Hello, Smogon! With BW2 singing its siren's song, I've been dragged back into the realm of competitive Pokemon from a Platinum-era hiatus. This team has served me very well, but it can be improved, and that is why I come to you for assistance.
I'm a comic nerd. That's all the reason I need to nickname my critters the way I have.
Marvelous!
(Doctor Strange) Alakazam @ Life Orb
Trait: Magic Guard
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature
- Substitute
- Psyshock
- Focus Blast
- Shadow Ball
Ever since I heard Alakazam got Magic Guard as its DW ability, I wanted to use it. Its raw power combined with the inability to take indirect damage plus high speed and damaging moves intrigued me. Alakazam is the one critter I based this team around, and it has certainly pulled its weight.
Substitute is useful to take advantage of the switches Zam tends to cause when it comes in on Pokemon it can scare out. Psyshock is my main STAB move and is useful to take out CM users like Keldeo and nasties like Terrakion. Focus Blast and Shadow Ball round out the coverage, nailing Steel-types (and the pink blobs to a lesser extent, Psyshock does basically the same damage and doesn't tend to miss), and the Lati twins.
I find scouting with Substitute pretty useful and thus have opted for Life Orb for extra power instead of Focus Sash, which fails to work after a Sub anyway.
Zam is named after Doctor Strange because they are both very powerful magicians. Stephen himself is also a mind reader and a minor telekinetic. At the end of the day, though, he's only human, and has human weaknesses. Alakazam has paper defenses. Regardless, underestimate him at your peril.
(Storm) Rotom-Wash @ Choice Scarf
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Volt Switch
- Hydro Pump
- Hidden Power [Ice]
- Trick
Since it's a terrible idea to throw Alakazam into any attack that isn't a status move, you need to give it a free switch-in, and that's where Rotom-W comes in. Rotom is also one of my answers to Rain teams: it takes lol damage from defensive Politoed's Scald, while leaving a large dent in the frog with Volt Switch. Fast, powerful, and sturdy, this forms the Volt part of my VoltTurn core.
Volt Switch is an awesome move that keeps momentum on my side and hits pretty damn hard. Hydro Pump staves off Ground-types who may want to absorb Volt Switch, provides secondary STAB, and does a huge amount of damage, especially in rain; for example OHKOing greedy Thunderus-T. Hidden Power Ice nails Dragons who want to absorb a Hydro Pump. Trick is useful for crippling walls, locking them into one attack.
Queen of the weather elements, Rotom-W is Storm, a powerful and fast mutant -- Rotom-W itself an iteration of normal Rotom! Often the voice of reason, she is an offensive pivot that is invaluable on your side, and a nightmare to your opponent.
(Black Panther) Landorus-Therian @ Leftovers
Trait: Intimidate
EVs: 196 HP / 96 Atk / 216 Def
Adamant Nature
- Earthquake
- Stone Edge
- Stealth Rock
- U-turn
The second scout on my team and the Turn portion of the VoltTurn core, Landorus-T supports by laying down Rocks and keeping the momentum going. A great offensive and defensive pivot, Landorus checks hard hitting physical attackers like Terrakion, Scizor, and Tyranitar. It has great synergy with Rotom-W and still hits hard with it's 145 base attack.
Earthquake is STAB and a very powerful attack in its own right. Stone Edge nails Flying-types who think they can get in on an immunity. Stealth Rock helps snare those key KOs and gives things like Volcarona a hard time. U-Turn is a momentum-gaining move which is still pretty strong in its own right.
Yeah, it's a big kitty. Yeah, it's a damn strong fighter. Yeah, it's a Pokemon that brings fertility to wastelands. Yeah, it forms a great core with Rotom-W -- just like T'Challa and Storm's marriage. Yeah, I know that's no longer the case. ;_;
Black Panther. Nuff said.
(Doctor Doom) Salamence @ Life Orb
Trait: Intimidate
EVs: 64 Atk / 192 SAtk / 252 Spd
Rash Nature
- Draco Meteor
- Fire Blast
- Earthquake
- Outrage
While Alakazam hurts, Salamence hurts. Its job is to break down walls for the Psychic magician, and does that job spectacularly. Even if it only gets to come out once in the whole battle, it usually leaves a large enough hole that the rest of my team can capitalize on and transform into a win. A Dragon always adds lots of type resistances to a team, and with Intimidate Salamence can take a weak hit. And once it's in, something is going to be in pain.
Draco Meteor is crazy powerful, doing up to 56% on physically defensive Forretress, and mauls just about everything else. Fire Blast nails those Steel-types, 2HKOing Ferrothorn even in rain. Earthquake deals with Heatran and Tyranitar (the lattermost is guaranteed to die to EQ if it eats a Draco Meteor). Outrage is mainly there for Volcarona, who can set up on the other three moves.
Salamence is Doctor Doom because when he shows up, you know something bad is about to go down. It may take some careful prediction and planning to do the most damage, but when it happens, it's insane. Master of magic and technology alike (or special and physical moves, hurr), when you see him coming, you better start running.
(I've tried Hydreigon in Salamence's place, and while that hits even freaking harder, the lower speed is an issue. You can use a Doombot, I guess, but nothing beats the original.)
(Magneto) Metagross @ Choice Band
Trait: Clear Body
EVs: 164 HP / 252 Atk / 92 Spd
Adamant Nature
- Bullet Punch
- Zen Headbutt
- Earthquake
- Trick
...I will admit, Metagross feels like the weakest link on this team. Yes, it hits hard. Yes, it has great type synergy with Salamence, Rotom-W, and Landorus-T. But I still feel that something better could go in its place. I just can't decide what.
The move choices are a bit weird, but hear me out. Bullet Punch is handy priority that, while with low base power, still does a surprising amount of damage after STAB and CB factor in. Zen Headbutt also has only average base power, but its main usefulness is how surprising it is. People switch in their bulky Waters expecting Meteor Mash, and their counter ends up in a great deal of pain. CB Zen Headbutt 2HKOs defensive Politoed and Jellicent and has a chance to OHKO defensive Rotom-W after SR. Earthquake takes on fellow Steels and Tyranitar. Trick is useful to cripple walls, but I may drop it and try another move.
Metagross, metal being that controls psychic powers...I'm sorry, but that just screams Magneto to me. Magnezone is too obvious, c'mon. While not the fastest around, it has many aces up its sleeve to take its opponents off-guard.
(Iron Fist) Lucario @ Life Orb
Trait: Justified
EVs: 252 Atk / 252 Spd / 4 HP
Adamant Nature
- Swords Dance
- Close Combat
- ExtremeSpeed
- Crunch
If my team has done its job correctly, wearing down the opponent through powerful attacks, VoltTurn, and residual damage, then this thing comes in and wrecks faces. After a Swords Dance, very little can stand up to it and come out in one piece. After the rest of my team has had their share of damage and a Swords Dance, it's pretty much GG.
This is your standard Lucario. SD boosts its Attack to crazy levels. Close Combat is very powerful and gets STAB, plowing through opponents. ExtremeSpeed is necessary priority and does a ton of damage in its own right. Crunch is good to hit bulky Psychics and Ghosts like Deoxys-D and Dusclops.
Lucario is a martial artist that has the ability to utilize the power of chi. Does that sound familiar? It even rocks a headband like good ole Danny Rand! Both of them hit like a truck, even if they punch you from only an inch away.
- - -
So there's my team! I feel like it does solidly, but it could be better. It struggles against Sun teams, and the advent of Genesect hurts it too. Your advice is much appreciated.
Thanks for reading!
Excelsior!
I'm a comic nerd. That's all the reason I need to nickname my critters the way I have.
Marvelous!
Lucario @ Life Orb
Trait: Justified
EVs: 252 Atk / 252 Spd / 4 HP
Adamant Nature
- Swords Dance
- Close Combat
- ExtremeSpeed
- Crunch
Alakazam @ Life Orb
Trait: Magic Guard
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature
- Substitute
- Psyshock
- Focus Blast
- Shadow Ball
Rotom-Wash @ Choice Scarf
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Volt Switch
- Hydro Pump
- Hidden Power [Ice]
- Trick
Landorus-Therian @ Leftovers
Trait: Intimidate
EVs: 196 HP / 96 Atk / 216 Def
Adamant Nature
- Earthquake
- Stone Edge
- Stealth Rock
- U-turn
Salamence @ Life Orb
Trait: Intimidate
EVs: 64 Atk / 192 SAtk / 252 Spd
Rash Nature
- Draco Meteor
- Fire Blast
- Earthquake
- Outrage
Metagross @ Choice Band
Trait: Clear Body
EVs: 164 HP / 252 Atk / 92 Spd
Adamant Nature
- Bullet Punch
- Zen Headbutt
- Earthquake
- Trick
Trait: Justified
EVs: 252 Atk / 252 Spd / 4 HP
Adamant Nature
- Swords Dance
- Close Combat
- ExtremeSpeed
- Crunch
Alakazam @ Life Orb
Trait: Magic Guard
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature
- Substitute
- Psyshock
- Focus Blast
- Shadow Ball
Rotom-Wash @ Choice Scarf
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Volt Switch
- Hydro Pump
- Hidden Power [Ice]
- Trick
Landorus-Therian @ Leftovers
Trait: Intimidate
EVs: 196 HP / 96 Atk / 216 Def
Adamant Nature
- Earthquake
- Stone Edge
- Stealth Rock
- U-turn
Salamence @ Life Orb
Trait: Intimidate
EVs: 64 Atk / 192 SAtk / 252 Spd
Rash Nature
- Draco Meteor
- Fire Blast
- Earthquake
- Outrage
Metagross @ Choice Band
Trait: Clear Body
EVs: 164 HP / 252 Atk / 92 Spd
Adamant Nature
- Bullet Punch
- Zen Headbutt
- Earthquake
- Trick
(Doctor Strange) Alakazam @ Life Orb
Trait: Magic Guard
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature
- Substitute
- Psyshock
- Focus Blast
- Shadow Ball
Ever since I heard Alakazam got Magic Guard as its DW ability, I wanted to use it. Its raw power combined with the inability to take indirect damage plus high speed and damaging moves intrigued me. Alakazam is the one critter I based this team around, and it has certainly pulled its weight.
Substitute is useful to take advantage of the switches Zam tends to cause when it comes in on Pokemon it can scare out. Psyshock is my main STAB move and is useful to take out CM users like Keldeo and nasties like Terrakion. Focus Blast and Shadow Ball round out the coverage, nailing Steel-types (and the pink blobs to a lesser extent, Psyshock does basically the same damage and doesn't tend to miss), and the Lati twins.
I find scouting with Substitute pretty useful and thus have opted for Life Orb for extra power instead of Focus Sash, which fails to work after a Sub anyway.
Zam is named after Doctor Strange because they are both very powerful magicians. Stephen himself is also a mind reader and a minor telekinetic. At the end of the day, though, he's only human, and has human weaknesses. Alakazam has paper defenses. Regardless, underestimate him at your peril.
(Storm) Rotom-Wash @ Choice Scarf
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Volt Switch
- Hydro Pump
- Hidden Power [Ice]
- Trick
Since it's a terrible idea to throw Alakazam into any attack that isn't a status move, you need to give it a free switch-in, and that's where Rotom-W comes in. Rotom is also one of my answers to Rain teams: it takes lol damage from defensive Politoed's Scald, while leaving a large dent in the frog with Volt Switch. Fast, powerful, and sturdy, this forms the Volt part of my VoltTurn core.
Volt Switch is an awesome move that keeps momentum on my side and hits pretty damn hard. Hydro Pump staves off Ground-types who may want to absorb Volt Switch, provides secondary STAB, and does a huge amount of damage, especially in rain; for example OHKOing greedy Thunderus-T. Hidden Power Ice nails Dragons who want to absorb a Hydro Pump. Trick is useful for crippling walls, locking them into one attack.
Queen of the weather elements, Rotom-W is Storm, a powerful and fast mutant -- Rotom-W itself an iteration of normal Rotom! Often the voice of reason, she is an offensive pivot that is invaluable on your side, and a nightmare to your opponent.
(Black Panther) Landorus-Therian @ Leftovers
Trait: Intimidate
EVs: 196 HP / 96 Atk / 216 Def
Adamant Nature
- Earthquake
- Stone Edge
- Stealth Rock
- U-turn
The second scout on my team and the Turn portion of the VoltTurn core, Landorus-T supports by laying down Rocks and keeping the momentum going. A great offensive and defensive pivot, Landorus checks hard hitting physical attackers like Terrakion, Scizor, and Tyranitar. It has great synergy with Rotom-W and still hits hard with it's 145 base attack.
Earthquake is STAB and a very powerful attack in its own right. Stone Edge nails Flying-types who think they can get in on an immunity. Stealth Rock helps snare those key KOs and gives things like Volcarona a hard time. U-Turn is a momentum-gaining move which is still pretty strong in its own right.
Yeah, it's a big kitty. Yeah, it's a damn strong fighter. Yeah, it's a Pokemon that brings fertility to wastelands. Yeah, it forms a great core with Rotom-W -- just like T'Challa and Storm's marriage. Yeah, I know that's no longer the case. ;_;
Black Panther. Nuff said.
(Doctor Doom) Salamence @ Life Orb
Trait: Intimidate
EVs: 64 Atk / 192 SAtk / 252 Spd
Rash Nature
- Draco Meteor
- Fire Blast
- Earthquake
- Outrage
While Alakazam hurts, Salamence hurts. Its job is to break down walls for the Psychic magician, and does that job spectacularly. Even if it only gets to come out once in the whole battle, it usually leaves a large enough hole that the rest of my team can capitalize on and transform into a win. A Dragon always adds lots of type resistances to a team, and with Intimidate Salamence can take a weak hit. And once it's in, something is going to be in pain.
Draco Meteor is crazy powerful, doing up to 56% on physically defensive Forretress, and mauls just about everything else. Fire Blast nails those Steel-types, 2HKOing Ferrothorn even in rain. Earthquake deals with Heatran and Tyranitar (the lattermost is guaranteed to die to EQ if it eats a Draco Meteor). Outrage is mainly there for Volcarona, who can set up on the other three moves.
Salamence is Doctor Doom because when he shows up, you know something bad is about to go down. It may take some careful prediction and planning to do the most damage, but when it happens, it's insane. Master of magic and technology alike (or special and physical moves, hurr), when you see him coming, you better start running.
(I've tried Hydreigon in Salamence's place, and while that hits even freaking harder, the lower speed is an issue. You can use a Doombot, I guess, but nothing beats the original.)
(Magneto) Metagross @ Choice Band
Trait: Clear Body
EVs: 164 HP / 252 Atk / 92 Spd
Adamant Nature
- Bullet Punch
- Zen Headbutt
- Earthquake
- Trick
...I will admit, Metagross feels like the weakest link on this team. Yes, it hits hard. Yes, it has great type synergy with Salamence, Rotom-W, and Landorus-T. But I still feel that something better could go in its place. I just can't decide what.
The move choices are a bit weird, but hear me out. Bullet Punch is handy priority that, while with low base power, still does a surprising amount of damage after STAB and CB factor in. Zen Headbutt also has only average base power, but its main usefulness is how surprising it is. People switch in their bulky Waters expecting Meteor Mash, and their counter ends up in a great deal of pain. CB Zen Headbutt 2HKOs defensive Politoed and Jellicent and has a chance to OHKO defensive Rotom-W after SR. Earthquake takes on fellow Steels and Tyranitar. Trick is useful to cripple walls, but I may drop it and try another move.
Metagross, metal being that controls psychic powers...I'm sorry, but that just screams Magneto to me. Magnezone is too obvious, c'mon. While not the fastest around, it has many aces up its sleeve to take its opponents off-guard.
(Iron Fist) Lucario @ Life Orb
Trait: Justified
EVs: 252 Atk / 252 Spd / 4 HP
Adamant Nature
- Swords Dance
- Close Combat
- ExtremeSpeed
- Crunch
If my team has done its job correctly, wearing down the opponent through powerful attacks, VoltTurn, and residual damage, then this thing comes in and wrecks faces. After a Swords Dance, very little can stand up to it and come out in one piece. After the rest of my team has had their share of damage and a Swords Dance, it's pretty much GG.
This is your standard Lucario. SD boosts its Attack to crazy levels. Close Combat is very powerful and gets STAB, plowing through opponents. ExtremeSpeed is necessary priority and does a ton of damage in its own right. Crunch is good to hit bulky Psychics and Ghosts like Deoxys-D and Dusclops.
Lucario is a martial artist that has the ability to utilize the power of chi. Does that sound familiar? It even rocks a headband like good ole Danny Rand! Both of them hit like a truck, even if they punch you from only an inch away.
- - -
So there's my team! I feel like it does solidly, but it could be better. It struggles against Sun teams, and the advent of Genesect hurts it too. Your advice is much appreciated.
Thanks for reading!
Excelsior!