Been doing well with this team on shoddy.

Silent Storm

Achieving Perfection
  • 199
    Posts
    18
    Years
    (Copy and paste from another forum).

    Team Overview

    [PokeCommunity.com] Been doing well with this team on shoddy.
    [PokeCommunity.com] Been doing well with this team on shoddy.
    *pokemonelite2000 image removed*
    [PokeCommunity.com] Been doing well with this team on shoddy.
    [PokeCommunity.com] Been doing well with this team on shoddy.
    [PokeCommunity.com] Been doing well with this team on shoddy.
    [PokeCommunity.com] Been doing well with this team on shoddy.



    Introduction:

    -----------------------------

    For a while now I have always favored offense over the more popular and less risky choices, that being Stall, unfortunately this is not how I envisioned the team to turn out, at first I wanted to build a team based on panamaxis's offensive Latias team, having a lot of resistances to common entry hazards.

    https://www.smogon.com/forums/showthread.php?t=49928

    As stated in his rmt thread, the goal was to have resistances to entry hazards so he can have an easy time switching in and out.

    So the team is pretty good as far as passive damage is concerned. Offensive teams are built on resistances so the player can make switches around the team, so having my Pokemon taking minimal passive damage is essential when playing with no walls.. This team can beat all styles of play, but then again it can lose to all styles of play.
    My previous team was nearly an exact mirror of his team (steel lead etc) it worked for a little while till I started failing........hard...........very hard, so I decided to post this team on various forums and I came to this.

    The team's goal here is to use SDnape late game (or mid game) to win, similar to how Lucario-based teams play but better in my opinion, SDnape is faster but is more prone to toixc spikes, which is a fair trade considering I have stuff that get rid of the entry hazards, this gives me a huge advantage agains't Stall.

    To support and Infernape sweep I use Latias and Salamence to crack holes into my opponent's team, in some case I manage t get a kill, severely weakening the team is important for Infernape so I can have an easier time setting up and getting easy kills.

    In-depth look
    -----------------------------
    [PokeCommunity.com] Been doing well with this team on shoddy.

    Jirachi @ Leftovers
    Ability: Serene Grace
    Nature: Careful (+Special, -Special Attack)
    EVs: 92 HP | 208 Speed | 208 Special Defense

    - U-Turn:
    • This is here so opposing Magnezones don't get a free kill as I like to keep Jirachi for passing paralysis
    - Body Slam:
    • Body Slam cripples anything that switches into Jirachi or decides to stay in (except ghosts), Body Slam helps Infernape set up with little effort.
    - Stealth Rock:
    • Stealth Rock helps me get key kills (crippling Salamence and Gyarados) on Pokemon that would otherwise sweep me, staple for this team.
    - Iron Head:
    • Works in conjunction with Body Slam if I feel like flinching opposing Pokemon, annoying and deadly.
    .......................
    Comments & Suggestions:
    Description: Swampert originally was here in place of Jirachi, but seeing I hate Swampert now also the fact that he is affected by Toxic Spikes means he need to be replaced.

    Anyways, Jirachi himself is a marvelous lead, being a lead that achieves setting up rocks effectively is a plus while having Choice Scarf means I have a great weapon against the likes of Scizor (if I decide to ditch Trick) Salamence (Ice Punch) while adding a bit of hax into the game.

    I made some small changes to the moveset, removing U-Turn completely and adding Trick into the mix, even though I hardly ever feel the need to use it, having it there can help at times.

    EVs: The EVs were suggested by august, with this I have some insurance against the likes of Latias and a Draco Meteor from Salamence, being asteel having great stat distribution, he is pretty covered on the special side, which helps inflict paralysis on the opposing special Pokemon.

    Team work: Jirachi acts as the lead of the team, setting rocks and passing around paralysis, in short he supports Salamence being a steel as well as Infernape which has an easier time setting up thanks to paralysis
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    [PokeCommunity.com] Been doing well with this team on shoddy.

    Scizor @ Choice Band
    Ability: Technician
    Nature: Adamant (+ Attack, - Special Attack)
    EVs: 248 HP | 252 Attack | 8 Speed

    - Bullet Punch
    • Bullet Punch is the move that helps me pick off weakened Dragons like Salamence, most powerful move he has.
    - Superpower
    • His second most powerful move, a timely Superpower is huge (hitting Heatran on a switch, taking out Blissey etc).
    - Pursuit
    • Traps ghosts like Gnegar which are hard to deal with on this team, as well as Latias which also hurts this team.
    - U-Turn
    • My main scouting move, this move is very strong also thanks to choice band and saves him from Magnezone.
    .......................
    Comments & Suggestions:
    Scizor with Choice Band is an excellent addition to any offensive team that needs a raw revenge killing Pokemon, with Choice Band + Stealth Rock you are looking at killing alot of Pokemon denting enough to be killed by other offensive pokemon.

    The key to this set is making sure you are not predicable, this means most of the time you are going to need to use the odd pursuit, but I mainly stick to U-Turning *** scouting is a massive help, with U-Turn I can plan what my next move is gonna be, though this does not work against his main counter that being Heatran, a well predicated Superpower decimates his ***, and if it is not Scizor I am still doing hells worth of damage providing a ghost does not come in and kill me.

    EVs: Max attack allows me to dish out as much damage as possible while the extra speed EVs allow me to outspeed Scizors that don't invest much in speed, the rest goes to HP for bulk.

    Team work: Scizor is the primary revenge killer and scouter, helping me tear through hail teams and common ice threats like Mamoswine, Weavile and Latias that try and switch out.
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    [PokeCommunity.com] Been doing well with this team on shoddy.

    Salamence @ Life Orb
    Ability: Intimidate
    Nature: Naive (+ Speed, - Special Defense)
    EVs: 16 Attack | 240 Special Attack | 252 Speed

    - Outrage
    • Combos with Draco Meteor to kill almost anything in his path that is not a steel Pokemon.
    - Draco Meteor
    • This my most used move on this set, pretty important to hit stuff like Rotom formes and other stuff that could hinder Infernape's chance at sweeping.
    - Earthquake
    • This helps against Heatran and Empoleon, though I prefer Brick Break this move is stronger.
    - Fire Blast
    • Primarly for steel members that wall my dragon moves, prefer Flamethrower but I need the extra power.
    .......................
    Comments & Suggestions:
    Description: Salamence is by far the most controversial Pokemon I have used, but now he seems to be working extremely well for me.

    Salamence has near un-resistance coverage to everything, this helps with his great speed and nice distributed stats, Salamence on a whole is the best member here as he does not need one turn to cause hell for anyone.

    Salamence's moveset can go either way here, if I need the extra power then I keep Fire Blast and Earthquake, but here I am minizing risk, so Brick Break and Flamethrower is the best choice for me, Flamethrower hits the same thing but has better accuracy and brick Break hits Blissey incase I am saving Outrage for late game, it also scouts Skarmory switch ins which are taken care of by fire just incase he decides to stay in predicting an Outrage, Skarmory is not getting past Salamence.

    EVs: Max speed added here is the best thing to happen to this set, having max speed at least allows me to tie with Pokemon like Zapdos and opposing Salamence, 240 special attack boosts Draco Meteor which I am using to punch some holes into opposing teams and the rest goes to attack to help 2HKO Blissey and add a bit of power to Outrage

    Team work: Salamence worksin in conjunction with Latias taking out anything that can hinder Infernape sweeping (Zapdos, Rotom formes etc).
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    [PokeCommunity.com] Been doing well with this team on shoddy.

    Latias @ Life Orb
    Ability: Levitate
    Nature: Modest (+Special Attack, - Attack)
    EVs: 80 HP | 252 Special Attack | 176 Speed

    - Surf
    • Surf is important on this set, it helps me 2HKO Scizor and Tyranitar with Draco Meteor, which are common switch ins.
    - Recover
    • Gives her a bit of recovery, she should be pretty healthy for the majority of the game thanks to this.
    - Thunderbolt
    • Odd-ish choice here but if this scores super effective hits on water Pokemon that give me problems like Gyarados.
    - Draco Meteor
    • Draco Meteor is her most powerful move, with Life Orb she will be dishing out insane amount of damage to anything that does not resist dragon.
    .......................
    Comments & Suggestions:
    Credits to Panamaxis for the set.

    Latias has been placed here as not only does she deal quite a bit of damage but she also deals quite a bit of damage to opposing teams but she also deals with something that can screw over any offensive team, that being Status moves, PS absorbs all Satatus aimed at party members and sends it right back to the opposing Pokemon, which can win you matches.

    Now this is a vital member, I need some way of stopping Infernape, where according to most people, every team is weak to, Latias with her bulk and type deals with Infernape effectively, with her reliable recovery and decent special attack, she is normally one of the last Pokemon to die in battle.

    EVs:
    The key to this set is the special attack, max speed in special attacks means I have enough power for Draco Meteor to punch even more holes into my opponent, the speed IVs were modified to give Latias a bit of speed and the rest went to HP for bulk.

    Team work: Latias helps Salamence weaken my opponent for Infernape, she was my status absorber but decided to make here more offensive to help combat threats like Gyarados, with Recover she will be here a while.
    ------
    [PokeCommunity.com] Been doing well with this team on shoddy.

    Infernape @ Life Orb
    Ability: Blaze
    Nature: Jolly (+Speed, -Special Attack)
    EVs: 252 Attack | 4 Defense | 252 Speed

    -
    Swords Dance
    • My main boosting move, after one boost Infernape should be taking out a lot of threats.
    - Stone Edge
    • Mainly here for stuff that could wall Infernape, though Close Combat is important I can't afford Infernape to be used as set up bait.
    - Mach Punch
    • This checks alot of things that give me problems, being a priority move helps me check Empoleon and Lucario which is very important
    - Fire Punch
    • Secondary STAB move, Flare Blitz is useless to me, I prefer Fire Punch because of no recoil.
    .......................
    Comments & Suggestions:
    Though this set is not as deadly as the Lucario set I had, Infernape (physically based) can still provide my team with as much offensive power checking many threats that are extremely annoying (them being Agility Empoleon)

    The set itself is not generally fast for my liking, but with U-Turn and Mach Punch in his set, speed is not an issue for me, the main thing about this set is that Infernape is able to take down Lucario and Empoleon with ease if they happen to switch in and set up on one of my Pokemon (Scizor is usually set up on) Mach Punch strikes first always dealing great amounts of damage to those two while U-Turn is used as my secondary scouting move if I correctly predict a flying switch in or Latias, who loses half her health from U-Turn.

    EVs:
    Generic spread which works, max speed and attack ensures that I have as much speed and attack as possible for a sweep, the rest goes to defence fgor Stealth Rock.

    Team work: Infernape is the main focus of this team, all my members help in some way to help Infernape sweep with ease, he also helps against Lucario, which could deal alot of damage to me given the chance.
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    [PokeCommunity.com] Been doing well with this team on shoddy.

    Starmie @ Leftovers
    Ability: Natural Cure
    Nature: Timid (+Speed, - Attack)
    EVs: 136 HP | 156 Defense | 216 Speed

    - Recover
    • Generic recovery move.
    - Rapid Spin
    • Rapid Spin helps me clear up up whatever harms Salamence and Infernape, I am looking at stall teams, as Toxic Spikes is very annoying.
    - Thunderbolt
    • Being a counter to Gyarados means I need something that can hit him hard, I value Thunderbolt very much.
    - Hydro Pump
    • This over surf, as I need the extra power.
    .......................
    Comments & Suggestions:
    In terms of speed and coverage, Starmie has never failed me on other teams I have used, also the addition of this over Azelf is welcome when Gyarados was sweeping my team.In terms of immunity to Toxic Spikes, Starmie never fails here, with Recover and Natural Cure, Starmie has no issue switching in repeatably to wreak havoc on my opponent.

    Expert Belt over Life Orb so that Starmie can remain on the field longer, though the extra boost helps, Starmie hits a lot of things ofr SE damage anyway while the EVs are so that Stealth Rock is not a bother for Starmie.

    EVs: The EVs allow Starmie to take some hits from Gyarados, and hit back with Thunderbolt, while outspeeding non boosted Gyarados.

    Team work: Starmie is the member that gets with of entry hazards, as they hurt Salamence and Infernape, Rapid Spin should ease up any damage they take, she also counters Gyarados who could set up on three members on my team.

    Change Log:
    -----------------------------
    • Changed Swampert with Jirachi.
    • Changed Lucario with Infernape.
    • Changed Latias spread.
    • Gave Salamence Earthquake and Flamethrower over Brick Break and
      Fire Blast.
    • Gave Azelf Flamethrower over Thunderbolt.
    • Gave Jirachi Trick over Fire Punch.
    • Gave Jirachi Ice Punch over U-Turn.
    • Gave Jirachi Fire Punch over Ice Punch.
    • Gave Salamence Brick Break over Earthquake.
    • Changed Azelf for Suicune.
    • Gave Suicune Leftovers.
    • Gave Jirachi U-Turn over Fire Punch.
    • Starmie > Suicune.
    • Set for Infernape changed.
    • Stone Edge > Close Combat on Infernape.
    • Thunderbolt > Psycho Shift on Latias.
    • Defensive spread on Starmie to better tackle Gyarados.
    • Fire Blast and Earthquake on Salamence (testing Fire Blast).
    • Entire Jirachi set changed (I never liked choice scarf).
    • Rapid Spin on Starmie again.
    • New format for the team.
    Threat List
    ------------------------------------------------------------------

    • Green means they are not a problem for me.
    • Orange means they can cause a bit of trouble.
    • Red means they are very difficult to take down.
    Spoiler:
     
    Last edited:
    Fire Blast >>> Flamethrower on Mence, you really want all the power you can get and Brick Break works better over EQ. 80 Atk/ 252 SpAtk / 176 Spe is the standard Mixmence EV spread so consider using that :)

    Hmmm...consider LO >>> Lefties on Azelf, it doesn't have any bulk and the extra power would help it nets more KO's.

    Nice format =3
     
    Massive offensive Gyarados weak. It can also set up on over half your team.

    Latias is also OHKO's after a DD which is your only defense against it.

    I would probably put a bulky water or something >> Azelf since it doesnt seem to be doing much. Offensive Suicune works if you want to keep with the offensive theme, just be sure to give it a bulky ev spread aka : 172 hp / 120 sp.att / 216 speed @ Timid HP Electric/H-Pump or Surf/Calm Mind/Ice Beam. I mean you can Pursuit Bliss to open up sweeps for it anyway. It would also lure in and destroy bulky waters for Infernape to better sweep.


    Infernape@Life orb
    172 ATT / 144 SP.ATT / 192 SPEED
    Naive Nature
    - Close Combat
    - Stone Edge
    - Overheat
    - Grass Knot

    I really prefer this mixape set these days. Overheat followed up by a Stone Edge KO's most mence and Gyarados despite intimidate which stops the aformentioned setting up on you because they do cause pretty big problems. Stone Edge also 2HKO's Tenta and CC 2HKO'S most Vappy.

    Lastly mixmence doesnt look as though its doing anything and you desperately need a late game sweeper. Id make it DD Mence.

    Salamence@Leftovers
    80 HP / 252 ATT / 176 SPEED
    Adamant Nature
    - Dragon Dance
    - Fire Fang
    - Earthquake
    - Outrage.

    Is the set i use. I hate LO on it because SR + LO + SS = lol dead mence.

    Also Jirachi wants Fire Punch, prolly >> Ice Punch or SD LO Scizor is a real pain for your team and it does ~80% to your only check to it, aka Infernape with a SD LO Bullet Punch and then OHKO's the rest of your team. Scizor can revenge kill Salamence if it comes in on SR anyways so not much need for Ice Punch tbh and because Mence doesnt particularly like Iron Heads. Not only that but you lose the speed tie against most mence so you should probably just max att and speed @ jolly.


    Just some thoughts here, but yeah a pretty cool team.
     
    Last edited:
    I really prefer this mixape set these days. Overheat followed up by a Stone Edge KO's most mence and Gyarados despite intimidate which stops the aformentioned setting up on you because they do cause pretty big problems. Stone Edge also 2HKO's Tenta and CC 2HKO'S most Vappy.
    The set I am using ensures I don't lose to Lucario and Empoleon, Empoleon especially being something that could sweep my whole team, though I try not to allow it to set up, Mach Punch is still a must so I can deal with Lucario and stuff like that.

    Lastly mixmence doesnt look as though its doing anything and you desperately need a late game sweeper. Id make it DD Mence.
    The MixMence is able to get me atleast one kill, though I do agree that he does not survive long under Sandstorm conditions I will personally go with a MixDancer set though the set you posted looks very promising.

    I will consider everything everyone posted, thanks. =D
     
    i must be gone a long time that i didn't notice when latias became non-uber. just started playing platinum. the movesets look good, i was just shocked when i saw latias. i would give more explicit advice but i'm hella rusty these days. from the looks of your team though, you have nothing that can take hits. latias is sort of buff and jirachi may be able to take a few hits here and there but it just doesn't seem enough(though it seems sweeper teams are the flavor of the month these days). t wave also destroys your team. feel free to refute what i say as i probably need to brush up on my strategies.
     
    Last edited:
    T-Wave hurts a lot of teams these days that have no way of absorbing electric attacks/Blissey/Celebi, not much I can do there unless I try and find room for Jolteon (which is not a bad idea).

    Most offensive teams that are not bulky can't take hits anyway and walls have no place on offensive teams.
     
    i find it weird why people don't prepare against t-wave/status these days. i can't imagine how battles work without walls and status abusers.. maybe people just decided they've had enough 30 minute stall wars and just go all out sweepers. if you're winning with this team then you should probably leave it as it is(if it ain't broke don't fix it). just thought i'd point out some possible weaknesses.
     
    lol I forgot I even had Psycho Shift x_x.

    Anyways i made the changes (that i forgot to put in this rmt), I am going to add Suicune over Azelf and probably use the dd set D_A posted.
     
    I believe Psycho Shift on Latias is his way to deal with T-Wave/most status, unconventional yes but it does work. =p

    that's true, but it doesn't exactly help with the status of other team members though. twave might not stop latias but the other sweepers lose their effectiveness without their speed. also there needs to be a rapid spinner somewhere to deal with spikes/stealth rocks/toxic spikes. not sure how popular those are these days. i know it's one of the main objectives to be resistant to those moves.. but i don't see spinners.
     
    that's true, but it doesn't exactly help with the status of other team members though. twave might not stop latias but the other sweepers lose their effectiveness without their speed. also there needs to be a rapid spinner somewhere to deal with spikes/stealth rocks/toxic spikes. not sure how popular those are these days. i know it's one of the main objectives to be resistant to those moves.. but i don't see spinners.

    It works like a rest talker, switch the Latias in when you predict status, simple. Basically it takes status for the whole team.

    I know you havent been around recently, but Rapid Spin is near useless in the current metagame and unless you have more than one SR weaks or are running a full stall team there is no reason to use one or even consider it because its basically just a free turn for your opponent to set up and in such an offensive metagame as DPPt you simply cannot afford to do this. The only common spikes these days is Stealth Rock and that damage is negligable.

    Not to mention this team is a classic example of a platinum team where his team doesnt even care about the 3 aformentioned spike types.
     
    And so what if I don't have any spinners? X_X spinners, walls and anything along those lines have no place on this team, the only Pokemon hurt by Stealth Rock/Spikes/Toxic Spikes are Infernape and Salamence, originally Salamence was the only Pokemon harmed by entry hazards because I had Lucario over Infernape, which made it so a lot 5 of my members did not mind switching into them, I later had to remove Lucario for Infernape because of Emploeon and opposing Lucario.

    Now I have two Pokemon affected significantly by these entry hazards, yet they do not warrant me adding a rapid spinner that completely screws up the team, maybe I should run stall over this even though stall goes against my style.X_X
     
    like i said, if it ain't broke don't fix it. i was just saying. all theory. i really haven't been playing the metagame enough these days to know what opposing teams like to run with. last time i played garchomp was being considered moving to ubers and deoxy-s was legal, and i was doing pretty well with a brock team i threw together in 5 minutes on shoddy against teams with those 2 pokemon. but enough shameless bragging, i like your team. it doesn't fit my philosophy but it looks good. these pokemon are great for their roles. i'll admit that i didn't see a whole lot of mixmence like that back then. back then it was almost all specs mence with the occasional anomaly.
     
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