After not being active on here for... a long time... I thought I'd come back in the best way I know how: With a RMT. In all honesty this isn't so much a RATE my team as much as a SHOW OFF my team. This team has never lost on Wi-Fi, and if it's lost on Pokemon Showdown, it has only done so once (battles blend together on there).
This team takes on two cores:
Offensive core - Rotom-W and Scizor
Defensive core - Dragonite, Politoed, and Ferrothorn.
Starmie is added in for reasons that will be explained later.
Without further ado, the team in full!
Rotom-W
Ability: Levitate
Nature: Timid
EVs: 252 SpA / 4 SpD / 252 Spe
Item: Choice Scarf
~ Volt Switch
~ Hydro Pump
~ Hidden Power Ice
~ Trick
First half of the offensive core and the VoltTurn combo. Rotom-W has amazing bulk and power, but Speed is a big issue for it. What else should be done besides slapping on a Choice Scarf? Hydro Pump is the move of choice, being a 120 base power move, along with getting a STAB and rain boost (effectively increasing its base power to 120 * 1.5 * 1.5, or 270). Volt Switch hits pretty hard with 70 base power and STAB, but mainly keeps offensive momentum on my side. Hidden Power Ice is for those troublesome Dragons. Trick allows me to cripple walls. I have to be careful with Trick; I hardly ever use it, unless I know the opponent is going to keep their wall in on Rotom.
Scizor
Ability: Technician
Nature: Adamant
EVs: 248 HP / 252 Atk / 8 Spe
Item: Choice Band
~ U-Turn
~ Bullet Punch
~ Superpower
~ Pursuit
The main bug on campus since DPPt, Scizor hasn't slowed down since the beginning of its glory days. Early on in the game, U-Turn is the go-to move. It hits insanely hard, and (like Volt Switch) helps keep up offensive momentum. Bullet Punch starts coming out later in the game, picking off Pokemon who have been previously weakened. Superpower helps lay a smack-down on the various Steel-types that resist its other moves, although it really doesn't see too much use. Pursuit is mainly for the likes of Choice-locked Latias and Latios.
Ferrothorn
Ability: Iron Barbs
Nature: Relaxed
IVs: 0 Spe
EVs: 252 HP / 120 Def / 136 SpD
Item: Leftovers
~ Power Whip
~ Gyro Ball
~ Leech Seed
~ Stealth Rock
Moving into the defensive core. I used to despise using this thorn bush, but after the first battle I had with this team it became one of my favorite Pokemon for competitive use. Ferrothorn has amazing bulk along with the ability to lay big hits with its high base powered Power Whips and Gyro Balls. Leech Seed is obviously for added recovery and residual damage; Iron Barbs and Leech Seed damage really add up. Stealth Rock is pretty self-explanatory.
I find that I am so successful with Ferrothorn because of my playstyle with it. While many people prefer to use its defensive moves over its offensive, I do the exact opposite. Many times I will switch Ferrothorn in on the opponent's frail sweeper, take a hit from it (or they set-up, thinking I'll just use Stealth Rock or Leech Seed), and throw a Gyro Ball in their face. This is insanely powerful, and has netted me very many KOs and near-KOs.
Dragonite
Ability: Multiscale
Nature: Calm
EVs: 252 HP / 20 Def / 220 SpD / 16 Spe
Item: Leftovers
~ Hurricane
~ Thunder
~ Substitute
~ Roost
Ah, how can you not love Dragonite? Of the fully evolved Dragon-types, it must be the cutest. It was always a decent Pokemon, but with the advent of Multiscale, Dragonite has become a force to be reckoned with. It is INSANELY difficult to take Dragonite down. Hurricane and Thunder both have their accuracy perfected by rain, and hit very hard thanks to having 120 base power each. The main strategy here is to bring Dragonite in on something that can't do much to it, Substitute on the switch, and carry on with the appropriate move from there. Thanks to Roost, Multiscale can be re-activated, and it just really makes Dragonite a very resilient Pokemon. It takes hits very, very well.
Politoed
Ability: Drizzle
Nature: Bold
EVs: 252 HP / 252 Def / 4 SpA
Item: Leftovers
~ Scald
~ Toxic
~ Protect
~ Perish Song
The obligatory rain-bringer, but Politoed is no slouch. Scald is there to get burns on anything that needs to have its Attack nerfed. If poison is preferred for those pesky walls or bulky Waters, Toxic is there for that. Protect helps me scout and get one more turn of residual damage. Perish Song is for sweepers who think they can set up on Politoed. It's also a fun way to end a battle when the opponent is down to their final Pokemon!
That's right, I save Politoed as much as possible. Many people dump off their weather user, thinking it is useless. Not this guy, oh no. Politoed is a quite the bulky little fella (or lady, since mine happens to be female).
Starmie
Ability: Natural Cure
Nature: Timid
EVs: 252 HP / 4 SpA / 252 Spe
Item: Leftovers
~ Surf
~ Thunder
~ Rapid Spin
~ Recover
Finally, we're out of the cores. This was the last member to be added. After taking a look at the rest of the team, Starmie was really my only consideration for the last slot. It can outspeed Terrakion and Landorus, hitting them with a rain-boosted Surf, absorb any status thanks to Natural Cure, Rapid Spin away hazards, and just be a real headache. That max HP investment really gives it a hand; Starmie becomes less about laying quick, strong hits and more about being a pain. Surf manages to be a good move despite minimal SpA investment, although it comes up short once in awhile which makes me consider Hydro Pump. Thunder is around for stronger coverage, but mainly for that 30% chance of paralysis (since it's not hitting mega-hard like on an offensive set). Opponents don't expect for your typical Starmie to be able to take a hit, giving me an advantage.
So that's about it! Leave comments and all that.
Good to be back.
This team takes on two cores:
Offensive core - Rotom-W and Scizor
Defensive core - Dragonite, Politoed, and Ferrothorn.
Starmie is added in for reasons that will be explained later.
Without further ado, the team in full!
Rotom-W
Ability: Levitate
Nature: Timid
EVs: 252 SpA / 4 SpD / 252 Spe
Item: Choice Scarf
~ Volt Switch
~ Hydro Pump
~ Hidden Power Ice
~ Trick
First half of the offensive core and the VoltTurn combo. Rotom-W has amazing bulk and power, but Speed is a big issue for it. What else should be done besides slapping on a Choice Scarf? Hydro Pump is the move of choice, being a 120 base power move, along with getting a STAB and rain boost (effectively increasing its base power to 120 * 1.5 * 1.5, or 270). Volt Switch hits pretty hard with 70 base power and STAB, but mainly keeps offensive momentum on my side. Hidden Power Ice is for those troublesome Dragons. Trick allows me to cripple walls. I have to be careful with Trick; I hardly ever use it, unless I know the opponent is going to keep their wall in on Rotom.
Scizor
Ability: Technician
Nature: Adamant
EVs: 248 HP / 252 Atk / 8 Spe
Item: Choice Band
~ U-Turn
~ Bullet Punch
~ Superpower
~ Pursuit
The main bug on campus since DPPt, Scizor hasn't slowed down since the beginning of its glory days. Early on in the game, U-Turn is the go-to move. It hits insanely hard, and (like Volt Switch) helps keep up offensive momentum. Bullet Punch starts coming out later in the game, picking off Pokemon who have been previously weakened. Superpower helps lay a smack-down on the various Steel-types that resist its other moves, although it really doesn't see too much use. Pursuit is mainly for the likes of Choice-locked Latias and Latios.
Ferrothorn
Ability: Iron Barbs
Nature: Relaxed
IVs: 0 Spe
EVs: 252 HP / 120 Def / 136 SpD
Item: Leftovers
~ Power Whip
~ Gyro Ball
~ Leech Seed
~ Stealth Rock
Moving into the defensive core. I used to despise using this thorn bush, but after the first battle I had with this team it became one of my favorite Pokemon for competitive use. Ferrothorn has amazing bulk along with the ability to lay big hits with its high base powered Power Whips and Gyro Balls. Leech Seed is obviously for added recovery and residual damage; Iron Barbs and Leech Seed damage really add up. Stealth Rock is pretty self-explanatory.
I find that I am so successful with Ferrothorn because of my playstyle with it. While many people prefer to use its defensive moves over its offensive, I do the exact opposite. Many times I will switch Ferrothorn in on the opponent's frail sweeper, take a hit from it (or they set-up, thinking I'll just use Stealth Rock or Leech Seed), and throw a Gyro Ball in their face. This is insanely powerful, and has netted me very many KOs and near-KOs.
Dragonite
Ability: Multiscale
Nature: Calm
EVs: 252 HP / 20 Def / 220 SpD / 16 Spe
Item: Leftovers
~ Hurricane
~ Thunder
~ Substitute
~ Roost
Ah, how can you not love Dragonite? Of the fully evolved Dragon-types, it must be the cutest. It was always a decent Pokemon, but with the advent of Multiscale, Dragonite has become a force to be reckoned with. It is INSANELY difficult to take Dragonite down. Hurricane and Thunder both have their accuracy perfected by rain, and hit very hard thanks to having 120 base power each. The main strategy here is to bring Dragonite in on something that can't do much to it, Substitute on the switch, and carry on with the appropriate move from there. Thanks to Roost, Multiscale can be re-activated, and it just really makes Dragonite a very resilient Pokemon. It takes hits very, very well.
Politoed
Ability: Drizzle
Nature: Bold
EVs: 252 HP / 252 Def / 4 SpA
Item: Leftovers
~ Scald
~ Toxic
~ Protect
~ Perish Song
The obligatory rain-bringer, but Politoed is no slouch. Scald is there to get burns on anything that needs to have its Attack nerfed. If poison is preferred for those pesky walls or bulky Waters, Toxic is there for that. Protect helps me scout and get one more turn of residual damage. Perish Song is for sweepers who think they can set up on Politoed. It's also a fun way to end a battle when the opponent is down to their final Pokemon!
That's right, I save Politoed as much as possible. Many people dump off their weather user, thinking it is useless. Not this guy, oh no. Politoed is a quite the bulky little fella (or lady, since mine happens to be female).
Starmie
Ability: Natural Cure
Nature: Timid
EVs: 252 HP / 4 SpA / 252 Spe
Item: Leftovers
~ Surf
~ Thunder
~ Rapid Spin
~ Recover
Finally, we're out of the cores. This was the last member to be added. After taking a look at the rest of the team, Starmie was really my only consideration for the last slot. It can outspeed Terrakion and Landorus, hitting them with a rain-boosted Surf, absorb any status thanks to Natural Cure, Rapid Spin away hazards, and just be a real headache. That max HP investment really gives it a hand; Starmie becomes less about laying quick, strong hits and more about being a pain. Surf manages to be a good move despite minimal SpA investment, although it comes up short once in awhile which makes me consider Hydro Pump. Thunder is around for stronger coverage, but mainly for that 30% chance of paralysis (since it's not hitting mega-hard like on an offensive set). Opponents don't expect for your typical Starmie to be able to take a hit, giving me an advantage.
So that's about it! Leave comments and all that.
Good to be back.
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