ss118
Smash Master
Infernape (M) @ Focus Sash
Ability: Blaze
EVs: 4 Atk/252 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Fake Out
- Overheat
- Close Combat
- Stealth Rock
Lately I've been very hard pressed to NOT fit this on my team. Basically this allows me to easily set the pace, working for my own momentum. People don't know how to use this, so let me explain it to you nice and easily:
ATTACK!
Fake Out breaks Sashes and stops trick users like Azelf and Jirachi from taking yours. After that you kill the opposing starter, or at least try to in Occa Metagross' case. The opponent usually has to choose between crippling you or setting up SR. If they cripple you, well come back in later and set up SR(assuming they actually use something to try and kill you at 1 HP) at a different time. He's also very handy for spamming Blaze Overheats. ^^
Rotom-w @ Life Orb
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Thunderbolt
- Shadow Ball
- Hydro Pump
- Charge Beam
Haven't tried this set tbh but in-theory it *****. If you don't get the just of this team it is to constantly to keep attacking. Now you may see this and say "wait Blissey walls this! What's the point in that?" The point is that the useless *****, while she does a good job stopping this, cannot even touch the rest of my team, and if it's the odd Seismic Toss SR version(looking at you IPL), I can take full advantage. The idea behind this is to use its general bulk and wide type-coverage to beat offensive teams and lure out Blissey on stall teams so that I can proceed to **** them. It has a side-effect of stopping Rapid Spin too, I guess.
Tyranitar (M) @ Leftovers
Ability: Sand Stream
EVs: 104 HP/144 Atk/72 Def/188 Spd
Adamant nature (+Atk, -SAtk)
- Stone Edge
- Earthquake
- Dragon Dance
- Counter
Ripped straight from the smogon site, and for good reason. The reasoning behind this set is to remove counters that stop the main focus of this team from sweeping. Swampert, Hippowdon, Scizor, Flygon, Garchomp(scarfed ones), and even opposing Tyranitars cry as Counter makes their efforts to straight up beat me 100% useless.
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Iron Head
- Fire Punch
- Thunderpunch
- Ice Punch
The fall-back of this team, the idea is that if anything sets up(unlikely), I'll have a response regardless. I know its gay, but it also keeps back those opposing endeavor teams that people started to copy from me. Tyranitar, Mence, Scizor, Lucario, Gyarados, this holds the bunch of them back from single-handidly destroying me.
Garchomp (F) @ Yache Berry
Ability: Sand Veil
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Outrage
- Earthquake
- Swords Dance
- Dragon Claw
The second "lure" of the team, used specifically to lure out waters. Since I have no resist to water attacks and my primary sweeper is in fact weak to these attacks, this guys threatens an easy sweep with it's 102 base speed and 130 base speed. If people played correctly they wouldn't be using counters as often because then Gachomp wouldn't have ***** as often but meh. I'll take them as they come I guess.
Aggron (M) @ Life Orb
Ability: Rock Head
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Head Smash
- Earthquake
- Ice Punch
- Rock Polish
The primary focus of the team. Usually setting up on moves that kill Rotom and Garchomp(seeing as how they usually require super-effectiveness to be properly KOed), this guy sets up easily and sweeps the opposing team. Head Smash+Rock Head is absolutely devestating, allowing me to 2HKO Skarmory. And that's max def/max HP too.
Ability: Blaze
EVs: 4 Atk/252 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Fake Out
- Overheat
- Close Combat
- Stealth Rock
Lately I've been very hard pressed to NOT fit this on my team. Basically this allows me to easily set the pace, working for my own momentum. People don't know how to use this, so let me explain it to you nice and easily:
ATTACK!
Fake Out breaks Sashes and stops trick users like Azelf and Jirachi from taking yours. After that you kill the opposing starter, or at least try to in Occa Metagross' case. The opponent usually has to choose between crippling you or setting up SR. If they cripple you, well come back in later and set up SR(assuming they actually use something to try and kill you at 1 HP) at a different time. He's also very handy for spamming Blaze Overheats. ^^
Rotom-w @ Life Orb
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Thunderbolt
- Shadow Ball
- Hydro Pump
- Charge Beam
Haven't tried this set tbh but in-theory it *****. If you don't get the just of this team it is to constantly to keep attacking. Now you may see this and say "wait Blissey walls this! What's the point in that?" The point is that the useless *****, while she does a good job stopping this, cannot even touch the rest of my team, and if it's the odd Seismic Toss SR version(looking at you IPL), I can take full advantage. The idea behind this is to use its general bulk and wide type-coverage to beat offensive teams and lure out Blissey on stall teams so that I can proceed to **** them. It has a side-effect of stopping Rapid Spin too, I guess.
Tyranitar (M) @ Leftovers
Ability: Sand Stream
EVs: 104 HP/144 Atk/72 Def/188 Spd
Adamant nature (+Atk, -SAtk)
- Stone Edge
- Earthquake
- Dragon Dance
- Counter
Ripped straight from the smogon site, and for good reason. The reasoning behind this set is to remove counters that stop the main focus of this team from sweeping. Swampert, Hippowdon, Scizor, Flygon, Garchomp(scarfed ones), and even opposing Tyranitars cry as Counter makes their efforts to straight up beat me 100% useless.
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Iron Head
- Fire Punch
- Thunderpunch
- Ice Punch
The fall-back of this team, the idea is that if anything sets up(unlikely), I'll have a response regardless. I know its gay, but it also keeps back those opposing endeavor teams that people started to copy from me. Tyranitar, Mence, Scizor, Lucario, Gyarados, this holds the bunch of them back from single-handidly destroying me.
Garchomp (F) @ Yache Berry
Ability: Sand Veil
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Outrage
- Earthquake
- Swords Dance
- Dragon Claw
The second "lure" of the team, used specifically to lure out waters. Since I have no resist to water attacks and my primary sweeper is in fact weak to these attacks, this guys threatens an easy sweep with it's 102 base speed and 130 base speed. If people played correctly they wouldn't be using counters as often because then Gachomp wouldn't have ***** as often but meh. I'll take them as they come I guess.
Aggron (M) @ Life Orb
Ability: Rock Head
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Head Smash
- Earthquake
- Ice Punch
- Rock Polish
The primary focus of the team. Usually setting up on moves that kill Rotom and Garchomp(seeing as how they usually require super-effectiveness to be properly KOed), this guy sets up easily and sweeps the opposing team. Head Smash+Rock Head is absolutely devestating, allowing me to 2HKO Skarmory. And that's max def/max HP too.