Hello Smogon, I just recently got into competitive Pokemon and after having fun with numerous gimmick teams, I decided to buckle down and make a serious one.
While I wanted to make an offensive team in general, rather than concentrating on one specific Pokemon or one specific strategy, I wanted a team flexible enough to deal with the majority of the threats in the current Dream World OU metagame. Moreover, I wanted each specific set to support another. Specifically, each Pokemon should leave the battlefield in a prime condition for the one coming in. Thus, instead having specific support Pokemon, each one in the final lineup should be able to serve as one concurrently with their offensive roles (sometimes, the offensive role acts as a support simultaneously). Finally, I wanted a team that excelled in damage control: it doesn't let one sweeper get too many kills or let one staller out for too long.
After tweaking the lineup considerably on PO, I've come one that I feel comfortable going against any opponent whether it be weather, stall, fast offensive, bulky offense, etc. The key is the multiple roles each member takes. All of them can try to sweep, but they also can set the stage for others to have an easier time doing their jobs. This means breaking a hold in the opponents lineup and exploiting it as much as possible. Another key is the philosophy of "just enough" speed. Rather than filling the entire lineup with fast and frail sweepers or bulky and slow sweepers, each member has just enough speed to accomplish their jobs. While the actual attacking moves used will be limited in typing, the key is to find just one that the opponent cannot handle to blow enough holes to turn momentum squarely in my favor.
Now to the actual lineup:
The Anti-Anti-Lead
Dragonite (M) @ Choice Band
Trait: Multi-Scale
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Brick Break
- Outrage
- Fire Punch
- ExtremeSpeed]
I tried every variation of Dragonite (personal favorite) and I believe this works best on my team. It is able to come in and work in unison with Espeon to essentially put me on top almost immediately. Standard anti-lead such as Machamp are OHKOed by either a +1 Outrage or the coverage move of choice. Even against the standard Anti-lead Dragonite, I outspeed and can OHKO with Outrage if I'm lucky while able to survive the Draco Meteor + Espeed combo. I chose Brick Break over Earthquake for Tyranitar specifically and so I'm not set up bait for a flying type or levitate user. However, it makes me weak to the ever so common Shandera coming to revenge so that is still up for grabs. While a CB makes it hard to abuse Multi-scale, in the end, I don't really need to. The biggest threats will be SR and sandstorm which will neuter the defensive capabilities of this guy. However, it's there where it counts: the first turn. Sandstorm activates after both Pokemon used the first move and I built this thing to finish his job in one.
For the leads in which hazards are imminent, I will need to switch to Espeon immediately. Thus, this guy also serves as a late game revenge killer, suicide Outrager, and if all goes well (Multi-scale intact upon entry), a Dragon killer. In fact, if Multi-scale is intact and he comes in on a slower Pokemon, this guy is almost guaranteed to get two kills with the sheer brute force of Outrage (2KO on Standard Scizor and Heatran).
The Handyman
Espeon (F) @ Shed Shell
Trait: Magic Mirror
EVs: 244 HP / 148 Def / 88 SAtk / 16 SDef
Modest Nature (+SAtk, -Atk)
- Grass Knot
- Psychic
- Hidden Power [Fire]
- Baton Pass
This Espeon is designed to be a multi-purpose utility. Magic Mirror is such a good ability and allows me to greatly disrupt teams that rely on entry hazards or status to win. Going back to the "enough speed" philosophy, I found that I don't really need that much speed investment on this guy to do its job. It's not suppose to sweep but to check huge threats in the metagame that are usually slow and focus on physical moves. Thus, I made him physically defensive while having just enough SpA to either force the opponent out or to kill the target outright. Being defensive, it also gives me some room for error. For example, if I come in on Hippowdon who EQs instead of setting up rocks, I won't be 2KOed while allowing me to 2KO the Hippo with grass knot.
Keeping this guy alive is absolutely imperative. But rather just running, I want him to simultaneously act as a bait for his own counters. Shed Shell just wrecks CS Shandera who usually come in and use Shadow Ball. I simply switch out to Scizor and the opponents Shandera is dead meat (with Pursuit). Pursuit Tyranitars won't like it when their attack is essentially halved as I Baton Pass out (usually just enough speed to do so) to either Scizor or Jarooda, simultaneously putting them in an awkward position.
The attacks on this guy are meant to take out the things he is supposed to come in on. The most notable ones: Nattorei, Hippowdon, Foretress, Breloom (with Spore), and Tentacruel. Moreover, he acts as a huge Roobushin check since I outspeed it and being physically defensive, I can take any type of punches even after a bulk-up. If they use payback, its fine, I'll just revenge it with the numerous priority or faster pokemon on the team. I'm willing to make that trade since he is such a huge threat and can disrupt the synergies on this team.
The 88mm Anti-Tank Gun
Breloom (M) @ Life Orb
Trait: Technician
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Spore
- Bullet Seed
- Mach Punch
- Swords Dance
Speaking of Roobushin, I can't believe people use him in Dream World OU when this thing exists. Breloom is my premier wall breaker and anti-tank. Coming in on something slower and putting them to sleep immediately will allow me to stop the bleeding (preventing them from getting too many defensive boosts). After one swords dance, it has the potential to destroy many of the standard bulky offensive or walls in the game. With Technician Mach punch, it can decimate the entire opponent team if they don't have a fighting resist left that is faster as well (lest bullet-seed kills them). I had stone edge instead of bullet-seed so I could lure in flying and bug types that resist fighting and grass, but I decided against it after a few tries due to the inaccuracy and the low margin of error (have to use it as they come in since most are faster). However, it certainly is an option as getting rid of those two types will make it significantly easier for Jarooda to sweep.
With life orb, Breloom also acts as a revenge killer with Mach Punch against the metas most common threats (thinking of Dory here and to a lesser extent, Heatran).
The Virulent Sweeper
Jarooda (F) @ Choice Scarf
Trait: Perversity
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Leaf Storm
- Hidden Power [Fire]
- Toxic
- Glare
The easiest sweeper to use in existence. Every move except Leaf Storm is mostly for show ("mostly": Toxic was added specifically for Focus Sash Shedinja). I found the standard Jarooda didn't have "enough speed"; it's too easily revenged by scarfed users. With choice scarf, this thing outspeeds anything that doesn't carry priority, scarfed Skymin, Swift Swimmers (except Ludicolo), and of course, Dory. Usually, I bring him in to revenge a worn out Pokemon, getting the boost in the process, then proceed to sweep except if one of these three conditions are met:
1. They bring in a 4x resist (unfortunately there are many)
2. Leaf storm misses (unfortunately happens much more than 5%, stupid PO)
3. I run out of PP (possible against some stall teams)
Jaroodas are naturally somewhat bulky. It can survive an unboosted Outrage from Kingdra, X-scissor from Dory accounting for sandstorm damage and OHKO both once it's at +4. Thus, it is an excellent anti-sand and anti-rain pokemon. Moreover, the bulk allows it to survive unboosted LO Mach Punches from Breloom and Roobushin as well as unboosted Ice Shards from Mamoswine.
I'm usually quite selective about when to send in Jarooda since I want him in the field as long as possible to rack up those boosts. Thus, I usually send him in only in the late game when 4x resists are gone (2x is O.K. after +4). While it may seem redundant to have two grass offensive pokemon when the type is notorious for being weakest offensive types in existence, I like Jarooda for the ability to set up while revenging at the same time, thus keeping intact the fast-paced nature of my team. That more than makes up for the bad typing which can be compensated by the rest of my team.
The Band-aid
Scizor (M) @ Choice Band
Trait: Technician
EVs: 136 HP / 255 Atk / 116 Def
Adamant Nature (+Atk, -SAtk)
- U-turn
- Superpower
- Pursuit
- Bullet Punch
In line with the "damage control" philosophy, I decided on a standard CB Scizor to take hits and revenge with super powerful bullet punches. It forms part of my "defensive core" by complementing the two grass sweepers since they can take the things that resist steel type attacks. Pursuit is useful for Latios/Latias and for executing the Shandera trap. Since I'm extremely slow, I don't expect to use U-turn except when I detect a switch is imminent. Superpower is a niche move for slow walls that are weak to fighting.
Scizor does not need any speed EVs to accomplish its job. Rather, I wanted another fall-back defensively. Most special attacks can be handled by the various resistances in my lineup: water and electric by Jarooda; Fire and Ice by Heatran; Ghost and Psychic by Scizor; and Grass by just about everyone. Having another defensive presence gives me a larger margin of error. Finally, the things Scizor is supposed to come in on (DD Dragon, T-Tar) are mostly physical anyway.
This guy acts as the fail-safe option in so many situations. CB Bullet Punch is powerful enough to weaken threats that resist it. Thus, it acts as both a defensive and offensive pivot in one.
The Glue
Heatran (F) @ Balloon
Trait: Flash Fire
EVs: 4 HP/ 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Earth Power
- Flamethrower
- Hidden Power [Ice]
- Will-O-Wisp
The fact that I have massive ice and fire weaknesses was not lost when making this team. By resisting these two types, Heatran acts as the other half of the "defensive core" and the glue that holds everything together. As an added bonus, it acts as a backup anti-Dragon, anti-steel, and final Dory Check.
Being a fast place team, I want my Heatran to be a threatening presence while still giving support and being a switching pivot. Earth Power is to counter the fire types that he is bound to switch into. Flamethrower is obligatory STAB, Fire Blast being too inaccurate. Since I have Will-O-Wisp, I don't really need lava plume. HP Ice is to counter dragons and flying types. Finally, Will-O-Wisp is to burn the Pokemon coming in since Heatran is great at forcing switches.
Balloon is a niche item. It is specifically there to counter other Heatrans and Doryuzzu. If they are not present, then I don't have any qualms about switching this guy in an ice attack and letting it pop. However, Dory especially is such a huge threat that he alone warrants the use of the item over say, Life Orb.
Additional Consideration: Suicune
Suicune was a possible member in Heatran's slot since it serves mostly the same purpose and have more or less the same resistances. However, I find the calm mind variant to be too slow to set up and the Rest Talking variants to be deviating from the quick pace of other team members.
End
Playing with this team over the last week and getting to around 1300 on the Smogon PO server, I find that positioning is a bigger counter than any one specific threat. Given the fast paced nature of my team, any "counter" to an individual member of may soon find itself outmatched if it doesn't come in immediately. Zapdos is a great example. It counters Jaroda pretty well given its resistance and bulk. However, if the opponent brings it in after Jaroda revenged another pokemon, it will fail since it cannot survive a +2 Leaf Storm and a +4 Leaf Storm while being unable to OHKO Jaroda with HP Ice (Heatwave is another story). Moreover, with the huge amount of priority users on the team, I can take down a large threat through sheer number of back-to-back priority attacks albeit at the sacrifice of at least one member of my team (an Ononokus Outrage is a good example). However as my team relies on type synergies defensively, losing one member might displace the synergies enough to lose the game. For example, I once got swept by an unboosted Focus Blast/Karendan (sp) Victini after the opponent took down Dragonite.
On the flip slide, many common threats are dealt with, sometimes having more than one fail-safe option (keeping in line with the "damage control" philosophy). Here are a few I've met consistently in the last few days in no particular order:
- Nattorei: neutered by Espeon. Can't unleash status, can't set hazards, will die in a fair fight. Breloom Mach Punch is fail-safe. Dragonite Fire Punch is second fail-safe.
- Doryuzzu (in sand) : Breloom Mach Punch OHKOs.It can't do anything to Heatran if balloon is intact and it doesn't have brick break. Jaroda can win in a fair fight after one previous Leaf Storm.
- Tyranitar: Dragonite, Scizor, and Breloom all destroy it.
- Roobushin: Espeon along with any priority attack. Breloom can make it set-up fodder with spore.
- Rankurusu: Breloom makes it set-up fodder with spore. Problem if it uses trick room on the switch in which case Scizor will have to bullet punch it to death.
- Garchomp: SD version destroyed by Heatran with Balloon, Scarfed versions destroyed by Scizor and Jaroda after +2 (I'm faster and can survive Outrage).
- Techniloom: Espeon greatly neuters it (see Nattorei).
-Kingdra (in rain): Jaroda can win in a fair fight after +2. Otherwise, will need to sac a team member and kill it with a combo of ESpeed, Mach Punch, and unboosted Leaf Storm.
- Scarfed Shandera: Espeon sets the trap and Scizor finishes. Jaroda can kill it if it gets +4 before it enters the field.
- Skymin: Heatran is a counter as long as flinch hax is reasonable. Subseed variants are soft-countered by priority Scizor, again if flinchhax is reasonable.
- Darkrai: Will send in Espeon no matter what to try to reflect the Dark Void. Otherwise, will need to sac a pokemon (Espeon) and revenge with Mach Punch.
- Salamence: Heatran is a perfect counter. Dragonite with Multi-scale intact is a counter.
- Dragonite: Might need to sac a pokemon to break multi-scale and then revenge with Bullet Punch or ESpeed. DNites with no defense investments will be OHKOed by Outrage from my own DNite even with multi-scale intact.
- Deoxy (A, S, and N): Simply have to hammer with priority moves, usually sacing a team member. DNite can OHKO Deoxy-A with ESpeed.
- Errufun and Sableye: Absolutely wrecked by Espeon. Priority moves (except Mach Punch) are failsafe option.
- Burunkeru: lovely "setup fodder" for Jaroda.
- Manaphy: Problematic or not depending on positioning. If it tail glows before Jaroda is out (our dead), then I lose at least another 2 pokemon (to priority attack it to death). However, if Jaroda is in the field before it comes out, I will be on top.
- Foretress and Hippowdon: Stopped cold by Espeon (see Nattorei). Stockpile variants of Hippo make delicious setup fodder for Breloom.
- Standard DD Gyarados: Setup fodder for Jaroda. Ice Fang may be a problem.
- Heatran: May be a problem if it has balloon. Will either come down to speed tie with own Heatran or revenged by Mach Punch.
I'm sure some threats are not listed and I would love to hear additional possibilities. Moreover, I would love some help with more efficient EV spreads, better movesets, and better Pokemon for the team (DNite is off-limits for the last one). Thanks everyone!
While I wanted to make an offensive team in general, rather than concentrating on one specific Pokemon or one specific strategy, I wanted a team flexible enough to deal with the majority of the threats in the current Dream World OU metagame. Moreover, I wanted each specific set to support another. Specifically, each Pokemon should leave the battlefield in a prime condition for the one coming in. Thus, instead having specific support Pokemon, each one in the final lineup should be able to serve as one concurrently with their offensive roles (sometimes, the offensive role acts as a support simultaneously). Finally, I wanted a team that excelled in damage control: it doesn't let one sweeper get too many kills or let one staller out for too long.
After tweaking the lineup considerably on PO, I've come one that I feel comfortable going against any opponent whether it be weather, stall, fast offensive, bulky offense, etc. The key is the multiple roles each member takes. All of them can try to sweep, but they also can set the stage for others to have an easier time doing their jobs. This means breaking a hold in the opponents lineup and exploiting it as much as possible. Another key is the philosophy of "just enough" speed. Rather than filling the entire lineup with fast and frail sweepers or bulky and slow sweepers, each member has just enough speed to accomplish their jobs. While the actual attacking moves used will be limited in typing, the key is to find just one that the opponent cannot handle to blow enough holes to turn momentum squarely in my favor.
Now to the actual lineup:
The Anti-Anti-Lead
Dragonite (M) @ Choice Band
Trait: Multi-Scale
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Brick Break
- Outrage
- Fire Punch
- ExtremeSpeed]
I tried every variation of Dragonite (personal favorite) and I believe this works best on my team. It is able to come in and work in unison with Espeon to essentially put me on top almost immediately. Standard anti-lead such as Machamp are OHKOed by either a +1 Outrage or the coverage move of choice. Even against the standard Anti-lead Dragonite, I outspeed and can OHKO with Outrage if I'm lucky while able to survive the Draco Meteor + Espeed combo. I chose Brick Break over Earthquake for Tyranitar specifically and so I'm not set up bait for a flying type or levitate user. However, it makes me weak to the ever so common Shandera coming to revenge so that is still up for grabs. While a CB makes it hard to abuse Multi-scale, in the end, I don't really need to. The biggest threats will be SR and sandstorm which will neuter the defensive capabilities of this guy. However, it's there where it counts: the first turn. Sandstorm activates after both Pokemon used the first move and I built this thing to finish his job in one.
For the leads in which hazards are imminent, I will need to switch to Espeon immediately. Thus, this guy also serves as a late game revenge killer, suicide Outrager, and if all goes well (Multi-scale intact upon entry), a Dragon killer. In fact, if Multi-scale is intact and he comes in on a slower Pokemon, this guy is almost guaranteed to get two kills with the sheer brute force of Outrage (2KO on Standard Scizor and Heatran).
The Handyman
Espeon (F) @ Shed Shell
Trait: Magic Mirror
EVs: 244 HP / 148 Def / 88 SAtk / 16 SDef
Modest Nature (+SAtk, -Atk)
- Grass Knot
- Psychic
- Hidden Power [Fire]
- Baton Pass
This Espeon is designed to be a multi-purpose utility. Magic Mirror is such a good ability and allows me to greatly disrupt teams that rely on entry hazards or status to win. Going back to the "enough speed" philosophy, I found that I don't really need that much speed investment on this guy to do its job. It's not suppose to sweep but to check huge threats in the metagame that are usually slow and focus on physical moves. Thus, I made him physically defensive while having just enough SpA to either force the opponent out or to kill the target outright. Being defensive, it also gives me some room for error. For example, if I come in on Hippowdon who EQs instead of setting up rocks, I won't be 2KOed while allowing me to 2KO the Hippo with grass knot.
Keeping this guy alive is absolutely imperative. But rather just running, I want him to simultaneously act as a bait for his own counters. Shed Shell just wrecks CS Shandera who usually come in and use Shadow Ball. I simply switch out to Scizor and the opponents Shandera is dead meat (with Pursuit). Pursuit Tyranitars won't like it when their attack is essentially halved as I Baton Pass out (usually just enough speed to do so) to either Scizor or Jarooda, simultaneously putting them in an awkward position.
The attacks on this guy are meant to take out the things he is supposed to come in on. The most notable ones: Nattorei, Hippowdon, Foretress, Breloom (with Spore), and Tentacruel. Moreover, he acts as a huge Roobushin check since I outspeed it and being physically defensive, I can take any type of punches even after a bulk-up. If they use payback, its fine, I'll just revenge it with the numerous priority or faster pokemon on the team. I'm willing to make that trade since he is such a huge threat and can disrupt the synergies on this team.
The 88mm Anti-Tank Gun
Breloom (M) @ Life Orb
Trait: Technician
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Spore
- Bullet Seed
- Mach Punch
- Swords Dance
Speaking of Roobushin, I can't believe people use him in Dream World OU when this thing exists. Breloom is my premier wall breaker and anti-tank. Coming in on something slower and putting them to sleep immediately will allow me to stop the bleeding (preventing them from getting too many defensive boosts). After one swords dance, it has the potential to destroy many of the standard bulky offensive or walls in the game. With Technician Mach punch, it can decimate the entire opponent team if they don't have a fighting resist left that is faster as well (lest bullet-seed kills them). I had stone edge instead of bullet-seed so I could lure in flying and bug types that resist fighting and grass, but I decided against it after a few tries due to the inaccuracy and the low margin of error (have to use it as they come in since most are faster). However, it certainly is an option as getting rid of those two types will make it significantly easier for Jarooda to sweep.
With life orb, Breloom also acts as a revenge killer with Mach Punch against the metas most common threats (thinking of Dory here and to a lesser extent, Heatran).
The Virulent Sweeper
Jarooda (F) @ Choice Scarf
Trait: Perversity
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Leaf Storm
- Hidden Power [Fire]
- Toxic
- Glare
The easiest sweeper to use in existence. Every move except Leaf Storm is mostly for show ("mostly": Toxic was added specifically for Focus Sash Shedinja). I found the standard Jarooda didn't have "enough speed"; it's too easily revenged by scarfed users. With choice scarf, this thing outspeeds anything that doesn't carry priority, scarfed Skymin, Swift Swimmers (except Ludicolo), and of course, Dory. Usually, I bring him in to revenge a worn out Pokemon, getting the boost in the process, then proceed to sweep except if one of these three conditions are met:
1. They bring in a 4x resist (unfortunately there are many)
2. Leaf storm misses (unfortunately happens much more than 5%, stupid PO)
3. I run out of PP (possible against some stall teams)
Jaroodas are naturally somewhat bulky. It can survive an unboosted Outrage from Kingdra, X-scissor from Dory accounting for sandstorm damage and OHKO both once it's at +4. Thus, it is an excellent anti-sand and anti-rain pokemon. Moreover, the bulk allows it to survive unboosted LO Mach Punches from Breloom and Roobushin as well as unboosted Ice Shards from Mamoswine.
I'm usually quite selective about when to send in Jarooda since I want him in the field as long as possible to rack up those boosts. Thus, I usually send him in only in the late game when 4x resists are gone (2x is O.K. after +4). While it may seem redundant to have two grass offensive pokemon when the type is notorious for being weakest offensive types in existence, I like Jarooda for the ability to set up while revenging at the same time, thus keeping intact the fast-paced nature of my team. That more than makes up for the bad typing which can be compensated by the rest of my team.
The Band-aid
Scizor (M) @ Choice Band
Trait: Technician
EVs: 136 HP / 255 Atk / 116 Def
Adamant Nature (+Atk, -SAtk)
- U-turn
- Superpower
- Pursuit
- Bullet Punch
In line with the "damage control" philosophy, I decided on a standard CB Scizor to take hits and revenge with super powerful bullet punches. It forms part of my "defensive core" by complementing the two grass sweepers since they can take the things that resist steel type attacks. Pursuit is useful for Latios/Latias and for executing the Shandera trap. Since I'm extremely slow, I don't expect to use U-turn except when I detect a switch is imminent. Superpower is a niche move for slow walls that are weak to fighting.
Scizor does not need any speed EVs to accomplish its job. Rather, I wanted another fall-back defensively. Most special attacks can be handled by the various resistances in my lineup: water and electric by Jarooda; Fire and Ice by Heatran; Ghost and Psychic by Scizor; and Grass by just about everyone. Having another defensive presence gives me a larger margin of error. Finally, the things Scizor is supposed to come in on (DD Dragon, T-Tar) are mostly physical anyway.
This guy acts as the fail-safe option in so many situations. CB Bullet Punch is powerful enough to weaken threats that resist it. Thus, it acts as both a defensive and offensive pivot in one.
The Glue
Heatran (F) @ Balloon
Trait: Flash Fire
EVs: 4 HP/ 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Earth Power
- Flamethrower
- Hidden Power [Ice]
- Will-O-Wisp
The fact that I have massive ice and fire weaknesses was not lost when making this team. By resisting these two types, Heatran acts as the other half of the "defensive core" and the glue that holds everything together. As an added bonus, it acts as a backup anti-Dragon, anti-steel, and final Dory Check.
Being a fast place team, I want my Heatran to be a threatening presence while still giving support and being a switching pivot. Earth Power is to counter the fire types that he is bound to switch into. Flamethrower is obligatory STAB, Fire Blast being too inaccurate. Since I have Will-O-Wisp, I don't really need lava plume. HP Ice is to counter dragons and flying types. Finally, Will-O-Wisp is to burn the Pokemon coming in since Heatran is great at forcing switches.
Balloon is a niche item. It is specifically there to counter other Heatrans and Doryuzzu. If they are not present, then I don't have any qualms about switching this guy in an ice attack and letting it pop. However, Dory especially is such a huge threat that he alone warrants the use of the item over say, Life Orb.
Additional Consideration: Suicune
Suicune was a possible member in Heatran's slot since it serves mostly the same purpose and have more or less the same resistances. However, I find the calm mind variant to be too slow to set up and the Rest Talking variants to be deviating from the quick pace of other team members.
End
Playing with this team over the last week and getting to around 1300 on the Smogon PO server, I find that positioning is a bigger counter than any one specific threat. Given the fast paced nature of my team, any "counter" to an individual member of may soon find itself outmatched if it doesn't come in immediately. Zapdos is a great example. It counters Jaroda pretty well given its resistance and bulk. However, if the opponent brings it in after Jaroda revenged another pokemon, it will fail since it cannot survive a +2 Leaf Storm and a +4 Leaf Storm while being unable to OHKO Jaroda with HP Ice (Heatwave is another story). Moreover, with the huge amount of priority users on the team, I can take down a large threat through sheer number of back-to-back priority attacks albeit at the sacrifice of at least one member of my team (an Ononokus Outrage is a good example). However as my team relies on type synergies defensively, losing one member might displace the synergies enough to lose the game. For example, I once got swept by an unboosted Focus Blast/Karendan (sp) Victini after the opponent took down Dragonite.
On the flip slide, many common threats are dealt with, sometimes having more than one fail-safe option (keeping in line with the "damage control" philosophy). Here are a few I've met consistently in the last few days in no particular order:
- Nattorei: neutered by Espeon. Can't unleash status, can't set hazards, will die in a fair fight. Breloom Mach Punch is fail-safe. Dragonite Fire Punch is second fail-safe.
- Doryuzzu (in sand) : Breloom Mach Punch OHKOs.It can't do anything to Heatran if balloon is intact and it doesn't have brick break. Jaroda can win in a fair fight after one previous Leaf Storm.
- Tyranitar: Dragonite, Scizor, and Breloom all destroy it.
- Roobushin: Espeon along with any priority attack. Breloom can make it set-up fodder with spore.
- Rankurusu: Breloom makes it set-up fodder with spore. Problem if it uses trick room on the switch in which case Scizor will have to bullet punch it to death.
- Garchomp: SD version destroyed by Heatran with Balloon, Scarfed versions destroyed by Scizor and Jaroda after +2 (I'm faster and can survive Outrage).
- Techniloom: Espeon greatly neuters it (see Nattorei).
-Kingdra (in rain): Jaroda can win in a fair fight after +2. Otherwise, will need to sac a team member and kill it with a combo of ESpeed, Mach Punch, and unboosted Leaf Storm.
- Scarfed Shandera: Espeon sets the trap and Scizor finishes. Jaroda can kill it if it gets +4 before it enters the field.
- Skymin: Heatran is a counter as long as flinch hax is reasonable. Subseed variants are soft-countered by priority Scizor, again if flinchhax is reasonable.
- Darkrai: Will send in Espeon no matter what to try to reflect the Dark Void. Otherwise, will need to sac a pokemon (Espeon) and revenge with Mach Punch.
- Salamence: Heatran is a perfect counter. Dragonite with Multi-scale intact is a counter.
- Dragonite: Might need to sac a pokemon to break multi-scale and then revenge with Bullet Punch or ESpeed. DNites with no defense investments will be OHKOed by Outrage from my own DNite even with multi-scale intact.
- Deoxy (A, S, and N): Simply have to hammer with priority moves, usually sacing a team member. DNite can OHKO Deoxy-A with ESpeed.
- Errufun and Sableye: Absolutely wrecked by Espeon. Priority moves (except Mach Punch) are failsafe option.
- Burunkeru: lovely "setup fodder" for Jaroda.
- Manaphy: Problematic or not depending on positioning. If it tail glows before Jaroda is out (our dead), then I lose at least another 2 pokemon (to priority attack it to death). However, if Jaroda is in the field before it comes out, I will be on top.
- Foretress and Hippowdon: Stopped cold by Espeon (see Nattorei). Stockpile variants of Hippo make delicious setup fodder for Breloom.
- Standard DD Gyarados: Setup fodder for Jaroda. Ice Fang may be a problem.
- Heatran: May be a problem if it has balloon. Will either come down to speed tie with own Heatran or revenged by Mach Punch.
I'm sure some threats are not listed and I would love to hear additional possibilities. Moreover, I would love some help with more efficient EV spreads, better movesets, and better Pokemon for the team (DNite is off-limits for the last one). Thanks everyone!