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Sup, dudes. It's been a solid year since I've made one of these (mainly because I don't build often) but I have this really fun DPP team I felt like sharing. It's a relatively new team, so I haven't had too much tournament experience with it, but it's solid nonetheless. It helped me grab a win in RoAPL. Feel free to use it in Tour or whatever. I'm going to try to keep this as simple as possible, so let's get right into it.
Onto a more in-depth look at the members . . .
Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Spore
- U-turn
Ability: Own Tempo
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Spore
- U-turn
As mentioned above, Smeargle is rather hit-or-miss. When it does its job, it does it really well. This includes sleeping a mon (effectively making it a 6-5 game), as well as laying up rocks and a spike. However, against faster taunters, it is completely shut down. This is where U-turn comes in. When facing Aerodactyl and Azelf leads, you will usually want to U-turn predicting their taunt. You can safely bring in Scarf Rachi and hopefully prevent rocks, while trying to get up yours at a later time. Unfortunately, vs skilled opponents, this is quite difficult, but possible.
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Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Trick
- Iron Head
- Fire Punch
- U-turn
Jirachi is one of my favorite mons in Gen 4. It's so versatile and provides limitless utility. The scarf variant is no exception to this. Preventing rocks vs suicide leads is just one of the many assets this mon brings to the team. There are so many fearsome set-up sweepers in the metagame, and Jirachi does an excellent job of keeping them in check. It's decent speed paired with the Choice Scarf makes it able to outpace almost everything in the tier. As for the moveset, Trick offers usefulness vs bulky teams, Iron Head is a given, Fire Punch is very useful for revenge killing Scizor and Lucario (problems for most offensive teams), and U-turn is to keep up momentum; an extremely useful tool on these types of HO teams.
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Suicune @ Leftovers
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Hydro Pump
- Ice Beam
- Hidden Power [Electric]
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Hydro Pump
- Ice Beam
- Hidden Power [Electric]
Suicune is another one of my favorite mons in DPP. It's just extremely well-rounded stat-wise and can often wipe out entire teams if they are unprepared. It's typing and bulk works wonders for this team, allowing it to set up on things like Heatran and various bulky steels/grounds that would normally give Jirachi/Shaymin trouble. This mon does really well with Spike support, making it an excellent candidate for the team.
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Dragonite @ Life Orb
Ability: Inner Focus
EVs: 72 Atk / 184 SpA / 252 Spe
Mild Nature
- Draco Meteor
- Fire Blast
- Extreme Speed
- Superpower
Everything that there is to be said about Dragonite has already been mentioned in the Teambuilding Process section, but I might as well go into more detail. Wallbreaking is extremely valuable for hyper offensive teams, and it often allows for the other team members to succeed. This moveset is fairly well known and it is basically the optimal set for breaking full stall. Draco Meteor is it's main STAB move, and is extremely powerful after factoring in Life Orb and +SpAtk nature. Superpower and Fire Blast are there to tear apart any Steel that dares to come in on this monster. Extreme Speed is useful for picking off threats. One might argue that priority is a necessity on offensive teams.
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Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Thunderbolt
- Shadow Ball
- Overheat
A spin-blocker is pretty much a requirement on hazard stacking teams. It's really just a matter of choosing between Rotom and Gengar. I was actually using Gengar for a while, but it's frailness and lack of a good defensive typing made it difficult for the team to function properly. Rotom works better, I would argue. I chose the Heat form to help check stuff like Scizor that might give the other team members trouble under certain circumstances. Trick is useful for crippling members of the opposing team that might otherwise give me issues. Having two TrickScarf users on the team really helps in breaking down fat teams.
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Shaymin @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Seed Flare
- Hidden Power [Ice]
- Earth Power
- Healing Wish
Lastly, we have Shaymin. This thing does an excellent job of breaking stall and forcing switches; a really useful asset on a hazard stacking team like this. Shaymin just seemed to glue the team together perfectly. It's type has synergy with the other members and since it has access to Healing Wish, it allows me to play recklessly with some members given the right circumstances. I said before that Healing Wish mechanics in this gen are both a gift and a curse. I suppose I will elaborate. When you press Healing Wish and are faster, Shaymin will faint, and you will choose a mon. This mon then comes in, takes hazard damage, and is healed up to full. Then the opposing mon will attack on the same turn. This makes it difficult to come in safely, but if Shaymin is slower than the opposing mon and can live a hit, Healing Wish will be very useful.
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Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Spore
- U-turn
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Trick
- Iron Head
- Fire Punch
- U-turn
Suicune @ Leftovers
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Hydro Pump
- Ice Beam
- Hidden Power [Electric]
Dragonite @ Life Orb
Ability: Inner Focus
EVs: 72 Atk / 184 SpA / 252 Spe
Mild Nature
- Draco Meteor
- Fire Blast
- Extreme Speed
- Superpower
Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Thunderbolt
- Shadow Ball
- Overheat
Shaymin @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Seed Flare
- Hidden Power [Ice]
- Earth Power
- Healing Wish
Ability: Own Tempo
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Spore
- U-turn
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Trick
- Iron Head
- Fire Punch
- U-turn
Suicune @ Leftovers
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Hydro Pump
- Ice Beam
- Hidden Power [Electric]
Dragonite @ Life Orb
Ability: Inner Focus
EVs: 72 Atk / 184 SpA / 252 Spe
Mild Nature
- Draco Meteor
- Fire Blast
- Extreme Speed
- Superpower
Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Thunderbolt
- Shadow Ball
- Overheat
Shaymin @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Seed Flare
- Hidden Power [Ice]
- Earth Power
- Healing Wish
So yeah, that's the team. Hope you enjoyed. Threatlist + Replays coming soon! :D
shoutouts: my friends you know who you are
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