Page 1 of 2 12 LastLast
Results 1 to 25 of 41

Thread: Endgame - An OU Smashpass team

  1. #1
    Join Date
    Mar 2012
    Location
    Nowhere
    Posts
    694

    Default Endgame - An OU Smashpass team

    Endgame



    After listening to Rise Against's "Endgame" album, (for like, a week straight), I decided to get off my *** and make a new team. Sadly, I failed hard, and was in a major slump. I decided that I might as well revamp my old teams a bit, since they had genesect in them. I decided on a very fun team to remake, this team to be exact, and i just went from there. The old team was really fun, because it was just so offensive it couldnt really be broken through by anything. But it had genesect, and that needed to go (ban and all). So, I tried many things in place of it, from breloom, to keldeo, even wobuffet, but finally settled on the star, smeargle.

    And I listened to this while typing this up. :'( nostalgia....

    In-Depth Sets



    Make no mistake, we are not afraid
    To bear the burden of repeating
    What they're thinking anyway.
    Let's raise the stakes
    On the bet we made.
    Let's decide to be the architects,
    The masters of our fate.


    Jirachi @Leftovers
    - Serene grace -
    Jolly
    252 hp/160 SpD/96 Speed
    - Iron Head
    - Thunder Wave
    - Ice Punch
    - Fire Punch

    This beauty has saved me multiple times, and words cannot express how much i love this set. It's just that good. Jirachi helps keep random threats down, by pralyzing them as they set-up and crippling them for the rest of the match. Threats such as volcarona, Dragonite, and gyarados all fall before its mighty thunder wave. Just to show some calcs, as this thing is uber bulky, max SpA volcarona fails to ohko with life orb fiery dance. It does 69-81% from it, ample time to paralyze if i need to. Anyway, the evs are a gift from our jesus-loving, Bible-thumping neighbor, everyone's favorite, jesusfreak! Jirachi only needs a minimum of 20 evs to outspeed all magnezone, which is far more common than your jolly ddance tyranitar. Stealth rock is an essential move to help score the 1-2hkoes this team needs, and is just good in general at warding off volcarona, gyarados, and is excellent at stopping sun teams and taking out dragonite's multiscale. Iron head works great with thunder wave, as you can just flinch hax your way to victory, especially if youre a terribad battler. Fire punch is the preferred move of choice, to nail ferrothorn, scizor, and forretress, but its just so weak (it only does 35-41% on max SpD Forry!) that i feel ice punch might be a better choice to actually do something when I paralyze their dragonite or salamence, and it can nail incoming landorus and garchomp., pulling a little bit of pressure off of rotom-w. The main thing I need to watch out for is burns from scald, as that really cripples it to death.



    Bang, bang from the closet walls,
    The schoolhouse halls,
    The shotgun's loaded.
    Push me and I'll push back.
    I'm done asking, I demand.
    From a nation under God,
    I feel its love like a cattle prod.
    Born free, but still they hate.
    Born me, no I can't change.


    Thunderus-T @Life Orb
    - Volt Absorb -
    Timid
    252 SpA/ 4 SpD/ 252 speed
    - Thunderbolt
    - Focus Blast
    - HP Ice
    - Grass Knot

    This guy is usually my go-to reciever of the almighty smeargle smashpass. Timid + max speed allows him to speed tie with other thunderus-t, and outspeed anything below, bar scarvers, but i might go modest as the +2 really makes a difference in outspeeding everything. More power would be good, to possibly score a clean ohko on something new, lol. This set used to have nasty plot in it, but the smash is usually much better and allows for more freedom in moves than just three slots. Now, i use focus blast, to score the clean ohko on heatran who might roar me out or lava plume and weaken me. Thunderbolt is for STAB purposes, and is Thunderus' main tool against the opponent, as at +2, it pretty much ohkoes everything in existence. HP ice is there for coverage purposes, as well as for taking out opposing ground types that can't be paralyzed by jirachi, or for taking out things like garchomp, landorus, etc. It also takes care of opposing Thunderus-t. Grass knot takes care of gastrodon, who is a pretty big threat in walling this team cold, as its just so bulky. 4 SpD evs allow him to lose just one less hp ev on sr switchins. I am wondering though if nasty plot might be good for thunderus, as I dont always get the +2/+2 passed on, and otherwise i have no real set-up sweepers. another option would be substitute, to protect against status, but i don't see that working because of LO recoil and possible sand damage. Thunderus-t's lifespan is pretty short haha.



    "You're a shameful opportunist!
    What you don't understand is that it's better to die on your feet than to live on your knees.
    "You had it backwards.
    It's better to live on your feet than to die on your knees."


    Smeargle @Focus Sash
    - Own Tempo -
    Timid
    80 HP / 96 Def / 80 SpD / 252 Spe
    - Baton Pass
    - Shell Smash
    - Magic Coat
    - Spore

    As I said before, this guy is the star on the team, hands down. It's so much fun to just shell smash, sash activates, then spore and get a free switch into a boss reciever. Anyway, smeargle is pretty self-explanatory, but I'm going to attempt it anyway. Now, because smeargle has pretty weird stats, 80/96/80 kinda balances them out, and surprisingly allows it to take unboosted attacks(some of them haha). Max speed allows it to be fairly fast, but base 75 speed isn't that good anyway. focus sash allows it to almost always get off a shell smash/spore. Unless facing sandstorm teams, and in that case i lead with either rotom-w, terrakion, or jirachi, depending on their team (tyranitar, hippowdon, celebi). Own tempo is best ability, as it allows it to not be confused by random fusehax, such as water pulse from cmrachi. Shell smash is the main crux of the set, to pass on to garchomp(outrage spam), or thundurus/terrakion that +2/+2 boost. Spore is great, as due to the sleep mechanics, their pokemon is prett much out for the rest of the game (unless i get really unlucky with that 1-turn sleep). Magic coat is extremely beneficial, and i chose it over taunt for sheer utility. It always lets me beat breloom, by sporing it first, and is great in a metagame filled with deoxys-d.



    Like a new day rising
    Like a calm before the storm
    Like fog lifting from valleys
    On a sleeping forest floor
    Eyes open slowly as the dust is shaken off
    To gaze upon the wreckage
    That the midnight hands have wrought[/i]


    Terrakion @Focus Sash
    - Justified -
    Jolly
    4 hp/ 252 atk/ 252 Speed
    - Close combat
    - Stone edge
    - Stealth Rock
    - Taunt

    My lead most of the time, terrakion really helps with always getting the rocks up, and with a sash, helps to take out some threats first. Taunt helps to shut most things down, such as ferrothorn, tentacruel, skarmory, all three some good terrrakion counters(well, except for ferro). It also shuts don deoxys-d, but I have to watch out for psycho boost variants. Like I said, rocks are almost always up, which helps me bring down dragonite, volcarona, sun teams, etc. and as a terrakion, he always forces a switch,, unless its like, scizor or something. close combat and stone edge are the two STABs of choice, to help wreak havoc on the field, and to help bring down some pogeys who are weakened. Max Attack and max speed allow it to get that rock up as fast as possible, and allow it to attack as fast and har as possible as well.

    Afraid, we cower
    To interests not our own
    The power to free or to control
    We let it slip through
    Our fingers to the floor
    Watch as the bodies wash ashore
    Whoah...
    Nobody lives here anymore



    Garchomp @Choice Scarf
    - Rough Skin -
    Jolly
    252 Atk/ 4 SpA/ 252 Speed
    - Earthquake
    - Rock Slide
    - Fire blast
    - Outrage

    Possibly the best scarfed pokemon in the game, this also happens to be a third possible bp reciever. Well, late-game at least. After all the opponent's steels are gone, just pass and outrge to your heart's content. Choice scarf allows it to outspeed most of the metagame bar scarfmuketeers and scarflatios. and other random scarfers that no one uses such as scarfjolt, or scarfgar. Anyway, this thing is fast. It allos me to check most +1 ddancers, besides ddance latios(yes, i've seen and used it before and it work), and ko them before they ko me. Max attack and max, positive natured speed allow it to hit as hard and fast as possible, while jolly allows me to not get rid of any SpD or def. And besides, neutral fire blast doesn't ko ferrothorn anyway, so it doesnt matter. Earthquake and outrage are my main moves of choice, wth everything else just being filler. Earthquake grants me some coverage against sand and sun teams, while outrage spam can't go wrong against everything else. Fire blast, like stated, is for things like ferro, forry, and scizor, all who arent ohkoed by earthquake. Stone edge allows me to hit something else, like volcarona, who isnt guaranteed the ohko unless stealth rock is up( using outrage ofc. its a ohko with stone edge, lol).



    I have my mother's dreams,
    I have my father's eyes,
    You can't take that from me,
    Just go ahead and try.
    The crescent city sleeps,
    While giants in the sky,
    Preparing to unleash,
    Let loose a mighty cry.



    Kingdra @Life Orb
    - Swift Swim -
    Modest
    40 HP/ 240 SpA/ 228 Speed
    - Hydro Pump
    - Rain Dance
    - Draco Meteor
    - Dragon Pulse

    This pokemon, suggested by prominent member Jimbon, helps me with rain and sand teams alike. Teams with Drizzletoed think twice before activating rain, and I can kill off their sand starter and start my own rain, thus helping to preserve the sash on smeargle. This little beauty also helps me out by being just another potential reciever to the baton pass, which is excellent in sweeping late game. STAB hydro pump 2hkoes everything in rain, including ferrothorn, as long as it has prior damage. This is with a +2 boost. That's insane. Now, 228 evs leave me able to outrun Choice Scarf Latios in the rain and Jolly Breloom, Adamant Dragonite, and Adamant Gyarados outside of it. 40 hp evs are optimal in conjunction with LO, and the rest is poured into SpA to get the most out of kingdra. Hydro Pump is the main STAB of choice, allowing it to 2hko almost everything in rain. Rain Dance is essential, getting rid of opposing weather, as well as doubling kingdra's speed. Dragon Pulse and Draco Meteor are used for power and more power, as wall breaking early game, or sweeping late game when I don't want to rely on hydro pump.

    240SpAtk Life Orb +2 Sniper Kingdra (+SAtk) Hydro Pump in Rain vs 0HP/252SpDef Leftovers Blissey (+SpDef): 59% - 70% (390 - 459 HP). Guaranteed 2HKO.
    240SpAtk Life Orb +2 Sniper Kingdra (+SAtk) Hydro Pump in Rain vs 252HP/252SpDef Leftovers Ferrothorn (+SpDef): 61% - 72% (216 - 255 HP). Guaranteed 2HKO.
    240SpAtk Life Orb +2 Sniper Kingdra (+SAtk) Hydro Pump in Rain vs 252HP/252SpDef Leftovers Chansey (+SpDef): 66% - 77% (465 - 549 HP). Guaranteed 2HKO.



    Threats

    So Far, I've only really seen a few major threats to which I need to sacrifice or just can't play through. Also, one minor threat, but it can be dealt with.

    - Its not the pokemon itself, but the sandstorm it brings with it, as it breaks the sash on smeargle and pretty much leaves me unable to smashpass.

    - Omg, i hate this thing, but luckily its only the SubMind sets that give me trouble. well, not luckily....If it gets behind a sub(which it always does, as I expect a regular SpD rachi and try and t-wave/spore it), then im petty much screwed.

    - This thing....Like SubCM rachi, its hard for me to beat it, especially if it snatched a boost. only real checks are garchomp, and rotom-w.

    - Only scarfterras give me a spot of trouble, but I can usually take it down with garchomp/rotom-w.

    Tha's It! I might post some logs on here later of me using this team, but this team got me to ~1700 on PS!, which is fairly good for me, but then again, ladder ranks don't really mean anything.
    Last edited by Klaus™; 25th January 2013 at 8:32 PM.

  2. #2
    Join Date
    Oct 2012
    Location
    Eon Gardens
    Posts
    289

    Default

    Wow. *clap clap clap* I love this team. I think it is great.

  3. #3
    Join Date
    Aug 2011
    Location
    In A Pine Grove
    Posts
    497

    Default

    umm well you know my hatred for *****gle or wait smeargle but the team itself is solid but the team needs a stealth rocker so maybe the focus sash lead terrakion with rocks

    |||||||
    Yellow Lv 36 | Saph Lv 35 | Garnet Lv 35 | Eevee Lv 34 | TDK Lv 38 | APorygonZ Lv 33
    Credit to Blues

  4. #4
    Join Date
    Mar 2012
    Location
    Nowhere
    Posts
    694

    Default

    Jirachi is my stealth rocker, lol

    and im glad you guys like it

  5. #5

    Default

    how about a chesto rest rotom?

    im rushed to go, ill finish up later.
    Sig edited due to exceeding height limit. Read the signature rules before editing your signature.

  6. #6
    Join Date
    Mar 2012
    Location
    Nowhere
    Posts
    694

    Default

    Hmmm, ill try it, but Im unsure how well it will do, as the extra speed from scarf really helps against otherwise faster threats.

  7. #7
    Join Date
    Oct 2011
    Location
    The Netherlands
    Posts
    374

    Default

    Endgame <3

    Why exactly do you use Smeargle as Smashpasser? It's rather slow, frail, priotity kills it, and it can't set up without the sash. You may like Gorebyss better, for its better bulk, ability to use White Herb, and act as a last-chance late-game sweeper. Also beats most sandteam threats after the smash by itself.

    Naive on Garchomp for that bit more powerful FBlasts.

    SubCM rachi is mainly used on Rain teams, so you should be able to counter it, when you know they use it. Give Terrakion EQ to deal with them, if they pose that big a threat.

    Leftovers on Thundy-T for not bringing itself in KO range from random Ice Shards.

    Hope this helps somewhat Just had to rate this one.

    I have claimed the awesome Kingdra

  8. #8
    Join Date
    Jul 2011
    Location
    Poo
    Posts
    96

    Default

    If you're having problems with Sandstorm, then just stick a Politoed on your team. It'd help with Thundurus, as it can run Thunder, and it helps against Sun too

    Smeargle has its advantages over Gorebyss, but, unless you're having real problems with Deo-D and Breloom, then I'd go with Gorebyss.

    Ice Cold Fire

  9. #9
    Join Date
    Jun 2012
    Location
    Minion Fire System
    Posts
    509

    Default

    What, no Broken Mirrors reference? Haha, just kidding. Endgame is quite possibly my favorite album ever. I can give you the lyrics to just about every song on it off the top of my head, except maybe Wait For Me and This is Letting Go xD

    I also kinda agree with Gorebyss over Smeargle, I've had considerably more success with SmashPassing off Gorebyss than I have with Smeargle. Priority or Magic Coat/Bounce would always screw me. This was, however, back when Magic Bounce Espeon first became legal in standard OU and not too many people knew that Espy had it, or so it seemed to me.
    "Whether Castform the Weather Pokemon can weather the weather is dependent on whether the weather that it's weathering is the proper weather for it to weather. Whether the opponent can weather the weather is also subject to whether the weather that it's weathering is the right weather to weather. Whether Castform can weather the opponent is once again dictated by the weather and whether that weather is the favorable weather for weathering. But most importantly, you should know whether there will be weather to weather rather than what weather they will be weathering and whether they can weather that weather."

    - Smogon's Castform analysis

  10. #10
    Join Date
    Mar 2012
    Location
    Nowhere
    Posts
    694

    Default

    Quote Originally Posted by Skydriver
    Why exactly do you use Smeargle as Smashpasser? It's rather slow, frail, priotity kills it, and it can't set up without the sash. You may like Gorebyss better, for its better bulk, ability to use White Herb, and act as a last-chance late-game sweeper. Also beats most sandteam threats after the smash by itself.
    well, the spore and magic coat utility really helps in getting rid of random threats, as even on a sand team, i can just spore something and die. magic coat helps keep hazards off my field, and can keep ddgyara from boosting/whatever if it runs taunt. also helps a lot against any taunt user i general, like keeping sableye away.

    Naive on Garchomp for that bit more powerful FBlasts
    no, because garchomp needs that defense to take some hits so it can retaliate. neutral fb doesnt ohko-2hko anyhing better that dropped cant.
    SubCM rachi is mainly used on Rain teams, so you should be able to counter it, when you know they use it. Give Terrakion EQ to deal with them, if they pose that big a threat.
    Well, right now, im trying out focus sash lead terra, and rain dance kingdra, so we'll see if that helps ease my team a little bit.

    Leftovers on Thundy-T for not bringing itself in KO range from random Ice Shards.
    well, with rocks up, everything ohkoes anyway, besides donphan, who still kills me due to sturdy.
    Hope this helps somewhat Just had to rate this one.
    Quote Originally Posted by loco1234 View Post
    What, no Broken Mirrors reference? Haha, just kidding. Endgame is quite possibly my favorite album ever. I can give you the lyrics to just about every song on it off the top of my head, except maybe Wait For Me and This is Letting Go xD

    I also kinda agree with Gorebyss over Smeargle, I've had considerably more success with SmashPassing off Gorebyss than I have with Smeargle. Priority or Magic Coat/Bounce would always screw me. This was, however, back when Magic Bounce Espeon first became legal in standard OU and not too many people knew that Espy had it, or so it seemed to me.
    see above for reasons why not.


    Quote Originally Posted by Ninja Dewott
    If you're having problems with Sandstorm, then just stick a Politoed on your team. It'd help with Thundurus, as it can run Thunder, and it helps against Sun too

    Smeargle has its advantages over Gorebyss, but, unless you're having real problems with Deo-D and Breloom, then I'd go with Gorebyss.
    right now, im trying rd kingdra, to stem the flow of sand, and it also adds another sweeper for me to pass to.

    thanks to all the rates, and keep them coming

  11. #11

    Default

    Although uncommon, (not in my case, I love this guy.) cb Hera causes some major hell for you. I'm pretty sure no one can safely switch in without getting the **** pummeled out of them.


    252Atk Choice Band Guts Heracross (+Atk) Close Combat vs 252HP/0Def Jirachi (Neutral): 77% - 91% (313 - 370 HP). Guaranteed 2HKO.


    252Atk Choice Band Guts Heracross (+Atk) Close Combat vs 4HP/0Def Garchomp (Neutral): 91% - 108% (328 - 387 HP). Guaranteed 2HKO. 49% chance to OHKO.


    252Atk Choice Band Guts Heracross (+Atk) Close Combat vs 4HP/0Def Thundurus (Neutral): 70% - 82% (210 - 247 HP). Guaranteed 2HKO.


    252Atk Choice Band Guts Heracross (+Atk) Close Combat vs 4HP/0Def Levitate Rotom (Neutral): 122% - 144% (297 - 349 HP). Guaranteed OHKO.


    252Atk Choice Band Guts Heracross (+Atk) Megahorn vs 4HP/0Def Terrakion (Neutral): 52% - 62% (171 - 201 HP). Guaranteed 2HKO.

    Needless to say cc ohkos terrakion.
    Sig edited due to exceeding height limit. Read the signature rules before editing your signature.

  12. #12
    Join Date
    Mar 2012
    Location
    Nowhere
    Posts
    694

    Default

    Well, with a pitiful 2% usage on every team, and of those 2% only 7.10% are even choice banded, i dont think I have to worry about it. especially since half my team outspeeds it and can ohko or cripple it, I dont think there's reason to worry.

  13. #13

    Default

    True, but some people use it, and those who do could pose a threat. And don't get me started on Zoroark. And Latios could be a problem.
    Sig edited due to exceeding height limit. Read the signature rules before editing your signature.

  14. #14
    Join Date
    May 2012
    Location
    Luminoise City
    Posts
    313

    Default

    i couldnt beat this team with three of my best wifi teams

    gets my vote


  15. #15
    Join Date
    Mar 2012
    Location
    Nowhere
    Posts
    694

    Default

    how is zoroark a problem with terrakion and garchomp(2hko with STAB dark pulse, LO, and modest night daze does slightly more, 59-70% as opposed to 56-66%)?

    and latios is easily stopped by jirachi, who t-waves it and cripples it.

  16. #16

    Default

    Zoroark is a problem if you get fooled by illusion.
    Sig edited due to exceeding height limit. Read the signature rules before editing your signature.

  17. #17
    Join Date
    Jun 2011
    Location
    Confidential
    Posts
    607

    Default

    Quote Originally Posted by Ghosts of the Forums View Post
    Zoroark is a problem if you get fooled by illusion.
    who even uses zoroark ... anyway crazy i rate this 4 u since ppl on serebii dont always give good rates.

    have you tried scarf rachi tht can deal with terra and can trick stall types, next you need rain due to sand hitting your shell smasher makng it an easy target to breloom, also should try kel over terra if hip and ttar give you trouble

    i rate later got other stuff but busy



    3ds fc 1349 6822 3907 , credit goes to Sworn Metalhead and 00swms the amazing banners.

  18. #18
    Join Date
    Nov 2012
    Location
    Cleveland, OH / Los Angeles,CA
    Posts
    260

    Default

    I'd errr..change Rotom-W to a more defensive set since you already have a revenge killer in Garchomp. Basically Leftovers > Scarf and WoW > Trick. You aren't going to do much to Dragonite with Multiscale intact, doubt you KO even if it isn't and +1/+1 Mence and D'nite outspeeds and stuff regardless. Double Dance Terrakion gives this problems too which is why is add WoW effectively shutting it down as it'll RP first (or it should) seeing all the speed on the team.

  19. #19
    Join Date
    Mar 2012
    Location
    Nowhere
    Posts
    694

    Default

    well, im changing a couple things around.

    Focus Sash Lead Terrakion>Terrakion
    RD Kingdra>Rotom-w

    also, im doing 96 timid on jirachi, to outspeed mamoswine, who gives me trouble.

    @rair

    yeah, im testing rd kingdra right now, and it is doing great, especially as it gets rid of sand and can be passed to.

    focus sash terra has really been helping with the scarfterra issue, which is also a plus. also helping with submind rachi as well.

    i look forward to your full rate, and anyone else's full rates

  20. #20

    Default

    Other then changing rachi, I really have nothing else to say. So I guess I'll just make witty comments about whatever I fancy.
    Sig edited due to exceeding height limit. Read the signature rules before editing your signature.

  21. #21
    Join Date
    Jul 2011
    Location
    Poo
    Posts
    96

    Default

    Quote Originally Posted by Ghosts of the Forums View Post
    Zoroark is a problem if you get fooled by illusion.
    Zoroark will be a problem to ANY team, if you get fooled by illusion. That's not a great criticism. You have to be clever and make sure you're not. Even so a lot of pokes on this team out speed and OHKO it.

    Also, if you are going to use Lead Terrakion, give it Stealth Rock, which frees up the space on Jirachi to use both those Elemental Punches, or for something else useful, like Wish.

    Ice Cold Fire

  22. #22
    Join Date
    Mar 2012
    Location
    Nowhere
    Posts
    694

    Default

    Yeah, the set that was suggested on smogon for jirachi, adn the set iv'e been testing, is this set

    Jirachi @Leftovers
    - Serene Grace -
    Timid
    252 hp/ 160 SpD/ 96 speed(outspeeds mamo)
    - U-turn
    - Thunder Wave
    - Fire Punch
    - Iron Head

    Although, only sr up, i feel the team isn't offensive enough. But if i take out jirachi for Deo-D, I lose dragon resist(helps immensely), and flinch spam, plus a good general wall.

  23. #23
    Join Date
    Aug 2011
    Location
    New England
    Posts
    401

    Default

    Quote Originally Posted by That Crazy Russian™ View Post
    Endgame



    After listening to Rise Against's "Endgame" album, (for like, a week straight), I decided to get off my *** and make a new team. Sadly, I failed hard, and was in a major slump. I decided that I might as well revamp my old teams a bit, since they had genesect in them. I decided on a very fun team to remake, this team to be exact, and i just went from there. The old team was really fun, because it was just so offensive it couldnt really be broken through by anything. But it had genesect, and that needed to go (ban and all). So, I tried many things in place of it, from breloom, to keldeo, even wobuffet, but finally settled on the star, smeargle.

    And I listened to this while typing this up. :'( nostalgia....

    In-Depth Sets



    Make no mistake, we are not afraid
    To bear the burden of repeating
    What they're thinking anyway.
    Let's raise the stakes
    On the bet we made.
    Let's decide to be the architects,
    The masters of our fate.


    Jirachi @Leftovers
    - Serene grace -
    Timid I believe you mean jolly...
    252 hp/160 SpD/96 Speed
    - Iron Head
    - Thunder Wave
    - Ice Punch
    - Fire Punch

    This beauty has saved me multiple times, and words cannot express how much i love this set. It's just that good. Jirachi helps keep random threats down, by pralyzing them as they set-up and crippling them for the rest of the match. Threats such as volcarona, Dragonite, and gyarados all fall before its mighty thunder wave. Just to show some calcs, as this thing is uber bulky, max SpA volcarona fails to ohko with life orb fiery dance. It does 69-81% from it, ample time to paralyze if i need to. Anyway, the evs are a gift from our jesus-loving, Bible-thumping neighbor, everyone's favorite, jesusfreak! Jirachi only needs a minimum of 20 evs to outspeed all magnezone, which is far more common than your jolly ddance tyranitar. Stealth rock is an essential move to help score the 1-2hkoes this team needs, and is just good in general at warding off volcarona, gyarados, and is excellent at stopping sun teams and taking out dragonite's multiscale. Iron head works great with thunder wave, as you can just flinch hax your way to victory, especially if youre a terribad battler. Fire punch is the preferred move of choice, to nail ferrothorn, scizor, and forretress, but its just so weak (it only does 35-41% on max SpD Forry!) that i feel ice punch might be a better choice to actually do something when I paralyze their dragonite or salamence, and it can nail incoming landorus and garchomp., pulling a little bit of pressure off of rotom-w. The main thing I need to watch out for is burns from scald, as that really cripples it to death.



    Bang, bang from the closet walls,
    The schoolhouse halls,
    The shotgun's loaded.
    Push me and I'll push back.
    I'm done asking, I demand.
    From a nation under God,
    I feel its love like a cattle prod.
    Born free, but still they hate.
    Born me, no I can't change.


    Thunderus-T @Life Orb
    - Volt Absorb -
    Timid
    252 SpA/ 4 SpD/ 252 speed
    - Thunderbolt
    - Focus Blast
    - HP Ice
    - Grass Knot

    This guy is usually my go-to reciever of the almighty smeargle smashpass. Timid + max speed allows him to speed tie with other thunderus-t, and outspeed anything below, bar scarvers, but i might go modest as the +2 really makes a difference in outspeeding everything. More power would be good, to possibly score a clean ohko on something new, lol. This set used to have nasty plot in it, but the smash is usually much better and allows for more freedom in moves than just three slots. Now, i use focus blast, to score the clean ohko on heatran who might roar me out or lava plume and weaken me. Thunderbolt is for STAB purposes, and is Thunderus' main tool against the opponent, as at +2, it pretty much ohkoes everything in existence. HP ice is there for coverage purposes, as well as for taking out opposing ground types that can't be paralyzed by jirachi, or for taking out things like garchomp, landorus, etc. It also takes care of opposing Thunderus-t. Grass knot takes care of gastrodon, who is a pretty big threat in walling this team cold, as its just so bulky. 4 SpD evs allow him to lose just one less hp ev on sr switchins. I am wondering though if nasty plot might be good for thunderus, as I dont always get the +2/+2 passed on, and otherwise i have no real set-up sweepers. another option would be substitute, to protect against status, but i don't see that working because of LO recoil and possible sand damage. Thunderus-t's lifespan is pretty short haha.



    "You're a shameful opportunist!
    What you don't understand is that it's better to die on your feet than to live on your knees.
    "You had it backwards.
    It's better to live on your feet than to die on your knees."


    Smeargle @Focus Sash
    - Own Tempo -
    Timid
    80 HP / 96 Def / 80 SpD / 252 Spe
    - Baton Pass
    - Shell Smash
    - Magic Coat
    - Spore

    As I said before, this guy is the star on the team, hands down. It's so much fun to just shell smash, sash activates, then spore and get a free switch into a boss reciever. Anyway, smeargle is pretty self-explanatory, but I'm going to attempt it anyway. Now, because smeargle has pretty weird stats, 80/96/80 kinda balances them out, and surprisingly allows it to take unboosted attacks(some of them haha). Max speed allows it to be fairly fast, but base 75 speed isn't that good anyway. focus sash allows it to almost always get off a shell smash/spore. Unless facing sandstorm teams, and in that case i lead with either rotom-w, terrakion, or jirachi, depending on their team (tyranitar, hippowdon, celebi). Own tempo is best ability, as it allows it to not be confused by random fusehax, such as water pulse from cmrachi. Shell smash is the main crux of the set, to pass on to garchomp(outrage spam), or thundurus/terrakion that +2/+2 boost. Spore is great, as due to the sleep mechanics, their pokemon is prett much out for the rest of the game (unless i get really unlucky with that 1-turn sleep). Magic coat is extremely beneficial, and i chose it over taunt for sheer utility. It always lets me beat breloom, by sporing it first, and is great in a metagame filled with deoxys-d.



    Like a new day rising
    Like a calm before the storm
    Like fog lifting from valleys
    On a sleeping forest floor
    Eyes open slowly as the dust is shaken off
    To gaze upon the wreckage
    That the midnight hands have wrought[/i]


    Terrakion @Focus Sash
    - Justified -
    Jolly
    4 hp/ 252 atk/ 252 Speed
    - Close combat
    - Stone edge
    - Stealth Rock
    - Taunt

    why is he the second most used receiver of smash pass when he only has 2 moves?

    Here enters the second most used reciever of the smashpass. If I play it right, I can usually end up passing to both thundy and terrakion, so I generaly use terrakion for early-game sweeping/just punching holes, go to smeargl, then do the same thing only finish them off. Max evs in attack and speed make terrakion hit as hard and as fast as possible, an jolly nature really helps out in grnin thatspeed tie with other keldeo/terrakion, sometimes winning it if they built their set weirdly or something. Unsure about the item, as life orb would be great to use to get more power out of him, but focus sash can grant me a free switch in sometimes, which is great as well. Alternatively, Lum berry can also be used, so I can shrug off any spores or thunder waves from pokemon such as ferrothorn, aoongus, and sometimes breloom. Might also help wth random burns, allowing me to easily beat sableye as well. Close combat and stone edge grant near perfect coverage, bar some lower tier pokes and toxicroak, who are taken out by teammates anyway. X-scissor takes care of some common terra counters, as well as hitting reuniculus, lati@s, and deoxys-d more reliably than stone edge, which is always a good thing. Alo lets me stay in and ohko celebi, who a lot oftimes u-trn out expcting a switch. Quick attack is great in a pinch, hitting things like rp/agility sets, ddance sets, and possibly revenge killing the pokemon. However, like thundurus, i don't feel comfortable relying on smashpassing tomake my team work, so I slashed a couple options there, like taunt, which would help out early game, and swords dance, which would help out a lot for when i don't get te boost.


    Afraid, we cower
    To interests not our own
    The power to free or to control
    We let it slip through
    Our fingers to the floor
    Watch as the bodies wash ashore
    Whoah...
    Nobody lives here anymore



    Garchomp @Choice Scarf
    - Rough Skin -
    Jolly Wouldn't hasty or nauve be better if your running fireblast?
    252 Atk/ 4 SpA/ 252 Speed
    - Earthquake
    - Stone edge
    - Fire blast
    - Outrage

    Possibly the best scarfed pokemon in the game, this also happens to be a third possible bp reciever. Well, late-game at least. After all the opponent's steels are gone, just pass and outrge to your heart's content. Choice scarf allows it to outspeed most of the metagame bar scarfmuketeers and scarflatios. and other random scarfers that no one uses such as scarfjolt, or scarfgar. Anyway, this thing is fast. It allos me to check most +1 ddancers, besides ddance latios(yes, i've seen and used it before and it work), and ko them before they ko me. Max attack and max, positive natured speed allow it to hit as hard and fast as possible, while jolly allows me to not get rid of any SpD or def. And besides, neutral fire blast doesn't ko ferrothorn anyway, so it doesnt matter. Earthquake and outrage are my main moves of choice, wth everything else just being filler. Earthquake grants me some coverage against sand and sun teams, while outrage spam can't go wrong against everything else. Fire blast, like stated, is for things like ferro, forry, and scizor, all who arent ohkoed by earthquake. Stone edge allows me to hit something else, like volcarona, who isnt guaranteed the ohko unless stealth rock is up( using outrage ofc. its a ohko with stone edge, lol).



    I have my mother's dreams,
    I have my father's eyes,
    You can't take that from me,
    Just go ahead and try.
    The crescent city sleeps,
    While giants in the sky,
    Preparing to unleash,
    Let loose a mighty cry.



    Kingdra @Life Orb
    - Modest -
    40 HP/ 240 SpA/ 228 Speed
    - Hydro Pump
    - Rain Dance
    - Draco Meteor
    - Dragon Pulse

    Your calcs made me think he had sniper, please put swift swim in the above description. Anyways, Draco meteor is only slightly more accurate than hydro pump and with much worse side effects. Why not try hp fire or fighting for coverage?

    This pokemon, suggested by prominent member Jimbon, helps me with rain and sand teams alike. Teams with Drizzletoed think twice before activating rain, and I can kill off their sand starter and start my own rain, thus helping to preserve the sash on smeargle. This little beauty also helps me out by being just another potential reciever to the baton pass, which is excellent in sweeping late game. STAB hydro pump 2hkoes everything in rain, including ferrothorn, as long as it has prior damage. This is with a +2 boost. That's insane. Now, 228 evs leave me able to outrun Choice Scarf Latios in the rain and Jolly Breloom, Adamant Dragonite, and Adamant Gyarados outside of it. 40 hp evs are optimal in conjunction with LO, and the rest is poured into SpA to get the most out of kingdra. Hydro Pump is the main STAB of choice, allowing it to 2hko almost everything in rain. Rain Dance is essential, getting rid of opposing weather, as well as doubling kingdra's speed. Dragon Pulse and Draco Meteor are used for power and more power, as wall breaking early game, or sweeping late game when I don't want to rely on hydro pump.

    240SpAtk Life Orb +2 Sniper Kingdra (+SAtk) Hydro Pump in Rain vs 0HP/252SpDef Leftovers Blissey (+SpDef): 59% - 70% (390 - 459 HP). Guaranteed 2HKO.
    240SpAtk Life Orb +2 Sniper Kingdra (+SAtk) Hydro Pump in Rain vs 252HP/252SpDef Leftovers Ferrothorn (+SpDef): 61% - 72% (216 - 255 HP). Guaranteed 2HKO.
    240SpAtk Life Orb +2 Sniper Kingdra (+SAtk) Hydro Pump in Rain vs 252HP/252SpDef Leftovers Chansey (+SpDef): 66% - 77% (465 - 549 HP). Guaranteed 2HKO.



    Threats

    So Far, I've only really seen a few major threats to which I need to sacrifice or just can't play through. Also, one minor threat, but it can be dealt with.

    - Its not the pokemon itself, but the sandstorm it brings with it, as it breaks the sash on smeargle and pretty much leaves me unable to smashpass.

    - Omg, i hate this thing, but luckily its only the SubMind sets that give me trouble. well, not luckily....If it gets behind a sub(which it always does, as I expect a regular SpD rachi and try and t-wave/spore it), then im petty much screwed.

    - This thing....Like SubCM rachi, its hard for me to beat it, especially if it snatched a boost. only real checks are garchomp, and rotom-w.

    - Only scarfterras give me a spot of trouble, but I can usually take it down with garchomp/rotom-w.

    Tha's It! I might post some logs on here later of me using this team, but this team got me to ~1700 on PS!, which is fairly good for me, but then again, ladder ranks don't really mean anything.
    As always, comments in bold. And I like you that much more for listing a rise against album. Even if I mostly listen to appeal to reason.

    Couldn't scarf moxie menace (something I've been dying to try btw) work better on your team than garchomp since it deals with keldeo better ? This isn't an uber quality post for me, I need to look over your team more and stuff but yeah, here's that rate I told you I would do
    Last edited by Dragonicwari; 24th January 2013 at 12:29 AM. Reason: Posted before I was ready


    ^You ever have that moment you realize you forgot to give credit? Sorry Irra!!^

  24. #24
    Join Date
    Mar 2012
    Location
    Nowhere
    Posts
    694

    Default

    yeah, probably jolly haha. i just c/ped the set, guess i didnt check it over carefully enough haha.

    because rachi is now lacking some bulk to make up for speed, i have much less bulk on the team. i'd rather have the extra bulk on garchomp than to have a slightly more powerful unboosted fire blast that doesnt even turn 2hkoes into ohkoes.

    hmm, moxiemence might work. but, the ground resist is really appreciated, and the extra speed against anything scarfed in the range of 102-105(chomp is 106, right? or 102?). regardless, the ability to outspeed almost all dragon sets is great. might as well try it though haha.

    @kingdra, yeah my bad. was rushed when editted. fix that tomorrow. hp fire wouldnt work cuz rain, and draco meteor is needed as wallbreaking materail anyway.

  25. #25
    Join Date
    Aug 2011
    Location
    New England
    Posts
    401

    Default

    I feel like you should update some of your explanations, but I feel like a rapid spinner would be nice on your team as well. I was thinking offensive spinning donphan over terrakion maybe? This would give you priority and spinning which are two things you wouldn't mind

    Garchomp has base 102 speed by the way, and the lati twins can run scarfed and be faster, just saying


    ^You ever have that moment you realize you forgot to give credit? Sorry Irra!!^

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •