernape is a present threat when I bring scizor in he's either weak enough to be taken down by an SD Bullet Punch or just switch in to latias/infernape. But if it becomes a necessity it could possibly replace superpower/U-turn but U-turn is highly doubtful.
 
Hey.

Rotom should use a Choice Scarf, seeing as your team would benefit from a revenge killer, and non-RestTalk/Scarf Rotom can be a bit shaky as a Gyara counter once it's taken a bit of damage. Scarf Rotom also gives you access to Trick, which is extremely useful against stall teams, which you're probably going to struggle against. Trick should replace Substitute, and Overheat should replace Will-o-Wisp.

I'm not sure how useful Infernape is going to be a lot of the time. While CB Infernape is powerful, it's also fairly easy to check reliably for a lot of teams. However, it's clearly something you want in the team, and it's definately usable, so I'm not going to suggest that you change it.

RestTalk DD Kingdra isn't a set that I think is all that good most of the time. If you need to attack something when you aren't sleeping, you're getting locked into Outrage, and most steels should be able to deal with it without too much difficulty. From the looks of it, one of the main ideas behind this team is that one of either Latias or Kingdra weakens the team, and then the other one sweeps. A more reliable way of doing that would be to give Kingdra either a mixed set with Waterfall/Hydro Pump/Draco Meteor/Rain Dance, or a DD set with Dragon Dance/Waterfall/Outrage and Substitute or Hydro Pump, either of which would give you an effective way of breaking through a lot of the defensive cores people use.
With a more offensive set on Kingdra to weaken the opposing team, Latias should use Dragon Pulse/Calm Mind/Recover and Surf/HP Fire/Refresh/Psycho Shift, which is both a better defensive check and a more reliable sweeper than your current Kingdra set. Refresh and Psycho shift mean you still have a status absorber, while Surf/HP Fire lets you deal with Tyranitar and Scizor more easily.

That's pretty much all I've got time for now, I'll have another look later and see if I can think of anything else. I hope this helped, and good luck.
 
Thanks! I'll definitely try those and see what it does, the only real concern choice scarf would bring would be alot of switching around but given none of my team takes 25% from SR I don't see that being much of a problem and trick basically takes care of overspamming choice items.
 
Replace U-Turn with X-Scissor if you're running a SD setup. U-turn is your biggest hit against a lot of things, being STAB and Bug, but it will get rid of all of your SD boosts if you use it, plus 10% LO recoil + 12% from SR every switch in adds up if you keep U-turning. It's great on Choice Band as a scouting move, but not very good on SD.
 
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