EspyJoel
Espy <3
Naturally~
Introduction:
Hello all! This is the team that I made during the Salamence-less Suspect ladder time. It started out as a team just for that, but then I also found it to be effective with Salamence and used it for all of the World Cup and Battle Frontier as well, going 3-1 and 4-2 in OU battles. It's been one of my most reliable teams for a while, but still has a few problems which are sometimes hard to work around. (Title dedicated to supermarth64 9.9).
Team Building:
I started off knowing I wanted to abuse Spikes and therefore used Smeargle to keep to the offensive nature of the teams I like. Having never found Smeargle able to get up both Stealth Rock and Spikes reliably, I knew I needed a Stealth Rock user and Heatran seemed the most reliable for this, easily coming in on Jirachi and others, and setting it up as they switch. Obviously, I needed a Ghost-type so these hazards wouldn't be spun away and so went for Choice Scarf Rotom-W so I could also outspeed Starmie and hit Tyranitar with Hydro Pump, who want to Pursuit it. I decided an offensive Water/Grass/Fire core would be beneficial, giving me good options to switch into and also a strong offense to abuse the Spikes. Starmie seemed the best fit for the Water-type, helping deal with Heatran and Infernape, and also spinning away hazards which could hurt my team. I decided to use Shaymin in the last slot as Celebi would have opened a bit of a Rotom-A weakness and Choice Scarf Shaymin could check a lot of threats to my team, while forcing switches with Seed Flare. Expert Belt Jirachi took up the last slot to help a bit against stall and also provide me some useful resistances to Dragon- and Grass-types.
Closer Look:
Smeargle @ Focus Sash
Jolly
Own Tempo
4 HP / 252 Atk / 252 Spe
- Spore
- Spikes
- U-turn
- Counter
When I started this team, one thing I knew I wanted was Spikes. Smeargle jumped out as a great choice, allowing me to not lose any offensive momentum that a spiker such as Forretress or Skarmory would lose me. Getting up even only one layer of Spikes is enough to allow my team to control the momentum of matches, as adding that to Stealth Rock punishes my opponent when they switch.
The moveset is pretty simple. Spore allows me to put a Pokemon to sleep and is usually my first move, Spikes is the first of the entry hazards which helps this team weaken down opposing teams, and U-turn is used against leads such as Aerodactyl and Azelf if I expect they'll Taunt me (I always U-turn in the first case). The last slot used to be Taunt; however, I hardly ever used it and noticed a big weakness to lead Machamp and so changed to Counter to take a hit and OHKO them at the beginning. I just used maximum Attack and Speed to outspeed as much as possible and make U-turn do at least decent damage. I never found Defense EVs that useful.
Against 15 Important Leads:
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Heatran @ Passho Berry
Mild
Flash Fire
4 Atk / 252 SpA / 252 Spe
- Stealth Rock
- Flamethrower
- Earth Power
- Explosion
Heatran's main job is to set up Stealth Rock for the team to add to the Spikes from Smeargle. With all the Jirachi around, it is easy to get an early switch to set it up. I will often switch in to a Grass-type and make it seem like I'm Scarfed, allowing for an easy set-up of it. Its resistances are invaluable to the team as is its Fire-type immunity.
The set is simple. I use Flamethrower because I like the improved PP and 100% accuracy, and with a Mild nature, it still hurts a lot. Earth Power is used mainly for opposing Heatran trying to switch in on a Fire-type attack, but also for Tyranitar so I can slowly weaken it down from hazards + attacks. Explosion is in the last slot because exploding on Blissey, Suicune, and Vaporeon among others can often be helpful to my team and allows Heatran to go down dealing a lot of damage. I use a Mild nature for the increased power and I don't have a Shuca Berry so it's not like I need to speed tie with opposing Heatran anyway. Passho Berry is used because LO Starmie can sometimes be very annoying to this team and allows me to explode on it or Earth Power a very weakened one. Also helps against Rotom-W, Suicune, and Vaporeon. Mild is used rather than Rash as I'm more likely going to come in on special attacks rather than physical attacks other than Iron Head and it's helpful in making Rotom-A Thunderbolts do less.
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Rotom-W @ Choice Scarf
Timid
Levitate
4 HP / 252 SpA / 252 Spe
- Thunderbolt
- Shadow Ball
- Hydro Pump
- Trick
Rotom-W is the spinblocker on the team, which is essential for this team so I don't lose my Spikes/Stealth Rock. It's also very helpful as a check against DD Gyarados who can often be annoying for this team. Outspeeding Starmie is very useful as it's the most dangerous spinner to this team. If it still has its Choice Scarf at the end of the game, then often Rotom-W is the one who does the cleaning up of my weakened opponent's team.
Thunderbolt and Shadow Ball are obviously needed as they provide great coverage, have STAB, and hit dangerous Pokemon such as Gyarados and Rotom-A super effectively. Hydro Pump was needed because of Tyranitar being used more to Pursuit spin blockers, and with Spikes and Stealth Rock, I 2HKO Choice Scarf Tyranitar if I catch it on the switch. Trick allows me to deal with set-uppers, especially Calm Mind Jirachi, who can be a big threat to this team once Heatran is down/low on health.
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Starmie @ Life Orb
Timid
Natural Cure
4 HP / 252 SpA / 252 Spe
- Surf
- Thunderbolt
- Ice Beam
- Rapid Spin
LO Starmie is the main offensive threat on this team, and with Spikes and Stealth Rock, most offensive teams crumble to it. Its also my Rapid Spinner which I need since Spikes and especially Toxic Spikes can hurt this team a lot, and it also means I can switch more freely. Starmie is one of my best switches into Heatran and Infernape and so is very useful to the team. Although it lacks Recover, switching into them once is usually enough with hazards up as forcing them out will put them down to 50% if I have both Stealth Rock and Spikes up, and this means they won't be able to switch in so easily.
Set is simple. Surf is used rather than Thunderbolt because I usually prefer reliability over power unless I really need it. Thunderbolt hits Water-types trying to come in on Surf. I did have Recover over Ice Beam, but found I hardly ever got time to use it, and hitting Grass-types and also Dragonite is more beneficial. It was especially useful for hitting Salamence when he was allowed.
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Jirachi @ Expert Belt
Naive
Serene Grace
252 Atk / 4 SpA / 252 Spe
- Iron Head
- Ice Punch
- Fire Punch
- Grass Knot
Expert Belt Jirachi is great at luring in Pokemon such as Forretress wanting to set up Spikes and Swampert wanting to get Stealth Rock up. Since entry hazards make it harder for my team to switch around a lot, luring in some of the common users of them is useful. I already have two other Scarf users on this team so a Choice Scarf was unneeded anyway.
I did consider having Thunderbolt over Ice Punch to hit Skarmory hard, but found hitting Dragonite, Flygon, and Gliscor more useful overall, as well as hitting Salamence during the time before it was banned. Other moves on this set are simple. Iron Head is its best move and flinching is useful. Fire Punch hits Forretress and Grass-types, among others, and Grass Knot hits bulky Ground- and Water-types hard.
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Shaymin @ Choice Scarf
Timid
Natural Cure
4 HP / 252 SpA / 252 Spe
- Seed Flare
- Earth Power
- Hidden Power Ice
- Energy Ball
My last team member and a very important one. Along with Rotom-W, it provides the revenge killing I need and is also my best switch into Water-type attacks. If I know my opponent has Skarmory or Forretress, I will just use Shaymin as a pivot switch, as they'll likely switch back to one of those two as I switch to Heatran to force them out and get Stealth Rock up. However, once those two are taken out, I am usually free to fire off Seed Flare without too many Pokemon easily switching in, there was also Salamence during that metagame, but with Stealth Rock up, it was basically forced to Roost or only get one attack off, making it easy pickings for my team.
Seed Flare and Earth Power are obviously needed. Seed Flare is its strongest STAB attack and forces lots of switches especially if the SpD drop happens, while Earth Power hits Heatran and other Fire- and Steel-types trying to come in on Seed Flare. Hidden Power Ice was certainly needed during the Salamence metagame, and although it may be a bit less useful now, it still is the best option for a Hidden Power. I could use Hidden Power Electric to hit Gyarados/Skarmory, but then I would lack a move for Grass-types, or I could use Hidden Power Fire to hit Skarmory and Forretress, but the Speed point drop would be annoying when facing other base 100 Choice Scarf users. Hidden Power Ice still gets nice hits on Dragonite, Flygon, and Gliscor, as well as hitting Grass-types without lowering my Speed, and so is the superior choice for this team. Energy Ball is in the last slot rather than Rest as I like having a secondary Grass-type STAB which has more PP and reliable accuracy for times where I will KO them anyway and don't want to risk the 85% accuracy of Seed Flare.
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Conclusion
I've certainly enjoyed using this team, and will still likely use it, since it has been one of my most reliable teams. It may be a bit stall weak, but with smart switching (ensuring I get Jirachi in when I know Blissey is coming in), this can usually be overcome.
Thanks for reading and any comments to improve the team will be appreciated.