WECAMEASROMANS
Banned deucer.
INTRO
Hello fellow team raters. I decided to post a new RMT here after a long time not being on Shoddy. I wanted to make my team revolving around a certain poke (im sure many of you have figured out which poke it is already) and after A LOT of time building, testing, and fixing I think i finally made one of the best teams I have ever built. This team follows the style of bulky offense. Each poke can take a hit well while hitting hard in return. This team also demonstrates how important synergy is, both offensively and defensively. Every single type in the game is resisted at least twice throughout this team. The main type of style this team has trouble the most is, without a doubt, stall. The skarmbliss combo is annoying as fuck (without shed shell duhh). Spikes are also annoying. Most of my team is grounded, so spikes will be doing some MAJOR damage. Anyways, this team has been very successful for me in the past, when I was still solid. I posted my team here for any suggestions you guys give me. I will seriously consider anything you guys suggest (unless i know it just sucks).
Well, so much for the intro. Here is my newest team so far, Deadly Dancing Dragonite!
FIRST LOOK
CLOSER LOOK:
Swampert @ Lum Berry
Ability: Torrent
EVs: 252 HP/4 atk/212 def/40 spDEF
Relaxed nature (+def, -spe)
-Stealth rock
-Earthquake
-Ice beam
-Roar
Swampert has been and always will be one of the most reliable leads in the metagame. Its ability to get up SR in the beginning of the match 90% of the time, combat many opposing leads such as tyranitar and metagross, and the bulk to be used on later in the match significantly benefits every team greatly.
Instead of going for the standard 252 HP/252 def I sacrificed some def EVs and put them in spDEF. This allows Swampert to take special hits slightly better while still being able to wall most physical assaults. Lum Berry is chosen over lefties so if a sleeping lead tries to cripple me first turn, I can instantly wake up and set up SR. The moves are pretty self-explanatory, and Roar is chosen in the last slot to scout early in the game, rack up SR damage, and to stop Ninjask leads in their tracks.
Swampert is usually saved for later on in the game in case a physical set up sweeper is about to wreck my team (i.e salamence, tyranitar). This is what swampy does vs the top 15 leads in the metagame:
azelf: ice beam first turn since they will taunt and break their sash, then switch to scarf magnezone/scizor for the OHKO.
metagross: SR first turn, then stay in to take the explosion since nothing on the team can take it well. if its one of the more conservative leads without explosion, ice beam their switch.
swampert: cool, we're both leading with perts. SR, then switch to Celebi to take the EQ, then cripple their switch-in with thunder wave.
jirachi: SR, if they trick then take the scarf. if they dont and instead SR, ice beam since they are obviously u-turning out.
aerodactyl: ice beam for the 2HKO.
infernape: SR first turn. if they have grass knot, the 40 spDEF EVs ensure that i will always survive, and then i can go to Dragonite as set up fodder. If they don't have grass knot, EQ it.
roserade: Damn I hate this lead so much. Lum off the sleep and set up SR, then stay in to absorb another sleep, then go to scarf Magnezone to 2HKO it. If they leaf storm instead though, I am in a really bad position.
heatran: SR, then 2HKO it with EQ while it cant do that much back (shuca saves her).
tyranitar: SR first turn, then hit their switch with ice beam.
gliscor: Since everyone switches out in fear of an ice beam/surf, go straight for the SR.
ninjask: SR as they sub, ice beam their sub till they get to around 50%, then roar it out. With SR up this thing is not coming back alive.
hippowdon: SR, then spam ice beam on it.
smeargle: same thing as roserade
uxie: SR, then switch to Scizor to absorb the yawn, and u-turn outta there.
bronzong: SR, then switch to Heatran to force it out.
Celebi @ Leftovers
Ability: Natural cure
EVs: 252 HP/216 def/8 spDEF/32 spe
Bold nature (+def, -atk)
-Thunder wave
-Leech seed
-Grass knot
-Recover
The first half of the celetran combo. Celebi is really a fantastic addition to this team. It has solid base 100/100/100 defenses, allowing it to take most non bug moves thrown at it. Celebi is extremely vital to this team by spreading paralysis around the opposing team. Most switch ins to Celebi (i.e heatran, gengar) hate being paralyzed.
With Leech seed and recover, Celebi is able to outstall numerous pokes, and grass knot is there for gyarados and tyranitar, who are both hit for massive damage. T-wave is here because if you notice, most of my team is quite slow (except magnezone and thats only because of the scarf), so paralysis support really helps this team greatly.
Heatran @ Life Orb
Ability: Flash fire
EVs: 252 spATK/4 spDEF/252 spe
Timid nature (+spe, -atk)
-Flamethrower
-Earth power
-HP Grass
-Explosion
The other part of the Celetran combo. Heatran really shines in this team, being able to regulary take out 1-2 pokes every match, sometimes even more. It weakens the opposing team so Dragonite has a chance to sweep later on in the match. Heatran switches in on Scizor, Lucario (they will always assume im scarf for some reason) and the like, hit their Heatran counter with flamethrower, switch out, and repeat the process. This makes the opposing team so weakened that any of the other pokes can easily finish them off, specifically Dragonite.
A nice, standard 252 spatk/252 spe is required for offensive power, and timid nature is chosen because Heatran's bulk is too great to pass up. Explosion will still OHKO most Blissey after they switch in on SR anyway. Flamethrower is chosen over Fire Blast because i realized I favored accuracy over power after I lost a match where fire blast missed Scizor and Heatran got OHKOed by superpower.... :( HP Grass is for bulky waters, 2HKOing each one of them that think they can wall this set.
Magnezone @ Choice scarf
Ability: Magnet pull
EVs: 4 def/252 spATK/252 spe
Timid nature (+spe, -atk)
-Thunderbolt
-HP Ice
-Flash Cannon
-Explosion
Any team that's goal is to let Dragonite get a clean sweep should greatly consider Magnezone. Magnezone traps Skarmory, Forretress and the like (fuck shed shell) and deals massive damage to them while they can't do that much in return. With these two gone Dragonite will be able to sweep much easier. Another added bonus is that the combination of Magnezone + Dragonite resists every single type in the game, and thats a huge plus.
Another standard 252 spatk/252 spe spread. I oringinally used the "Steel Killer" set with substitute and lefties, but I changed to this set because I needed the extra speed badly. HP Ice takes advantage of Magnezone's steel typing to switch in on a Salamence's outrage, then OHKO that stupid dragon with HP ice. Flash cannon catches Tyranitar on the switch and 2HKOes most ones.
Dragonite @ Leftovers
Ability: Inner focus
EVs: 224 HP/28 atk/100 def/140 spDEF/16 spe
Careful nature (+spDEF, -spATK)
-Dragon dance
-Dragon claw
-Earthquake
-Roost
The star of the show! First, just look at that sexy sprite :) Anyways, this Dragonite is a pain to take down, as it just won't die unless you pack a strong rock or ice move or toxic. Also, if I am facing a stall team, and Dragonite is my last poke, there is a huge possibility that I will still win because of Roost and dragonite's immunity to toxic spikes.
With a careful nature, 224 HP EVs, 140 spDEF EVs, Dragonite is sure to survive bulky Swampert and bulky Suicune's ice beam even AFTER sr. I actually roost stalled a vaporeon spamming ice beam to get up to +4 atk, that's how bulky this thing is. (crit or freeze hax is gay though) 16 EVs in speed allow me to get to 300 speed after one dragon dance, outspeeding neutral natured Salamence and other base 100s by one point. 28 evs are placed in attack to have some power, and the rest are placed in defense to take hits from both sides of the spectrum well.
You may notice that this set is extremely walled by Skarmory and Bronzong, so thats why I use Magnezone with it.
Scizor @ Choice band
Ability: Technician
EVs: 160 HP/176 atk/168 spDEF/4 spe
Adamant nature (+atk, -spATK)
-U-Turn
-Bullet punch
-Superpower
-Pursuit
Scizor makes its way to another team yet again! You guys should have all seen this set already so I will just provide a brief explanation. Spam U-turn early in the game to scout the team, pursuit choiced gengars and latias' shadow ball and draco meteor respectively as they switch, Superpower is for Blissey, and Bullet punch is in the late game when Dragonite/Heatran weakened the opposing team enough for Scizor to sweep.
The given EV spread help Scizor become incredibly bulky on the special side, which helps it survive random stuff like Celebi's HP fire, and 176 atk is still good enough for dealing damage.
CONCLUSION
So there you go, that's my team. I hope you all enjoyed reading this RMT, and please post a reply to it!
Hello fellow team raters. I decided to post a new RMT here after a long time not being on Shoddy. I wanted to make my team revolving around a certain poke (im sure many of you have figured out which poke it is already) and after A LOT of time building, testing, and fixing I think i finally made one of the best teams I have ever built. This team follows the style of bulky offense. Each poke can take a hit well while hitting hard in return. This team also demonstrates how important synergy is, both offensively and defensively. Every single type in the game is resisted at least twice throughout this team. The main type of style this team has trouble the most is, without a doubt, stall. The skarmbliss combo is annoying as fuck (without shed shell duhh). Spikes are also annoying. Most of my team is grounded, so spikes will be doing some MAJOR damage. Anyways, this team has been very successful for me in the past, when I was still solid. I posted my team here for any suggestions you guys give me. I will seriously consider anything you guys suggest (unless i know it just sucks).
Well, so much for the intro. Here is my newest team so far, Deadly Dancing Dragonite!
FIRST LOOK
CLOSER LOOK:
Swampert @ Lum Berry
Ability: Torrent
EVs: 252 HP/4 atk/212 def/40 spDEF
Relaxed nature (+def, -spe)
-Stealth rock
-Earthquake
-Ice beam
-Roar
Swampert has been and always will be one of the most reliable leads in the metagame. Its ability to get up SR in the beginning of the match 90% of the time, combat many opposing leads such as tyranitar and metagross, and the bulk to be used on later in the match significantly benefits every team greatly.
Instead of going for the standard 252 HP/252 def I sacrificed some def EVs and put them in spDEF. This allows Swampert to take special hits slightly better while still being able to wall most physical assaults. Lum Berry is chosen over lefties so if a sleeping lead tries to cripple me first turn, I can instantly wake up and set up SR. The moves are pretty self-explanatory, and Roar is chosen in the last slot to scout early in the game, rack up SR damage, and to stop Ninjask leads in their tracks.
Swampert is usually saved for later on in the game in case a physical set up sweeper is about to wreck my team (i.e salamence, tyranitar). This is what swampy does vs the top 15 leads in the metagame:
azelf: ice beam first turn since they will taunt and break their sash, then switch to scarf magnezone/scizor for the OHKO.
metagross: SR first turn, then stay in to take the explosion since nothing on the team can take it well. if its one of the more conservative leads without explosion, ice beam their switch.
swampert: cool, we're both leading with perts. SR, then switch to Celebi to take the EQ, then cripple their switch-in with thunder wave.
jirachi: SR, if they trick then take the scarf. if they dont and instead SR, ice beam since they are obviously u-turning out.
aerodactyl: ice beam for the 2HKO.
infernape: SR first turn. if they have grass knot, the 40 spDEF EVs ensure that i will always survive, and then i can go to Dragonite as set up fodder. If they don't have grass knot, EQ it.
roserade: Damn I hate this lead so much. Lum off the sleep and set up SR, then stay in to absorb another sleep, then go to scarf Magnezone to 2HKO it. If they leaf storm instead though, I am in a really bad position.
heatran: SR, then 2HKO it with EQ while it cant do that much back (shuca saves her).
tyranitar: SR first turn, then hit their switch with ice beam.
gliscor: Since everyone switches out in fear of an ice beam/surf, go straight for the SR.
ninjask: SR as they sub, ice beam their sub till they get to around 50%, then roar it out. With SR up this thing is not coming back alive.
hippowdon: SR, then spam ice beam on it.
smeargle: same thing as roserade
uxie: SR, then switch to Scizor to absorb the yawn, and u-turn outta there.
bronzong: SR, then switch to Heatran to force it out.
Celebi @ Leftovers
Ability: Natural cure
EVs: 252 HP/216 def/8 spDEF/32 spe
Bold nature (+def, -atk)
-Thunder wave
-Leech seed
-Grass knot
-Recover
The first half of the celetran combo. Celebi is really a fantastic addition to this team. It has solid base 100/100/100 defenses, allowing it to take most non bug moves thrown at it. Celebi is extremely vital to this team by spreading paralysis around the opposing team. Most switch ins to Celebi (i.e heatran, gengar) hate being paralyzed.
With Leech seed and recover, Celebi is able to outstall numerous pokes, and grass knot is there for gyarados and tyranitar, who are both hit for massive damage. T-wave is here because if you notice, most of my team is quite slow (except magnezone and thats only because of the scarf), so paralysis support really helps this team greatly.
Heatran @ Life Orb
Ability: Flash fire
EVs: 252 spATK/4 spDEF/252 spe
Timid nature (+spe, -atk)
-Flamethrower
-Earth power
-HP Grass
-Explosion
The other part of the Celetran combo. Heatran really shines in this team, being able to regulary take out 1-2 pokes every match, sometimes even more. It weakens the opposing team so Dragonite has a chance to sweep later on in the match. Heatran switches in on Scizor, Lucario (they will always assume im scarf for some reason) and the like, hit their Heatran counter with flamethrower, switch out, and repeat the process. This makes the opposing team so weakened that any of the other pokes can easily finish them off, specifically Dragonite.
A nice, standard 252 spatk/252 spe is required for offensive power, and timid nature is chosen because Heatran's bulk is too great to pass up. Explosion will still OHKO most Blissey after they switch in on SR anyway. Flamethrower is chosen over Fire Blast because i realized I favored accuracy over power after I lost a match where fire blast missed Scizor and Heatran got OHKOed by superpower.... :( HP Grass is for bulky waters, 2HKOing each one of them that think they can wall this set.
Magnezone @ Choice scarf
Ability: Magnet pull
EVs: 4 def/252 spATK/252 spe
Timid nature (+spe, -atk)
-Thunderbolt
-HP Ice
-Flash Cannon
-Explosion
Any team that's goal is to let Dragonite get a clean sweep should greatly consider Magnezone. Magnezone traps Skarmory, Forretress and the like (fuck shed shell) and deals massive damage to them while they can't do that much in return. With these two gone Dragonite will be able to sweep much easier. Another added bonus is that the combination of Magnezone + Dragonite resists every single type in the game, and thats a huge plus.
Another standard 252 spatk/252 spe spread. I oringinally used the "Steel Killer" set with substitute and lefties, but I changed to this set because I needed the extra speed badly. HP Ice takes advantage of Magnezone's steel typing to switch in on a Salamence's outrage, then OHKO that stupid dragon with HP ice. Flash cannon catches Tyranitar on the switch and 2HKOes most ones.
Dragonite @ Leftovers
Ability: Inner focus
EVs: 224 HP/28 atk/100 def/140 spDEF/16 spe
Careful nature (+spDEF, -spATK)
-Dragon dance
-Dragon claw
-Earthquake
-Roost
The star of the show! First, just look at that sexy sprite :) Anyways, this Dragonite is a pain to take down, as it just won't die unless you pack a strong rock or ice move or toxic. Also, if I am facing a stall team, and Dragonite is my last poke, there is a huge possibility that I will still win because of Roost and dragonite's immunity to toxic spikes.
With a careful nature, 224 HP EVs, 140 spDEF EVs, Dragonite is sure to survive bulky Swampert and bulky Suicune's ice beam even AFTER sr. I actually roost stalled a vaporeon spamming ice beam to get up to +4 atk, that's how bulky this thing is. (crit or freeze hax is gay though) 16 EVs in speed allow me to get to 300 speed after one dragon dance, outspeeding neutral natured Salamence and other base 100s by one point. 28 evs are placed in attack to have some power, and the rest are placed in defense to take hits from both sides of the spectrum well.
You may notice that this set is extremely walled by Skarmory and Bronzong, so thats why I use Magnezone with it.
Scizor @ Choice band
Ability: Technician
EVs: 160 HP/176 atk/168 spDEF/4 spe
Adamant nature (+atk, -spATK)
-U-Turn
-Bullet punch
-Superpower
-Pursuit
Scizor makes its way to another team yet again! You guys should have all seen this set already so I will just provide a brief explanation. Spam U-turn early in the game to scout the team, pursuit choiced gengars and latias' shadow ball and draco meteor respectively as they switch, Superpower is for Blissey, and Bullet punch is in the late game when Dragonite/Heatran weakened the opposing team enough for Scizor to sweep.
The given EV spread help Scizor become incredibly bulky on the special side, which helps it survive random stuff like Celebi's HP fire, and 176 atk is still good enough for dealing damage.
CONCLUSION
So there you go, that's my team. I hope you all enjoyed reading this RMT, and please post a reply to it!