supermarth64
Smash Ace
- Joined
- Jun 14, 2005
- Messages
- 785
Blah blah blah if you want tl;dr, read the bold part underneath the pics.
Only posting it here to get more opinions. Original team is here: http://www.smogon.com/forums/showthread.php?t=59548
Swampert (M) @ Leftovers
Ability: Torrent
EVs: 252 HP/252 Def/4 Spd
Relaxed nature (+Def, -Spd)
- Earthquake
- Ice Beam
- Stealth Rock
- Roar
Physical wall, sets up SR and shuffles.
Description: Ah... Swampert. Always does its job well. It's physical bulkiness allows it to set up Stealth Rock and also Roar out any opposing troubles. It provides my team with a valuable Fire-resist. It also does well as a Salamence check, surviving a +1 DD Outrage 98% of the time (or something like that).
Moveset: Earthquake and Ice Beam are the two main attacks, providing decent coverage and hitting many of the common leads strongly. Stealth Rock is basically a requirement in this metagame, as the residual damage helps with my team and also Infernape later on. Roar helps out with phazing to break Baton Pass chains or to rack up more damage due to Stealth Rock and Spikes.
EVs: Since there's no more Garchomp, the old spread is no longer needed. A simple 252 HP / 252 Def spread will suffice. The remaining 4 EVs go into Speed in order to outspeed opposing Swamperts to the Roar or other attacks.
Synergy: As Skarmory and Scizor are both weak to Fire-type moves, Swampert provides a valuable resist to those. Its Ground-typing also nullifies Electric-type attacks, which helps out with more residual damage, as most of those attacks are Choiced, so I can Roar out to get more damage done.
Skarmory (M) @ Shed Shell
Ability: Keen Eye
EVs: 252 HP/4 Def/252 SDef
Careful nature (+SDef, -SAtk)
- Spikes
- Roost
- Whirlwind
- Brave Bird
SDef Skarm sets up on Surfs and random weak Special attacks and phazes stuff.
Description: Specially Defensive Skarmory originally started under Stage 3 of the Suspect Ladder, and for good reason. Its 4x resistance to Seed Flare and 2x resistance to Draco Meteor, Dragon Pulse, and Air Slash allow it to easily come in and begin Spiking and Whirlwinding. I've brought it over to the standard ladder, where it does well also. With the EVs and nature, uninvested Surfs are only a 3HKO most often, allowing me to Spike up, Roost, and Whirlwind when I deem necessary.
Moveset: The standard Skarmory set will suffice. Spikes is necessary with 2 phazers, as the residual damage racks up easily. It's amazing to see how many times Skarmory will be able to get up some layers, often against Pokemon that don't hit hard, the attacks are resisted, or just can't do anything against Skarmory. Roost prolongs its death, allowing it to continue Spiking or Whirlwinding. Whirlwind functions similarly to Roar on Swampert, except Skarmory can Whirlwind more often due to its resistances and immunities and also because of Roost. Brave Bird makes it so it isn't complete Taunt fodder, and does a number to opposing Grass-type Pokemon.
EVs: 252 HP / 252 SDef allow for the maximum special defense bulkiness, along with the given Careful nature. The remaining 4 points are put into Defense to increase Skarmory's Defense. They aren't put into Speed because many Skarmory run 16 EVs, so it would rather be put to good use in Defense.
Synergy: Skarmory can switch in on Grass attacks aimed at Swampert and begin setting up Spikes. Most often, Celebi will be using Grass Knot, so it will switch out fearing Brave Bird. This gives me a chance for Spikes. It also has a Ground-immunity, allowing it to switch into Earthquakes and setting up if the opposing Pokemon doesn't immediately threaten Skarmory (usually by a Choice Item or if they can't hit Skarmory at all with their other attacks). It also takes Dragon attacks aimed at Latias and uninvested Water attacks and begins to set up that way also.
Scizor (M) @ Choice Band
Ability: Technician
EVs: 248 HP/252 Atk/8 Spd
Adamant nature (+Atk, -SAtk)
- U-turn
- Bullet Punch
- Superpower
- Pursuit
Scizor applies pressure and revenge kills stuff.
Description: Scizor, what would we do without you? Anyway, the standard Choice Band Scizor we all love and hate; Scizor provides the team with an easy way to transition in game. Switch it in on something that can't threaten it much, U-turn out into something that can, and either predict a switch or phaze for more residual damage. Also useful for catching fleeing Pokemon like Latias and Gengar. Not much else to say.
Moveset: The moveset we all love and hate. U-turn is vital to gain an advantage in battle, allowing for switches and more phazing. Bullet Punch revenge kills any problems, such as DD Salamence. I rarely use Superpower and Pursuit, but they will be there when the time comes.
EVs: 248 HP EVs gives me 1 less than a Stealth Rock number, allowing Scizor to switch in 8 times. 252 Atk for maximum damage, and remaining 8 go into Speed. Don't tell me to use more/less Speed EVs, sometimes I need to be faster than opposing Scizors to kill them with this much residual damage, and sometimes I need to be slower for the U-turn. I'd rather leave that to luck.
Synergy: As stated before, U-turn allows for much easier prediction. Scizor's only weakness, Fire, can be easily taken by both Latias and Swampert. Not much else, mainly U-turn.
Latias (F) @ Life Orb
Ability: Levitate
EVs: 4 Def/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Draco Meteor
- Surf
- Thunderbolt
- Recover
LO Latias deals damage and gets good resistances with Skarmory.
Description: Life Orb Latias is a major threat in this metagame. Less Pursuit bait than Choice versions, yet still maintaining the power for what it needs. With Spikes and Stealth Rock support, it gains the KOs it needs more easily. It also prevents Pokemon from easily switching in because of its ability to change attacks unlike Choiced versions.
Moveset: Draco Meteor hits hard and hits fast, easily crippling what doesn't already resist it. Even if they do resist it (Steel-types), they'll be down to less than 50% because I often have 1 layer of Spikes and Stealth Rock also, so another switch in means death for them. Surf provides perfect coverage, hitting things like Heatran and other steel types. Thunderbolt is there for Water types and as a reliable attack also. Recover allows it to take Fire-attacks aimed at Scizor and Skarmory and just heal it off.
EVs: 252 SpA / 252 Speed for maximum damage and speed, and Timid allows me to outspeed Naive unDDed Salamences. The remaining EVs go into Def.
Synergy: Latias performs a role similar to that of Swampert with its Fire-resist, switching in, healing off, and attacking. Latias also draws Dark-type moves, which allow Skarmory to continue Spiking. It also draws in Dragon-type moves, witch which Skarmory resists.
Rotom-h @ Choice Scarf
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Thunderbolt
- Overheat
- Shadow Ball
- Trick
Helps out with Gyarados and Lucario problems, also Spin blocks and can Trick to annoy opponents.
Description: My spin-blocker with a Scarf, taking care of any Lucarios or Gyarados. It outspeeds Starmie and gets a KO with Thunderbolt, and can also handle as a makeshift revenge killer.
Moveset: Thunderbolt and Shadow Ball are STABs. Thunderbolt is needed for Gyarados and Tentacruel while Shadow Ball eases prediction. Overheat is needed for Metagross, Lucario, and Forretress. Trick is to cripple one last Pokemon before I go down.
EVs: The simple 252 SpA / 252 Speed also works here. Timid to tie with other Scarf Rotom-A. Remaining go into HP.
Synergy: Obviously blocks random Rapid Spins and takes care of opposing Spinners. Its Dark and Ghost weakness are resisted by Skarmory, which can continue Spiking. It also has Levitate to switch into any Ground-moves.
Infernape (M) @ Life Orb
Ability: Blaze
EVs: 56 Atk/200 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Flamethrower
- Close Combat
- Grass Knot
- Hidden Power [Ice]
Cleans up the opposing team.
Description: The one that seems out of place here, Infernape cleans anything remaining. With Stealth Rock and Spikes, any "counter" to Infernape is severely weakened and can no longer counter. Its base 108 speed allows it to outspeed many Pokemon without set-up so its moves can provide maximum coverage without many drawbacks.
Moveset: With Spikes and Stealth Rock, Fire Blast is no longer needed. Flamethrower is there for 100% accuracy, while a Fire Blast miss can be dangerous. Close Combat takes out any Steel, Rock, and Normal type Pokemon. Grass Knot takes out any remaining Water types, while HP Ice cleans up the Dragons.
EVs: 252 SpA for maximum damage with my Special attacks. 200 Speed to outspeed those Pokemon that invest 196 EVs to beat the ones that have the standard 192 EVs. The faster speed won't matter, as opposing Infernapes will be weak enough to OHKO with Close Combat. Remaining go into Attack to boost Close Combat.
Synergy: Infernape doesn't provide much synergy for the team, unless you count wrecking havoc. I usually save Infernape for late-game, where he can clean up the rest. Most of the other team provides setup for Infernape to just come in and sweep.
So there's my team. Find any problems if you will and try to correct them.
Only posting it here to get more opinions. Original team is here: http://www.smogon.com/forums/showthread.php?t=59548
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Swampert (M) @ Leftovers
Ability: Torrent
EVs: 252 HP/252 Def/4 Spd
Relaxed nature (+Def, -Spd)
- Earthquake
- Ice Beam
- Stealth Rock
- Roar
Physical wall, sets up SR and shuffles.
Description: Ah... Swampert. Always does its job well. It's physical bulkiness allows it to set up Stealth Rock and also Roar out any opposing troubles. It provides my team with a valuable Fire-resist. It also does well as a Salamence check, surviving a +1 DD Outrage 98% of the time (or something like that).
Moveset: Earthquake and Ice Beam are the two main attacks, providing decent coverage and hitting many of the common leads strongly. Stealth Rock is basically a requirement in this metagame, as the residual damage helps with my team and also Infernape later on. Roar helps out with phazing to break Baton Pass chains or to rack up more damage due to Stealth Rock and Spikes.
EVs: Since there's no more Garchomp, the old spread is no longer needed. A simple 252 HP / 252 Def spread will suffice. The remaining 4 EVs go into Speed in order to outspeed opposing Swamperts to the Roar or other attacks.
Synergy: As Skarmory and Scizor are both weak to Fire-type moves, Swampert provides a valuable resist to those. Its Ground-typing also nullifies Electric-type attacks, which helps out with more residual damage, as most of those attacks are Choiced, so I can Roar out to get more damage done.
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Skarmory (M) @ Shed Shell
Ability: Keen Eye
EVs: 252 HP/4 Def/252 SDef
Careful nature (+SDef, -SAtk)
- Spikes
- Roost
- Whirlwind
- Brave Bird
SDef Skarm sets up on Surfs and random weak Special attacks and phazes stuff.
Description: Specially Defensive Skarmory originally started under Stage 3 of the Suspect Ladder, and for good reason. Its 4x resistance to Seed Flare and 2x resistance to Draco Meteor, Dragon Pulse, and Air Slash allow it to easily come in and begin Spiking and Whirlwinding. I've brought it over to the standard ladder, where it does well also. With the EVs and nature, uninvested Surfs are only a 3HKO most often, allowing me to Spike up, Roost, and Whirlwind when I deem necessary.
Moveset: The standard Skarmory set will suffice. Spikes is necessary with 2 phazers, as the residual damage racks up easily. It's amazing to see how many times Skarmory will be able to get up some layers, often against Pokemon that don't hit hard, the attacks are resisted, or just can't do anything against Skarmory. Roost prolongs its death, allowing it to continue Spiking or Whirlwinding. Whirlwind functions similarly to Roar on Swampert, except Skarmory can Whirlwind more often due to its resistances and immunities and also because of Roost. Brave Bird makes it so it isn't complete Taunt fodder, and does a number to opposing Grass-type Pokemon.
EVs: 252 HP / 252 SDef allow for the maximum special defense bulkiness, along with the given Careful nature. The remaining 4 points are put into Defense to increase Skarmory's Defense. They aren't put into Speed because many Skarmory run 16 EVs, so it would rather be put to good use in Defense.
Synergy: Skarmory can switch in on Grass attacks aimed at Swampert and begin setting up Spikes. Most often, Celebi will be using Grass Knot, so it will switch out fearing Brave Bird. This gives me a chance for Spikes. It also has a Ground-immunity, allowing it to switch into Earthquakes and setting up if the opposing Pokemon doesn't immediately threaten Skarmory (usually by a Choice Item or if they can't hit Skarmory at all with their other attacks). It also takes Dragon attacks aimed at Latias and uninvested Water attacks and begins to set up that way also.
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Scizor (M) @ Choice Band
Ability: Technician
EVs: 248 HP/252 Atk/8 Spd
Adamant nature (+Atk, -SAtk)
- U-turn
- Bullet Punch
- Superpower
- Pursuit
Scizor applies pressure and revenge kills stuff.
Description: Scizor, what would we do without you? Anyway, the standard Choice Band Scizor we all love and hate; Scizor provides the team with an easy way to transition in game. Switch it in on something that can't threaten it much, U-turn out into something that can, and either predict a switch or phaze for more residual damage. Also useful for catching fleeing Pokemon like Latias and Gengar. Not much else to say.
Moveset: The moveset we all love and hate. U-turn is vital to gain an advantage in battle, allowing for switches and more phazing. Bullet Punch revenge kills any problems, such as DD Salamence. I rarely use Superpower and Pursuit, but they will be there when the time comes.
EVs: 248 HP EVs gives me 1 less than a Stealth Rock number, allowing Scizor to switch in 8 times. 252 Atk for maximum damage, and remaining 8 go into Speed. Don't tell me to use more/less Speed EVs, sometimes I need to be faster than opposing Scizors to kill them with this much residual damage, and sometimes I need to be slower for the U-turn. I'd rather leave that to luck.
Synergy: As stated before, U-turn allows for much easier prediction. Scizor's only weakness, Fire, can be easily taken by both Latias and Swampert. Not much else, mainly U-turn.
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Latias (F) @ Life Orb
Ability: Levitate
EVs: 4 Def/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Draco Meteor
- Surf
- Thunderbolt
- Recover
LO Latias deals damage and gets good resistances with Skarmory.
Description: Life Orb Latias is a major threat in this metagame. Less Pursuit bait than Choice versions, yet still maintaining the power for what it needs. With Spikes and Stealth Rock support, it gains the KOs it needs more easily. It also prevents Pokemon from easily switching in because of its ability to change attacks unlike Choiced versions.
Moveset: Draco Meteor hits hard and hits fast, easily crippling what doesn't already resist it. Even if they do resist it (Steel-types), they'll be down to less than 50% because I often have 1 layer of Spikes and Stealth Rock also, so another switch in means death for them. Surf provides perfect coverage, hitting things like Heatran and other steel types. Thunderbolt is there for Water types and as a reliable attack also. Recover allows it to take Fire-attacks aimed at Scizor and Skarmory and just heal it off.
EVs: 252 SpA / 252 Speed for maximum damage and speed, and Timid allows me to outspeed Naive unDDed Salamences. The remaining EVs go into Def.
Synergy: Latias performs a role similar to that of Swampert with its Fire-resist, switching in, healing off, and attacking. Latias also draws Dark-type moves, which allow Skarmory to continue Spiking. It also draws in Dragon-type moves, witch which Skarmory resists.
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Rotom-h @ Choice Scarf
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Thunderbolt
- Overheat
- Shadow Ball
- Trick
Helps out with Gyarados and Lucario problems, also Spin blocks and can Trick to annoy opponents.
Description: My spin-blocker with a Scarf, taking care of any Lucarios or Gyarados. It outspeeds Starmie and gets a KO with Thunderbolt, and can also handle as a makeshift revenge killer.
Moveset: Thunderbolt and Shadow Ball are STABs. Thunderbolt is needed for Gyarados and Tentacruel while Shadow Ball eases prediction. Overheat is needed for Metagross, Lucario, and Forretress. Trick is to cripple one last Pokemon before I go down.
EVs: The simple 252 SpA / 252 Speed also works here. Timid to tie with other Scarf Rotom-A. Remaining go into HP.
Synergy: Obviously blocks random Rapid Spins and takes care of opposing Spinners. Its Dark and Ghost weakness are resisted by Skarmory, which can continue Spiking. It also has Levitate to switch into any Ground-moves.
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Infernape (M) @ Life Orb
Ability: Blaze
EVs: 56 Atk/200 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Flamethrower
- Close Combat
- Grass Knot
- Hidden Power [Ice]
Cleans up the opposing team.
Description: The one that seems out of place here, Infernape cleans anything remaining. With Stealth Rock and Spikes, any "counter" to Infernape is severely weakened and can no longer counter. Its base 108 speed allows it to outspeed many Pokemon without set-up so its moves can provide maximum coverage without many drawbacks.
Moveset: With Spikes and Stealth Rock, Fire Blast is no longer needed. Flamethrower is there for 100% accuracy, while a Fire Blast miss can be dangerous. Close Combat takes out any Steel, Rock, and Normal type Pokemon. Grass Knot takes out any remaining Water types, while HP Ice cleans up the Dragons.
EVs: 252 SpA for maximum damage with my Special attacks. 200 Speed to outspeed those Pokemon that invest 196 EVs to beat the ones that have the standard 192 EVs. The faster speed won't matter, as opposing Infernapes will be weak enough to OHKO with Close Combat. Remaining go into Attack to boost Close Combat.
Synergy: Infernape doesn't provide much synergy for the team, unless you count wrecking havoc. I usually save Infernape for late-game, where he can clean up the rest. Most of the other team provides setup for Infernape to just come in and sweep.
So there's my team. Find any problems if you will and try to correct them.