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Team Saved by the Bell [Standard]

verycoolguy

Smash Journeyman
Joined
Sep 15, 2008
Messages
256
Location
Miami, FL
NNID
CoolVCG
At a glance


Introduction
I am a huge fan of balanced out games. I like a team with both offense and defense. A team that contains different roles, and do pretty much everything, like the kids in the show Saved by the Bell. It seems like the gang does EVERYTHING, like singing in a band, start business, being part of every cliche, like Football, Cheerleading, or simply getting good grades and being a leader.

I've been reading a lot about the UU metagame, and there's this Grass/Fire/Water combo of Pokemon that appears to be very effective. I wanted to bring that to Standard play and think of it as a team of Pokemon that Gary Oak would use. If you guys remember from RBY and GSC, his team usually consisted of Gyarados, Arcanine, Exeggutor, Rhydon, Alakazam, and Pidgeot. It's like a team of the most common types of Pokemon you'd see, and it's pretty cool. I'm a fan of RBY Pokemon since that was a big part of my childhood, the show, Pokemon cards, Pokemon Snap, Blue and Stadium, and even action figures lol, while all I did for other generations was just play their games.

Team Building
So I wanted to start looking at that Water/Grass/Fire type combo, and I looked for Water Pokemon. When I see RBY Pokemon, the first Pokemon that came to mind was Starmie. Starmie is very versatile. Amazing type coverage, very fast, and it's powerful when it holds a Life Orb, and it can heal off the recoil with Recover. It's a good revenge killer for Pokemon with base 110 speed with a positive nature, and it scares away Salamence, Gyarados, Infernape, and some other top tier threats off the field. What really makes Starmie so cool is that it's Misty's second most valued Pokemon after Staryu, so it's like the second most notable fully evolved Water type after Blastoise (in my childhood...).


Now I wanted a Fire type. I am not interested in any of the Fire types in OU. In UU, Arcanine seems to be a top tier threat with his ridiculous versatility and decent bulk. It attacks well at both sides of the spectrum, it gets Flare Blitz as STAB, and Morning Sun to heal off any recoil. Extremespeed helps it from fast and frail Pokemon. It's a really good counter to Scizor, as long as it does not switch in to Superpower (but Intimidate helps take the hit), or U-Turn. Arcanine has been one of Gary's most valued Pokemon, so it's like the second most notable Fire type after Charizard.


Now I wanted a Grass type. There are not many great Grass types out there. None of the Grass types in UU are very formidable. When I think of Grass types, I think of something that resists anything Fire is weak to. Fire is weak to Water, Rock, and Ground. Most Grass types cover Water and Ground, but stay Neutral to Rock. There is one Pokemon that resists all types that a pure Fire type is weak to, and that is Breloom. Although Breloom is frail, it can switch in on a Swampert's Earthquake, which seems to be Arcanine's biggest nightmare, and then either Spore it, or kill it with Seed Bomb. I remember having a ton of fun using Breloom in Ruby version, owning everything with Mach Punch.


Now I need a defensive core. My favorite physically defensive Pokemon is Skarmory. I see myself as a very defensive player, and I've played against other Stall teams with mine, and it's a mess. I'd rather play against offensive teams with my defensive ones. Since this is a balanced out team, I can have trouble with stall, since none of the offensive Pokemon here are too powerful, and don't set up to become more powerful, with the exception of Breloom, but he has weak type coverage. So I decided to use Skarmory as a wall that stops stall. This is done so with the move Taunt, and Special Defense EVs. Things like Vaporeon and Blissey can't hurt it hard with their attacks, and Skarmory sets up Spikes while healing off damage.


Special defensive Skarmory isn't fat enough to absorb special attacks, so I needed something more dedicated. Without a doubt, Blissey is the most reliable special wall, and has many, many options to choose. This team is not made to be a 'suck a ****' stall team, so using things like Toxic and Protect will not help the other members of the team. The team dislikes status, A LOT, so I decided to use a Cleric. It uses Aromatherapy to rid paralysis off of Arcanine, Breloom, and even Skarmory, as its Speed is necessary to outspeed stalling walls and Taunt them. It absorb attacks from fast and powerful special attackers, and then cripple them with Thunder Wave so the team can deal with finishing them off.


So now the team needs a lead. Stealth Rock is appreciated to help Starmie OHKO some threats. I've read about Choice Scarf Azelf, and I think it's marvelous.




After the Trial
I've done some testing, and there has been some flaws. The most notable is that since Heatran is allowed in Standard, Arcanine is worthless. I hate that walking volcano. It makes all fire types except for Infernape and possibly Moltres nonviable for standard play. I can't even go Flash Fire back at it since that thing can still annihilate it with Earth Power. I can't go on with Arcanine any longer.

At this point, I decided to ditch the whole Grass/Fire/Water combo idea, and just take what I got, and improve from there. Since Arcanine was out, I wanted to use up the space for a more dedicated physical tank. It needed a different typing. I also did not want it to become worthless to Tricked out Choice items, so it needed some power. Swampert can work, with his hard weakness to Grass can be laughable for Skarmory. It would have some issues though: if it gets Tricked a Scarf, it becomes severely neutered, and the added Speed won't help it at all since it's only base 60, and I'm not using any Speed EVs, and I'm holding a -Speed nature. I also loved holding Fire Type attacks. When I'm in to the nostalgia of RBY Pokemon, good defenses and offenses, and possesion of Fire type moves, I thought Zapdos will work. Zapdos also works as a Scizor counter as it resists everything it has bar Pursuit or Night Slash. Zapdos can Roost to stay alive, and it has Pressure to PP stall those that are not too powerful. I guess having an Electric type also reminds me alot of how I always used Electric Pokemon in RBY, as Thunder Wave was the best move in the game at that time. And I always thought Zapdos was really frikkin cool, as it beat the other two birds, and it got good STAB in Drill Peck. Zapdos was also my favorite Pokemon card. I looked at Zapdos instead of Rotom-H for the reason that Zapdos can heal itself, and it isn't Pursuit-owned like Starmie...although Rotom-A has Will-o-Wisp, but the weak accuracy there is really iffy. Using Heat Wave means Zapdos can stay in, tanking hits while delivering some back, while Overheat means that special attacks will do next to nothing after one use of the Fire move. Rotom-A's spinblocking abilities still leaves me looking back sometimes... I can also use Moltres to still have that Fire/Grass/Water combo, as it can also be very defensive, holds Will-o-Wisp and uses Fire type attacks very well, but the 4x Stealth Rock weakness is an off putting and Moltres does not have very good type coverage.

Breloom stays. Its usefulness to deal with any Tyranitar is welcome. Whether it is Choice Band, Breloom would have the Speed EVs to safely put Jolly Tyranitar to sleep and then set up a Swords Dance or two, or simply finish it off, and it has Mach Punch to eliminate the Dragon Dancer. The Dragon Dancers who are afraid of priority opt for a Babiri Berry. And when it uses Life Orb, I can laugh back at Toxic Spike users, since the team dislikes it.

I've been disappointed that Blissey can't learn both Wish and Aromatherapy. Recently I found out that Blissey was one of the hundreds of Pokemon that get Heal Bell, and I was glad to hear that it is legal with Wish. Wish became really useful to use when Blissey is near full health, and a physical attacker like Salamence arrives, only to damage 70% of HP off of Bold Blissey with Outrage, and it gets OHKO'd back with Ice Beam, and laugh as it recovers 50% right after. Now with Wish, the weakened sweepers can get right back on the fields and do some work, rather than serve as death/trick fodder. Starmie does not really need to Recover itself, and now it uses Rapid Spin to remove annoying entry hazards. Especially Stealth Rock and Toxic Spikes.

Starmie still loves its amazing type coverage and its new utility in Rapid Spin, making it more useful.

So without further ado, here are the sets
Team Saved by the Bell


Lisa Turtle
Azelf@Choice Scarf
Levitate
Jolly
4 HP / 252 Atk / 252 Spe
Trick
U-Turn
Explosion
Stealth Rock

Synergy

->

->

->

It sets up Stealth Rock and Explodes when it's done. It Tricks, then U-Turns away for scouting. It can also server as Trick fodder if someone wants to try to do that to one of the tanks. The 216 Speed EVs ensure I outpace all +Speed natured base 100s in a Choice Scarf.


Jesse Spano
Starmie@Life Orb
Natural Cure
Timid
40 Def / 252 SpA / 216 Spe
Hydro Pump
Thunderbolt
Ice Beam
Grass Knot

Synergy

->

->

->

->

->

216 Speed EVs outspeeds all positive base 100s. Hydro Pump provides harder power than Surf, and gets an 80% chance to OHKO Tyranitar after Stealth Rock. Thunderbolt and Ice Beam are nice traits to Starmie, and helps revenge kill threats. Grass Knot is a cool coverage move that also stops Swampert, and the rare Lanturn and Rhyperior. Having Jesse on the field would prevent Salamence or Gyarados from coming in, even after a teammate has fallen. Other water types are jealous because they have to resort to HP Electric.



AC Slater
Breloom@Life Orb
Poison Heal
Jolly
252 Atk / 72 Def / 184 Spe
Spore
Swords Dance
Mach Punch
Seed Bomb

Synergy

->

->

->

->lol, gimme the Toxic
->

The muscle of the team. 184 Speed EVs will outspeed Jolly Tyranitar, who will meet a Spore. If Tyranitar scores a Dragon Dance, Mach Punch will put him away. Even then, all enemies slower than 244 speed will be put to Sleep with Spore, while Slater safely sets up a Swords Dance. If one is already put to sleep, opposing Swampert who think Slater is holding Stone Edge+Mach Punch will get beat by Seed Bomb. The team really dislikes Toxic Spikes, so Slater can get in and laugh back, as Life Orb recoil is nullified and he heals 2.5% of HP each turn.


Kelly Kapowski
Blissey@Leftovers
Natural Cure
Bold
252 Def / 40 SpA / 216 SpD
Heal Bell
Wish
Ice Beam
Thunder Wave

Synergy

->

All teammates dislike certain status, so if any teammates take an unfavorable status, they will be saved by the Heal Bell (pun). I've always wanted to use Aromatherapy+Wish to make the greatest cleric ever, but she gets Heal Bell so Kelly is very capable of completely cleaning up a friend. Thunder Wave is for crippling opponents so the rest of the gang can have an easier time doing their job. Ice Beam is for Salamence. If Kelly is Bold, she'll survive a Jolly Life Orb Outrage from Salamence, and she'll OHKO him with Ice Beam after Stealth Rock. Seismic Toss is not here since she will not be able to touch Levitating Ghosts behind a Sub, like Gengar. Ice Beam has a chance at breaking a Sub. Sometimes I wish I had more Special attack EVs though, but Blissey needs to take boosted special attacks at all costs.


Zack Morris
Skarmory@Shed Shell
Keen Eye
Careful
252 HP / 224 SpD / 32 Spe
Taunt
Spikes
Roost
Whirlwind

Synergy

->

->

Zack here likes to Taunt his opponents showing off how cool his metal jacket is, so all those nerds trying to stall would stop what they are doing and try to hit him. The Special Defense EVs will protect him from weaker Special attacks from Swampert, Blissey, or Vaporeon who would often like to waste time. 80 SpA Flamethrowers will only hurt 33.53% - 39.52% of his health. 0 SpA Surfs from Vaporeon only damages 30.84% - 36.83%, so Zack has free time to set up Spikes, and Roost in between. If I have problems with Dragon Dance Salamence, and he is Outraging, Skarmory can take hits, Roost, maybe a layer of Spikes, and watch Life Orb recoil build up, and Whirlwind his Dragon Dance away, forcing him to switch in on Stealth Rock again.


Screech Powers
Zapdos@Leftovers
Pressure
Bold
248 HP / 228 Def / 32 Spe
Thunderbolt
Heat Wave
Toxic
Roost

Synergy

->

->

Zack didn't do his Defensive homework, but Screech did. Thunderbolt hits Gyarados for a OHKO, and Heat Wave does that for Scizor. Roost keeps him alive and it sheds off his weaknesses. I can use Hidden Power Grass for Swampert, but then I have to deal with Blissey. I don't really wanna switch to Zack or Slater to deal with it and meet unfavorable status, so Toxic can work for both Blissey and Swampert. Blissey might Thunder Wave or Toxic him, but Kelly can heal that status off for him.




Comments
So there we have a Balanced team. I noticed a flaw after reading how I deal with threats, and that is that I am way too reliant on Hydro Pump. The power drop to Surf would not be worth it at all, since I won't be able to kill many frail things in one hit. Changing to Modest is no option because Starmie needs to outspeed Positive speed natured Pokemon with a higher base speed than 100. The main reason I chose Starmie over Gyarados as the RBY Water Pokemon, is that Gyarados is not very effective without a Dragon Dance, and I don't have much time to set up, while Starmie can hit right off the bat with excellent Speed and decent Special Attack, and a Life Orb, with attacks of high Base Power. Breloom has the time to set up because of Spore.
You may think that not having a spinblocker may be a big deal, but it really isn't, as this team doesn't rely on entry hazards all day. I am glad I am able to make a decent team with good synergy using my favorite Pokemon. It's a shame Arcanine can't be used, but at least now I'm able to use my favorite Pokemon Card and still have a Scizor counter. Even if Heatran didn't exist, Arcanine would still not be in the field much because of bulky waters still being able to survive a Natural Gift Grass (even Swampert wtf) or a Thunder Fang. I'm not very good at prediction... so I might not be the best at using this team. It was fun thinking of a balanced out team for Standard play.

So, any comments? Suggestions? Advice?
 

verycoolguy

Smash Journeyman
Joined
Sep 15, 2008
Messages
256
Location
Miami, FL
NNID
CoolVCG
Threats

Threat list
Aerodactyl: The lead gets Tricked. Then I U-Turn to scout the switch.
Blissey: Gets **** on by Zapdos' Toxic. Breloom can either beat her up or put her to sleep, and then setup. Skarmory pisses her off and she can't do much of a comeback. Kelly relieves status symptons done by Blissey.
Breloom: Starmie outspeeds, resists Mach Punch, and kills with Ice Beam. Zapdos resists both STABs and kills with Heat Wave. Skarmory can Taunt slow SubSeeders, and doesn't get hit hard by anything but Focus Punch, while Breloom is scared of Flying type attacks.
Bronzong: Skarmory Taunts, and Bronzong can't do anything. Breloom can put him to sleep. Zapdos resists Gyro Ball and Earthquake and can use Heat Wave. Starmie's Hydro Pump 2HKOs. Azelf can Trick.
Celebi: Azelf can trick. Zapdos resists Grass and can use Heat Wave. Starmie can use Ice Beam if Celebi is low on HP so Grass attacks won't threaten Starmie. If Celebi is only using STAB moves, Skarmory can Taunt any setups and setup himself.
Cressellia: Zapdos can use Toxic, Blissey walls any attack. Skarmory Taunts at its face.
Dragonite: Starmie uses Ice Beam, Zapdos can Toxic. Skarmory can annoy as Flamethrower may not do enough damage.
Dusknoir: Sleeps to Breloom. Taunted by Skarmory, so any field effect attempts will be prevented.
Electivire: Zapdos can Toxic, Heat Wave and Roost, while Ice Punch or HP Ice won't do much damage. Breloom can revenge kill with Mach Punch if it gets a speed boost.
Empoleon: Blissey walls it. Breloom can Mach Punch. Starmie can Thunderbolt.
Flygon: Starmie can Ice Beam. Skarmory won't have to worry much about Special attacks, and takes his time to set up. If it gets caught on Fire Blast, Blissey can switch in and heal whatever and Ice Beam. If Scarf Flygon switches in on Blissey, Earthquake won't hurt it much, and Ice Beam puts a huge dent in it.
Forretress: Taunted by Skarmory. Zapdos Heat Waves. Breloom puts it to sleep and sets up.
Gengar: Blissey walls and cripples those without Explosion or SubPunch. Starmie outspeeds and kills with Hydro Pump.
Gliscor: Starmie kills with Ice Beam...
Gyarados: Starmie and Zapdos kill and outspeed with Thunderbolt.
Heatran: Blissey walls it. Starmie can revenge kill with Hydro Pump, Breloom can do so with Mach Punch.
Heracross: Zapdos resists its STABs and Heat Waves back.
Hippowdon: Skarmory walls it. It is completely useless if Earthquake is its only attack. Starmie can put hurt on it with Hydro Pump or Ice Beam. Azelf Tricks the lead. Breloom resists almost everything except the occasional Ice Fang, outspeeds and puts it to sleep. Zapdos can PP stall the ones with only Earthquake.
Infernape: It dies and is outsped by Starmie and its Hydro Pump. If it's at 38.23% of HP or lower, Breloom will always kill it with Mach Punch.
Jirachi: Uhhh, Zapdos Heat Waves. With the leads, Azelf outspeeds so I use Stealth Rock, then I switch to Skarmory or Zapdos or Starmie if it uses Iron Head, Stealth Rock or Trick. Most of the Calm Mind variants consist of using the attacks Flash Cannon and Thunderbolt, so Zapdos can deal with it.
Jolteon: Breloom can Mach Punch and kill if it's 47.6% or lower. Blissey walls it, and can slowly chip its health away with Ice Beam.
Kingdra: Skarmory can come in on Outrages, and set up and phaze it away. It can't safely switch in on anything. Zapdos takes the Water assaults softer, and chips its health away with Thunderbolt and Toxic, while Roosting in between. Breloom can kill with Mach Punch if its health is at 29.8%.
Latias: Blissey walls, cripples with Thunder Wave and chips its health off with Ice Beam. Starmie can 2HKO or revenge kill with Ice Beam. Skarmory takes soft damage from a Dragon Pulse, and 42.22% - 50% from a Specs Draco Meteor, giving time for setting up. Zapdos can Toxic.
Lucario: Zapdos can take anything besides a boosted Stone Edge, Ice Punch, or a Specs HP Ice, and kill with Heat Wave. If it has not set up Swords Dance, Starmie and Breloom kill with Hydro Pump and Mach Punch.
Machamp: I have issues. Breloom can put it to sleep if it has not set up a Sub, but takes hefty damage from DPunch. Starmie can revenge kill with Hydro Pump...
Magnezone: It gets Heat Waved by Zapdos, walled by Blissey if it lacks Explosion, and can be killed by Mach Punch.
Mamoswine: I have some issus. Starmie can kill with Hydro Pump. Skarmory can take hits but it can't do much back.
Metagross: Zapdos resists nearly everything except Ice Punch and Explosion, and Heat Waves it to death. Breloom can put it to sleep, and set up. Hydro Pump. Azelf tricks the lead. If it sets up SR, Azelf sets it up while it switches. If it uses Meteor Mash or Bullet Punch, I switch to Zapdos or Skarmory.
Ninjask: This can be a gamble. Some don't have protect, but some do. If they don't, Trick is the way to go, but if they do, I should set up SR. Skarmory can later Taunt or Phaze and further setting up.
Porygon-Z: Killed by Mach Punch, walled and crippled by Blissey.
Roserade: U-Turn to Starmie, kill with Ice Beam, and spin away hazards, or leave them in for Breloom to have a laugh.
Rotom-A: I've got issues with Tricksters, otherwise, Blissey walls them. I guess I could use Azelf as Trick fodder if it's still alive. Zapdos can pick on the ones without Blizzard.
Salamence: If Starmie is in the field, it won't dare come in. If Blissey is in the field, it can survive Outrage, and OHKO with Ice Beam preventing a Dragon Dance sweep. If it is Outraging, Skarmory can take it, set up and phaze.
Scizor: Scizor is gay. It can U-Turn away from counters. Anyway, Zapdos can kill and it resists everything it has. If Azelf is around, it can Trick its Choice Band for a weaker and useless Scarf, while Azelf's own U-Turn and Explosion is boosted. If Scizor's health is low, I can try to go for a kill with Thunderbolt using Starmie.
Skarmory: Starmie and Zapdos have fatal moves. Breloom can Spore it before it uses a Flying type attack. My own Skarmory can Taunt it.
Smeargle: Leads get tricked, Baton Pass chains get Taunted or phazed by Skarmory. Breloom has Mach Punch.
Snorlax: Breloom can put it to sleep and set up. Skarmory can Taunt and phaze Curses. There might be issues.
Starmie: Blissey absorbs its attacks. My own Starmie has its way with defensive Rapid Spinners, but it has issues with opposing Life Orb users.
Suicune: Breloom boosts its attack and hits with Seed Bomb. Skarmory can Taunt it beforehand or phaze it while it's ResTalking. It can't come in with Starmie in the field because Thunderbolt is too dangerous. There might be issures.
Swampert: Breloom can safely switch in, and either uses Spore or Seed Bomb. Skarmory takes almost nothing from Ice Beam, and can set up. Zapdos can use Toxic while Ice Beam does less than 50%, and Roost spam from there. Azelf can Trick the lead.
Tentacruel: Blissey takes any attack, and cripple with Thunder Wave. Starmie spins away Toxic Spikes, and attacks with Thunderbolt. Skarmory takes any attack as well, Taunts, and wither set up Spikes or Whirlwind the switch. Zapdos doesn't care what it does and scares it with Thunderbolt.
Togekiss: I have some issues. Blissey can cripple it with Thunder Wave. Starmie can use either Ice Beam or Thunderbolt. If it's paralyzed, Skarmory can further Taunt it or phaze it away. Zapdos resists Air Slash and Aura Sphere, and hurts with Thunderbolt or Toxic.
Tyranitar: Breloom can switch in on a Dragon Dance or anything from the Choice Band set. If it doesn't Dragon Dance, Spore and set up. If it does, Mach Punch. Starmie's Hydro Pump has an 80% chance of OHKOing it after Stealth Rock. Skarmory can Taunt or phaze.
Vaporeon: Skarmory Taunts and walls it. Blissey can use Heal Bell to rid itself of Toxic, but it can't do much back other than paralyze. Breloom can put it to sleep, set up, or Seed Bomb, and Starmie and Thunderbolt. Zapdos can Toxic and/or Thunderbolt.
Weavile: I have massive issues. Skarmory can take hits, but not much back other than phaze away Swords Dances and force it to come in on Stealth Rock again. Hopefully it switches in on a status move, or any move for that matter.
Zapdos: If it's low on health Starmie can Ice Beam. Blissey walls it and cripples with Thunder Wave. I think I got issues.
 

SOVAman

Smash Hero
Joined
Feb 28, 2008
Messages
5,313
Location
In VA **** MD
I really Like your team I just want to suggest a few things

First off I noticed that choiced trick Rotom can really hurt your team. Rotom can't touch your Zapdos but if he tricks your zapdos or any of your other walls you will have some trouble. If your blissy or Skarm gets tricked they are as good as dead especially if spikes are not set up yet.

maybe a choice specs Ttar can help with your trick problem

Ttar @ Choice Specs
sand stream
EVs: 180 HP / 252 SpA / 76 Spe
Modest
-- Thunderbolt
-- Ice beam
-- Dark Pulse
-- HP grass/ Super power

Maybe subbing that for your Starmie since rotom already counters your rapid spin??



Screech Powers
Zapdos@Leftovers
Pressure
Bold
248 HP / 228 Def / 32 Spe
Thunderbolt
Heat Wave
Toxic
Roost

I think you should go with HP grass over toxic. Your team defiantly looks to have some trouble with bulky waters. HP grass is the best answer to that problem. I see that you have seed bomb on your breloom which also helps but it would help to have a grass move on something a little bulkier to counter the bulky waters. I just think that going with extra coverage will benifit your team more


Comment in Bold
 

verycoolguy

Smash Journeyman
Joined
Sep 15, 2008
Messages
256
Location
Miami, FL
NNID
CoolVCG
Choice Specs Tyranitar can't work well because of Speed issues. I'd have no way to deal with Salamence or Gyarados, or Infernape at all. Seeing as I only have two sweepers, one being locked in a move will be an inconvenience.

If Zapdos wants to deal with Bulky Waters, Thunderbolt should be enough, in fact, it's twice as powerful. The only target aimed at with HP Grass, is Swampert, who is dealt with by Toxic and Roost stalling. Swampert doesn't do enough damage with Ice Beam. HP Grass leaves me open to Blissey.
 
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