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Momentum

This thread is for a team that was just ridiculously fun to use. Out of all my teams this one was probably based around one specific Idea that drives most battles, Momentum. Partly brought about by Vexatious's warstories this team has been one of those never ending "Works in Progress" that did surprisingly well. Made to give you the momentum from the moment the match starts, and then to never lose it this team rips unprepared opponents to shreds. But I have never been able to fully bring out the potential of it (Peaked around 1150-1200) and so I am bringing it out into the open for everyone to use/rate. Now without further ado I present team Momentum.

I started this team out to take advantage of the new ability Illusion. As one of several new abilities it stood out as unique and rare. Only one pokemon has access to it, and it was also a Pokemon that was unique, Zoroark.
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I noticed that in Zoroark's great movepool he had access to U-Turn. At that moment I had an idea, what would happen if I used U-turn in conjunction with Zoroark's ability to confuse and confound the enemy and net surprise KO's. So I started looking for pokemon that have U-Turn to team with Zoroark. And when you look for strong U-Turns the first pokemon that comes to mind is obvious, Scizor
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I noticed very quickly that my team was already shaping up to be Fighting weak. And with Conkledurr everywhere to help keep a check on Excadrill I started looking for a pokemon that could take down Fighting types, while still being able to U-Turn. I finally settled on Crobat, whose blinding speed and great typing synergy made him an instant team member.
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Then I saw a thread talking about Zoroark team combos. For most of the posts I just blew them off, as they seemed to be trying to use Zoroark as a sweeper, which I found less useful then trying to abuse his Ability. Then I saw a post listing Mienshao (Kojondo at the time) as a good partner for Zoroark, being able to carry U-Turn as well as being a fighting type that draws Psychic moves. I had used Mienshao before, and had loved the ability to wreak havoc as a lead, then come in later to kill off pesky pokemon if needed. So Mienshao was added to the team.
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I played with a few pokemon in the next spot, all utilizing U-Turn, when I realized something. With me U-Turn around everywhere I caused a lot of switches. And even though I was causing damage with U-Turn itself, I wasn't taking full advantage of all those switches. And I myself was severely weak to those hazards, what with my pokemon switching around so much. So the next thing I needed was an hazard layer. Looking around I didn't see anything that interested me, till I saw Forretress. It didn't have U-Turn, but it did have access to the Electric version of it, Volt Switch. So Forretress was added as a Hazardous pokemon, clearing away other hazards, and laying my own.
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The last slot on my team was perhaps the hardest to fill. I messed around with a lot of pokemon in this slot trying to find a team mate that worked well with my team, before finally settling on Hydreigon. With a great movepool and a Scarf equipped it became part of my team.
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This was my team for a while, till I realized that even with Crobat being able to kill every fighting type alive, I had a massive fighting type weakness. So I switched out Hydreigon to a Trick Scarf Azelf. This also had the added benifit of being able to lead if needed. This fixed up pretty much all of the problems my team had had.
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Zoroaaku (Zoroark) (M) @ Life Orb Trait: Illusion
EVs: 16 Atk / 240 SAtk / 252 Spd
Hasty Nature (+Spd, -Def)
- U-turn
- Flamethrower
- Dark Pulse
- Grass Knot
The star of the show. Zoroarks part in this team is probably the most important, confounding the enemy. Rarely do I ever start out with the black fox, instead switching to one of my other pokemon to lead. This is where the chaos for my enemy begins. Because you see most people use Zoroark to lead disguising him as another team mate that scares off their opponents lead. As such most players if they see a Zoroark in the team preview just attack, expecting an easy KO and starting the game with great momentum. So I switch. I put Zoroark into the lead spot so that my opponent is sure to notice him, then switch to a reliable pokemon to lead against his team (Usually Azelf or Meinshao). This allows me to get the upper hand right from the start in most matches.

The next important part of my strategy is switching the final pokemon on my team. This is important because of the way Zoroarks ability works, it copies the last pokemon in you team. So I use this to my advantage. If I see they have a sever Scizor problem, with a Magnezone to trap it I will put my Scizor in the back. This lets me use Zoroark to eliminate threats to my own pokemon throughout the match. The final part of Zoroarks strategy is simple, being predictable. If they have a Tyranitar and Latios on their team I will use those times to disguise Zoroark as Scizor and bring him in. This is predicable, and basically expected and as such they will bring in their Scizor counter. I then eliminate it with Zoroark, allowing Scizor to do its job later in the match and remove Latios and Tyranitar.

The moveset for Zoroark gives me great coverage, allowing me to hit and maim most pokemon. I was originally using Scarf, but being locked into a move after your opponents find out who Zoroark is is basically giving a death sentence to Zoroark. EV's are pretty self explanatory, Atk EV's to give more bite to U-Turn, max speed and dump the rest into Sp.Atk. + Speed nature to take advantage of Zoroarks nice speed tier.

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Scizor (M) @ Choice Band
Trait: Technician
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- U-turn
- Bullet Punch
- Pursuit
- Superpower
Ah Scizor. The pokemon that defined Generation IV more then any other. Its pure power has earned it a place on countless teams. Scizor brings much needed priority to my team. It serves as a check to most sand teams and Lati@s. U-Turn is the bread and butter of this team, and Scizor packs the most powerful U-Turn in the game. Bullet Punch is used to pick off frail or weakened pokemon. Pursuit is used to eliminate the Lati twins. Superpower is used to hit pokemon that like to switch into Scizor, particularly Ferrothorn/Heatran. EV's are basic, Max Attack+Max Speed.

Scizors strategy is simple and basic. Come in and U-Turn. Even a resisted U-Turn causes lots of damage. If I see a threat that I really need to get rid off I might pick one of the other moves, (Pursuit for Lati@s, Superpower for Ferrothorn, Ect..) but Scizors main purpose is to serve as a pivot for other members of the team.

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Azelf @ Choice Scarf
Trait: Levitate
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- U-turn
- Zen Headbutt
- Fire Punch/Ice Punch
- Trick
Azelf is the newest addition to the team, and has been working well. This guy is here to help address the fighting type issues the team was running into. Azelf is really a versatile machine, coming in to revenge, or just U-turn away. I run a trick scarf variant, that allows me to cripple walls or other problem pokemon if needed. I generally use Azelf as a cleaner after the scarf has been removed, taking out weakened threats with ease. While lots of people run mixed Azelf sets I run a pure physical.

As for the moveset. U-Turn is what the team is based around and is used to inflict damage while scouting out the enemy. Zen Headbutt is STAB and, as stated earlier, used to clear out the pesky fighting types. Ice Punch was being used over Fire punch for a while, to deal with Gliscor and Dragons, but I switched to Fire Punch to hit Ferrothorn and Scizor more reliably. Trick is the final move and allows me to cripple things like Blissey, all Eviolite users, and Setup sweepers. It is rather funny coming in on a DD and tricking them a Scarf to prevent anymore set up.

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Kojondo (Mienshao) (M) @ Life Orb
Trait: Regenerator
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Hi Jump Kick
- Fake Out
- Stone Edge
- U-turn
Meinshao is one of my favorite pokemon from Gen V. Coming equipped with everything needed to be one of the best leads ever it was let down by Team preview. Three great abilities added to its great movepool still make it one of the best dedicated leads in the game. Meinshao's job is to hurt stuff pure and simple. It comes in and fires off a Fake Out for free damage, then U-Turns to someone else. Hi Jump Kick will hurt anything that doesn't resist it, and if I happen to miss with it I can just switch out and let my Ability heal me up. Stone Edge to nail pesky fliers that come in to take the Hi Jump Kick, and U-Turn + Regenerator is one of the most broken combos in the game.

Meinshao is my lead of choice often, allowing me to prevent Rocks, break Sashes, and generally win out as a lead. Meinshao is rather frail though so I have to watch out when switching it in off of a U-Turn or just a regular switch. One of my more important pokemon early game as it has great synergy with Zoroark.

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Forretress (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature (+Def, -SAtk)
- Toxic Spikes
- Stealth Rock
- Rapid Spin
- Volt Switch
Forretress has become my go to Spinner and hazard layer. With its enormous defense, and the best Hazard Support movepool around Forretress is great at getting hazards up and keeping them away. I run a Physically bulky Forretress to allow me to come in on Physical attacks and start setting up.

Toxic Spikes are used over spikes as they can rack up more residual damage given enough time, while also preventing walls from being effective, which is really important against physical walls because of how physically orientated my team is. Stealth Rock is Stealth rock, the most broken move in the game. Rapid Spin is a must on this team, because I switch so often it really adds up fast if hazards on on my field. Volt Switch sticks with the U-Turn theme, and makes Gyarados cry. Since Forretress is so slow it also allows me to get other Pokemon in for free, which is another important thing for this team (again residual damage racks up). Forretress has the great benifit of winning out in a Hazard war with the tiers top Hazard layer, Ferrothorn, which is great.

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Crobat (M) @ Leftovers Trait: Inner Focus
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- U-turn
- Brave Bird
- Screech
- Roost
Crobat is in my opinion the most underated pokemon of Gen V. I have yet to have a game where he did not score a KO, or be a pivotal point in it. He is just that good. With an amazing 130 base speed Crobat can afford to run an Attack boosting nature instead of a speed one. With Adamant Nature Crobat is able to outrun every pokemon, outside of weather, except Starmie, which is amazing in this Metagame of speed. Poison/Flying typing doesn't hurt him either, as he 4X resists 3 types. Crobat is also able to take down every Fighting type pokemon around. Which means that he can take out the fighting types that plague the rest of the team.

U-Turn is obvious, and allows me to damage Psychic types that try and come in. Brave Bird is STAB of choice, and usually what I use as soon as I come in. Screech is a suprise move, used to smash things that thing they can wall me. Nothing likes taking a move when it has -2 Defense so it it also helps to phaze. Roost is used for healing, and it allows Crobat to avoid SE moves that are thrown at him often.

And there you have it. A team that is so confusing and confounding that it makes sense. Have a go at it and try it yourself, cause I can tell you that it is dang fun to use. And rate away. Any and all improvements are welcome.

One last look.
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Edit: Sorry about the picture sizes, the forum picture re-sizer isn't working for some reason.
 
Offensive Threats
Minor Threat
Major Threat

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Aerodactyl - Hit him. I never see him though so...
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Archeops - Again hit him. After his Ability kicks in he is dead weight. Priority bullet punch, 'nuff said.
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Azelf - Zoroark and Scizor kill him easily. Also 5/6 of my team carry SE moves against him so...
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Bisharp - Meinshao murders him. Scizor can also Superpower.
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Breloom - Let the most useless on the team take the sleep, when bring in Crobat who walls him an OHKOs.
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Chandelure - Zoroark KO's with Dark Pulse.
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Cobalion - Fighting move from Meinshao/Scizor or Crobat BB.
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Conkeldurr - Crobat eats every variant alive.
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Darmanitan - Have to play around him a bit to find set that it is running. Generally use recoil/hazards and residual damage to KO it.
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Deoxys-S - Fake Out then Stone Edge from Mienshao. Or just U-turn...
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Dragonite - Get SR up. Then use Bullet Punch.
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Druddigon - Forretress can take any hits, Set up hazards then go to some else for KO.
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Eelektross - Attack it. Crobat is the only one that has to worry about it.
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Electivire - Can be scary with coverage as there really isn't a safe switch in. Outspeed and KO with half my team though.
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Emboar - Never see it.
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Empoleon - Superpower/Hi jump kick.
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Espeon - U-turn is my friend, and not this guys.
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Escavalier - Generally use Forretress as a pivot to bring in Meinshao for a Hi Jump Kick.
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Excadrill - Priority, Hazards, Fighting moves.
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Garchomp - Banned
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Genesect - Unreleased
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Gengar - Crobat OHKOs. Along with most of the team. Avoid Hi Jump Kick if I see him though.
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Golurk - Don't ever see him.
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Gyarados - Forretress Volt Switch hurts, and even after a DD it can't KO. If it tries to set up I'll go to Azelf and Trick it.
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Haxorus - Forretress can take the hits, do some damage to allow scizor to KO.
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Heatran - Again fighting attacks.
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Heracross - More of an issue. Crobat KOs every set except scarf. If Scarfed have to play around it a bit between Crobat/Azelf.
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Hydreigon - U-Turn
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Infernape - Crobat can Brave Bird, Azelf can revenge if needed.
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Jirachi - U-turn around till it dies, Scizor handles it well.
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Jolteon - Frail and easy pickings with priority
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Keldeo - Unreleased
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Kingdra - Trick it a Scarf if a set up variant, outstall the rain otherwise.
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Krookodile - Crobat can come in if locked into Earthquake, Zoroark can KO.
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Kyurem -
Bullet Punch/Fighting moves till it dies
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Landorus -
Priority and wearing it down with residual damage is my best bet.
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Latios -
Scizor can trap, everybody carries U-Turn.
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Lilligant -
Crobat kills it
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Lucario -
Zoroark KO's with Flamethrower
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Machamp -
Crobat KO's
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Magnezone -
Superpower on predicted switch in. Otherwise U-Turn out to Meinshao
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Mamoswine -
Scizor handles it well, along with Zoroark and Meinshao
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Metagross -
Abuse hazards and residual damage.
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Mienshao -
Hit it when it switches in, or go to Crobat for KO
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Reuniclus -
Again everything has U-Turn
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Roserade -
Bring in Forretress to get hazards down, then Abuse U-turn for KO.
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Salamence -
Scizor checks it well enough. Tricking a scarf can also cripple set up variants
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Sawsbuck -
Crobat resists and KOs. Or just U-Turn.
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Scizor -
Zoroark can KO on Switch, as can Azelf and Meinshao.
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Scrafty-
Crobat KOs
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Seismitoad -
Never seen this guy.
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Serperior -
U-Turn prevents subseeding
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Shaymin -
U-Turn
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Sigilyph -
U-Turn, Crobat can screech if it tries to set up too much. Also Stone Edge from Meinshao can KO. Tricking a scarf also cripples them.
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Smeargle -
Same as Brelloom, except I can KO before getting spored
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Starmie -
U-Turn
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Terakion -
Bullet Punch and Crobat take care of it rather easily
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Thundurus -
Stone Edge KOs
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Togekiss -
Priority, and Meinshao can KO
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Tornadus -
Meinshao KOs
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Tyranitar -
U-Turn
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Venusaur -
Abuse U-Turn and Crobats Brave Bird.
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Victini -
Same as Darmanitan, except if it comes in on a U-Turn it gets maimed.
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Virizion -
U-Turn, Crobat and Zoroark can KO.
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Volcarona -
U-Turn to Crobat/Meinshao and KO. If it KO's first I have to abuse priority and hazards. Part of the reason I use Toxic Spikes.
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Weavile -
KO with Fire move or Bullet Punch
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Zoroark -
Get through the disguise and then KO.
 
This looks like a really fun team. I really like the use of Crobat, although I do have a few suggestions:

My first thought is that Forretress gives your opponent too many chances to come in for free and would therefore suggest replacing it for Rotom-W. This is because, when combined with Scizor, it forms a very effective pressure core as they synergize really well and can come in on each other's counters and U-turn/Volt Switch away, maintaining momentum.

name: Standard
move 1: Volt Switch
move 2: Hydro Pump
move 3: Will-O-Wisp
move 4: Pain Split/HP Fire
item: Leftovers
ability: Levitate
nature: Modest
evs: 112 HP / 252 SpA / 144 Spe

(copied and pasted from on-site analysis)

EDIT: If you want, you could try a trickscarf variant if you remove Azelf, to try and work a similar role.

Secondly, I think that although you may think it will detract from your teams momentum, I would add in a Gliscor. This adds insurance against offensive teams, fighting tipes incase Crobat goes and also a counter to Excadrill who would otherwise rip through your team. Gliscor works as a pivot, being able to set up on most defensive pokemon (most notably Ferrothorn) as well as checking a multitude of common threats as well as being able to take on stall extremely effectively. Furthermore, it would pair up with Rotom-W and Scizor to make a stronger and more reliable, whilst still fairly offensive, core. On the other hand, you might want to change to slightly more original sets because the element of surprise is really good for momentum and no-one likes their teams to be generic. I would advise switching Gliscor in for Azelf, as I don't see what he is really doing for your team, not to mention that choice items are generally really bad for momentum as they make you predictable and can force you to switch out too much.

There are a few sets which you could use, just pick depending on your needs. I would recommend these:

move 1: Swords Dance
move 2: Earthquake
move 3: Ice Fang
move 4: Taunt
item: Toxic Orb
ability: Poison Heal
nature: Impish
evs: 252 HP / 182 Def / 76 Spe

Pretty standard. Great pivot which allows you to regain momentum if a defensive pokemon comes in to set up.

OR

move 1: Agility / Swords Dance
move 2: Earthquake/
move 3: Baton Pass
move 4: Taunt
item: Toxic Orb
ability: Poison Heal
nature: Impish
evs: 252 HP / 182 Def / 76 Spe

Fantastic baton passer, great for momentum. Come in on something you can set up on or force out, taunt or straight up agility if you expect them to switch, at which point you can outspeed their counter/check and baton pass out. Gliscor can reliably baton pass boosts throughout the entire match.

OR

Sand Veil
Impish
252 HP / 184 Def / 72 Spe
~ Stealth Rock
~ Earthquake
~ Roost
~ Taunt / Ice Fang / U-turn

This allows you to have SR up without Forretress. Taunt is for defensive pokes that may try to set up on you. Ice fang is so that you can counter balloon Excadrill. U-turn is for momentum.

But yeah, nice team, let me know if my suggestions worked out or whatever.
 
OMG Rotom-W scarf under water is a 6-0 :(

Seriously you can't deal with all weather's inducer team. You have nothing for Rotom, nothing for excadrill nothing for many many things :(

When building a team you need to take care about those threats / Top Tiers.

I love your Scizor picture btw.
 
Got a bit of a fire weakness there. Volcarona could set up somewhere and just keep goin.
This team doesn't allow set up. U-Turn allows me to pretty much keep the momentum the entire time. For Volcarona I just U-Turn to Crobat, then Brave Bird. If he attacks and kills I go to Azelf and trick a Scarf onto it. Then I play around with resistances. They generally die to Crobat though.


My first thought is that Forretress gives your opponent too many chances to come in for free and would therefore suggest replacing it for Rotom-W. This is because, when combined with Scizor, it forms a very effective pressure core as they synergize really well and can come in on each other's counters and U-turn/Volt Switch away, maintaining momentum.
Forretress is really important to the team. Hazards rack up tons of damage with this team and having a spinner often times is the difference between winning or losing. As such he is a very difficult pokemon to replace. Otherwise I have been thinking of using Rotom-W (Maybe -H or -C too) as another Volt Switcher. Was thinking of using it over Azelf, and since you have suggested it I am going to go try it out.

OMG Rotom-W scarf under water is a 6-0 :(

Seriously you can't deal with all weather's inducer team. You have nothing for Rotom, nothing for excadrill nothing for many many things :(

When building a team you need to take care about those threats / Top Tiers.

I love your Scizor picture btw.
Only if it hits 6 times :). That and Priority takes its toll (Bullet Punch, Fakeout (a couple of times if needed), Volt Switch from Forretress (thanks to Sturdy), and Azelf outspeeds. So it has a really hard time 6-0 me unless I play really badly. But Yes it isn't fun to face and I ran Sunny Day on my Crobat for a bit to combat that.

Excadrill is a joke. Never once has it done more then nothing. Zoroark laughs when it comes in expecting a Forretress. Scizor survives an unboosted Earthquake and KO's back with Superpower.

The thing to remember is that this team plays a bit different then normal, its aim is to confuse and confound the foe, grab surprise KO's and rack up tons of residual damage. It doesn't play like the normal metagame, whos aim is to take a hit and then hit back harder. Prediction is key with this team, and an off prediction can mean the game. It is a lot more high risk high return team.

Overall going to try out Rotom and Gliscor, swapping out different team members for them and see how they work. I'll let you all know how I fare afterwards.
 
Maybe think about using Jirachi over Azelf
Jolly @ Choice Scarf
-Iron Head
-Trick
-Ice Punch
-Thunderpunch/U-turn

Although you are slightly slower than Azelf you have that 60% flinch chance which shits on fast fragile non scarf users like Gengar.
 
Seems like a really good team, you might want to have 248 hp evs on scissor and only 8 in speed, this spread helps you survive a lot more hits, while the lower speed doesn't hurt it too much.
 
New addition to the team - Rotom. Still debating between -C and -W though. Both bring nice resistances to the team, but -C adds a fire weakness that I don't like too much, while also adding a much needed water resist.

Any other suggestions are welcome. I am actually thinking of replacing Forretress for a fire resist, but I do need a spinner/Stealth Rock layer. Any ideas on this front would be appreciated.
 
This is a cool team idea. I tried making a team like this a while ago, with a slightly different philosophy. The basic idea was to have STAB moves that could hit every mono-type super effectively while having resists for every type. I found out that I only needed 6 moves (something around that) to attain full monotype SE coverage. The rest of the slots would be for coverage moves and either U-turn or Volt Switch. Essentially, I would U-turn/Volt Switch to wear the opponent down, then hammer through them with SE moves, "active" stall, so to speak. This was my team, if you want to see it.
Landorus (M) @ Choice Scarf Trait: Sand Force
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- U-turn
- Earthquake
- Stone Edge
- Hidden Power [Ice]
Magnezone @ Air Balloon
Trait: Magnet Pull
EVs: 252 HP / 4 Def / 252 SAtk
Quiet Nature (+SAtk, -Spd)
- Volt Switch
- Hidden Power [Fire]
- Thunderbolt
- Flash Cannon
Rotom-F @ Choice Specs
Trait: Levitate
EVs: 248 HP / 8 Def / 252 SAtk
Modest Nature (+SAtk, -Atk)
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Trick
Infernape (M) @ Life Orb
Trait: Blaze
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- U-turn
- Mach Punch
- Flare Blitz
- ThunderPunch
Forretress (F) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 4 Def / 252 SDef
Sassy Nature (+SDef, -Spd)
- Stealth Rock
- Spikes
- Rapid Spin
- Volt Switch
Victini @ Choice Band
Trait: Victory Star
EVs: 252 Atk / 4 Def / 252 Spd
Naive Nature (+Spd, -SDef)
- U-turn
- V-create
- Wild Charge
- Psychic
I always had issues with over-predicting and getting nailed by a powerful STAB. In any case, I can't really detect blatant issues with your team, so I figure I'd be best off giving you a bunch of different options. First off, Ground, Electric, Ice, Fire, Fighting, Psychic, I think are all you need to hit everything SEly. My team has gone through three versions, so I may have decided everything wasn't needed.

Landorus is great. With a scarf you don't have to worry about DDers or QDers as you can revenge them. It has great offenses and can run HP Ice for Gliscor. The big thing is that it only takes neutral SR damage and no spikes, so it can switch in and out.
Ape gives you Fire/Fighting STAB, two types with cover a lot SEly. It also has priority, etc.
Hydregon is great because it has Dark and Dragon STAB. Dark is necessary for hitting Ghosts and Psychics SEly, while Dragon STAB is just powerful in general.
Hitmontop is a great spinner because it can be very defensive with Intimidate. When you are unsure, just switch to it to sponge a hit, spin if you have time, CC TTars, and switch out to regain momentum.
'Zone is useful for trapping Steels and has great SpA for damaging stuff with Volt Switch.

Anyway, if you ever find something isn't pulling its weight, try one of these. Or, find other stuff that learns U-turn or Volt Switch and play around with those. Sorry none of this stuff actually pertains to your team directly.
 
This team doesn't allow set up. U-Turn allows me to pretty much keep the momentum the entire time. For Volcarona I just U-Turn to Crobat, then Brave Bird. If he attacks and kills I go to Azelf and trick a Scarf onto it. Then I play around with resistances. They generally die to Crobat though.



Forretress is really important to the team. Hazards rack up tons of damage with this team and having a spinner often times is the difference between winning or losing. As such he is a very difficult pokemon to replace. Otherwise I have been thinking of using Rotom-W (Maybe -H or -C too) as another Volt Switcher. Was thinking of using it over Azelf, and since you have suggested it I am going to go try it out.


Only if it hits 6 times :). That and Priority takes its toll (Bullet Punch, Fakeout (a couple of times if needed), Volt Switch from Forretress (thanks to Sturdy), and Azelf outspeeds. So it has a really hard time 6-0 me unless I play really badly. But Yes it isn't fun to face and I ran Sunny Day on my Crobat for a bit to combat that.

Excadrill is a joke. Never once has it done more then nothing. Zoroark laughs when it comes in expecting a Forretress. Scizor survives an unboosted Earthquake and KO's back with Superpower.

The thing to remember is that this team plays a bit different then normal, its aim is to confuse and confound the foe, grab surprise KO's and rack up tons of residual damage. It doesn't play like the normal metagame, whos aim is to take a hit and then hit back harder. Prediction is key with this team, and an off prediction can mean the game. It is a lot more high risk high return team.

Overall going to try out Rotom and Gliscor, swapping out different team members for them and see how they work. I'll let you all know how I fare afterwards.

Umm you have Forry, the absolute king of set up bait (your Crobat is pretty easily set up on as well). Excadrill 6-0es after nabbing a Swords Dance on Forry (it's not as easy to pretend to be Zoroark as you think), any rain boosted sweeper 6-0es. Sun teams are manageable if you keep Azelf and Scizor alive but you won't be able to switch in against them - only revenge kill. Point being is that this is a metagame where team match up is everything and the top of the ladder revolves around either weather or anti weather teams. Your team is neither, and whilst the concept of a U-Turn team is an awesome one (the momentum can be huge with a couple of Volt Switchers and U-Turners), there is no point in keeping momentum that you can never build in the first place due to terrible team match up. I have full confidence that with a revamp (keeping the core pokemon in place) that such a concept can succeed but without the ability to handle weather you will keep plateauing at 1200 and never break through to the heights which you would be otherwise capable of.
 
Umm you have Forry, the absolute king of set up bait (your Crobat is pretty easily set up on as well). Excadrill 6-0es after nabbing a Swords Dance on Forry (it's not as easy to pretend to be Zoroark as you think), any rain boosted sweeper 6-0es. Sun teams are manageable if you keep Azelf and Scizor alive but you won't be able to switch in against them - only revenge kill. Point being is that this is a metagame where team match up is everything and the top of the ladder revolves around either weather or anti weather teams. Your team is neither, and whilst the concept of a U-Turn team is an awesome one (the momentum can be huge with a couple of Volt Switchers and U-Turners), there is no point in keeping momentum that you can never build in the first place due to terrible team match up. I have full confidence that with a revamp (keeping the core pokemon in place) that such a concept can succeed but without the ability to handle weather you will keep plateauing at 1200 and never break through to the heights which you would be otherwise capable of.
I have had issues against rain, but sand is really easy to deal with. The only pokemon that I have any trouble with at all is Scarfed Landorus, but he can be taken out with smart play on my part.

I have actually switched to Rotom-W from Azelf to help with the problems I was having with rain, and it has also helped make Sand a lot less threatening. Been thinking of switching Forry to Landorus myself to help keep moment going. Thank you for looking over the team though, and yes I know it does have flaws, but that is why I posted it here, to help it reach the heights that I know it is capable of.
 
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