drummrboy101
New Member
Hey everyone. This is a team I've been using to some success (I typically win 3 or 4 out of every 5 battles). It's nothing ground breaking, but it's fun. I rely on U-turn and volt-switch to keep pressure on the opponent, and I have a strong defensive core to back it up and keep myself in the game. Without further delay:
Politoed@ Leftovers
Ability: Drizzle
Nature: Bold
EV's: 252 HP/252 Def/4 SpD
~Toxic
~Protect
~Scald
~Encore
I needed politoed to set rain and made it bulky so it could last long enough to win weather wars. Encore catches a lot of leads off-guard and in a lot of cases lets me switch to an offensive pokemon of choice for little to no damage and start to work. Protect+leftovers is the only recovery this guy has access to, and it also allows for toxic damage or scald induced burns to be stalled out. Scald is to make sure that taunt doesn't ruin me entirely, and gives physical pokemon something to worry about even if they can take the damage. When backed by rain, it has a decent damage output on neutral targets.
Tornadus-T@Life Orb
Ability: Regenerator
Nature: Naive
EV's: 252 SpA/ 252 Spd/ 4Atk
~Hurricane
~U-Turn
~Superpower
~Heatwave
This guy is fantastic. He can hit hard throughout the game, and anything that switches in and doesn't have a priority move usually has to take two hurricanes before it can retaliate. Usually it's enough to finish anything off. U-turn is sort of the theme of this team, and eases prediction considerably, while also hitting hard. Superpower is mostly for ferrothorn (after rain is in play) and heatran. Heatwave, while seemingly counter intuitive, allows for surprise ko's on ferrothorn when the rain is not set, it also makes scizor think twice about sticking around to bullet punch.
Rotom-W@Choice Scarf
Ability: Levitate
Nature:Timid
EV's:4HP/252 SpA/252 Spd
~Hydro Pump
~Volt Switch
~HP Ice
~Trick
This is a pretty normal set. HP Ice lets me hit gliscor, salamence, etc. for plenty of damage and gives boltbeam coverage when combine with volt-switch. Hydro pump in the rain is terrifying and usually 2hko's anything put in front of it. Trick is there because there is nothing more satisfying than sticking a blissey or a ferrothorn with a choice item they can't use and then gleefully volt-switching out of harm's way. The scarf allows me to outspeed most threats, including a +1 dragonite. I often lead with this pokemon because of its fast volt-switch, and ability to wreck most weather summoners.
Scizor@Choice Band
Ability: Technician
Nature Adamant
EV's:252HP/252Atk/4Def
~Bullet Punch
~U-Turn
~Pursuit
~Superpower
Almost everyone here has used this at some point or another, so you know what it can do. Priority is something every team should have, and this is the best there is. Pursuit comes in handy when something is locked into a useless move b/c of choice scarf or encore, or simply when it is a OHKO regardless. U-Turn eases prediction, while doing serious damage to anything that doesn't resist, and superpower is a great coverage move. Scizor's much more difficult to kill in the rain with the weakening of fire attacks.
Tentacruel@Black Sludge
Ability: Rain Dish
Nature:Bold
EV's:252 HP/200Def/36SpD/20Spd
Rapid Spin
Protect
Toxic
Icebeam
Originally scald was in the place of ice beam, but since politoed was already filling that role, and i was having breloom problems, I put icebeam on. With rain dish and black sludge, tentacruel gets back 12.5% every turn, which means by alternating protect with it's other moves it becomes pretty easy to keep tentacruel alive while stalling out poisoned or burned pokemon. Rapid spin is self explanatory, and keeps tornadus from being worn down to easily.
Ferrothorn@Leftovers
Ability: Iron Barbs
Nature:Impish
EV's:252HP/106Def/140SpD
~Stealth Rock
~Leech seed
~Protect
~Power Whip
Ferrothorn and Tentacruel makeup a pretty astounding defensive core. Ferrothorn is especially notable for its ability to wall swift swim kingdra, which could otherwise be a problem for me. Power whip is used rather than gyro ball because scizor already has a steel STAB move and it's not a good enough type to warrant two users on one team. Plus it allows me to hit a few otherwise difficult pokes like opposing rotom-W. Leech seed plus leftovers and protect help me keep ferrothorn healthy, and stealth rock combined with all the switches I force with my scouting moves help me soften up the other side for the eventual tornadus sweep.
This team has been successful because of its ability to switch between fast moving offense to bulky toxic users. I can handle most teams as long as I predict well. My biggest problem is choice scarf genosect, whom I can't seem to touch with this team. This team is still in early play testing and I'd like more eyes to look at it and see if they can think of things that I am weak to that I haven't considered.
Politoed@ Leftovers
Ability: Drizzle
Nature: Bold
EV's: 252 HP/252 Def/4 SpD
~Toxic
~Protect
~Scald
~Encore
I needed politoed to set rain and made it bulky so it could last long enough to win weather wars. Encore catches a lot of leads off-guard and in a lot of cases lets me switch to an offensive pokemon of choice for little to no damage and start to work. Protect+leftovers is the only recovery this guy has access to, and it also allows for toxic damage or scald induced burns to be stalled out. Scald is to make sure that taunt doesn't ruin me entirely, and gives physical pokemon something to worry about even if they can take the damage. When backed by rain, it has a decent damage output on neutral targets.
Tornadus-T@Life Orb
Ability: Regenerator
Nature: Naive
EV's: 252 SpA/ 252 Spd/ 4Atk
~Hurricane
~U-Turn
~Superpower
~Heatwave
This guy is fantastic. He can hit hard throughout the game, and anything that switches in and doesn't have a priority move usually has to take two hurricanes before it can retaliate. Usually it's enough to finish anything off. U-turn is sort of the theme of this team, and eases prediction considerably, while also hitting hard. Superpower is mostly for ferrothorn (after rain is in play) and heatran. Heatwave, while seemingly counter intuitive, allows for surprise ko's on ferrothorn when the rain is not set, it also makes scizor think twice about sticking around to bullet punch.
Rotom-W@Choice Scarf
Ability: Levitate
Nature:Timid
EV's:4HP/252 SpA/252 Spd
~Hydro Pump
~Volt Switch
~HP Ice
~Trick
This is a pretty normal set. HP Ice lets me hit gliscor, salamence, etc. for plenty of damage and gives boltbeam coverage when combine with volt-switch. Hydro pump in the rain is terrifying and usually 2hko's anything put in front of it. Trick is there because there is nothing more satisfying than sticking a blissey or a ferrothorn with a choice item they can't use and then gleefully volt-switching out of harm's way. The scarf allows me to outspeed most threats, including a +1 dragonite. I often lead with this pokemon because of its fast volt-switch, and ability to wreck most weather summoners.
Scizor@Choice Band
Ability: Technician
Nature Adamant
EV's:252HP/252Atk/4Def
~Bullet Punch
~U-Turn
~Pursuit
~Superpower
Almost everyone here has used this at some point or another, so you know what it can do. Priority is something every team should have, and this is the best there is. Pursuit comes in handy when something is locked into a useless move b/c of choice scarf or encore, or simply when it is a OHKO regardless. U-Turn eases prediction, while doing serious damage to anything that doesn't resist, and superpower is a great coverage move. Scizor's much more difficult to kill in the rain with the weakening of fire attacks.
Tentacruel@Black Sludge
Ability: Rain Dish
Nature:Bold
EV's:252 HP/200Def/36SpD/20Spd
Rapid Spin
Protect
Toxic
Icebeam
Originally scald was in the place of ice beam, but since politoed was already filling that role, and i was having breloom problems, I put icebeam on. With rain dish and black sludge, tentacruel gets back 12.5% every turn, which means by alternating protect with it's other moves it becomes pretty easy to keep tentacruel alive while stalling out poisoned or burned pokemon. Rapid spin is self explanatory, and keeps tornadus from being worn down to easily.
Ferrothorn@Leftovers
Ability: Iron Barbs
Nature:Impish
EV's:252HP/106Def/140SpD
~Stealth Rock
~Leech seed
~Protect
~Power Whip
Ferrothorn and Tentacruel makeup a pretty astounding defensive core. Ferrothorn is especially notable for its ability to wall swift swim kingdra, which could otherwise be a problem for me. Power whip is used rather than gyro ball because scizor already has a steel STAB move and it's not a good enough type to warrant two users on one team. Plus it allows me to hit a few otherwise difficult pokes like opposing rotom-W. Leech seed plus leftovers and protect help me keep ferrothorn healthy, and stealth rock combined with all the switches I force with my scouting moves help me soften up the other side for the eventual tornadus sweep.
This team has been successful because of its ability to switch between fast moving offense to bulky toxic users. I can handle most teams as long as I predict well. My biggest problem is choice scarf genosect, whom I can't seem to touch with this team. This team is still in early play testing and I'd like more eyes to look at it and see if they can think of things that I am weak to that I haven't considered.