What's up guys, it's SCRhyperior. I've been playing Pokemon since R/B/Y but didn't get competitive until D/P/P. I never considered myself to be much special, I usually average 1100-1250 on the ladder but I hope to get a lot better. I quit playing around mid X/Y because I lost access to a computer but now I'm back for OR/AS and I'm having a lot of fun with it all. I was just wondering if you all could look into the team I've got here and give me any tips on how to break through the 1250 mark. My goal isn't #1 (I mean it is but I'm a realist) but it'd be nice to just get better. If you could supply any help, please let me know! Thank you in advance!
Altaria @ Altarianite
Ability: Natural Cure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Return
- Earthquake
- Roost
The whole point of the team. I like the power that Altaria brings to the table with 1 or 2 Dances up. Dragon Dance to boost it's Attack and Speed. Return because Pixelate makes it STAB and it's powerful. Earthquake in case Steel types try to come in and say hey. In the last slot, I have Roost but there have been times that I wish I had Substitute. Maybe replace EQ with Substitute? I don't know, I just think Recovery is too helpful sometimes.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 200 Def / 56 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Flamethrower
Next up is Clefable, which I put on here SPECIFICALLY for Sableye. Sableye could easily ruin my Altaria sweep, and as you can see I don't have much to stop it. I put the standard bulky CM set so it can easily 1v1 Sableye and provide some offensive support for the team. CM boosts my Sp. Atk and Sp. Def at the same time, complimenting my physically defensive EVs. Moonblast is my attack of choice to abuse STAB and hit Sableye hard. Soft-Boiled is there for recovery, because I'll need as much HP as I can get to set up CMs. Finally is Flamethrower. With 200 Def I am guaranteed to live at least one Bullet Punch from Choice Band Scizor and OHKO with Flamethrower. Also Flamethrower hits other Steel Types trying to wall me. If Clefable goes down, I have a hard time getting rid of Sableye.
Tyranitar @ Chople Berry
Ability: Sand Stream
EVs: 248 HP / 72 Atk / 188 SpD
Careful Nature
- Stealth Rock
- Crunch
- Pursuit
- Stone Edge
3rd in my roster is Tyranitar which, as a kid, I thought of as Legendary. He just looks so cool! Anyway, I'm running Specially Bulky TTar here to help a little with Keldeo. Chople lets me tank one Secret Sword and then get a little chip damage with Stone Edge. Tyranitar is also my Stealth Rocker, allowing me to get chip damage on annoying Volt-Turn teams. Crunch is there for STAB and Pursuit is to trap Lati's. Tyranitar is also my check to Talonflame, who could really screw over my sweep.
Azumarill @ Choice Band
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Waterfall
- Play Rough
- Aqua Jet
- Knock Off
I replaced Ferrothorn with Banded Azu because my team lacked a Wallbreaker (thank you Thatwackycruton). Waterfall hits hard and deals lots of damage, especially to Hippo. Play Rough punishes Fighting Types trying to take down Magneton. Aqua Jet's priority has saved me a lot, and Knock Off is a general use move.
Starmie @ Life Orb
Ability: Natural Cure
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Scald
- Thunder Wave
- Rapid Spin
- Recover
You're probably tired of reading about all this support for Altaria, but I need a Spinner to clear the field and let her set up. In comes Starmie, my favorite Spinner. I ran the fast bulky set to get quick Spins. Scald is obligatory on almost all Water types and it helps with prolonging Starmie's well-being. Thunder Wave is there to piss off everyone. I know I'm a piece of shit for using yellow devil magic but it's just so good. Rapid Spin is obvious. Altaria doesn't need all those hazzards in her life. And Recover is so I can live long enough to keep Spinnin'. Being the only Water-Type, if Tyranitar goes down it's Starmie's job to take down Fire types (fuck u heatran) but only 8 EVs make Scald lackluster...
Magnezone @Choice Scarf Choice Specs
Ability: Magnet Pull
EVs: 248 SpA / 12 SpD / 248 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
Finally, the Steel Killer. Altaria doesn't like Steel Types so Magnezone fills the role of my 6th member. Magnet Pull makes it to where Steel types can't get away and I can quickly get rid of them. Volt Switch is to gain initiative, which can make or break a battle. Thunderbolt there as a stronger version of Volt Switch and hopefully paralyze (has anyone ever gotten that lucky though?) Flash Cannon is for STAB, and my only means of hitting Ground Types for any kind of damage at all. Also pretty good against Fairy Types, especially Mega-Diancie. Finally HP Fire, because fuck Scizor.
Problems:
Steel types in general screw me over really hard...
Calm Mind Clefable can be really annoying if I don't take it out with Altaria
Sableye. I hate Sableye. I'd rather fight it's Mega. If Clefable goes down, it's an uphill battle.
Excadrill in the sand is damn scary. It's not a problem so long as Azumarril is alive and can AJ, but if Azumarril is down I auto-lose.
As stated before, Starmie's Scald and Altaria's EQ are my only means of taking care of this thing. If either of those two Pokemon can't do this job, Heatran runs train on me. No longer a threat thanks to Azumarril.
SPEAKING OF RUNNING TRAIN, Specially Defensive Hippo shits on my chest. There's actually nothing I can do to stop this thing. Nothing at all. Edit: Not much of a problem so long as Azumarril is well enough to get a Waterfall off but if not... :[
Scarf Keldeo take out a solid 4/6 of my team without much opposition. No longer a threat thanks to Azumarril.
This and Specially Defensive Bisharp are so damn annoying. HP Fire from Mag can't OHKO and Metagross makes quick work of Magnezone. And then it's an uphill battle from there.
I just lost a match to Poison Jab Knock Off Conkeldurr so I'm upset.
A Scolipede with Earthquake, Poison Jab, and Megahorn (standard set) sweeps
I give up listing problems with this team because it's getting depressing lol. You get the idea. Venusaur shits on me. Please help.
As you can see, there are a lot of problems with this team, but I'm hoping that with your help I can make it better. Please feel free to post both positive and negative comments. Be brutal. Thank you!
Altaria @ Altarianite
Ability: Natural Cure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Return
- Earthquake
- Roost
The whole point of the team. I like the power that Altaria brings to the table with 1 or 2 Dances up. Dragon Dance to boost it's Attack and Speed. Return because Pixelate makes it STAB and it's powerful. Earthquake in case Steel types try to come in and say hey. In the last slot, I have Roost but there have been times that I wish I had Substitute. Maybe replace EQ with Substitute? I don't know, I just think Recovery is too helpful sometimes.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 200 Def / 56 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Flamethrower
Next up is Clefable, which I put on here SPECIFICALLY for Sableye. Sableye could easily ruin my Altaria sweep, and as you can see I don't have much to stop it. I put the standard bulky CM set so it can easily 1v1 Sableye and provide some offensive support for the team. CM boosts my Sp. Atk and Sp. Def at the same time, complimenting my physically defensive EVs. Moonblast is my attack of choice to abuse STAB and hit Sableye hard. Soft-Boiled is there for recovery, because I'll need as much HP as I can get to set up CMs. Finally is Flamethrower. With 200 Def I am guaranteed to live at least one Bullet Punch from Choice Band Scizor and OHKO with Flamethrower. Also Flamethrower hits other Steel Types trying to wall me. If Clefable goes down, I have a hard time getting rid of Sableye.
Tyranitar @ Chople Berry
Ability: Sand Stream
EVs: 248 HP / 72 Atk / 188 SpD
Careful Nature
- Stealth Rock
- Crunch
- Pursuit
- Stone Edge
3rd in my roster is Tyranitar which, as a kid, I thought of as Legendary. He just looks so cool! Anyway, I'm running Specially Bulky TTar here to help a little with Keldeo. Chople lets me tank one Secret Sword and then get a little chip damage with Stone Edge. Tyranitar is also my Stealth Rocker, allowing me to get chip damage on annoying Volt-Turn teams. Crunch is there for STAB and Pursuit is to trap Lati's. Tyranitar is also my check to Talonflame, who could really screw over my sweep.
Azumarill @ Choice Band
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Waterfall
- Play Rough
- Aqua Jet
- Knock Off
I replaced Ferrothorn with Banded Azu because my team lacked a Wallbreaker (thank you Thatwackycruton). Waterfall hits hard and deals lots of damage, especially to Hippo. Play Rough punishes Fighting Types trying to take down Magneton. Aqua Jet's priority has saved me a lot, and Knock Off is a general use move.
Starmie @ Life Orb
Ability: Natural Cure
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Scald
- Thunder Wave
- Rapid Spin
- Recover
You're probably tired of reading about all this support for Altaria, but I need a Spinner to clear the field and let her set up. In comes Starmie, my favorite Spinner. I ran the fast bulky set to get quick Spins. Scald is obligatory on almost all Water types and it helps with prolonging Starmie's well-being. Thunder Wave is there to piss off everyone. I know I'm a piece of shit for using yellow devil magic but it's just so good. Rapid Spin is obvious. Altaria doesn't need all those hazzards in her life. And Recover is so I can live long enough to keep Spinnin'. Being the only Water-Type, if Tyranitar goes down it's Starmie's job to take down Fire types (fuck u heatran) but only 8 EVs make Scald lackluster...
Magnezone @
Ability: Magnet Pull
EVs: 248 SpA / 12 SpD / 248 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
Finally, the Steel Killer. Altaria doesn't like Steel Types so Magnezone fills the role of my 6th member. Magnet Pull makes it to where Steel types can't get away and I can quickly get rid of them. Volt Switch is to gain initiative, which can make or break a battle. Thunderbolt there as a stronger version of Volt Switch and hopefully paralyze (has anyone ever gotten that lucky though?) Flash Cannon is for STAB, and my only means of hitting Ground Types for any kind of damage at all. Also pretty good against Fairy Types, especially Mega-Diancie. Finally HP Fire, because fuck Scizor.
Problems:
As you can see, there are a lot of problems with this team, but I'm hoping that with your help I can make it better. Please feel free to post both positive and negative comments. Be brutal. Thank you!
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