Please note: You don't have to explain technicalities to me. I know most of them, but if I don't I know where to go to look them up. Thank you =)
I HAVE USED THIS TEAM ON THE SHODDY SERVERS MANY TIMES. I AM SEEING IF I CAN MAKE ANY IMPROVEMENTS BEFORE I BRING IT TO MY CARTRIDGE. THANK YOU.
A quick look:
In-Depth Strategy
- AERODACTYL
Hold Item: Focus Sash
Nature: Jolly
Ability: Pressure
HP 4 | ATK 252 | DEF - | SATK - | SDEF - | SPEED 252
- Taunt
- Stealth Rock
- Stone Edge
- Earthquake
Strategy:
Ahh, Aerodactyl. Arguably the best suicide lead in the game. It is very hard to outspeed it, and therefore allows the taunt to defend from incoming Stealth Rocks. After that I set up my own SR and 90% of the time, Focus Sash has kicked in by this point and I am pressed to stay alive. Stone Edge is nice for a default attacking move (unless the current lead resists it) and EQ provides very good neutral coverage on the OU metagame. Most of the time, unless I'm up against a lead weak to Stone Edge, I'd probably go with EQ just because of the accuracy issue. I would never enter any competitive battle without Aerodactyl as my lead, because it is really good for what I need it to do.
- STARMIE
Hold Item: Leftovers
Nature: Timid
Ability: Natural Cure
HP 136 | ATK - | DEF 156 | SATK - | SDEF - | SPEED 216
- Rapid Spin
- Surf
- Thunderbolt
- Recover
Strategy:
Starmie usually comes in after Scizor's U-Turn (unless that would be a dumb move) but before Salamence/Gyarados to alleviate the anxiety caused by entry hazards. Surf provides a great STAB move, while getting a OHKO (or very close) on Infernape/Mamoswine. Thunderbolt will take out opposing Gyarados, assuming it hasn't gotten a dance in yet. Also, with Starmie's outstanding speed stat, 95% of the time it can Recover before more damage is dealt to it. Only thing it has to watch out for is pursuit users (because Pursuit is pure evil for Starmie) but other than that, it handles most other threats reasonably well.
- SCIZOR
Hold Item: Choice Band
Nature: Adamant
Ability: Technician
HP 248 | ATK 252 | DEF - | SATK - | SDEF - | SPEED 8
- U-Turn
- Superpower
- Bullet Punch
- Pursuit
Strategy:
Scizor provides some needed bulk to my team, as pointed out by 3v3rnoob, and works in tandem with Starmie. The usual plan is to sent in Scizor, U-Turn to Starmie, spin away the entry hazards, and then either switch back to Scizor or to another sweeper. Scizor provides an excellent opportunity to scout the opposing team, and if it gets lucky to survive long enough for a Gyarados sweep, then force the switch for Gyara, allowing a free DDance =D
- SALAMENCE
Hold Item: Life Orb
Nature: Timid
Ability: Intimidate
HP 4 | ATK - | DEF - | SATK 252 | SDEF - | SPEED 252
- Draco Meteor
- Dragon Pulse
- Flamethrower
- Hydro Pump
Strategy:
Ahh, Salamence. THE dragon to have on any H.O. team. Most people assume that Salamence will be either mixed or physical, and usually by the time they figure it out it's too late. Draco Meteor is saved for late in the game, when Salamence can risk halving its SAttack, or for revenge killing. Dragon Pulse will either OHKO, or near enough, on other Salamences, Kingdras, or Dragonites, and otherwise leave a pretty good dent on types its neutral against. Flamethrower provides a good kick-back attack for when Dragon Pulse/Draco Meteor is resisted *coughMetagrosscough* or for handling Scizor, getting OHKO's on 'gross after SR damage. Hydro Pump will decimate opposing Pokemon who try to wall a Draco Meteor (I'm looking at you Jirachi!) Overall, of the six Pokemon on my team, this one will probably see the most use, and end up fainting due to Life Orb recoil.
- GYARADOS
Hold Item: Life Orb
Nature: Jolly
Ability: Intimidate
HP 4 | ATK 252 | DEF - | SATK - | SDEF - | SPEED 252
- Waterfall
- Earthquake
- Stone Edge
- Dragon Dance
Strategy:
DDdos can be a devastating threat late in the game, and that's what I plan to save it for. If I can get a chance for a free dance (like if I predict a switch) then that will put me right where I want to be. Waterfall is the primary attacking move (with getting STAB and all) and that 10% flinch is really nice too! Earthquake and Stone Edge provide nice coverage as well, with a +1 Stone Edge being able to take out Zapdos, while a neutral EQ can counter Jolteon. There's not much that falls into the category of "Resists-Ground-threat-to-Gyarados" category, but for those rare few, either Waterfall or Stone Edge should be able to handle them =)
- INFERNAPE
Hold Item: Life Orb
Nature: Jolly
Ability: Blaze
HP 4 | ATK 252 | DEF - | SATK - | SDEF - | SPEED 252
- Fire Punch
- Close Combat
- Swords Dance
- Mach Punch
Strategy:
Infernape, one of the fastest physical sweepers in the game. Hopefully, when I send this juggernaut in, it will force the switch from my opponent, allowing me a free turn of SD. After that, the +2 Fire Punch will OHKO almost anything that it comes up against. +2 Close Combat OHKO's Vaporeon and a SDef Tentacruel, as long as Aerodactyl was able to get Stealth Rock up and it hasn't been spun away yet. I chose Mach Punch over the more-popular Stone Edge because it allows me to clean up Pokemon who are weaker and/or have been out before and happened to survive, while still allowing me to outspeed SD Lucario. It makes Heatran think twice about switching in and will ALWAYS OHKO Dugtrio after a Swords Dance. Overall, expect Infernape to be seen early in the game, and take out 2-3 Pokemon before it succumbs to defeat (if it even faints, that is).
Team History and Strategies:I HAVE USED THIS TEAM ON THE SHODDY SERVERS MANY TIMES. I AM SEEING IF I CAN MAKE ANY IMPROVEMENTS BEFORE I BRING IT TO MY CARTRIDGE. THANK YOU.
CHANGES NOT WARRANTING A TEAM HISTORY EDIT ARE IN BLUE.
A quick look:
In-Depth Strategy
Hold Item: Focus Sash
Nature: Jolly
Ability: Pressure
HP 4 | ATK 252 | DEF - | SATK - | SDEF - | SPEED 252
- Taunt
- Stealth Rock
- Stone Edge
- Earthquake
Strategy:
Ahh, Aerodactyl. Arguably the best suicide lead in the game. It is very hard to outspeed it, and therefore allows the taunt to defend from incoming Stealth Rocks. After that I set up my own SR and 90% of the time, Focus Sash has kicked in by this point and I am pressed to stay alive. Stone Edge is nice for a default attacking move (unless the current lead resists it) and EQ provides very good neutral coverage on the OU metagame. Most of the time, unless I'm up against a lead weak to Stone Edge, I'd probably go with EQ just because of the accuracy issue. I would never enter any competitive battle without Aerodactyl as my lead, because it is really good for what I need it to do.
Hold Item: Leftovers
Nature: Timid
Ability: Natural Cure
HP 136 | ATK - | DEF 156 | SATK - | SDEF - | SPEED 216
- Rapid Spin
- Surf
- Thunderbolt
- Recover
Strategy:
Starmie usually comes in after Scizor's U-Turn (unless that would be a dumb move) but before Salamence/Gyarados to alleviate the anxiety caused by entry hazards. Surf provides a great STAB move, while getting a OHKO (or very close) on Infernape/Mamoswine. Thunderbolt will take out opposing Gyarados, assuming it hasn't gotten a dance in yet. Also, with Starmie's outstanding speed stat, 95% of the time it can Recover before more damage is dealt to it. Only thing it has to watch out for is pursuit users (because Pursuit is pure evil for Starmie) but other than that, it handles most other threats reasonably well.
Hold Item: Choice Band
Nature: Adamant
Ability: Technician
HP 248 | ATK 252 | DEF - | SATK - | SDEF - | SPEED 8
- U-Turn
- Superpower
- Bullet Punch
- Pursuit
Strategy:
Scizor provides some needed bulk to my team, as pointed out by 3v3rnoob, and works in tandem with Starmie. The usual plan is to sent in Scizor, U-Turn to Starmie, spin away the entry hazards, and then either switch back to Scizor or to another sweeper. Scizor provides an excellent opportunity to scout the opposing team, and if it gets lucky to survive long enough for a Gyarados sweep, then force the switch for Gyara, allowing a free DDance =D
Hold Item: Life Orb
Nature: Timid
Ability: Intimidate
HP 4 | ATK - | DEF - | SATK 252 | SDEF - | SPEED 252
- Draco Meteor
- Dragon Pulse
- Flamethrower
- Hydro Pump
Strategy:
Ahh, Salamence. THE dragon to have on any H.O. team. Most people assume that Salamence will be either mixed or physical, and usually by the time they figure it out it's too late. Draco Meteor is saved for late in the game, when Salamence can risk halving its SAttack, or for revenge killing. Dragon Pulse will either OHKO, or near enough, on other Salamences, Kingdras, or Dragonites, and otherwise leave a pretty good dent on types its neutral against. Flamethrower provides a good kick-back attack for when Dragon Pulse/Draco Meteor is resisted *coughMetagrosscough* or for handling Scizor, getting OHKO's on 'gross after SR damage. Hydro Pump will decimate opposing Pokemon who try to wall a Draco Meteor (I'm looking at you Jirachi!) Overall, of the six Pokemon on my team, this one will probably see the most use, and end up fainting due to Life Orb recoil.
Hold Item: Life Orb
Nature: Jolly
Ability: Intimidate
HP 4 | ATK 252 | DEF - | SATK - | SDEF - | SPEED 252
- Waterfall
- Earthquake
- Stone Edge
- Dragon Dance
Strategy:
DDdos can be a devastating threat late in the game, and that's what I plan to save it for. If I can get a chance for a free dance (like if I predict a switch) then that will put me right where I want to be. Waterfall is the primary attacking move (with getting STAB and all) and that 10% flinch is really nice too! Earthquake and Stone Edge provide nice coverage as well, with a +1 Stone Edge being able to take out Zapdos, while a neutral EQ can counter Jolteon. There's not much that falls into the category of "Resists-Ground-threat-to-Gyarados" category, but for those rare few, either Waterfall or Stone Edge should be able to handle them =)
Hold Item: Life Orb
Nature: Jolly
Ability: Blaze
HP 4 | ATK 252 | DEF - | SATK - | SDEF - | SPEED 252
- Fire Punch
- Close Combat
- Swords Dance
- Mach Punch
Strategy:
Infernape, one of the fastest physical sweepers in the game. Hopefully, when I send this juggernaut in, it will force the switch from my opponent, allowing me a free turn of SD. After that, the +2 Fire Punch will OHKO almost anything that it comes up against. +2 Close Combat OHKO's Vaporeon and a SDef Tentacruel, as long as Aerodactyl was able to get Stealth Rock up and it hasn't been spun away yet. I chose Mach Punch over the more-popular Stone Edge because it allows me to clean up Pokemon who are weaker and/or have been out before and happened to survive, while still allowing me to outspeed SD Lucario. It makes Heatran think twice about switching in and will ALWAYS OHKO Dugtrio after a Swords Dance. Overall, expect Infernape to be seen early in the game, and take out 2-3 Pokemon before it succumbs to defeat (if it even faints, that is).
This team started off as a Sandstorm team, but after having battled a friend with a H.O. team, I realized that it was more of my fighting style.
V1.0
I originally had Empoleon as a Special Wall, Swampert as a special sweeper, and Gliscor as a Physical wall. This left my team WIDE OPEN to status attacks, with no way to repel them. greenstreet suggested the first changes to this team, which you'll see below here.
V1.1
Upon suggestions from greenstreet, I canned Gliscor and replaced him with a scarfed Flygon. Flygon makes an excellent scout (U-Turn) as well as a revenge killer. Empoleon became an Agility sweeper, while Swampert became the RestTalker of the team.
V2.0
After having battled my friend Josh, who uses a H.O. team that I just couldn't match against, I realized that H.O. was more my style and that my team should revolve around it. Salamence was a Special Sweeper, to throw off the counters who tried to wall it (most notable Bronzong/Skarmory). Aerodactyl still remains my suicide lead, while Gyarados would hopefully be saved till later in the match so it can get a Dance or two up, and then blow everyone away.
V2.1
As pointed out by 3v3rnoob, I lacked bulk. The combination of Starmie/Scizor seemed to remedy this. Starmie is a great staller, almost requiring a OHKO move to take it down due to its speed combined with Recover. It functions excellently as a Rapid Spinner and allows Gyarados/Salamence to switch in without fear. While I don't particularly like being forced into using the CB Scizor, it does provide an excellent scout after Starmie's done its job. In the words of everyone's favorite cat, Puss in Boots, "Fear me, if you dare!"
Credit to Rosstein for the layout... I kinda borrowed it =)