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Normal RMT

Zog the Stout

Lover of Arcanines
;205;;059;;350;;376;;373;;006;

This is the team I tend to use on WiFi - it performs to a pretty average standard, and I'm fairly happy with it, but interested in what I can do to improve, particuarly with Movesets and Items (as I'm not 100% Overjoyed about retraining for new natures or egg moves). Take it apart :)

;205; Forretress (@ Occa Berry) ;205;
Impish, Sturdy, 200Def/200SpD/100HP
Explosion
Rapid Spin
Stealth Rock
Toxic Spikes
Standard Utility Lead. Almost never goes down to anything in one hit, so short of being Taunted will always get Stealth Rock up. Can usually get up Toxic Spikes (at least one layer) against less offensive leads (and Weavile). Occa Berry > Focus Sash to survive a Fake Out then Flare Blitz from SuicideNape Leads, though I am considering replacing it with a Lum Berry. Usually withdraw him after setting up for Spinning because my team is quite SR weak, but he does come in to Explode on things if I make a judgement mid/late-game

;059; Arcanine (@ Choice Band) ;059;
Jolly, Intimidate, 252Atk/252Spd/6HP
ExtremeSpeed
Flare Blitz
Crunch
Thunder Fang
Primary Physical Sweeper. Hits hard and fast with ExtremeSpeed (OHKO or 2HKOs most things that dont resist Normal), Flare Blitz for STAB, Thunder Fang for Bulky Waters that aren't Swampert (as my team tends to struggle against them) and Crunch for coverage (surprises a few Gengars on occasion). Choice Band makes him hit incredibly hard, and he can switch into Bullet Punch Scizor, Flare Blitz Infernape and other Physical Attackers pretty happily with Resistance and Intimidation.

;006; Charizard (@ Choice Scarf) ;006;
Modest, Blaze, 252SpA/252Spd/6HP
Flamethrower
Dragon Pulse
Focus Blast
Air Slash
Primary Special Sweeper. SpecialZard is pretty uncommon, so you get a fair few mistakes by people who assume a BellyZard. Then, when they realise it is a SpecialZard, they expect Specs, not Scarf. Which means this guy has done quite a lot of damage by the time they cotton on. I tend to try to get my moneys worth out of him early, especially if I lose Forretress, because of his apalling SR Weakness, but aside from that he has very few flaws. Flamethrower and Air Slash give good SE coverage and powerful, reliable STAB. Dragon Pulse outspeeds, surprises and KOs DanceMences, Garchomps and SwimDras, and with Flamethrower gives full neutral coverage. Focus Blast allows him to handle Blisseys and is my teams answer to TTar, though it is rather unreliable so I use it sparingly.

;373; Salamence (@ Choice Specs) ;373;
Timid, Intimidate, 252SpA/252Spd/6HP
Flamethrower
Dragon Pulse
Draco Meteor
Stone Edge
Backup Special Sweeper. Pretty standard use, to be honest, I usually save him for late game when I can mop things up with a barrage of Dragon Pulses, so he's often the last to be revealed. Flamethrower and Dragon Pulse for Full neutral coverage and powerful STAB in the case of the latter. Draco Meteor for full-power demolition if the situation calls for the destruction of one particular threat. Stone Edge because I trained him without realising Hydro Pump was a Breeding Move, and I figured Stone Edge was the best alternative for a bit of a surprise. Rarely sees use though.

;376; Metagross (@ Expert Belt) ;376;
Jolly, Clear Body, 252Atk/252Spd/6HP
Earthquake
Hammer Arm
Meteor Mash
Zen Headbutt
Backup Physical Sweeper, and also absorbs Physical Hits nicely with a great base Defence and no small amount of weaknesses. Expert Belt gives his wide coverage a nice extra punch with SE attacks - given that I use him to absorb hits and he has no recovery whatsoever, I don't like the idea of giving him Life Orb. Meteor Mash for powerful STAB, 2HKOs almost anything which doesn't resist. Zen Headbutt for Backup STAB against the reasonably large array of types which resist Steel, and also to OHKO Gengar (which can never OHKO 'Gross, even with Choice Specs Focus Blast). Hammer Arm deals with TTar, Blissey and other normal types, and is a general all-round coverage move. Earthquake, because its Earthquake.

;350; Milotic (@ Leftovers) ;350;
Mild, Marvel Scale, 252Def/84SpA/174SpD
Recover
Dragon Pulse
Surf
Aqua Ring
Staller, Mixed Wall and also, at a push another backup Special Sweeper. Tries to setup Aqua Ring first time to give 1/8 Recovery per turn, and then stalls the opponent out with Posion from Toxic Spikes, if Forretress got them down. If not, a mix of Recover and Surf/Dragon Pulse to wear them down and outlast them. He takes Special Hits like a champ, and despite a nature weakness, a high IV and max EVs mean he can take a few Physical Hits too. I had Ice Beam over Dragon Pulse originally, but I kept getting walled and beaten by Bulky Waters such as Tentacruel, Suicine, Vaporeon and Blastoise. With Surf/Ice Beam I couldn't hit them for normal - with Dragon Pulse I can.

Do your worst to my team :P

Zog
 
Instead of a SpecsMence, try a MixMence with this moveset:

-Roost
-Fire Blast
-Draco Meteor
-Brick Break

For a good way to deal with many pokemon, besides Tentacruel. And Roost helps you deal with Stealth Rock damage that plague SpecsMence, or any Mence without Roost.

Forretress isn't a good lead at all with all the taunters, and Azelf carrying Fire Blast. Try a Yanmega to give you a good offensive presence at the start of the game.

On Metagross, use Shuca Berry and give him Agility over Hammer Arm. You will always survive Earthquake. Even if you don't use Agiligross, get rid of Expert Belt. To be quite honest, his coverage blows. Give him Leftovers if you keep him.

There really is no reason to use Charizard with his 4x Rock Weak only allowing him to switch in twice. Try using a Heatran or even a Magmortar in his place.

Milotic with Dragon Pulse is a bad idea, Ice Beam hits those Dragons harder. Or, you can use Toxic to stall things out more than that. If you just want to stall moves, try a SubRoost Zapdos.
 
Aqua Ring is a horrible move in general, especially since you will succumb to Toxic level Poison eventually. Hypnosis or Light Screen, I say.

Additionally, Forretress has some serious EV problems.
 
;205;;059;;350;;376;;373;;006;

This is the team I tend to use on WiFi - it performs to a pretty average standard, and I'm fairly happy with it, but interested in what I can do to improve, particuarly with Movesets and Items (as I'm not 100% Overjoyed about retraining for new natures or egg moves). Take it apart :)

;205; Forretress (@leftovers) ;205;
Impish, Sturdy, 200Def/200SpD/100HP relaxed,252 HP / 162 Atk / 96 Def
Explosion
Rapid Spin
Stealth Rock
Toxic Spikes
Standard Utility Lead. Almost never goes down to anything in one hit, so short of being Taunted will always get Stealth Rock up. Can usually get up Toxic Spikes (at least one layer) against less offensive leads (and Weavile). Occa Berry > Focus Sash to survive a Fake Out then Flare Blitz from SuicideNape Leads, though I am considering replacing it with a Lum Berry. Usually withdraw him after setting up for Spinning because my team is quite SR weak, but he does come in to Explode on things if I make a judgement mid/late-game

you don't need spd since it's a physical wall, so dump all to hp,some the def and the rest to att. Leftovers over the berry since you'll switch out if you expect a fire move anyways

;059; Arcanine (@ Choice Band) ;059;
Jolly, Intimidate, 252Atk/252Spd/6HP
ExtremeSpeed
Flare Blitz
Crunch
Thunder Fang
Primary Physical Sweeper. Hits hard and fast with ExtremeSpeed (OHKO or 2HKOs most things that dont resist Normal), Flare Blitz for STAB, Thunder Fang for Bulky Waters that aren't Swampert (as my team tends to struggle against them) and Crunch for coverage (surprises a few Gengars on occasion). Choice Band makes him hit incredibly hard, and he can switch into Bullet Punch Scizor, Flare Blitz Infernape and other Physical Attackers pretty happily with Resistance and Intimidation.

Fine

;006; Charizard (@ Choice Scarf) ;006;
Modest, Blaze, 252SpA/252Spd/6HP
Flamethrower
Dragon Pulse
Focus Blast
Air Slash
Primary Special Sweeper. SpecialZard is pretty uncommon, so you get a fair few mistakes by people who assume a BellyZard. Then, when they realise it is a SpecialZard, they expect Specs, not Scarf. Which means this guy has done quite a lot of damage by the time they cotton on. I tend to try to get my moneys worth out of him early, especially if I lose Forretress, because of his apalling SR Weakness, but aside from that he has very few flaws. Flamethrower and Air Slash give good SE coverage and powerful, reliable STAB. Dragon Pulse outspeeds, surprises and KOs DanceMences, Garchomps and SwimDras, and with Flamethrower gives full neutral coverage. Focus Blast allows him to handle Blisseys and is my teams answer to TTar, though it is rather unreliable so I use it sparingly.

There are many better choices for sp.sweepers out there but if you want to use this, then go on. Make sure that hp of your charizard at lvl 100 is a odd number, as that will allow you to switch into SR 3 times.(not sure if it only applies for shoddy though)

;373; Salamence (@ life orb) ;373;
Timid, Intimidate, 252SpA/252Spd/6HPRash,120 Atk / 252 SpA / 136 Spe
Flamethrower
Dragon Pulse crunch/roost
Draco Meteor
Stone Edge brick break
Backup Special Sweeper. Pretty standard use, to be honest, I usually save him for late game when I can mop things up with a barrage of Dragon Pulses, so he's often the last to be revealed. Flamethrower and Dragon Pulse for Full neutral coverage and powerful STAB in the case of the latter. Draco Meteor for full-power demolition if the situation calls for the destruction of one particular threat. Stone Edge because I trained him without realising Hydro Pump was a Breeding Move, and I figured Stone Edge was the best alternative for a bit of a surprise. Rarely sees use though.

I suggest mixmence over specs mence since mixmence has an extremely easy team breaking walls. Can also be a late game sweeper. Crunch for cresselia/dusknoir or roost for recovery. I recommend crunch since roost is better off on something bulky and salamence with no evs in it's defensive stats just dosen't cut it but its still your choice overall.

;376; Metagross (@ Expert Belt) ;376;
Jolly, Clear Body, 252Atk/252Spd/6HP naughty,252 Atk / 124 SpA / 132 Spe
Earthquake
Hammer Arm grass knot
Meteor Mash
Zen Headbutt HP fire
Backup Physical Sweeper, and also absorbs Physical Hits nicely with a great base Defence and no small amount of weaknesses. Expert Belt gives his wide coverage a nice extra punch with SE attacks - given that I use him to absorb hits and he has no recovery whatsoever, I don't like the idea of giving him Life Orb. Meteor Mash for powerful STAB, 2HKOs almost anything which doesn't resist. Zen Headbutt for Backup STAB against the reasonably large array of types which resist Steel, and also to OHKO Gengar (which can never OHKO 'Gross, even with Choice Specs Focus Blast). Hammer Arm deals with TTar, Blissey and other normal types, and is a general all-round coverage move. Earthquake, because its Earthquake.

Another mixed sweeper to aid your wall breaking and sweeping. With this et, Metagross can 2HKO unsuspecting Skarmory, Hippowdon, Donphan, and Rhyperior and OHKO Forretress and Swampert. Basically, bulky Ground, Rock, Water, and Steel-types will have trouble switching in.

Naughty with 252 Attack EVs is to maximize Metagross's Attack to allow it to hit hard, and 124 SpA EVs provides enough Special Attack to OHKO or 2HKO common counters to gross.With 132 Speed EVs, Metagross hits a Speed stat of 208, allowing it outspeed most Magnezones as they usually only run up to 207 Speed. This allows you to OHKO them with Earthquake before they can Magnet Rise


;350; Milotic (@ Leftovers) ;350;
Mild, Marvel Scale, 252Def/84SpA/174SpD
Recover
Dragon Pulse
Surf
Aqua Ring hypnosis/ice beam
Staller, Mixed Wall and also, at a push another backup Special Sweeper. Tries to setup Aqua Ring first time to give 1/8 Recovery per turn, and then stalls the opponent out with Posion from Toxic Spikes, if Forretress got them down. If not, a mix of Recover and Surf/Dragon Pulse to wear them down and outlast them. He takes Special Hits like a champ, and despite a nature weakness, a high IV and max EVs mean he can take a few Physical Hits too. I had Ice Beam over Dragon Pulse originally, but I kept getting walled and beaten by Bulky Waters such as Tentacruel, Suicine, Vaporeon and Blastoise. With Surf/Ice Beam I couldn't hit them for normal - with Dragon Pulse I can.

Aqua ring is pretty useless as it'll wear off when you switch, so don't use it. Ice beam for dragons and such and hypnosis if you team requires sleep support.

Do your worst to my team :P

Zog

Comments in bold. Good team overall but don't use forry as your lead as there are many taunt and SR suicide leads out there. There are also pokemon that are better at physical sweeping than arcanine like gyarados and better at special sweeping than charizard like heatran or porygon-z, but it's your own decision if you want to stick with the pokemon you have or train a new bunch.
 
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