Intro:
Hello, 2sly4u here with my third and probably final Gen IV team. I'm calling this a balanced team, but it probably leans a bit more towards the offensive side of things. I have three Choice users, which may seem like a lot, but I haven't been hindered by it yet. Please note that I'm not looking for a huge overhaul here; I've had good success, and I'm just looking for a few tweaks here and there. That's not to say I'm opposed to changing out a pokemon or two, as long as there's a good reason. Without further ado, here's my team at a quick glance:
Team Building Process:
Closer Look:
Flygon@Choice Scarf
Jolly Nature, 252Att/4SpD/252Spe
Earthquake
Outrage
Thunderpunch
U-Turn
Flygon replaces Azelf, and gives me another fast revenge killer to pair with Infernape. Between their two U-Turns, I can do a great job at maintaining momentum for myself, which pairs well with Forry's entry hazards. Earthquake and Outrage are standard STAB. Thunderpunch now occupies the last slot so I can reliably take out Gyarados should it set up. Right now I'm bouncing between him and Forretress in the lead slot to see which I like better.
Gyarados@Choice Band
Adamant Nature, 72HP/252Att/184Spe
Waterfall
Ice Fang
Earthquake
Payback
Gyarados is my main wallbreaker, and does a good job of luring out and KOing many pokemon who normally cause problems, such as Jolteon. Most people expect Gyarados to Dragon Dance turn one, so they think they can get their fast, frail pokemon in scott free. However, STAB waterfall KOs many of these threats. Ice Fang provides great coverage, and makes Gyara my best option against pokemon like Dragonite. Earthquake is hardly ever used, but does more damage to pokemon like Metagross than Waterfall. I'm torn for the last moveslot and have tested both moves. I find I only use Stone Edge on other Gyarados, but Payback is only good if I predict they'll switch in a Rotom, but leaves me a sitting duck should they switch in almost anything else. Waterfall 2HKOs most Rotoms anyways, and OHKOs every normal Gengar. I changed the EV spread to a bulkier one, as Bubbly pointed out my problems with Gyara's longevity. As such, Payback now occupies the last slot instead of Stone Edge.
Forretress@Leftovers
Impish Nature, 252 HP/252Def/4SpD
Payback
Stealth Rocks
Rapid Spin
Spikes/Earthquake
Forretress is my hazards setter, and my go-to pokemon for things I don't have a great switch-in to. Payback nails ghosts who try to block my Rapid Spin, vital against Stall since my Special Wall and Wall breaker are both SR weak. Stealth Rocks provide the all-important residual damage, while Rapid Spin is...Rapid Spin. I've been using Spikes in the last slot, but I haven't used it much since I fear becoming setup fodder while laying them. I'm considering Earthquake since it allows me to nail Heatran on the switch and lets Forry play a bit more of a tanking role. I'm happy with him and he's been pulling his weight just fine, but I feel like this team doesn't unlock his full potential.
Spiritomb@Leftovers
Calm Nature, 252 HP/140Def/116SpD
Shadow Ball
Will-O-Wisp
Rest
HP Ground/Sleep Talk
Spiritomb replaces Zapdos, and all credit goes to Tomohawk9. Spiritomb lacks the reliable recovery Zapdos did, but more than makes up for it with his spinblocking ability and lack of weaknesses. Ever since getting rid of Azelf, I've had issues with Machamp and he patches those up nicely as well. Shadow Ball is used over Dark Pulse so I can hit fighting-types for neutral damage, and I can PP stall the only common normal-type, Blissey. Will-O-Wisp lets me better handle any physical threats. Rest, while not ideal, is Spiritmob's best recovery option and lets him play a status absorbing role as well. Right now, I'm using HP Ground right now so I can catch Heatran by surprise, but Sleep Talk helps against most everything else. My only complaint about Spiritomb is that I now have a touch of trouble against Suicune since Celebii doesn't like eating boosted Ice Beams.
Infernape@Choice Scarf
Naive Nature, 64 Att/252SpA/192 Spe
Fire Blast
Close Combat
U-Turn
HP Ice
Infernape is my revenge killer, and bona fide MVP. He's my last line of defense for many prominent threats, and also functions as a great cleaner. This is the standard Choice Scarf set, so I'm not going to say too much about it. Fire Blast and Close Combat are STAB, and great for spamming after I weaken my foe's infernape checks. U-Turn is great for scouting, and helps me maintain momentum wonderfully when both he and Flygon are alive. HP Ice handles Gliscor and the dragons nicely, but I don't have much issue with any of them thanks to Gyarados, so I'm thinking about Grass Knot. Between he, Celebi, and Flygon I have three very different threats ready to end the game at a moment's notice, which helps me take dow a wide variety of teams.
Celebi@Leftovers
Timid Nature, 252SpA/4SpD/252Spe
Nasty Plot
Grass Knot
Psychic
Earth Power
Celebi's set has changed many times, but I've finally settled on the rare Nasty Plot variant. She gives me a true late game cleaner, while also completing my FWG core. After one Nasty Plot, Celebi can threaten many of the game's top threats, and has just enough speed to sweep. Grass Knot is used over Energy Ball for the added power against most of OU, but Vaporeon has proven to be annoying so I may change over. Psychic provides dual STAB, and is less risky since the most common Dark-type, Tyranitar, is maimed by Grass Knot. Earth Power lets me beat Heatran, but leaves me open to Scizor. I didn't want HP Fire since it lowers my Speed IVs, meaning I won't Speed tie with other positive natured base 100s. I'm very happy with Celebi's synergy and I like the offensive nature of the set. The problem is that he doesn't really ever get off a late-game sweep. Normally, he dies late-game, and I just clean up with Infernape.
Threat List:
That's my team! Any help is greatly appreciated.
Hello, 2sly4u here with my third and probably final Gen IV team. I'm calling this a balanced team, but it probably leans a bit more towards the offensive side of things. I have three Choice users, which may seem like a lot, but I haven't been hindered by it yet. Please note that I'm not looking for a huge overhaul here; I've had good success, and I'm just looking for a few tweaks here and there. That's not to say I'm opposed to changing out a pokemon or two, as long as there's a good reason. Without further ado, here's my team at a quick glance:
Team Building Process:
I knew I wanted to try out Choice Band Gyarados since I've never seen one and it seemed neat.
Celebi does a decent job of covering Gyarados' weakness, and attacks from the other side of the spectrum. Her versatility sold me, so onto the team she went.
Since I'm using two offensive pokemon as my starting point and one was weak to SR, I decided I needed both hazards and a Rapid Spinner. Forretress is one of the best at both, and he gave me a sturdy physical wall.
Since I've already got hazards, I didn't need my lead to set them up. This left me free to use one of my personal favorite anti-leads, Azelf.
I had a physical wallbreaker in Gyarados and a special attacker in Celebii, but still lacked a formidable late-game sweeper. Lucario is among the best, so I gave him a chance.
I still had a big speed issue, as Celebii was my fastest pokemon. Scarf Infernape completed my FWG core and can spam Close Combat to weaken Lucario's counters
After twenty-or so rounds of testing, Lucario just wasn't pulling his weight, even after I switched Celebii to a Swords Dance Baton Pass variant to support him. Since I lacked a pokemon to tank Special hits, I switched him out for Specially Defesnsive Zapdos.
After some great suggestions from BKC, Bubbly, and Tomohawk9, this is the team in its current form:
Celebi does a decent job of covering Gyarados' weakness, and attacks from the other side of the spectrum. Her versatility sold me, so onto the team she went.
Since I'm using two offensive pokemon as my starting point and one was weak to SR, I decided I needed both hazards and a Rapid Spinner. Forretress is one of the best at both, and he gave me a sturdy physical wall.
Since I've already got hazards, I didn't need my lead to set them up. This left me free to use one of my personal favorite anti-leads, Azelf.
I had a physical wallbreaker in Gyarados and a special attacker in Celebii, but still lacked a formidable late-game sweeper. Lucario is among the best, so I gave him a chance.
I still had a big speed issue, as Celebii was my fastest pokemon. Scarf Infernape completed my FWG core and can spam Close Combat to weaken Lucario's counters
After twenty-or so rounds of testing, Lucario just wasn't pulling his weight, even after I switched Celebii to a Swords Dance Baton Pass variant to support him. Since I lacked a pokemon to tank Special hits, I switched him out for Specially Defesnsive Zapdos.
After some great suggestions from BKC, Bubbly, and Tomohawk9, this is the team in its current form:
Closer Look:
Flygon@Choice Scarf
Jolly Nature, 252Att/4SpD/252Spe
Earthquake
Outrage
Thunderpunch
U-Turn
Flygon replaces Azelf, and gives me another fast revenge killer to pair with Infernape. Between their two U-Turns, I can do a great job at maintaining momentum for myself, which pairs well with Forry's entry hazards. Earthquake and Outrage are standard STAB. Thunderpunch now occupies the last slot so I can reliably take out Gyarados should it set up. Right now I'm bouncing between him and Forretress in the lead slot to see which I like better.
Gyarados@Choice Band
Adamant Nature, 72HP/252Att/184Spe
Waterfall
Ice Fang
Earthquake
Payback
Gyarados is my main wallbreaker, and does a good job of luring out and KOing many pokemon who normally cause problems, such as Jolteon. Most people expect Gyarados to Dragon Dance turn one, so they think they can get their fast, frail pokemon in scott free. However, STAB waterfall KOs many of these threats. Ice Fang provides great coverage, and makes Gyara my best option against pokemon like Dragonite. Earthquake is hardly ever used, but does more damage to pokemon like Metagross than Waterfall. I'm torn for the last moveslot and have tested both moves. I find I only use Stone Edge on other Gyarados, but Payback is only good if I predict they'll switch in a Rotom, but leaves me a sitting duck should they switch in almost anything else. Waterfall 2HKOs most Rotoms anyways, and OHKOs every normal Gengar. I changed the EV spread to a bulkier one, as Bubbly pointed out my problems with Gyara's longevity. As such, Payback now occupies the last slot instead of Stone Edge.
Forretress@Leftovers
Impish Nature, 252 HP/252Def/4SpD
Payback
Stealth Rocks
Rapid Spin
Spikes/Earthquake
Forretress is my hazards setter, and my go-to pokemon for things I don't have a great switch-in to. Payback nails ghosts who try to block my Rapid Spin, vital against Stall since my Special Wall and Wall breaker are both SR weak. Stealth Rocks provide the all-important residual damage, while Rapid Spin is...Rapid Spin. I've been using Spikes in the last slot, but I haven't used it much since I fear becoming setup fodder while laying them. I'm considering Earthquake since it allows me to nail Heatran on the switch and lets Forry play a bit more of a tanking role. I'm happy with him and he's been pulling his weight just fine, but I feel like this team doesn't unlock his full potential.
Spiritomb@Leftovers
Calm Nature, 252 HP/140Def/116SpD
Shadow Ball
Will-O-Wisp
Rest
HP Ground/Sleep Talk
Spiritomb replaces Zapdos, and all credit goes to Tomohawk9. Spiritomb lacks the reliable recovery Zapdos did, but more than makes up for it with his spinblocking ability and lack of weaknesses. Ever since getting rid of Azelf, I've had issues with Machamp and he patches those up nicely as well. Shadow Ball is used over Dark Pulse so I can hit fighting-types for neutral damage, and I can PP stall the only common normal-type, Blissey. Will-O-Wisp lets me better handle any physical threats. Rest, while not ideal, is Spiritmob's best recovery option and lets him play a status absorbing role as well. Right now, I'm using HP Ground right now so I can catch Heatran by surprise, but Sleep Talk helps against most everything else. My only complaint about Spiritomb is that I now have a touch of trouble against Suicune since Celebii doesn't like eating boosted Ice Beams.
Infernape@Choice Scarf
Naive Nature, 64 Att/252SpA/192 Spe
Fire Blast
Close Combat
U-Turn
HP Ice
Infernape is my revenge killer, and bona fide MVP. He's my last line of defense for many prominent threats, and also functions as a great cleaner. This is the standard Choice Scarf set, so I'm not going to say too much about it. Fire Blast and Close Combat are STAB, and great for spamming after I weaken my foe's infernape checks. U-Turn is great for scouting, and helps me maintain momentum wonderfully when both he and Flygon are alive. HP Ice handles Gliscor and the dragons nicely, but I don't have much issue with any of them thanks to Gyarados, so I'm thinking about Grass Knot. Between he, Celebi, and Flygon I have three very different threats ready to end the game at a moment's notice, which helps me take dow a wide variety of teams.
Celebi@Leftovers
Timid Nature, 252SpA/4SpD/252Spe
Nasty Plot
Grass Knot
Psychic
Earth Power
Celebi's set has changed many times, but I've finally settled on the rare Nasty Plot variant. She gives me a true late game cleaner, while also completing my FWG core. After one Nasty Plot, Celebi can threaten many of the game's top threats, and has just enough speed to sweep. Grass Knot is used over Energy Ball for the added power against most of OU, but Vaporeon has proven to be annoying so I may change over. Psychic provides dual STAB, and is less risky since the most common Dark-type, Tyranitar, is maimed by Grass Knot. Earth Power lets me beat Heatran, but leaves me open to Scizor. I didn't want HP Fire since it lowers my Speed IVs, meaning I won't Speed tie with other positive natured base 100s. I'm very happy with Celebi's synergy and I like the offensive nature of the set. The problem is that he doesn't really ever get off a late-game sweep. Normally, he dies late-game, and I just clean up with Infernape.
Threat List:
I'm not going to list every pokemon in OU, just the ones that give me trouble.
Suicune: It's not THAT annoying, but Celebi can only eat one boosted Ice Beam, so I need to hope a +2 Grass Knot KOs. I'm thinking about giving Celebi a bulkier set to help with this.
Heatran: Annoying since Spiritomb can't wall it for very long, and can't even touch it without HP Ground. Infernape/Flygon can revenge kill and Gyarados can tank a hit if in good health, but all of them (especially Infernape) are hard to get in. If it has Substitute, I'm almost certainly losing something.
Suicune: It's not THAT annoying, but Celebi can only eat one boosted Ice Beam, so I need to hope a +2 Grass Knot KOs. I'm thinking about giving Celebi a bulkier set to help with this.
Heatran: Annoying since Spiritomb can't wall it for very long, and can't even touch it without HP Ground. Infernape/Flygon can revenge kill and Gyarados can tank a hit if in good health, but all of them (especially Infernape) are hard to get in. If it has Substitute, I'm almost certainly losing something.
That's my team! Any help is greatly appreciated.