Silversnk
Valar Dohaeris
- 98
- Posts
- 12
- Years
- CODIAC's Operating Center
- Seen Jan 11, 2015
So the idea in general started because I wanted to come up with a team that focused on a mega an relied mostly on surprising the current OU Pokémon with some that aren't that common (Preferably not OU). I decided to use Mega-Scizor since that mega itself is not used as often as Megasaur, Charizard-X/Y, Megacham, and the rest (to be honest, I may have seen only a couple of Mega-Scizors in hundreds of battles); and can still be a nice threat to common teams. (And making sure Fairy Hyper Voices don't destroy me as they have done many times before with my other teams)
Including Scizor in the team meant that I needed an immediate risponse to Talonflame, Charizard-Y, and Mandibuzz, as those are the biggest threats to her that still linger around (maybe Heatran too). I feel like my worries for those Pokémon are gone with Rotom-H, Goodra, and Vaporeon being able to resist their most powerful attacks and complementing each other so that I can force and make switches on my own more easily. From experience, I can tell these Pokémon can neutralize most of Scizor's counters and/or checks without too much effort and might as well poison and burn in the process.
My main problem though, is the last two slots. While they have worked well so far, I'm not sure if I want them in my team. Conkeldurr is there because it adds coverage, makes up for some resistances, and also benefits from having the fire/flying monsters out of the battle. Clefable was just because I needed a fairy there, and since I didn't have any Stealth Rock/Spikes user, I figured it would be handy to have her.
Hazards hasn't been that much of a problem but they have put me in tough situations sometimes, so I'd like to know which way to go from here.
Scizor (F) @ Scizorite
Ability: Light Metal
EVs: 248 HP / 84 Atk / 176 SpD
Impish Nature
- Bullet Punch
- Knock Off
- Roost
- Swords Dance
This one's very standard. Just the common bulky version of Scizor hitting hard with technician bullet punch once he sets up; Knock off works nice too. Roost has proved to be useful a lot of times though U-turn is still a possibility for me.
Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Overheat
- Volt Switch
- Pain Split
- Will-O-Wisp
I previously had a full attacker with this thing but then changed because I needed the support Will-o-wisp gives to the team. Pain Split just servers for longevity and can be easily used against Talonflame and Charizard-Y. I usually make sure to leave them with half their HP before finishing them off with Volt Switch (I don't know the math, but it works good enough). Overheat for the STAB; Volt Switch to gain momentum or get back after if I've used Overheat and I need him to get his stats normalized. Will-O-Wisp for predicted switches or Pokémon that literally can't do anything against him (I may use Volt Switch instead depending on the opponent's Pokémon left).
I pretty much always lead with this guy.
Vaporeon (F) @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Toxic
- Scald
- Protect
- Roar
Vaporeon started as an experiment and I ended up keeping it. Toxic+Protect is a must for me here since it messes up the opponent's team if I use it wisely with Rotom's W-O-W and Clefable's Stealth Rock. I can always switch in when I predict a water-type attack so that's another plus for Vaporeon here (Rotom-H really knows how to get those for Vaporeon to restore HP). And well, Roar is just there for to annoy the opponent and prevent anything from setting up on her.
Goodra (F) @ Assault Vest
Ability: Sap Sipper
EVs: 252 HP / 4 Atk / 252 SpA
Mild Nature
- Dragon Tail
- Draco Meteor
- Fire Blast
- Sludge Wave
Goodra works great alongside Vaporeon too, since I can switch into any Grass type that wants to hit Vaporeon hard while boosting my attack stat for Dragon Tail. It is not innovating but she can definitely enter whenever my other Pokémon are in trouble. Draco Meteor is the main move; hits hard and it's preferred most of the times. Dragon Tail is there in case I see it useful during certain moments (I almost always make sure Clefable has Stealth Rock up already before spamming Dragon Tail). Fire Blast for the coverage and the reasonable amount of damage. Sludge Wave for incoming Fairies (After several battles, I decided to use Sludge Wave over Sludge Bomb since I rather have the extra damage)
Conkeldurr (F) @ Assault Vest
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Rock Slide
- Drain Punch
- Ice Punch
- Knock Off
So this is one of my recent experiments in the team. Rock Slide is there for coverage (preferred over Stone Edge for the accuracy) but I rarely use it as Rotom-H handles most flying types. Drain Punch for the STAB and healing. Ice Punch for coverage. Knock Off for coverage as well as to get rid of important items.
Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 248 HP / 160 Def / 100 SpD
Calm Nature
- Stealth Rock
- Moonblast
- Soft-Boiled
- Heal Bell
And my other testing here. Stealth Rock because it works nicely with Goodra's Dragon Tail and Vaporeon's Roar. Moonblast to have something to hit and deal a decent amount of damage. Soft-Boiled for longevity (Particularly useful when either Rotom-H or Vaporeon have already Burned/Poisoned the opponent); and Heall Bell just because (Have yet to use it in a battle)
Anyway, I think that's all I can say about it. Again, I would rather have the surprise factor over more common Pokémon (also, I hate Legendaries, sorry xD) so should I change Clefable or Conkeldurr for other Pokémon that can fulfill their role better / can add more sinergy to the team? Should I use the classic Acid Armor/Baton Pass Vaporeon to set up for Goodra and try to kill everything in my way? Any advice is welcome. Thanks in advance ^^
Including Scizor in the team meant that I needed an immediate risponse to Talonflame, Charizard-Y, and Mandibuzz, as those are the biggest threats to her that still linger around (maybe Heatran too). I feel like my worries for those Pokémon are gone with Rotom-H, Goodra, and Vaporeon being able to resist their most powerful attacks and complementing each other so that I can force and make switches on my own more easily. From experience, I can tell these Pokémon can neutralize most of Scizor's counters and/or checks without too much effort and might as well poison and burn in the process.
My main problem though, is the last two slots. While they have worked well so far, I'm not sure if I want them in my team. Conkeldurr is there because it adds coverage, makes up for some resistances, and also benefits from having the fire/flying monsters out of the battle. Clefable was just because I needed a fairy there, and since I didn't have any Stealth Rock/Spikes user, I figured it would be handy to have her.
Hazards hasn't been that much of a problem but they have put me in tough situations sometimes, so I'd like to know which way to go from here.
Scizor (F) @ Scizorite
Ability: Light Metal
EVs: 248 HP / 84 Atk / 176 SpD
Impish Nature
- Bullet Punch
- Knock Off
- Roost
- Swords Dance
This one's very standard. Just the common bulky version of Scizor hitting hard with technician bullet punch once he sets up; Knock off works nice too. Roost has proved to be useful a lot of times though U-turn is still a possibility for me.
Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Overheat
- Volt Switch
- Pain Split
- Will-O-Wisp
I previously had a full attacker with this thing but then changed because I needed the support Will-o-wisp gives to the team. Pain Split just servers for longevity and can be easily used against Talonflame and Charizard-Y. I usually make sure to leave them with half their HP before finishing them off with Volt Switch (I don't know the math, but it works good enough). Overheat for the STAB; Volt Switch to gain momentum or get back after if I've used Overheat and I need him to get his stats normalized. Will-O-Wisp for predicted switches or Pokémon that literally can't do anything against him (I may use Volt Switch instead depending on the opponent's Pokémon left).
I pretty much always lead with this guy.
Vaporeon (F) @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Toxic
- Scald
- Protect
- Roar
Vaporeon started as an experiment and I ended up keeping it. Toxic+Protect is a must for me here since it messes up the opponent's team if I use it wisely with Rotom's W-O-W and Clefable's Stealth Rock. I can always switch in when I predict a water-type attack so that's another plus for Vaporeon here (Rotom-H really knows how to get those for Vaporeon to restore HP). And well, Roar is just there for to annoy the opponent and prevent anything from setting up on her.
Goodra (F) @ Assault Vest
Ability: Sap Sipper
EVs: 252 HP / 4 Atk / 252 SpA
Mild Nature
- Dragon Tail
- Draco Meteor
- Fire Blast
- Sludge Wave
Goodra works great alongside Vaporeon too, since I can switch into any Grass type that wants to hit Vaporeon hard while boosting my attack stat for Dragon Tail. It is not innovating but she can definitely enter whenever my other Pokémon are in trouble. Draco Meteor is the main move; hits hard and it's preferred most of the times. Dragon Tail is there in case I see it useful during certain moments (I almost always make sure Clefable has Stealth Rock up already before spamming Dragon Tail). Fire Blast for the coverage and the reasonable amount of damage. Sludge Wave for incoming Fairies (After several battles, I decided to use Sludge Wave over Sludge Bomb since I rather have the extra damage)
Conkeldurr (F) @ Assault Vest
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Rock Slide
- Drain Punch
- Ice Punch
- Knock Off
So this is one of my recent experiments in the team. Rock Slide is there for coverage (preferred over Stone Edge for the accuracy) but I rarely use it as Rotom-H handles most flying types. Drain Punch for the STAB and healing. Ice Punch for coverage. Knock Off for coverage as well as to get rid of important items.
Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 248 HP / 160 Def / 100 SpD
Calm Nature
- Stealth Rock
- Moonblast
- Soft-Boiled
- Heal Bell
And my other testing here. Stealth Rock because it works nicely with Goodra's Dragon Tail and Vaporeon's Roar. Moonblast to have something to hit and deal a decent amount of damage. Soft-Boiled for longevity (Particularly useful when either Rotom-H or Vaporeon have already Burned/Poisoned the opponent); and Heall Bell just because (Have yet to use it in a battle)
Anyway, I think that's all I can say about it. Again, I would rather have the surprise factor over more common Pokémon (also, I hate Legendaries, sorry xD) so should I change Clefable or Conkeldurr for other Pokémon that can fulfill their role better / can add more sinergy to the team? Should I use the classic Acid Armor/Baton Pass Vaporeon to set up for Goodra and try to kill everything in my way? Any advice is welcome. Thanks in advance ^^
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