Denzer
Why so serious?
- 381
- Posts
- 16
- Years
- Seen Jul 19, 2013
Please rate my team and post suggestions and/or changes.
Forretress @ Leftovers or Shed Shell.
Ability: Sturdy
EVs: 252 HP/ 96 Def/ 162 SDef
Relaxed nature (+Def, -Spd)
- Toxic Spikes or Spikes
- Gyro Ball
- Earthquake or Explosion
- Rapid Spin
Forretress makes a pretty good lead because it's nice to get Toxic Spikes or Spikes down early and it helps as a defensive wall with a decent amount of attacking power. First, the item, Leftovers gives you some form of recovery but Shed Shell allows you escape Magnezone's Magnet Pull and for this reason alone may be the better option. The EVs are designed to let Forretress survive almost any un-boosted physical attack (except fire attacks) and gives it some survivability against special hits. Forretress provides necessary Rapid Spin support to the team because Stealth Rock and Toxic Spikes hurt this team a lot. Your 3rd slot provides two options. EQ allows you to hit Heatran or Infernape switch-ins but Explosion can help to deal with a pokemon who is trouble to the team. Gyro Ball is just a given on Forretress because of his low speed (give him a speed IV of 0). Mainly, why Forretress was selected is because otherwise this team has a Weavile weakness and Forretress laughs at Weavile's attacks and kills it with Gyro Ball. This guy also helps with Heracross who also gives this team a bit of trouble.
---
Tyranitar @ Life Orb or Chople Berry
Ability: Sand Stream
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk) or Hasty (+Spd, - Def)
- Dragon Dance
- Crunch
- Earthquake
- Ice Beam
Dragon Dance Tyranitar is a monster of Pokemon. With a single Dragon Dance it becomes quite possible for him to sweep an entire team. First the item. Life Orb gives Tyranitar more power to his attacks but Chople Berry (the fighting resist berry) has it's uses as well as it helps to deal with T-Tar's 4x fighting weakness. Now, the EVs are a given for a sweeper of this style. The move-set is rather obvious, DD and sweep. Dark/Ground gives decent coverage and Ice Beam helps to take out your main counters such as Donphan, Gliscor, and Hippowdon. Even with a Jolly nature if T-Tar is holding a Life Orb it OHKO's Gliscor, 2HKO's Donphan, and 2HKO's or 3HKO's Hippowdon with Ice Beam. The only reason you would choose Hasty is to guarantee a 2HKO with Ice Beam on Hippowdon. Hasty is also the preferred nature if you opt for the Chople Berry. I recommend running with Jolly, Life Orb but the option is there. Also, another great aspect is that T-Tar will lure out Gliscor who is OHKO by Jolly, LO Ice Beam which makes a Heracross sweep much easier for the team.
---
Garchomp @ Choice Scarf
Ability: Sand Veil
EVs: 252 Atk/252 Spd/4 SDef
Jolly nature (+Spd, -SAtk)
- Outrage
- Earthquake
- Stone Edge
- Fire Blast
ScarfChomp, not much to say here. Jolly is chosen over the usual Adamant so you can outrun opposing Adamant ScarfChomps. The move-set should be obvious. The 4 Special Defense EVs allows you to survive (albeit with exactly 1 HP point) those who attempt to hit the exact stat to OHKO 4 HP Garchomp with Ice Beam. This isn't reliable way to expect to survive the Ice Beam (because it still might OHKO) but it has it's uses.
---
Salamence @ Life Orb
Ability: Intimidate
EVs: 112 Atk/144 Spd/252 SAtk
Rash nature (+SAtk, -SDef)
- Draco Meteor
- Fire Blast
- Roost or Crunch
- Brick Break
You may scoff at the 2 dragons concept but actually this is strategy used by some of the best players in the metagame (myself included) as these two have the same counters so by eliminating one counter with the other dragon you have given the opportunity for the other to sweep easily. Although, if you are really against the "two dragons" concept you could always change him to a wall-breaking Mixed Infernape. This is a set I actually designed myself for the Smogon analysis a few months ago and it fit perfectly on this team. MixMence is a great addition to this team because he breaks all the walling-teams who would otherwise run all over this team. SkarmBliss (Skarmory and Blissey), Celetran (Celebi and Heatran), and GlisBliss (Gliscor and Blissey) are all brought down by this guy. Fire Blast massacres walls like Skarmory, Bronzong, and Celebi. Draco Meteor completely eliminates Gliscor, Hippowdon, and other physical walls. And finally, Brick Break takes out Blissey and Heatran (on the switch in if it's Scarfed). Roost allows it to recover LO damage off, which I believe is the better option, but Crunch can be used to help break walls like Cresselia and Dusknoir. The EVs are designed to OHKO/2HKO each of these walls while still outrunning CB Heracross.
---
Mesprit @ Leftovers
Ability: Levitate
EVs: 252 HP/176 Def/80 SAtk
Bold nature (+Def, -Atk)
- U-turn
- Thunderbolt
- Ice Beam
- Psychic
Great offensive wall in my opinion. Thunderbolt and Ice Beam give the famed "Boltbeam" combo and Psychic is nice for Infernape, Machamp, and Heracross (on the switch in obviously). U-Turn allows it to swith out without dying to Weavile or Tyranitar's Pursuit.
---
Heracross @ Choice Band or Life Orb
Ability: Guts
EVs: 96 HP/252 Atk/160 Spd or 204 HP/ 152 Atk/ 152 Spe
Adamant nature (+Atk, -SAtk)
- Sleep Talk
- Close Combat
- Megahorn
- Stone Edge
---
CB Heracross is an absolute monster. This is your sleep absorber, and a pretty good one at that. I prefer the first EV spread for the extra power but the second one is also viable. The choice between CB and LO is a personal choice but Choice Band Sleep Talk hurts incredibly. With a Choice Band and Guts Heracross reaches an astounding 766 attack stat. I'd recommend CB and the first EV spread but the other is fine as well in case you want more survivability. Heracross can switch into leads like Bronzong and Gengar to absorb the Hypnosis so Forretress isn't alseep while still posing an offensive threat. Watch out for Hypnosis coming from Yanmega though as Air Slash OHKO's Heracross.
Forretress @ Leftovers or Shed Shell.
Ability: Sturdy
EVs: 252 HP/ 96 Def/ 162 SDef
Relaxed nature (+Def, -Spd)
- Toxic Spikes or Spikes
- Gyro Ball
- Earthquake or Explosion
- Rapid Spin
Forretress makes a pretty good lead because it's nice to get Toxic Spikes or Spikes down early and it helps as a defensive wall with a decent amount of attacking power. First, the item, Leftovers gives you some form of recovery but Shed Shell allows you escape Magnezone's Magnet Pull and for this reason alone may be the better option. The EVs are designed to let Forretress survive almost any un-boosted physical attack (except fire attacks) and gives it some survivability against special hits. Forretress provides necessary Rapid Spin support to the team because Stealth Rock and Toxic Spikes hurt this team a lot. Your 3rd slot provides two options. EQ allows you to hit Heatran or Infernape switch-ins but Explosion can help to deal with a pokemon who is trouble to the team. Gyro Ball is just a given on Forretress because of his low speed (give him a speed IV of 0). Mainly, why Forretress was selected is because otherwise this team has a Weavile weakness and Forretress laughs at Weavile's attacks and kills it with Gyro Ball. This guy also helps with Heracross who also gives this team a bit of trouble.
---
Tyranitar @ Life Orb or Chople Berry
Ability: Sand Stream
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk) or Hasty (+Spd, - Def)
- Dragon Dance
- Crunch
- Earthquake
- Ice Beam
Dragon Dance Tyranitar is a monster of Pokemon. With a single Dragon Dance it becomes quite possible for him to sweep an entire team. First the item. Life Orb gives Tyranitar more power to his attacks but Chople Berry (the fighting resist berry) has it's uses as well as it helps to deal with T-Tar's 4x fighting weakness. Now, the EVs are a given for a sweeper of this style. The move-set is rather obvious, DD and sweep. Dark/Ground gives decent coverage and Ice Beam helps to take out your main counters such as Donphan, Gliscor, and Hippowdon. Even with a Jolly nature if T-Tar is holding a Life Orb it OHKO's Gliscor, 2HKO's Donphan, and 2HKO's or 3HKO's Hippowdon with Ice Beam. The only reason you would choose Hasty is to guarantee a 2HKO with Ice Beam on Hippowdon. Hasty is also the preferred nature if you opt for the Chople Berry. I recommend running with Jolly, Life Orb but the option is there. Also, another great aspect is that T-Tar will lure out Gliscor who is OHKO by Jolly, LO Ice Beam which makes a Heracross sweep much easier for the team.
---
Garchomp @ Choice Scarf
Ability: Sand Veil
EVs: 252 Atk/252 Spd/4 SDef
Jolly nature (+Spd, -SAtk)
- Outrage
- Earthquake
- Stone Edge
- Fire Blast
ScarfChomp, not much to say here. Jolly is chosen over the usual Adamant so you can outrun opposing Adamant ScarfChomps. The move-set should be obvious. The 4 Special Defense EVs allows you to survive (albeit with exactly 1 HP point) those who attempt to hit the exact stat to OHKO 4 HP Garchomp with Ice Beam. This isn't reliable way to expect to survive the Ice Beam (because it still might OHKO) but it has it's uses.
---
Salamence @ Life Orb
Ability: Intimidate
EVs: 112 Atk/144 Spd/252 SAtk
Rash nature (+SAtk, -SDef)
- Draco Meteor
- Fire Blast
- Roost or Crunch
- Brick Break
You may scoff at the 2 dragons concept but actually this is strategy used by some of the best players in the metagame (myself included) as these two have the same counters so by eliminating one counter with the other dragon you have given the opportunity for the other to sweep easily. Although, if you are really against the "two dragons" concept you could always change him to a wall-breaking Mixed Infernape. This is a set I actually designed myself for the Smogon analysis a few months ago and it fit perfectly on this team. MixMence is a great addition to this team because he breaks all the walling-teams who would otherwise run all over this team. SkarmBliss (Skarmory and Blissey), Celetran (Celebi and Heatran), and GlisBliss (Gliscor and Blissey) are all brought down by this guy. Fire Blast massacres walls like Skarmory, Bronzong, and Celebi. Draco Meteor completely eliminates Gliscor, Hippowdon, and other physical walls. And finally, Brick Break takes out Blissey and Heatran (on the switch in if it's Scarfed). Roost allows it to recover LO damage off, which I believe is the better option, but Crunch can be used to help break walls like Cresselia and Dusknoir. The EVs are designed to OHKO/2HKO each of these walls while still outrunning CB Heracross.
---
Mesprit @ Leftovers
Ability: Levitate
EVs: 252 HP/176 Def/80 SAtk
Bold nature (+Def, -Atk)
- U-turn
- Thunderbolt
- Ice Beam
- Psychic
Great offensive wall in my opinion. Thunderbolt and Ice Beam give the famed "Boltbeam" combo and Psychic is nice for Infernape, Machamp, and Heracross (on the switch in obviously). U-Turn allows it to swith out without dying to Weavile or Tyranitar's Pursuit.
---
Heracross @ Choice Band or Life Orb
Ability: Guts
EVs: 96 HP/252 Atk/160 Spd or 204 HP/ 152 Atk/ 152 Spe
Adamant nature (+Atk, -SAtk)
- Sleep Talk
- Close Combat
- Megahorn
- Stone Edge
---
CB Heracross is an absolute monster. This is your sleep absorber, and a pretty good one at that. I prefer the first EV spread for the extra power but the second one is also viable. The choice between CB and LO is a personal choice but Choice Band Sleep Talk hurts incredibly. With a Choice Band and Guts Heracross reaches an astounding 766 attack stat. I'd recommend CB and the first EV spread but the other is fine as well in case you want more survivability. Heracross can switch into leads like Bronzong and Gengar to absorb the Hypnosis so Forretress isn't alseep while still posing an offensive threat. Watch out for Hypnosis coming from Yanmega though as Air Slash OHKO's Heracross.