Fried Rhys
Banned
Yo. With 4th Gen coming to an end, and myself just losing interest in Pokemon altogether, I figured I should post one final RMT. As some of you may or may not know, I spent(wasted) the last year and a half of my life playing competitive Pokemon. I've met some great people, and had a lot of laughs(team walrus peeps). But now I must say goodbye. This team is probably the best team I've ever made and has beaten some pretty notable players. No laddering achievements because, let's face it, the ladder has sucked *** the last few months, and I didn't feel any sort of accomplishment would come from it. So I'm just gonna finish any tournaments I'm currently involved in and maybe a few OU tours over the next month or two. This team was supposed to be completely based around Crocune but it turned into a team based around abusing Entry Hazards layed down by Forretress. Every member of my team, with the possible exception of my lead, takes great advantage of the Entry Hazards, and can often overwhelm my opponents by themselves. Nicknames are of cool people I've met via Pokemon.
@ Lum Berry *** Blue Harvest
Ability: Clear Body
EVs: 252 HP/240 Atk/16 Spd
Adamant nature (+Atk, -SAtk)
- Earthquake
- Explosion
- Meteor Mash
- Bullet Punch
Rockless Metagross is just a spectacular lead. It won the best lead contest on Marriland a while back, and with good reason. It comes out on top around 80-90% of the time and will almost always give me early momentum. I knew when choosing a lead for my team, that I would need something to take on Roserade as Crocune is quite the 'iffy' switch-in since Sleep Powder misses work in my opponent's favor, and puts the following turn down to a 50/50 "prediction". Machamp has also become a huge lead in these last few months, and it definitely had to be stopped since I don't really wanna let Suicune take damage early on. It may seem like I could just run Stealth Rock over Earthquake and free up a moveslot on Heatran, but Earthquake allows me to hit opposing Metagross leads, and usually does enough to Roserade that I don't have to use Meteor Miss. Metagross also lures in bulky electrics such as Rotom and Zapdos, which are easy chances for Heatran to get up Stealth Rock anyway. Explosion is huge on this set as well, as it is a huge help against late game threats such as Curselax and Crocune, and even Shaymin who can be huge assholes due to the defensive nature of my team, and Metagross is often around lategame.
(M) @ Leftovers *** Applebutter2
Ability: Sturdy
EVs: 252 HP/4 Atk/252 SDef
Careful nature (+SDef, -SAtk)
- Spikes
- Toxic Spikes
- Rapid Spin
- Payback
Easily the most valuable member of my team. Thanks to his Specially Defensive spread, he is also able to find easy setup on my lead's counters barring the Fire-types, obviously. Forretress is a great check to Ghost-types such as Gengar and Rotom, who can be very troublesome. While Impish nets you more EV gain, Careful has a huge advantage since it lives 2 Focus Blasts from Gengar and avoids a 4HKO from defensive-minded Rotom. It is also probably my best LO Starmie check lol. It tanks a Surf or Hydro Pump and does a ton back with Payback. The only problem is bringing it on a resisted attack or Recover. There's not really much to say about Forretress as it's fairly obvious what it's meant to do.
@ Life Orb *** Heist
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Substitute
- Pain Split
- Shadow Ball
- Thunderbolt
Definitely needed someone to prevent my hazards from being spun away since Forretress wasn't gonna get too many chances to setup again with no Recovery of any sort. This is an amazing set that I'm sad to say I only recently discovered. It obviously plays very similar to SubSplit Gengar, and may even seem outclassed. However, it has a few very important advantages. The main reason I run this over Gengar is simply the Electric resistance, and the ability to take on Zapdos that can get past Heatran. Heatran can easily be worn down since I'm not running ResTalk, and Offensive LO can put a quick stop to Suicune, even with a Calm Mind under its belt. This set also takes on Bulky Waters much, much better. Higher defenses allow Rotom to take any Surfs that come its way, and STAB Thunderbolt is obviously helping. Sadly, this is my best Lucario check, so **** you Jolly Luke users. Main Offensive Suicune check as I can easily sub down and beat it since Toxic Spikes should ALWAYS be down. Rotom is amazing with Entry Hazards since Substitute in itself is probably the best move for EH abuse, and it beats Blissey with 2 layers of T-spikes, or if they can't hit me.
@ Leftovers *** Nosferalto
Ability: Flash Fire
EVs: 252 HP/16 Spd/240 SDef
Calm nature (+SDef, -Atk)
- Roar
- Stealth Rock
- Earth Power
- Flamethrower
Specially Defensive Heatran is another set that's really made its mark on the metagame. I use this to check Jolteon, Rotom-A, and Zapdos since they all fail to even 2HKO this behemoth. It brings great resistances to Ghost and Dragon, 2 of the most threatening types in the metagame at the moment. Along with Suicune, the two form and excellent core, easily switching in on each other's counters, forcing them out, and posing a huge threat after. With the prevalence of Celebi, Jirachi, Rotom-A, Choice Heatran, I find many opportunities to setup Stealth Rock, and get very easy damage with Roar. The Speed EVs are just to get the speed creep advantage against other slow Heatran, while maintaining a ton of bulk, and the ability to counter non Specs, Life Orb Heatran, and Shaymin since it can take an Earth Power and KO in return.
@ Leftovers *** TheSpartan
Ability: Pressure
EVs: 252 HP/252 Def/4 Spd
Bold nature (+Def, -Atk)
- Surf
- Rest
- Sleep Talk
- Calm Mind
I'd always failed miserably with Crocune in the past, but this team is the exception. I may have been using it wrong, but late game, once I've got all my Entry Hazards up, this is usually good game. The combination of pressure and ResTalk is incredibly hard to break thanks to Suicune's godly defenses on both sides. I don't always find times to use this against more offensive teams, since even with Suicune's great defenses, a lot of **** is still 3HKOing, but against Stall, it's really my ace in the hole. Against these offensive teams Suciune matches up bad with, I still find use for it by using it to check Heatran and Infernape, and absorbing random sleeps. With Offensive Suciune being more common at the moment, I can easily bluff Ice Beam and HP Electric in a pinch which has proven huge against Dragonite, Breloom, and Gyarados.
(M) @ Choice Scarf *** Zapper22001
Ability: Levitate
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Earthquake
- Outrage
- U-turn
- Thunderpunch
Flygon is just amazing. Rotom-a was probably the best Scarfer pre Latias/Salamence ban, but ScarfGon has definitely taken over. I seriously considered Jirachi for this spot, but I really appreciate the unique set of resists/immunities it brings to the team, as well as countering the **** out of boosting Infernape that can get past Suicune.. Jirachi has trouble finding a slot for U-turn as well, and would ultimately be Spikes fodder, and Flygon U-turning constantly means I practically only have one place for Skarmory to setup, that being Metagross. Thunderpunch is only there for Gyarados since Life Orb variants pose a huge threat, and Bulky Gyara as well if Rotom has taken any prior damage. Jolly is definitely the better nature. I can't tell you how many games I've won that ended in base 100 scarfers going at it.
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Well that's the end of my thread. Au revoir.







Ability: Clear Body
EVs: 252 HP/240 Atk/16 Spd
Adamant nature (+Atk, -SAtk)
- Earthquake
- Explosion
- Meteor Mash
- Bullet Punch
Rockless Metagross is just a spectacular lead. It won the best lead contest on Marriland a while back, and with good reason. It comes out on top around 80-90% of the time and will almost always give me early momentum. I knew when choosing a lead for my team, that I would need something to take on Roserade as Crocune is quite the 'iffy' switch-in since Sleep Powder misses work in my opponent's favor, and puts the following turn down to a 50/50 "prediction". Machamp has also become a huge lead in these last few months, and it definitely had to be stopped since I don't really wanna let Suicune take damage early on. It may seem like I could just run Stealth Rock over Earthquake and free up a moveslot on Heatran, but Earthquake allows me to hit opposing Metagross leads, and usually does enough to Roserade that I don't have to use Meteor Miss. Metagross also lures in bulky electrics such as Rotom and Zapdos, which are easy chances for Heatran to get up Stealth Rock anyway. Explosion is huge on this set as well, as it is a huge help against late game threats such as Curselax and Crocune, and even Shaymin who can be huge assholes due to the defensive nature of my team, and Metagross is often around lategame.

Ability: Sturdy
EVs: 252 HP/4 Atk/252 SDef
Careful nature (+SDef, -SAtk)
- Spikes
- Toxic Spikes
- Rapid Spin
- Payback
Easily the most valuable member of my team. Thanks to his Specially Defensive spread, he is also able to find easy setup on my lead's counters barring the Fire-types, obviously. Forretress is a great check to Ghost-types such as Gengar and Rotom, who can be very troublesome. While Impish nets you more EV gain, Careful has a huge advantage since it lives 2 Focus Blasts from Gengar and avoids a 4HKO from defensive-minded Rotom. It is also probably my best LO Starmie check lol. It tanks a Surf or Hydro Pump and does a ton back with Payback. The only problem is bringing it on a resisted attack or Recover. There's not really much to say about Forretress as it's fairly obvious what it's meant to do.

Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Substitute
- Pain Split
- Shadow Ball
- Thunderbolt
Definitely needed someone to prevent my hazards from being spun away since Forretress wasn't gonna get too many chances to setup again with no Recovery of any sort. This is an amazing set that I'm sad to say I only recently discovered. It obviously plays very similar to SubSplit Gengar, and may even seem outclassed. However, it has a few very important advantages. The main reason I run this over Gengar is simply the Electric resistance, and the ability to take on Zapdos that can get past Heatran. Heatran can easily be worn down since I'm not running ResTalk, and Offensive LO can put a quick stop to Suicune, even with a Calm Mind under its belt. This set also takes on Bulky Waters much, much better. Higher defenses allow Rotom to take any Surfs that come its way, and STAB Thunderbolt is obviously helping. Sadly, this is my best Lucario check, so **** you Jolly Luke users. Main Offensive Suicune check as I can easily sub down and beat it since Toxic Spikes should ALWAYS be down. Rotom is amazing with Entry Hazards since Substitute in itself is probably the best move for EH abuse, and it beats Blissey with 2 layers of T-spikes, or if they can't hit me.

Ability: Flash Fire
EVs: 252 HP/16 Spd/240 SDef
Calm nature (+SDef, -Atk)
- Roar
- Stealth Rock
- Earth Power
- Flamethrower
Specially Defensive Heatran is another set that's really made its mark on the metagame. I use this to check Jolteon, Rotom-A, and Zapdos since they all fail to even 2HKO this behemoth. It brings great resistances to Ghost and Dragon, 2 of the most threatening types in the metagame at the moment. Along with Suicune, the two form and excellent core, easily switching in on each other's counters, forcing them out, and posing a huge threat after. With the prevalence of Celebi, Jirachi, Rotom-A, Choice Heatran, I find many opportunities to setup Stealth Rock, and get very easy damage with Roar. The Speed EVs are just to get the speed creep advantage against other slow Heatran, while maintaining a ton of bulk, and the ability to counter non Specs, Life Orb Heatran, and Shaymin since it can take an Earth Power and KO in return.

Ability: Pressure
EVs: 252 HP/252 Def/4 Spd
Bold nature (+Def, -Atk)
- Surf
- Rest
- Sleep Talk
- Calm Mind
I'd always failed miserably with Crocune in the past, but this team is the exception. I may have been using it wrong, but late game, once I've got all my Entry Hazards up, this is usually good game. The combination of pressure and ResTalk is incredibly hard to break thanks to Suicune's godly defenses on both sides. I don't always find times to use this against more offensive teams, since even with Suicune's great defenses, a lot of **** is still 3HKOing, but against Stall, it's really my ace in the hole. Against these offensive teams Suciune matches up bad with, I still find use for it by using it to check Heatran and Infernape, and absorbing random sleeps. With Offensive Suciune being more common at the moment, I can easily bluff Ice Beam and HP Electric in a pinch which has proven huge against Dragonite, Breloom, and Gyarados.

Ability: Levitate
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Earthquake
- Outrage
- U-turn
- Thunderpunch
Flygon is just amazing. Rotom-a was probably the best Scarfer pre Latias/Salamence ban, but ScarfGon has definitely taken over. I seriously considered Jirachi for this spot, but I really appreciate the unique set of resists/immunities it brings to the team, as well as countering the **** out of boosting Infernape that can get past Suicune.. Jirachi has trouble finding a slot for U-turn as well, and would ultimately be Spikes fodder, and Flygon U-turning constantly means I practically only have one place for Skarmory to setup, that being Metagross. Thunderpunch is only there for Gyarados since Life Orb variants pose a huge threat, and Bulky Gyara as well if Rotom has taken any prior damage. Jolly is definitely the better nature. I can't tell you how many games I've won that ended in base 100 scarfers going at it.
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Well that's the end of my thread. Au revoir.
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