
Zetsubou Billy
Billy In Despair


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Hello, Smogon! This team is really different from what I usually play and it was made alot differently than my other teams usually are made, but it has been surprisingly successful and it's alot of fun to play with. If you know me you know I like to play semi-stall or stall but this team is all out offense. When rating, don't hesitate to change as much as you feel is necessary; hell, re-build the team if you have to! The reason I say this is because the team in my last RMT was successful for me as it was, so I decided to keep a copy of the original and make different variations of the team based on what people suggested. This team has been successful for me in its original version so I'm keeping a copy of it since I know it can do well, but I would very much like to hear what you have to say so it can be improved and I can make a new version of it with your suggestions implemented.
This team is basically a combination of offensive double teams - double water and double fire! This way alot of pressure is put on my opponent and it's hard for them to counter essentially the same thing twice.
If we go by the 1-2, 3-5 and 6 method of teams, this one would look like:
1 - 2 (lead synergy): Starmie | Metagross
3 - 5 (the core): Breloom | Kingdra | Heatran
6 (the sweeper): Infernape
Now, with that out of the way, I present Zetsubou Billy!
In-Depth

Starmie @ Life Orb
Trait: Natural Cure
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Hydro Pump
- Ice Beam
- Thunderbolt
- Rapid Spin
Christ, Starmie is an incredible lead. It will rock your shit, to put it mildly. 95% of the time I'm at an advantage right off the bat thanks to its great power and unresisted coverage, and very rarely is Stealth Rock set up in my face, which always helps when using an offensive team that likes to switch. The few leads Starmie cannot handle are taken on nicely by Metagross. Lead matchups thingies are fun, so let's get to them!








Outside of being an incredibly efficient anti-lead, Starmie is a great mid-game offensive threat with its fantastic power and type coverage. Rapid Spin is incredibly useful, seeing as I like to double switch around, not having Stealth Rock inhibit me is nothing but good. With good prediction I can often take out full teams with this thing alone. Starmie serves as my initial Infernape check since usually once it's done its thing in the lead slot it's too weak to really be of much use later, especially without Recover, so it's usually just fodder so I can safely send in Kingdra. However, if I don't die to whatever attack I come in on, I can fire off Hydro Pumps and just fuck shit up, maybe get a Rapid Spin off if there are rocks up. I also like coming in on opposing Heatran going for SR that Metagross lures in while setting up my rocks, being able to spin them right back off the field, since if they are running semi-stall with Rotom-A, would you really risk a Hydro Pump to the face to save just your Stealth Rock?

Metagross @ Lum Berry
Trait: Clear Body
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature (+Atk, -SAtk)
- Stealth Rock
- Meteor Mash
- Bullet Punch
- Explosion
Metagross is here for the obligatory Stealth Rock, the ability to defeat the few leads Starmie has trouble with, some key resistances, and the ability to check some big threats.
You may be wondering why I don't have Earthquake. Well, think about it - EQ is used for hitting Pokemon like Heatran, Infernape, opposing Metagross and Lucario. I have Starmie, Kingdra, and a (max speed) Ape to deal with Tran and opposing Ape. Metagross has practically no room to set up Agilities, not to mention once Loom gets a Seed on him I can beat it by switching and abusing resistances. Lucario literally has no room to set up (would you really Swords Dance in Metagross's face?) unless Ape somehow gets locked on U-turn, but I still have CB Mach Punch to take it out, plus Gross dies to +2 Close Combat anyways, so it's useless.
Gross helps patch up weaknesses to Tyranitar, opposing ChestoRest Kingdra (I believe a +2 Waterfall fails to 2HKO), and is usually the thing I send out to take fearsome Draco Meteors from the likes of MixNite. I also really appreciate its steel typing because it is really my only way of dealing with a boosted Dragon Dance Dragonite - force it into Outrage, send in Metagross and take it out with Meteor Mash+Bullet Punch. It's far from an ideal check though, and I usually end up losing two mons to a +1 Dnite; luckily it doesn't get much room to set up besides Infernape's choice-locked attacks. Comments on how to fix this weakness would really be appreciated, as Dragonite is currently the biggest threat to my team!
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Breloom @ Toxic Orb
Trait: Poison Heal
EVs: 236 HP / 20 Atk / 252 Def
Impish Nature (+Def, -SAtk)
- Spore
- Substitute
- Leech Seed
- Focus Punch
Breloom is the first part of my FWG core, but it was really thrown in there because it countered Tyranitar to hell and back and my only check to it at the time was Infernape, not because I think that FWG is the greatest OU core of all time and it is necessary on all teams.
It also makes for a great Swampert switch-in, not even being KO'd by Ice Beam if I'm near full health. By crippling Pert with Spore, I essentially put a huge counter to both of my end-game sweepers out of the match. I usually don't lead with Spore though, I like to get a nice Leech Seed off as my opponent switches to something like ResTalk Gyarados. I found the spread on the analysis ineffective so I improvised and just maxed defense, throwing the remaining EVs into attack, and keeping 236 HP for a max Poison Heal number. Leech Seed recovery is really sweet, increasing the longevity of my whole team by a surprising amount. Not to mention I have great bait for the biggest HP sources ever, Blissey and Snorlax, in Starmie. I also get a free setup with this guy when people try to send in Scarf Tyranitar in on Starmie's Ice Beam/Thunderbolt to Pursuit it, only to find themselves staring into the face of a Breloom that just double switched in. SubSeed Loom is really quite an underrated threat nowadays, and you'd be surprised at the amount of teams it just outright beats.

Heatran @ Passho Berry
Trait: Flash Fire
EVs: 40 HP / 252 SAtk / 216 Spe
Modest Nature (+SAtk, -Atk)
- Magma Storm
- Hidden Power [Electric]
- Taunt
- Explosion
Heatran really supports this team like no other Pokemon could. Its unique trapping set helps me defeat stall and open up holes in the opposing team that my two late-game sweepers can capitalize on to win me the game.
I have always liked the combination of Heatran and Infernape. Heatran's bulk allows it to switch in and attack with viciously powerful STAB Fire Blasts, weakening the opponent's bulky water so that they can't come in and counter Infernape late-game. The same principle applies here, except instead of just weakening the bulky waters, Heatran practically has a guaranteed kill on them thanks to the trapping ability of Magma Storm. Stall is put on smash once I trap and kill Gyarados with HP Electric, allowing Kingdra and Ape to run wild. If I trap Bliss, Taunt to stop Protect, and Explode to kill, Starmie will fuck them up bad. As for offensive teams, their best bet against Ape is usually a Starmie of their own, which is usually also their best Heatran switch. Trap them on the switch, live a Hydro Pump thanks to the Passho Berry, and destroy them with HP Electric. Passho also helps beat Kingdra, so whether it tries to set up Dragon Dances or just kill me straight away it's going down to Explosion; if that doesn't kill, Ape's CB Mach Punch finishes the job. HeaTrap is really a great set that should see more action, although Magma Storm has gay accuracy, j/s.

Kingdra @ Chesto Berry
Trait: Swift Swim
EVs: 144 HP / 156 Atk / 40 SDef / 168 Spe
Adamant Nature (+Atk, -SAtk)
- Dragon Dance
- Waterfall
- Outrage
- Rest
Great set. Even though it's not exactly the surprise rapist it once was, many teams are still really weak to it and it's really easy to get a couple Dragon Dances. I like to say that Life Orb Starmie and Offensive Suicune dominate the metagame. Well, Kingdra dominates them both! Starmie can't 2HKO me with a Life Orb-boosted Ice Beam / Thunderbolt. Suicune can't 2HKO me with a +1 Ice Beam. While they struggle to do significant damage to me, I Dragon Dance in their faces, then heal up and spam the beastliness that is a boosted Outrage, doing nasty damage even to Steel-types that resist it. The only Pokemon that resist my dual STABs are Empoleon and Shedinja. Empoleon can be revenged by CB Ape's Mach Punch, and Shedinja dies to rocks (plus, who the fuck uses it?).
Kingdra absolutely dominates Heatran, since Dragon Pulse is pretty much a thing of the past. Opposing FWG cores are put on smash thanks to their lack of damage output against this dude. If I get two DDs, it's pretty much gg, as their Scarf Flygon will be outsped and destroyed. If they switch in on the first Dance, they're definitely Outraging, so I can switch in Metagross, kill them off, and get my sweep off later. Since ChestoRest Kingdra has gotten more popular lately, I decided to drop 4 fairly useless Attack EVs and invest them into speed so if the game came down to Kingdra vs Kingdra I'd win. This dude is a huge threat today who is practically unstoppable with the right support.

Infernape @ Choice Band
Trait: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature (+Spe, -SAtk)
- U-turn
- Mach Punch
- Close Combat
- Flare Blitz
Ape is here as my second late-game cleaner. He also acts as an effective mid-game scout and wallbreaker.
When I saw a Choice Band Infernape for the first time in Wilechase's RMT, I thought to myself "it would never work, limiting its ability to switch moves is really crippling for something as diverse as Ape and the extra power isn't worth it". Well, my curiosity got the better of me, so I tried it out and I was just flat out amazed. This thing is so powerful it's ridiculous. Starmie's ability to prevent rocks lets me go U-turn wild, absolutely thrashing any Starmie that wants to switch in. If I'm forced to go for Close Combat or Flare Blitz as they switch it in, Kingdra will be more than happy to come in and boost in its face. Late-game once I've scouted the team, I can form a plan to eliminate any flyers/psychics/ghosts and just sweep with the sheer power and coverage of Close Combat. This is by far my favorite Ape set, even though at first I thought it was utter crap.
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Conclusion
So this is the end of another RMT. A big thing I've considered is a Jolly Scarf Flygon, but I can't figure out where to fit it in, so if you guys could help me with that, that'd be great. Thanks for reading!


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