Hi. This is my first RMT so I apologize in advance for any mistakes i make. So anyway, i've been using this team for a long time and it nets me many wins. Its changed a lot from its early stages but recently, I still discover some holes in the team even tho i try my best to cover majority of today's threats. I hope to make it into a stable team before moving on to Gen 5 (if i ever do dat). Here goes:
The team:
(its rotom-h btw, cant find the animated sprite for it)
Scizor (M) @ Choice Scarf
Ability: Technician
EVs: 12 HP/252 Atk/244 Spd
Jolly nature (+Spd,-SpAtk)
- Bullet Punch
- Pursuit
- Superpower
- U-turn
The lead... yes a weird one but it works decently for me since I always have problems picking a lead. What it does is to catch ppl off guard with choice scarf and be a scout/revenge killer. It provides early momentum by OHKOing silly azelfs (unless they carry choice scarf and flamethrower) AND bringing in swampert (for SR) with U-turn. If not it damages the opposing lead (decently) while I find a counter.
Pros:
Kills lead azelf and aerodactyl; acts as scout; revenge kills SD luke (if rotom-h is gone), dd ttar, non-scarf heatran ; pursuit trapper
Cons: Sux if the opposing lead is defensive/resists u-turn... meaning its a free turn of set up. Despite great speed, it lacks power and becomes set-up bait sometimes. (like for dd gyara) ALSO, my only pokemon with fighting type moves and superpower has atk drops so im prone to things that are fighting weak
---
Rotom-H @ Choice Scarf
Ability: Levitate
EVs: 252 Spd/252 SpAtk/4 SpDef
Timid nature (+Spd,-Atk)
- Overheat
- Shadow Ball
- Thunderbolt
- Trick
Typical Rotom-h, i guess i cant say much here. My only fire attacker (and since its overheat...... well, trying to remedy that......)
Pros: Spinblocker; revenge kills top threats like dd gyara and sd luke; suicune counter (together with starmie, if it hasnt CM alot yet); trick but im a noob user of it T.T
Cons: Pursuit weak; Set-up fodder if locked into wrong move (fate of a choiced poke i guess so i cant complain); I hate it when ppl have gyarados waterfall it when i switch in expecting dd
---
Starmie @ Life Orb
Ability: Natural Cure
EVs: 252 Spd/252 SpAtk/4 SpDef
Timid nature (+Spd,-Atk)
- Grass Knot
- Hydro Pump
- Psychic
- Thunderbolt
My MYP of the team, this star hasnt failed me yet since i added it to the team. LO Hydro pump blasts a big hole in everything and everything else is to provide team coverage. Grass knot for swampert, psychic for machamp.
Pros: Major powerhouse :D Cant do w/o it
Cons: Recover, rapid spin and ice beam are other moves it could do wif. Sad dat deres not enuf space. Nothing much to complain here
---
Swampert (M) @ Leftovers
Ability: Torrent
EVs: 240 HP/216 Def/52 SpDef
Relaxed nature (+Def,-Spd)
- Earthquake
- Ice Beam
- Roar
- Stealth Rock
Typical tankpert, sets up SR, phazes. Also acts as dragon counter. General Tank for everything dats not grass.
Pros: Very tank, gud at phazing
Cons: Set up fodder for taunters (e.g. dd taunt gyara) and skarmory
---
Bronzong @ Light Clay
Ability: Levitate
EVs: 252 HP/152 Atk/8 Def/96 SpDef
Impish nature (+Def,-SpAtk)
- Earthquake
- Explosion
- Light Screen
- Reflect
Dual screener to provide additional defences for every1. Saves ttar a babiri berry and makes life hell for the opponent
Pros: Tank enuf to set up both screens and explosion to kill anything threatening
Cons: No healing moves, kinda of a dead weight if opponent is immune to both its attacks (e.g. gengar, skarmory)
---
Tyranitar (M) @ Lum Berry
Ability: Sand Stream
EVs: 252 Atk/6 Def/252 Spd
Jolly nature (+Spd,-SpAtk)
- Crunch
- Dragon Dance
- Earthquake
- Stone Edge
My set up sweeper. The team used to centre around him but not anymore due to prevalence of its counters like scizor, metagross and machamp. Hits like a truck with 1 dd, Hits like a train with 2 dd and massacres with 3 dd (only if priority doesnt kill it first) Reflect from zong helps to turn CB Scizor's BP to a 2HKO, while +1 Stone edge OHKOs it (i think?) Earthquake is for heatran, metagross and +3 EQ OHKOs Machamp (i almost got there once)
Pros: Like any set up sweeper, demolishes the opponent if no counters are in the way
Cons: Counters are rather common nowadays (ironic i know)
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*Edit: I dont send out bronzong and ttar til late game (when i have fully scouted the opposing team for the numerous ttar counters)... for the attempt to set up and sweep. So they are generally dead weights i guess. Maybe my playing style shuld change a bit...
(Sorry if it sounds like a rant (esp in the cons), cos thats what it sounds like to me)
I find that pokemon with strong fire and grass moves neuters 5/6 of my team (infernape, defensive nasty plot togekiss handed my ass to me the other day) despite the typing synergy.
My team is also prone to entry hazards set up (like skarmory on swampert) but I dont want to lose momentum by having starmie rapid spin. LO and rapid spin together feels like a waste, yet entry hazards matter alot. Cant think of a poison type to fit on the team to remove toxic spikes either.
Well, so thats it. Thanks in advance for the help and hope that u guys wont flame me too much
The team:
(its rotom-h btw, cant find the animated sprite for it)
Scizor (M) @ Choice Scarf
Ability: Technician
EVs: 12 HP/252 Atk/244 Spd
Jolly nature (+Spd,-SpAtk)
- Bullet Punch
- Pursuit
- Superpower
- U-turn
The lead... yes a weird one but it works decently for me since I always have problems picking a lead. What it does is to catch ppl off guard with choice scarf and be a scout/revenge killer. It provides early momentum by OHKOing silly azelfs (unless they carry choice scarf and flamethrower) AND bringing in swampert (for SR) with U-turn. If not it damages the opposing lead (decently) while I find a counter.
Pros:
Kills lead azelf and aerodactyl; acts as scout; revenge kills SD luke (if rotom-h is gone), dd ttar, non-scarf heatran ; pursuit trapper
Cons: Sux if the opposing lead is defensive/resists u-turn... meaning its a free turn of set up. Despite great speed, it lacks power and becomes set-up bait sometimes. (like for dd gyara) ALSO, my only pokemon with fighting type moves and superpower has atk drops so im prone to things that are fighting weak
---
Rotom-H @ Choice Scarf
Ability: Levitate
EVs: 252 Spd/252 SpAtk/4 SpDef
Timid nature (+Spd,-Atk)
- Overheat
- Shadow Ball
- Thunderbolt
- Trick
Typical Rotom-h, i guess i cant say much here. My only fire attacker (and since its overheat...... well, trying to remedy that......)
Pros: Spinblocker; revenge kills top threats like dd gyara and sd luke; suicune counter (together with starmie, if it hasnt CM alot yet); trick but im a noob user of it T.T
Cons: Pursuit weak; Set-up fodder if locked into wrong move (fate of a choiced poke i guess so i cant complain); I hate it when ppl have gyarados waterfall it when i switch in expecting dd
---
Starmie @ Life Orb
Ability: Natural Cure
EVs: 252 Spd/252 SpAtk/4 SpDef
Timid nature (+Spd,-Atk)
- Grass Knot
- Hydro Pump
- Psychic
- Thunderbolt
My MYP of the team, this star hasnt failed me yet since i added it to the team. LO Hydro pump blasts a big hole in everything and everything else is to provide team coverage. Grass knot for swampert, psychic for machamp.
Pros: Major powerhouse :D Cant do w/o it
Cons: Recover, rapid spin and ice beam are other moves it could do wif. Sad dat deres not enuf space. Nothing much to complain here
---
Swampert (M) @ Leftovers
Ability: Torrent
EVs: 240 HP/216 Def/52 SpDef
Relaxed nature (+Def,-Spd)
- Earthquake
- Ice Beam
- Roar
- Stealth Rock
Typical tankpert, sets up SR, phazes. Also acts as dragon counter. General Tank for everything dats not grass.
Pros: Very tank, gud at phazing
Cons: Set up fodder for taunters (e.g. dd taunt gyara) and skarmory
---
Bronzong @ Light Clay
Ability: Levitate
EVs: 252 HP/152 Atk/8 Def/96 SpDef
Impish nature (+Def,-SpAtk)
- Earthquake
- Explosion
- Light Screen
- Reflect
Dual screener to provide additional defences for every1. Saves ttar a babiri berry and makes life hell for the opponent
Pros: Tank enuf to set up both screens and explosion to kill anything threatening
Cons: No healing moves, kinda of a dead weight if opponent is immune to both its attacks (e.g. gengar, skarmory)
---
Tyranitar (M) @ Lum Berry
Ability: Sand Stream
EVs: 252 Atk/6 Def/252 Spd
Jolly nature (+Spd,-SpAtk)
- Crunch
- Dragon Dance
- Earthquake
- Stone Edge
My set up sweeper. The team used to centre around him but not anymore due to prevalence of its counters like scizor, metagross and machamp. Hits like a truck with 1 dd, Hits like a train with 2 dd and massacres with 3 dd (only if priority doesnt kill it first) Reflect from zong helps to turn CB Scizor's BP to a 2HKO, while +1 Stone edge OHKOs it (i think?) Earthquake is for heatran, metagross and +3 EQ OHKOs Machamp (i almost got there once)
Pros: Like any set up sweeper, demolishes the opponent if no counters are in the way
Cons: Counters are rather common nowadays (ironic i know)
---
*Edit: I dont send out bronzong and ttar til late game (when i have fully scouted the opposing team for the numerous ttar counters)... for the attempt to set up and sweep. So they are generally dead weights i guess. Maybe my playing style shuld change a bit...
(Sorry if it sounds like a rant (esp in the cons), cos thats what it sounds like to me)
I find that pokemon with strong fire and grass moves neuters 5/6 of my team (infernape, defensive nasty plot togekiss handed my ass to me the other day) despite the typing synergy.
My team is also prone to entry hazards set up (like skarmory on swampert) but I dont want to lose momentum by having starmie rapid spin. LO and rapid spin together feels like a waste, yet entry hazards matter alot. Cant think of a poison type to fit on the team to remove toxic spikes either.
Well, so thats it. Thanks in advance for the help and hope that u guys wont flame me too much