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+2 Aerilate Extremespeed, gg meta. Stronger than Extremekiller, outprioritises and obliterates Talonflame. Usual checks and counters otherwise (Electric/Flying or Levitate mons like Thundurus or Rotom, Skarm). But otherwise this owns: get rid of those counters, do a little damage and then late-game sweep like nothing else. 'Late-game' in this case probably means 'mid-point'.
+2 Aerilate Extremespeed, gg meta. Stronger than Extremekiller, outprioritises and obliterates Talonflame. Usual checks and counters otherwise (Electric/Flying or Levitate mons like Thundurus or Rotom, Skarm). But otherwise this owns: get rid of those counters, do a little damage and then late-game sweep like nothing else. 'Late-game' in this case probably means 'mid-point'.
This meta looks awesome! (I will suggest a spore ban because it will be so common but whatever). Things I would like to try: Rhyperior with Lefties
Solid Rock 252AT ?spe ?hp Shift Gear
EQ
Stone Edge
Aqua Tail/Ice punch
Medicham with Medichamite
Pure power 252At 252Spe Mach Punch/Bullet punch Knock off/shadow force/Ice punch
Zen Headbutt
HiJumpKick
These two physical attackers look pretty great! Rhyperior now gets great setup, megacham a way to hit ghosts and bulky psychics (or STAB priority). Couldn't decide on Cham. Thoughts about these two?
You can play on Joim's Lab and you would normally be able to play on Oiawesome's server, but Oi's server is down right now so you can only play on Joim's Lab.
Wobbuffet @ Leftovers
Ability: Shadow Tag
EVs: 28 HP / 232 Def / 248 SpD
Bold Nature
-Recover
-Safeguard
-Counter
-Mirror Coat
Gothitelle @ Leftovers
Ability: Shadow Tag
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
-Substitute
-Acupressure
-Psyshock
-HP Fighting / HP Fire / Thunderbolt / Energy Ball / Shadow Ball
1. Trick a Scarf onto something that's not a Ghost-type that you know will use a non-attacking move.
2. Once they're locked in to the non-attacking move, switch to Gothitelle. Everything has a trapping ability, so this should work unless you try to trap a Ghost-type or a Flying-type/Levitator with Arena Trap.
2.5. If you lock them into a move like Toxic or Will-O-Wisp, switch to Wobbuffet, use Safeguard, then switch to Gothitelle and use Substitute before the Safeguard runs out.
3. Use Substitute, and then spam Acupressure until you have at least: +6 Defense, +6 Special Attack, +6 Special Defense, +6 Speed, and +6 Evasion. You obviously can and probably will get more boosts than that, but that's all you need.
4. Win.
The team is not optimized, but you get the idea. You should have multiple trappers/Trick Scarfers to give yourself a better chance at locking something into a non-attacking move. It's important to be faster than them so you can lock them in on the turn they use a non-attacking move, which is why Dugtrio is necessary, and Gothorita is for Pokemon that Dugtrio can't trap. Familiarity with the meta is important so you know which Pokes tend to immediately do things like set up, use hazards, or whatever. These are the things you need to Trick. If you can Trick those Prankster Topsy-Turvy or Heart Swap Pokes that would be optimal so they can't screw you over later, and if you're careful you can still set up all over them even if Gothitelle has trapped them and they're locked into one of those moves. If not/additionally, you could try to use the last two Pokemon in your team to eliminate those Topsy-Turvy Pokemon before you start trying to set up.
If you happen to mispredict and you Trick something that ends up using an attacking move, once your Trick Scarfer dies, you can go into Wobbuffet and beat it. The last two Pokemon could be fairly standard Pokemon. You kind of want to shuffle things around so you can potentially Trick other things later to give yourself more opportunities to lock your opponent into a non-attacking move, and so these last two need to be able to take hits and stuff. If you want, you can dedicate one or both of the remaining two teamslots to more Trick-Scarf trappers like Diglett and Gothita.
Obviously, this team is built around Gothitelle setting up to impossible levels and sweeping. Gothitelle is the Pokemon of choice because it's the bulkiest Pokemon with a trapping ability that has offensive capabilities. At +6 Evasion they won't hit you most of the time, and with 252 HP EVs and +6 in both defenses, they probably won't be able to break your Sub most of the time in one hit if they do happen to land an attack (taking out a sub at +6 defenses is equivalent to OHKOing a Gothitelle with no defense boosts if that helps you visualize it). Leftovers is so you can Sub down again if they happen to break it, and you don't need Speed because you'll outspeed everything at +6. Psyshock is for special walls, which is fine since your fourth attack will be special. Last move is coverage. If you have HP Fighting, you're walled by Sableye/Spiritomb. HP Fire loses to Houndoom and Thunderbolt loses to Krookodile. Nothing is immune to both Psychic and Grass or Psychic and Ghost, so if you're really paranoid you can use Energy Ball or Shadow Ball, but you'll have a harder time taking out Steel-types or Dark-types, respectively.
This is by no means unbeatable and it actually has several common holes that prevent it from being really that good. You pretty much automatically lose if you can't lock something into a non-attacking move. You wouldn't use this team because it's good; you'd use it because it's satisfying to see a Gothitelle behind a sub and at +6 in everything sweeping.
Is Light of Ruin a new move? What does it do?
And also, why not Forretress, because of his better bulk and option of rapid spin to complete his hazardful domination? :P
Ice Shard CB KyuB anyone?
Oh and also (I know this will sound dumb :/) but how do you out one of those show/hide boxes on here?
Yeah, infact, Clefable can use LoR on it's offensive magic guard sets for awesome power once gardevoirite gets banned from the tier, but for now it's just a gimmick that's outclassed by garde megas boomburst.
Magneton @ Choice Scarf
Ability: Magnet Pull
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Thunderbolt
- Volt Switch
- Blue Flare
- Flash Cannon
Its good for removing those pesky AV steels that try to wall Gardevoir's Boomburst, but has trouble switching in (especially on drill run Escavalier). Also it can check Mega Pinsir who's Extreme Speed can be a problem for Mega Gardevoir. (+2 252 Atk Aerilate Mega Pinsir Extreme Speed vs. 252 HP / 0 Def Magneton: 101-119 (33.2 - 39.1%) -- 100% chance to 3HKO). It does have some trouble getting in on Pinsir too though since Pinsir always has earthquake. (unless your running Thousand Arrows or Waves) Also if you don't understand why I don't just run Magnezone its because Magneton has 10 more base speed than Magnezone.
Speaking of Thousand Waves and Arrows who do you guys think can abuse it now that its coded into showdown?
behold! one of the scariest things to walk the earth!
Shuckle @ Leftovers
Ability: Sturdy
EVs: 252 HP / 128 Def / 128 SDef
Careful Nature
IVs: 0 Atk / 0 SAtk
- Leech Seed
- Infestation
- Power Split/toxic
- Protect
NEXT players will remember this horror
behold! one of the scariest things to walk the earth!
Shuckle @ Leftovers
Ability: Sturdy
EVs: 252 HP / 128 Def / 128 SDef
Careful Nature
IVs: 0 Atk / 0 SAtk
- Leech Seed
- Infestation
- Power Split/toxic
- Protect
NEXT players will remember this horror