
Hi All.
So I basically don't exist as a Smogonite or Pokemon Player in recent years; though I like to watch FSG and BKC, and have been tuning into some of the big channels recently just to see the wacky adventures of Joey and Blunder in early Gen 9. But I was surprised when my brainless laddering and auto-pilot tweaking recently went on a bit of a streak and suddenly found myself in Top
Here's the team:
Skarmory
Tyranitar
Swampert
Rotom-H
Roserade
Lucario
Pretty much the whole team evolved out of thinking about the Lead Meta Game, and deciding that I wanted to give Choice Skarf Skarmory a chance. More on that below, but starting from that assumption, the team would be a Hazard-setting Semi-Stall team looking to use defensive synergy to quickly set up hazards and spread passive damage while quickly shifting to capitalize on that with offense. This is actually the 2nd time I've reached Top 10 with the concept, earlier versions focusing on a late game Flygon Sweep and greater focus on surprise Mid-Game Wall-Breaking; but I found this version to be much more consistent and satisfying to play; more fail-safes against the many threats in the meta.

Skarmory @ Choice Scarf (AKA Smogon Bird 0.4)
Ability: Keen Eye
EVs: 80 HP / 252 Atk / 176 Spe
Jolly Nature
- Brave Bird
- Sleep Talk
- Spikes
- Whirlwind
I've tried a whole bunch of leads, but I keep coming back to this guy because he's just sooo much fun, and so useful. I've got a detailed set post here->
The basic premise is that Skarmory outruns Azelf and all leads slower than it and sets up Spikes off the bat. It screws all the Trick-Scarf leads, it Brave Birds Rose into the ground, it absorbs Sleep from Sleep leads, and sometimes gives Machamp a good spank if you feel like going that route. Skarf Skarm's got a nice set of matchups and interestingly, I've found its weaknesses as a lead can almost all be fixed by switches into Tyranitar. (Against Aero, Brave Bird once as it Taunts then switch to Choice Luke or Swampert to deal with it). Every lead has weaknesses, but this one is pretty consistent overall on the current ladder.
But the beauty of Skarmory is that it's not done after that. It starts off with very consistent spike setting, but it gets surprise kills in the mid game with its speed and powerful Brave Bird. If it makes it to the late game, it can sweep. If it does any one of these 3 things it's already paid for itself, and if it did all 3 you probably won the whole game.
Skarmory has only 1 Base Attack less than Talon Flame, has a speed stat better than TTar (one of DPP's best skarfers), and unlike Honchkrow or Staraptor has SR neutrality and Sand immunity. It's useful at every stage in the game, and if you think of it as a suicide lead/offensive pivot, it does a lot of work. Gen 6 taught us that Smogon Bird wins as long as it's alive and faster, and that concept works surprisingly well for Skarmory battering teams with 252 Brave Birds, laughing at sand and hazards, and swagging into battle surprisingly often with its decent bulk and resistances. Unlike Defensive Skarm this mon isn't a king of walling, but its a jack of sooooooo many trades and it's mostly trading up (on kills against your opponent).
Major defensive roles: First line of defense/sleep absorb against Breloom; it is a check against Gengar, when you can switch into a predicted Shadow Ball and kill it if it has small prior damage; it is a temporary road block to a Flygon Sweep, and check/Revenge Killer against most Fighting types (including hilariously, Infernape— with this often being an Infernape lure). It is also something Lucario and Scizor must take into account before going for a late game SD Sweep-- Skarmory must be sufficiently weakened, and/or they must have sufficient health to survive a full ATK Brave Bird. Even on its last legs, Skarm can switch in and click whirlwind to prevent a setup sweeper from getting a second turns of setup. With 2 other Choice Skarfers, that's often enough to keep the game in play.

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Superpower
- Pursuit
- Crunch
- Stone Edge
Skarmory's partner in crime, Tyranitar and Skarm make a Scarf'd offensive-defensive core, both surprisingly fast, surprisingly strong, surprisingly bulky, and spreading passive damage backing each other up; with Skarm being some physical buffering and Tyranitar bring the Special Defensive buffering. Neither is a long-term solution to offensive threats, but with aggression, passive damage, and the speed of Skarf, they both use defense to out-race the opponent in the offensive battle. TTar works with Skarm on its lead matchups, breaking sashes and attacking against leads that Taunted Skarm or are not likely to run from it or finishing off opponents that were brought down to sash by Brave Bird.
Major defensive roles: Most critical is picking off Starmie of course, the most competent Rapid Spinner and the one that threatens Rotom-H the most. Is part of a multi-check system of checks against Special Attackers, notably Zapdos, Heatran, Latias, Gengar, and even not-scarf/non-mach Infernape. Sand is critically important passive damage, and this team would have even more trouble with mons like Zapdos and Suicune without getting rid of their lefties. In a Pinch, Superpower is helpful against Clefable if something happened to Lucario. If Clefable did not exist, I would probably run Earthquake for extra insurance against Jirachi. Depending on the matchup, Tyranitar and Skarm are probably your best Knock Off absorbers.

Rotom-Heat @ Lum Berry
Ability: Levitate
EVs: 248 HP / 40 Def / 220 Spe
Bold Nature
IVs: 0 Atk
- Overheat
- Will-O-Wisp
- Discharge
- Rest
Spin Blocker and 2nd offensive physical tank after Skarm. Rotom's #1 job is to work to keep hazards up, but it also works with Skarm to keep Machamp leads in check, and is a critical offensive-defensive check to many physical attackers. Really, Rotom is irreplaceable and having such a good spin blocker so good at making progress is part of what makes this team possible.
Major defensive roles: Ev'd to Outspeed Breloom, this is my 2nd Breloom Check, but it is also a critical piece of my game plans against Machamp, Gyarados, Metagross, Bronzong, Scizor, Swampert, Lucario, and is a (very) soft check to Jirachi. It's so flexible, its always doing something, and even when all it does is Burn a TTar and get taken down simultaneously (which isn't often--often it is watching TTar dye as it survives to fight again with Rest by the skin of its teeth), that means less pressure on Skarm, Swampert, and Luke to deal with the rest.

Swampert @ Leftovers
Ability: Torrent
EVs: 240 HP / 252 Def / 16 SpD
Relaxed Nature
- Ice Beam
- Earthquake
- Roar
- Stealth Rock
My 3rd Physical defensive tank after Skarm and Rotom. Swampert's job is to set up Stealth Rocks, be an all-purpose defensive check, Phaze to spread damage and keep us in the game, and make sure I don't lose to Iron Head spam Jirachi. Having 2 Phazers between this and Skarm is also critical in staying on top of the game's flow with so many Choice'd Pokemon. Pretty standard set without need of a lot of explanation, but definitely a lynchpin of the team.
Defensive Role: Counter everything. lol, an exchaggeration but not by much. Swampert's kind of a catch-all to most of the meta, just have to be careful not to task it with too much; which is why the rest of the team shares so many critical defensive-offensive tasks. All of them make Swampert more robust, and it makes all of them more robust, because none are hard walls. When playing Pert though, you need to especially protect and lean on other teammates to take the lead if you suspect Flygon, Dragonite, or physical Jirachi are going to be major threats in a game; because Pert plays a critical defensive role against those. Opinion: BAN JIRACHI

Roserade @ Black Sludge
Ability: Natural Cure
EVs: 248 HP / 72 SpD / 188 Spe
Calm Nature
IVs: 0 Atk
- Toxic Spikes
- Leaf Storm
- Extrasensory
- Aromatherapy
Roserade is a real swiss army knife of utility here, but the primary role of this slot is as a Cleric. Getting rid of status is something we dramatically underrated when DPP was present gen imo, and on this team the ability to heal off Thunder Waves and Will-o-Wisps is huge when relying on this many offensive Skarfers. It takes off some of the pressure to predict, and means throwing out Yellow Color and escaping on a full para does NOT let Starmie or Latias get free rein. Aromatherapy also gives Rest Rotom multiple chances to get back in the game even after it's used its Lum Berry and can turn a Skarm slept by Breloom into a late potential Late Game sweeper (being careful about your timing and Sleep Clause of course). Also, if your Swampert gets any Burn or Poison AND there is a non-zero chance your opponent has Jirachi, you MUST protect Rose until you can make a safe spot for it to guarantee the aromatherapy and bring Swampert back in the game or you will lose— at least you have that out. Ban Jirachi!
Aside from being a Cleric, Rose is also my 2nd offensive Special Tank after TTar and works with TTAr to soft-check special threats. I've tried both Blissey and Clefable in this slot to varying degrees of success, but found Rose works better for this team primarily for being a 3rd Breloom Check and resisting Gengar's Focus Blast— so I have 2 Shadow Ball switch-ins and here’s a Focus Blast switch-in also neutral to Ghost. Also Black Sludge and good Sp.A and Speed make Rose much less of a target for Trick-Scarf in general, but Rose’s style and Natural Cure make it as reliable a Gengar switch-in as you’ll find.
The other moves are aimed at Progress. Leaf Storm is the main offensive move and helps against Water Types, while Extra Sensory is specifically for Breloom & Gengar in 1 slot. Sludge Bomb, Shadow Ball, and Hidden Power Ground all having their tested merits as well, but I've found Leaf Storm and Extra Sensory as the best 2 move combination. Not as offensive coverage but because Rose needs attacks only to hit specific targets that tend to stay in on Roserade or need killing no matter what. Gengar, Breloom, Suicune and Starmie are such threats that are often arrogant enough to stay in and just need to be killed somehow. On turns where you’re sure they’re switching out and you need to make progress, throwing out Toxic Spikes is usually better than hoping for results from Rose’s attacks. I never prioritize them, they’re more luxury than necessity, but I found it better than Sludge Bomb+Pray for Poison for ensuring Rose can make progress in the early game when the opponent is likely to switch. Sleep Powder I've tested, but was just too unreliable and unnecessary; especially with all the other status options this team thrown out, Rose was better when given higher reliability in specific narrow scenarios (KILL THAT GENGAR!!) rather than trying to use a blanket check unreliable sleep move.
Major defensive roles: Soft check on most special attackers, especially specially bulky Waters against which it can make progress with Toxic Spikes, or change momentum with Aromatherapy. Speed EVs allow you to outspeed Jolly Breloom and smack it with Extra Sensory, with this being my THIRD Breloom check. (Yes, you need 3 of them, and sometimes even then you still get swept by it-- BAN BRELOOM). Works with TTar and Skarm to check Gengar (3 is not needed, but definitely you need 2 checks for Gengar, 3 is better).

Lucario @ Choice Scarf
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Thunder Punch
- Ice Punch
- Copycat
Skarf Luke's late game Sweep is what makes this whole team work. This is what all the hazards, and sand, and phazing and status is all building up to. Big Luke beating everything into the ground is the payoff (with Skarmory Sweep as a backup plan). If you're playing this team and both Luke and Skarm are dead, you probably fucked up. STAB Close Combat and that speed is so devastating, and sand immunity, ExtremeSpeed/Bullet Punch resists, and ability to reliably deal with both +1 Gyara and Dragonite all make Luke the awesome scarfer we know it as. But honestly, for me the biggest reason to choose this over Flygon or even Jirachi, is Inner Focus. Thats's right, being a 3rd line of defense against Iron Head Jirachi (4th if you count Skarmory) is really why we go with Luke. BAN JIRACHI
Major defensive roles: Outspeed and kill Tyranitar, Dragonite & Gyarados at +1. Revenge kill Heatran and soft check most offensive mons. Don't care about Trick Jirachi's Iron Head Flinch and finish it off with help from Spikes and your teammates. Only guaranteed kill button against Clefable. BAN CLEFABLE.
And that's the team! Hope you all enjoy, and maybe one day I'll open a tourney replay and see Choice Scarf Skarmory.
Also ban Breloom, Clefable, and Jirachi, joking not joking.
Replays
https://replay.pokemonshowdown.com/gen4ou-1716877466-sevg7id507i6lecdq0gq6z8rulnoekrpw
https://replay.pokemonshowdown.com/gen4ou-1703667988
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