YANMEGA 4 UBERS

No seriously, this is an OU RMT featuring SpecsYanmega, although it is not the main sweeper, it is pretty damn good.

AT A GLANCE:
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TEAM-BUILDING PROCESS:
The basis for this team started with Agiligross, when I noticed that most of its counters can be beaten by Yanmega - Zapdos and Rotom - A, namely, due to Yanmega's godly ability. The basic idea is to keep metagross hidden most of the game and to have Yanmega weaken teams with its surprising force (What pokemon can safely say it can 2HKO crocune with a non-grass/electric move, even with the second hit after a Calm Mind?):

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Of course, I knew that I would need reliable rapid spinner. For an offensive team like mine, Starmie fit the bill with its decent bulk, speed, recovery, and its ability to switch in numerous times. I settled for a more defensive set so it could do its job consistenly well:

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Now I needed a lead, one who could prevent getting up Stealth Rocks most of the time and who could get up my own Rocks. From experience I knew that Infernape was a great offensive lead who could disrupt other teams and safely get down the all-important Stealth Rocks:
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At this point I saw a major weakness to Gengar, and also since I was running a more defensive Starmie set, Rotom-A could cause troubles when I tried to Rapid Spin, since unlike the offensive set, this Starmie couldn't just muscle its way through Rotom-A with Hydro Pump. Therefore, I employed the services of the tried-and-true Scarftar, still very effective in today's metagame:
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Finally, I saw that SD Lucario could set up on Yanmega trapped into Bug Buzz, and Tyranitar trapped into any rock/dark attack, so I needed a solid counter. Also, with only 2 resistances to sandstorm, I needed a third so that my team wouldn't be too crippled by Tyranitar's effect. Gliscor fit the bill, so I added him to my team:
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So that's my team. Even though I have 3 weaknesses to water and ground, I also have to pokemon immune to ground, and I can deal with each water-type individually.

Now, onto the actual RMT:

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Infernape @ Focus Sash
Blaze
60 Att / 252 Sp. Att / 196 Speed
Naive
-Fake Out
-Close Combat
-Fire Blast
-Stealth Rocks

Fake Out + Stealth Rocks + High Speed + Two high-powered STAB Attacks - what's not to love? There isn't much to say, except I will switch him out even if he has 1 HP left to switch back in later, either to absorb an attack or to pose a threat if the opponent uses a non-offensive move. Here's how Infernape fares against the top 15 leads of OU:

Azelf: First turn Fake Out, second turn Fire Blast. If Azelf switches, I've done my job. If Azelf uses Taunt, even better - I get rid of Azelf, maintain my sash, and prevent SR from getting up. If Azelf uses Psychic, I can still KO it and hopefully get up SR the next turn, or at least switch in later to finish the job. If Azelf uses SR, I can kill it, maintain my sash, and later rapid spin away the Rocks.

Aerodactyl: First turn Fake out, second turn Stealth Rocks. If Aero uses taunt, then on the third turn I will attack with Close Combat while they usually set up SR, then on the 4th turn I can KO while they break my sash with Earthquake. If Aero doesn't use taunt, even better - I get up rocks, and then I'll switch to starmie who can absorb the weak earthquake and surf/rapid spin depending on the situation.

Swampert: Swampert is annoying because I don't have any grass attacks, but usually I'll just set up SR and switch to starmie who can wall it with recover and slowly beat it with surf.

Machamp: Machamp is fun =). First turn Fake out, second turn set up the rocks while they dynamicpunch, third turn switch to yanmega when they bullet punch. From there I can attack with Air Slash, OHKO'ing Machamp if they stay in, or dealing serious damage to the switch-in since almost nothing used in OU 4x resists Air Slash (Magnezone is all I can think of).

Metagross: Metagross leads usually don't stay in on Infernape, but if they do I'll SR first turn, attack with Fire Blast the next turn in case they do switch. The only possible bad scenario is if I SR while they earthquake, but most leadgross will either switch out or set up rocks instead of focusing on damage infernape.

Jirachi: Jirachi leads usually won't attack because their main STAB is resisted. Usually they'll either Trick or U-turn, although U-turn is used most often to switch to a fire resister and to break my sash, so SR turn two (after fake out, of course) is the safest option.

Infernape: Usually mirror leads are annoying, but my infernape lead uses 4 more speed than the recommended set, specifically for this scenario. First turn Fake out, and then I can set up rocks and CC or I can just switch to Starmie, who walls leadape.

Ninjask: Ninjask leads can be annoying. First turn is SR usually and then I'll switch to Gliscor to taunt it. I'm not sure if fake out goes before protect, though if it does I'll use that first.

Roserade: One of the best leads to face, Fake Out + Fire blast is a 2HKO before they can move, so usually they will switch on turn one before I break the sash. Usually I'll fake out turn one, if they stay in I'll fire blast, if they switch I'll set up the rocks.

Hippowdon: Possibly the worst lead to face, turn one is an immediate switch to Starmie because Earthquake + Sandstorm is a OHKO, and I don't want to sacrifice infernape right away just to set up rocks.

Tyranitar: Tyranitar leads usually switch right away, so I can set up the rocks. Simple.

Heatran: Since Heatran leads don't run sashes and since they usually switch turn one, fake out is a bad option so I'll usually start with SR. If they switched, great, if they stayed in, next turn I can kill them with Close Combat.

Smeargle: Since most smeargle leads are sashed, fake out renders them useless while next turn I can finish them off, unless of course they are scarfed, a lead set I have used for a very long time. Killing them is a priority before they can spore or baton pass to something dangerous.

Uxie: First turn fake out, second turn SR, and depending on what they have done, I can either attack with Fire Blast or switch to Tyranitar.

Starmie: First turn fake out, from there I won't waste my time staying in - switching to tyranitar is the best option to take the surf or trick and OHKO with pursuit.


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Yanmega @ Choice Specs
Tinted Lense
252 Sp. Att / 252 Speed / 4 Def
Modest
-Bug Buzz
-Air Slash
-HP Ground
-U-turn

Specs-Tinted Lense rapes the metagame, literally 2HKO'ing almost everything with just its STAB attacks. Since Yanmega is crippled by SR, most people turned away from it. However, it is completely worth it to run a rapid spinner just for him. Bug Buzz is a great opening move, at the worst 3HKO'ing Heatran and Lucario, possibly 2HKO'ing after two switch-ins into SR. Air Slash is also equally effective, 2HKO'ing Skarmory, offensive Heatran, Gengar, and many other pokemon. HP Ground is for cocky Heatran, Magnezone, or Lucario who get the idea that they can safely switch-in, swiftly OHKO'ing each of them. Finally, U-turn is mainly for scouting, although it is mainly filler as I find it much more useful to wear down its "counters" than to U-turn - usually U-turn is a great move, but in this specific case, and since my team can deal with most set-up sweepers after one turn of set-up, it's usually best to predict and attack.

Modest is chosen because Timid outspeeds only insignicant pokes, max speed is enough to beat things like adamant lucario and even timid heatran anyway. Just to give you an idea of its power, Yanmega's Specs Bug Buzz deals much more damage to Steel types than Latias' Specs Draco Meteor, meaning Scizor takes a huge hit. Also, with Yanmega's above average defensive stat (for an offensive pokemon), it can take a Bullet Punch with pretty good success. Yanmega even makes a great counter to Breloom, after its spore has been wasted, thanks to its 4x resist to both of Breloom's STAB's. There truly are no counters to this set bar Blissey, since everything either dies to good prediction, or a couple of spammed Bug Buzzes.


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Metagross @ Life Orb
Clear Body
112 Hp / 252 Att / 8 Def / 136 Speed
Adamant
-Agility
-Meteor Mash
-Earthquake
-Explosion/Thunderpunch

Once again, I put and extra point of speed in as is my habit to beat other metagross running the same set. Metagross I keep hidden most of the game to reveal later on as my finishing sweeper. Once bulky Electric types, Skarmory, and Suciune have been KO'ed, it is time for Metagross to reign supreme. Meteor Mash actually does around 42% to offensive Rotom-A, meaning after two switch ins it can fall. Thunderpunch is a good option as well, allowing me to beat Suicune and Skarmory more reliably, but I'm not sure which I should use. Explosion is always a great move, especially since on shoddy where I use this team a last poke Explosion KO counts in your victory.


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Starmie @ Leftovers
Natural Cure
136 Hp / 152 Def / 220 Speed
Timid
-Surf
-Thunderbolt
-Rapid Spin
-Recover

Starmie is the glue for my team, taking on many water types, Rapid Spinning for Yanmega, and stalling out many pokes with Recover and its decent defenses. The EV's here ensure that it can survive a +1 LO Gyarados EQ with SR so it can KO back with T-bolt. Of course, I run one more point of speed like with the other pokes to beat other starmie with the same set. Starmie is a great switch-in to Swampert and Aerodactyl thanks to Surf, Recover, and Rapid Spin. It can also beat Hippowdon, possibly stall out Vaporeon thanks to recover and natural cure even though thunderbolt only does 36% on average. If Rotom-A or Gengar switches in to attempt to block Rapid Spin, I can switch to Tyranitar to take them out, and later on resume its rapid spinning.

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Tyranitar @ Choice Scarf
Sand Stream
252 Att / 252 Speed / 4 Hp
Jolly
-Stone Edge
-Crunch
-Pursuit
-Earthquake

Tyranitar is also a very essential member of my team, ensuring that Starmie can rapid spin so that Yanmega can attack to its fullest. I orignally considered a Band set, but the ability to outspeed starme and gengar as well as to counter SD Luke was too good to pass up. Pursuit is good even for pokemon that aren't weak to it. For example, it can weaken Blissey enough so that Yanmega can 2HKO it the next time it switches in. Even with Latias gone, Tyranitar proves useful in many aspects of the game, revenge killing many problematic pokes such as Infernape or Zapdos.

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Gliscor @ Leftovers
Sand Veil
252 Hp / 252 Speed / 4 Def
Jolly
-Earthquake
-Taunt
-Roost
-Toxic

IMO, probably the least valuable member of the team so far. Gliscor pairs well with Tyranitar, and Taunt + Roost + Toxic can beat many things, but one attack is a pretty big hindrance when things like sub rotom are immune to anything Gliscor can do. Also, my only real way of beating Vaporeon is by switching in Gliscor on Protect, Toxicing it, and then waiting for it to fall by stalling with Starmie. It can counter Luke and most Tyranitar, but it still doesn't seem that impressive yet.

Some things I've noticed so far is that if Tyranitar is down, Subgar can rape this team. Also, due to the lack of an ice attack, DD Dragonite, while uncommon, can be threatening.

So far this team has gone about 11-1, losing only to a team with a dragonite anti-lead and a subgar.

Also, I've seen other RMT'ers do it - how do you import Marriland's Team Builder into this thread?

Comments? Questions? Suggestions? Thank you for viewing and hopefully helping my team!
 
I have only a few minor problems(very very minor). Lucario could be a problem for your team but only the agility variants, which is weird. It Ice punches your Gliscor, Crunches your Starmie(not sure if it's a ko), cc Tyranitar, ice punch Yanamega, cc Metagross, your Suicide lead should be dead by then. Agility Lucarios are really rare and dosen't quite get the ko on everything on your team except Metagross, until late game. You also have a mild water weakness 3 are weak to it 1 resist, of course Infernape dosen't really count.

These aren't suggestions for replacing just things you have to watch out for.
 
Ok, I'll take note of that although Crunch is never a OHKO even with SR, and Ice Punch on gliscor is rarely a OHKO without SR. However, if it is late-game then perhaps it could be problematic
 
I actually have a question, rather than a suggestion. Have you considered using Hypnosis over U-Turn on Yanmega? The problem with U-Turn is the presence of SR. Although your Starmie can rapid spin, there is a chance that your Starmie will not get the change to Rapid Spin, or that your Starmie will faint/be forced out and therefore will allow SR to be set up again.

If U-Turn is used as a scouting move, Hypnosis can be equally effective in that it actually puts Yanmega's counters to sleep. And although you may be unsure about Hypnosis's accuracy, IMO its viability exceeds that of U-Turn.

But, again, I might just be an idiot and not know what I'm talking about, lol.
 
Hmm that could be a possibility, although Hypnosis pretty much dropped off the radar once it was lowered to 60% accuracy. I mean, the truth is that I haven't once used U-turn on Yanmega anyways because unlike Scizor who has 3 offensive moves that many pokemon can set up on individually, Yanmega's STAB's alone provide perfect coverage, and only 2 or 3 pokemon can even switch in safely besides Blissey.

Definitely an option, but for now I'll test some more to see if U-turn does prove useful in some situation
 
I think that since you only have a single water resist or poke that can take any water attacks at all, I would recommend another, namely suicune or vaporeon. It depends on if you want the water absorb + wish support or attacking capability. I personally like suicune better, but vaporeon might be better because of the healing. You may think that the water redundancy is bad for your team, but it's not. If you have tyranitar and gliscor to take the electric attacks aimed at them and then the waters to soak up most of the rest of the damage. Running a dual water core is surprisingly effective, if and only if you have a ground type to take the electricity.
 
I like Yanmega, and keep trying to think of ways to use him effectively...

If you want to keep Gliscor, have you considered BPass? That can be gamebreaking alongside Metagross.
 
Lucario Damage calc-

Ice Punch vs Gliscor: 145.8% - 171.8%
Crunch vs Starmie: 72.5% - 86.1%
Ice Punch vs Yanmega: 75.4% - 88.8%
CC vs Metagross: 59.3% - 70.2%

I'm sure we don't need to talk about CC vs Tyranitar.

If Meta is out you could face trouble. If it's a late game situation and they know Metagross is there, a smart player would work around it.

No major rate here, just thought I'd give some figures.
 
First,Swampert Really Walls You Like Hell,I Have Tested Your Team.You Can Use Grass Knot > Recover So You Can Deal With THis Problem
 
First,Swampert Really Walls You Like Hell,I Have Tested Your Team.You Can Use Grass Knot > Recover So You Can Deal With THis Problem

Damage Calc for Specs Bug Buzz against standard 252HP 252Def Swampert: 60.9% - 71.5%

Should be fine. Even heavily investing in Spd results in a guaranteed 2HKO after SR.
 
Have You Forget That Swampert's Carries Ice Beam,And It Will Do To Yanmega About 70% - 80%

I suppose you're right. The problem being that any team utilising Yanmega needs a reliable spinner. Dropping recover on Starmie could possibly compromise this. Especially considering the pupularity of Gengar currently, spinning will become increasingly difficult and multiple visits may be needed.

Any swampert switching into Bug Buzz isn't getting an attack off before fainting, but revenge killing could prove tricky if swampert is sitting at 75% + HP.

Grass knot on Starmie would resolve this as long as CBshuckle is fine with losing the ability to switch in numerous times.

Just as a point of Reference though.

Standard 0 Spa RS Starmie Grass Knot versus standard Mixpert: 62.4% - 74.3%

Food for Thought
 
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