this is a togekiss team of mine, i think ive planned out the necessary support this time. its my favorite poke and i want a team involving it but its hard bc its not the fastest and its weak to common moves.
At a glance...
In some detail
Swampert @ Leftovers
Nature: Relaxed
EVs: 252 HP / 252 Def / 4 Atk
-Stealth Rock
-Earthquake
-Icebeam
-Roar
standard mixpert, good lead i think. eq and ice beam allow for alotta coverage. and i can roar away potential baton passers and spikers. i usually end up setting up rocks on the first move regardless then roaring regardless (if im not asleep) the lack of speed kinda bugs me, but then i got something incase of a surprise trick room. making it relaxed and maxing hp makes it be able to handle alot of stuff, only being OHKO'd by a stab grass knot/leaf storm (barring somekind of stat decreases) its also a good thing to keep around into the late game, often ive been tricked scarfed. i really dont mind firing off fast stab earthquakes bc usually i can realize that smeargles, jirachis, rotoms are gonna try somthing crazy. 97% of the time its able to set up rocks effectively then roar away anything hoping to gain stats.
..synergy..
Grass --> togekiss, jirachi, celebi
list of lead threats
-Azelf -SR just in case they don't Taunt. If they do, stay in one round and Ice Beam. Then, switch to starmie to take the explosion.
-Metagross - SR first. can stay in and EQ it
-Swampert - SR, then switch to celebi, twave on the switch out
-Aerodactyl - Ice Beam when they Taunt its a 3HKO.
-Jirachi - SR first. Twave can't do anything, and Iron Head doesn't do much. If they run Trick Scarf Variants, take the scarf. If they don't you can either EQ or Roar when you predict a U-Turn.
-Infernape - go to starmie to take the Fake Out, or just have Swampert take it. The nice thing about LeadApes is that not many of them carry Grass Knot, which would rip a swampert. and even if it did it wouldnt be stab and id be able to live one at least
-Roserade - celebi to take the sleep, then switch to starmie and cure celebi then let starmie spin and wave.
-Smeargle - Switch to celebi to take the Spore. Then go back to Swampert and Roar .
-Hippowdon - eh SR then beam it then bring in starmie to blow away rocks.
-Tyranitar - SR, then EQ.
-Gliscor - Ice Beam, as they will always Taunt.
-Bronzong - SR, then you have a ton of options. You can go to take the explosion explode, or you can stay in and wait for them to switch, as most Bronzong leads are on Trick Room teams
-Crobat - try SR hoping no taunt so it cant come back and then just ice beam it up
Celebi @ Life Orb
Modest Nature | Natural Cure
232 HP | 252 SAtk | 32 Spd
-Leaf Storm
-Hidden Power Fire
-Thunder Wave
-Recover
im going with the offensive set here bc i need to have a way to take out scizors. leaf storm stab is a great hit and thunder wave recover is for the team support. i really like the recover + twave + natural cure for team support and the spA for the ability to take out anything thats not a specs heatran or latias. the little bit of speed ev's allow it to outrun common 100 basers that dont invest ev's. i usually end up switching into celebi whenever i feel a WoW or toxic from a blissey. life orb and the spA ev's allow me to be able to just fire away with leaf storm even if its not super effective, and i love having a strong attacker thats not choiced.
..synergy..
Fire --> swampert, starmie
Flying--> swampert, jirachi
Bug--> togekiss, machamp
Dark-->machamp, togekiss
machamp @ leftovers
Adamant | No Guard
252 ATTK | 212 HP | 44 SPE
-dynamic punch
-payback
-stone edge
-substitute
confusion, payback the ghost switch in. sub on the switch out= cause some rucuss (?). the ev's let it outspeed the vaunted blissey and other such base speed walls. its pretty much essential for a team with a flying fariy. i like the sub bc many times mence and gyara have DD'd when they saw a machamp so sub to take whatever then hit with a 100% accuracy stone edge. often i use dynamic punch when its not super effective just as a great wall/set up crippler (fortress, skarmory, suicune). it could be hard to successfully get up a sub bc many opponents will stay in and try to cause neutral damage for a knock out. i know this is strange, but this machamp is my main rotom counter. i cant stand when it whips out a will o wisp, but if it doesnt carry that, then im coming out on top.
..synergy..
Psychic--> jirachi, celebi
Flying--> jirachi, swampert
starmie @ leftovers
Timid | Natural Cure
252 SPE | 176 DEF | 80 HP
-thunder wave
-recover
-surf
-rapid spin
im not sure why, but starmie always comes to be the fulcrom of my team. i know starmie can do alot better than this in terms of attack, but im not using this as an attacker whatsoever. im using this as a pure team supporter. again natural cure + recover + twave = major togekiss help, not to mention spin. i think support wise starmie is essential to have on a team with a togekiss. stab surf even here is amazing. the only pokes that completely stop this starmie from being successful are jolteon, rotom, and electivire, which swampert or machamp can easily handle.i really like having rapid spin on a defensive starmie as opposed to on a LO one, and recover, when used correctly, is invaluable to me.i often switch into starmie on a kill switch and twave whatever the opponent happens to be, then bring in either togekiss or celebi to do their deals. i kinda wish it could learn an attack like seismic toss that could take away a definite amount of damage or can definitely take away damage every turn (not toxic bc this is a paralysis team).
..synergy..
Electric--> swampert
Grass--> jirachi, celebi, togekiss
Bug-->togekiss, machamp
Dark-->machamp, togekiss
Ghost--> togekiss
Jirachi @ choice scarf
jolly | serene grace
80hp | 252 attk| 176 spe
-fire punch
-ice punch
-iron head
-thunderpunch
despite being told im a noob on shoddy for using a flinch jirachi its a pretty good idea, especially if starmie/celebi already set up paralysis. this has great coverage and i really like the heightened chance of flinch/freeze/burn. and scarf allows me to outspeed many potential counters and its typing allows me to come in on every priority attack and not be damaged much. the only thing that bothers me is that this set is based on luck (more than strategic planning), which i guess shouldnt be a base for a poke but hey its part of the game.i need thunderpunch to revenge kill gyarados, tentacruels, and starmies. it also comes in handy when trying to stop a toxic/protect/wish vaporeon. i just like having a jirachi bc theres so many variations of it that your opponent has a hard time of guessing what to send out, and scarfing it makes the switch in so much more daunting.
..synergy..
Fire--> swampert, starmie
Ground--> togekiss, swampert
togekiss @ Lum Berry
Modest | Serene Grace
252 SPE | 104 HP | 152 SPA
-nasty plot
-air slash
-aura sphere
-roost
i twisted around the ev's from smogon. after a nasty plot, the spA will be great enough that i wont need the extra 100ev's in it. hopefully by the time this gets out, rocks will be gone, pokes will be paralyzed and there wont be any scarfed latias, kingdra, zapdos, or fully functional special walls looming about. i need the lum berry just in case and roost is just to cover my butt if perhaps i meet a ice fang gyarados that lives a NP air slash and doesnt flinch or whatever. i kinda wanna take advantage of togekiss' unique ability more (serene grace) but this set seems to cover enough
a pretty standard moveset with somewhat jumbled ev's. here's the magic... two options: have some other poke on the team that can reliably paralyze the offending poke, or bring in "tkiss" and paralyze. now once the electric enemy is paralyzed, tkiss will deff outspeed them and thanks to high HP and natural spD bulk, it will survive a stab thunderbolt with about 37% HP left, the tactic is to be sure the foe's paralyzed then roost up till you get to 75+% HP, then get off a nasty plot.( it also helps to maybe get some parahax along the way) do this at least twice (3 if youre feeling ambitious) then air slash it up. with two plots up it will do 40% to a specially defensive zapdos and almost 60% to a physically defensive one while getting near 70% for an offensive one. with rotom, a 2x NP stab air slash will top 40% on a rest talker, while smashing a choice one by 80%. i know these numbers are merely borderline convincing but when you count in paraflinch, the opponent will only be attacking 34% of the time so the idea becomes that much sweeter. ive used this tactic effectively many times in shoddy battle and it surprises me and my opponenet every time.
..synergy..
Ice--> jirachi, starmie, swampert
Electric--> swampert
Rock--> swampert, jirachi
here they are one more time...
thank you to everyone who helped so far. i made this team on shoddy so if anyone wants to help me via battle, pm me or something =]. a threat are rain dance teams and ludicolo's in particular; if its not paralyzed i need to watch out especially if theres a kingdra coming up next. jirachi can resist these two but its not gonna attack first and its moves arent gonna be dealing any huge damage. celebi can come in but its not gonna like a rain danced stabed hydro pump (47.5% - 56.3%), and then leaf storm could kill based on what kind of ludicolo it is (90%-106% for offensive; 56.9%-67% for stall). ive found that many times, i dont even get to togekiss. parafusionflinch is one hell of an amazing combo, regardless of walls or typing and accusations of cheapness or noobiness (?). and for the record, in no way does this team absolutely rely on luck. i use paralysis heavily for speed mostly. the hax just comes as i does, i dont twave in hopes that my foe will not attack, i just want to make them slow enough for togekiss to sweep. and the flinching jirachi, iron head is a stab move why would i not use it? same with air slash on kiss.
also, ive been having issues with any sort of heatran once swampert and starmie are gone. i thought they would be able to cover heatrans but when they come in the late game it causes problems. especially scarfed ones, they are alot more powerful than i thought. do you think i should focus some EV's into special defense on togekiss to be able to take a fire blast? i have no idea how it happens, but its like my opponent knows that he just has to take out swampert and starmie then heatran can sweep its happened multiple consecutive times
At a glance...
In some detail
Swampert @ Leftovers
Nature: Relaxed
EVs: 252 HP / 252 Def / 4 Atk
-Stealth Rock
-Earthquake
-Icebeam
-Roar
standard mixpert, good lead i think. eq and ice beam allow for alotta coverage. and i can roar away potential baton passers and spikers. i usually end up setting up rocks on the first move regardless then roaring regardless (if im not asleep) the lack of speed kinda bugs me, but then i got something incase of a surprise trick room. making it relaxed and maxing hp makes it be able to handle alot of stuff, only being OHKO'd by a stab grass knot/leaf storm (barring somekind of stat decreases) its also a good thing to keep around into the late game, often ive been tricked scarfed. i really dont mind firing off fast stab earthquakes bc usually i can realize that smeargles, jirachis, rotoms are gonna try somthing crazy. 97% of the time its able to set up rocks effectively then roar away anything hoping to gain stats.
..synergy..
Grass --> togekiss, jirachi, celebi
list of lead threats
-Azelf -SR just in case they don't Taunt. If they do, stay in one round and Ice Beam. Then, switch to starmie to take the explosion.
-Metagross - SR first. can stay in and EQ it
-Swampert - SR, then switch to celebi, twave on the switch out
-Aerodactyl - Ice Beam when they Taunt its a 3HKO.
-Jirachi - SR first. Twave can't do anything, and Iron Head doesn't do much. If they run Trick Scarf Variants, take the scarf. If they don't you can either EQ or Roar when you predict a U-Turn.
-Infernape - go to starmie to take the Fake Out, or just have Swampert take it. The nice thing about LeadApes is that not many of them carry Grass Knot, which would rip a swampert. and even if it did it wouldnt be stab and id be able to live one at least
-Roserade - celebi to take the sleep, then switch to starmie and cure celebi then let starmie spin and wave.
-Smeargle - Switch to celebi to take the Spore. Then go back to Swampert and Roar .
-Hippowdon - eh SR then beam it then bring in starmie to blow away rocks.
-Tyranitar - SR, then EQ.
-Gliscor - Ice Beam, as they will always Taunt.
-Bronzong - SR, then you have a ton of options. You can go to take the explosion explode, or you can stay in and wait for them to switch, as most Bronzong leads are on Trick Room teams
-Crobat - try SR hoping no taunt so it cant come back and then just ice beam it up
Celebi @ Life Orb
Modest Nature | Natural Cure
232 HP | 252 SAtk | 32 Spd
-Leaf Storm
-Hidden Power Fire
-Thunder Wave
-Recover
im going with the offensive set here bc i need to have a way to take out scizors. leaf storm stab is a great hit and thunder wave recover is for the team support. i really like the recover + twave + natural cure for team support and the spA for the ability to take out anything thats not a specs heatran or latias. the little bit of speed ev's allow it to outrun common 100 basers that dont invest ev's. i usually end up switching into celebi whenever i feel a WoW or toxic from a blissey. life orb and the spA ev's allow me to be able to just fire away with leaf storm even if its not super effective, and i love having a strong attacker thats not choiced.
..synergy..
Fire --> swampert, starmie
Flying--> swampert, jirachi
Bug--> togekiss, machamp
Dark-->machamp, togekiss
machamp @ leftovers
Adamant | No Guard
252 ATTK | 212 HP | 44 SPE
-dynamic punch
-payback
-stone edge
-substitute
confusion, payback the ghost switch in. sub on the switch out= cause some rucuss (?). the ev's let it outspeed the vaunted blissey and other such base speed walls. its pretty much essential for a team with a flying fariy. i like the sub bc many times mence and gyara have DD'd when they saw a machamp so sub to take whatever then hit with a 100% accuracy stone edge. often i use dynamic punch when its not super effective just as a great wall/set up crippler (fortress, skarmory, suicune). it could be hard to successfully get up a sub bc many opponents will stay in and try to cause neutral damage for a knock out. i know this is strange, but this machamp is my main rotom counter. i cant stand when it whips out a will o wisp, but if it doesnt carry that, then im coming out on top.
..synergy..
Psychic--> jirachi, celebi
Flying--> jirachi, swampert
starmie @ leftovers
Timid | Natural Cure
252 SPE | 176 DEF | 80 HP
-thunder wave
-recover
-surf
-rapid spin
im not sure why, but starmie always comes to be the fulcrom of my team. i know starmie can do alot better than this in terms of attack, but im not using this as an attacker whatsoever. im using this as a pure team supporter. again natural cure + recover + twave = major togekiss help, not to mention spin. i think support wise starmie is essential to have on a team with a togekiss. stab surf even here is amazing. the only pokes that completely stop this starmie from being successful are jolteon, rotom, and electivire, which swampert or machamp can easily handle.i really like having rapid spin on a defensive starmie as opposed to on a LO one, and recover, when used correctly, is invaluable to me.i often switch into starmie on a kill switch and twave whatever the opponent happens to be, then bring in either togekiss or celebi to do their deals. i kinda wish it could learn an attack like seismic toss that could take away a definite amount of damage or can definitely take away damage every turn (not toxic bc this is a paralysis team).
..synergy..
Electric--> swampert
Grass--> jirachi, celebi, togekiss
Bug-->togekiss, machamp
Dark-->machamp, togekiss
Ghost--> togekiss
Jirachi @ choice scarf
jolly | serene grace
80hp | 252 attk| 176 spe
-fire punch
-ice punch
-iron head
-thunderpunch
despite being told im a noob on shoddy for using a flinch jirachi its a pretty good idea, especially if starmie/celebi already set up paralysis. this has great coverage and i really like the heightened chance of flinch/freeze/burn. and scarf allows me to outspeed many potential counters and its typing allows me to come in on every priority attack and not be damaged much. the only thing that bothers me is that this set is based on luck (more than strategic planning), which i guess shouldnt be a base for a poke but hey its part of the game.i need thunderpunch to revenge kill gyarados, tentacruels, and starmies. it also comes in handy when trying to stop a toxic/protect/wish vaporeon. i just like having a jirachi bc theres so many variations of it that your opponent has a hard time of guessing what to send out, and scarfing it makes the switch in so much more daunting.
..synergy..
Fire--> swampert, starmie
Ground--> togekiss, swampert
togekiss @ Lum Berry
Modest | Serene Grace
252 SPE | 104 HP | 152 SPA
-nasty plot
-air slash
-aura sphere
-roost
i twisted around the ev's from smogon. after a nasty plot, the spA will be great enough that i wont need the extra 100ev's in it. hopefully by the time this gets out, rocks will be gone, pokes will be paralyzed and there wont be any scarfed latias, kingdra, zapdos, or fully functional special walls looming about. i need the lum berry just in case and roost is just to cover my butt if perhaps i meet a ice fang gyarados that lives a NP air slash and doesnt flinch or whatever. i kinda wanna take advantage of togekiss' unique ability more (serene grace) but this set seems to cover enough
a pretty standard moveset with somewhat jumbled ev's. here's the magic... two options: have some other poke on the team that can reliably paralyze the offending poke, or bring in "tkiss" and paralyze. now once the electric enemy is paralyzed, tkiss will deff outspeed them and thanks to high HP and natural spD bulk, it will survive a stab thunderbolt with about 37% HP left, the tactic is to be sure the foe's paralyzed then roost up till you get to 75+% HP, then get off a nasty plot.( it also helps to maybe get some parahax along the way) do this at least twice (3 if youre feeling ambitious) then air slash it up. with two plots up it will do 40% to a specially defensive zapdos and almost 60% to a physically defensive one while getting near 70% for an offensive one. with rotom, a 2x NP stab air slash will top 40% on a rest talker, while smashing a choice one by 80%. i know these numbers are merely borderline convincing but when you count in paraflinch, the opponent will only be attacking 34% of the time so the idea becomes that much sweeter. ive used this tactic effectively many times in shoddy battle and it surprises me and my opponenet every time.
..synergy..
Ice--> jirachi, starmie, swampert
Electric--> swampert
Rock--> swampert, jirachi
here they are one more time...
thank you to everyone who helped so far. i made this team on shoddy so if anyone wants to help me via battle, pm me or something =]. a threat are rain dance teams and ludicolo's in particular; if its not paralyzed i need to watch out especially if theres a kingdra coming up next. jirachi can resist these two but its not gonna attack first and its moves arent gonna be dealing any huge damage. celebi can come in but its not gonna like a rain danced stabed hydro pump (47.5% - 56.3%), and then leaf storm could kill based on what kind of ludicolo it is (90%-106% for offensive; 56.9%-67% for stall). ive found that many times, i dont even get to togekiss. parafusionflinch is one hell of an amazing combo, regardless of walls or typing and accusations of cheapness or noobiness (?). and for the record, in no way does this team absolutely rely on luck. i use paralysis heavily for speed mostly. the hax just comes as i does, i dont twave in hopes that my foe will not attack, i just want to make them slow enough for togekiss to sweep. and the flinching jirachi, iron head is a stab move why would i not use it? same with air slash on kiss.
also, ive been having issues with any sort of heatran once swampert and starmie are gone. i thought they would be able to cover heatrans but when they come in the late game it causes problems. especially scarfed ones, they are alot more powerful than i thought. do you think i should focus some EV's into special defense on togekiss to be able to take a fire blast? i have no idea how it happens, but its like my opponent knows that he just has to take out swampert and starmie then heatran can sweep its happened multiple consecutive times