FINAL BOSS
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!introduction
Hello, children!! Presenting my new RMT here "FINAL BOSS"!! It's a semistall team or stall team with some offensive elements if you're the kind of person who doesn't like all these asinine terms being made. Brief history first: after my previous RMT, SUPERSTALLING FUN, I decided to take a break from semistall for a while. I created and discarded countless DDRoost Mence teams, Spikes Offense teams, Specs Heatrans, some combinations of the three, and other random things that I had wanted to play with for a while but didn't. Unfortunately, my teams sucked. So after a while I returned to stall teams, and began playing around with that. This team is the result of about a month's worth of ideas for a team; I eventually settled on this general idea that I wanted a MixMence on a semistall team. Why? Salamence is notorious for his ability to soften up bulky Pokemon with his fearsome Draco Meteor, his excellent typing and STAB, and his perfectly distributed stats. When you combine this with Spike support, Salamence is all the more menacing and broken. So I set out to make the team and the products are below. So about the team itself: it begins with the SkarmBliss combination. This duo make an effective combination that take advantage of the pokemon that threaten one another, allowing for the easy set up of Spikes and Stealth Rock or the spread of Toxic damage. In other words, they may not wall everything ever like in ADV, but they are still the undisputable King and Queen of stalling. And where there is SkarmBliss, there is a Rotom-a: all that hard work getting those hazards up shouldn't go to waste because of Rapid Spin. Rotom is also a solid check to countless things in the metagame; Metagross, Scizor, Gyarados, etc. Rotom also spin blocks pretty well against most Pokemon; Forretress can only manage a 3HKO, and not even that after Will-o-Wisp. Starmie is more of a pain but can be handled for the most part. The worst is Hydro Pump / Life Orb / Rapid Spin versions but even those can be bested with prediction and Blissey. This leaves me with two slots. I take this time to notice a shameful weakness to Infernape, a saddening defeat in the face of DD Salamence, and a quick rout by Taunt Life Orb Heatran. So in came Suicune; it might not be the best answer to all these threats, but it certainly carries its weight with its incredible bulk, great typing, and the ability to pull off a Calm Mind sweep pretty easily. One slot left. With Salamence's Draco Meteors and Spikes constantly breaking down the enemy's thick defenses, the perfect cleaner is Choice Scarf Jirachi. Jirachi loves the way Salamence weakens bulky Waters and the way that Spikes chips away at bulky Pokemon's health, meaning Jirachi has to count on one less turn of flinching in order to Iron Head its way to victory. Once the team has been weakened and everything is outsped, there is little chance that once Jirachi is brought out that the opponent will win. Overall I'm very happy with this team, although I wish I was a bit more innovative with the sets, but its played successfully none the less. GO GO GO:
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!hello
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(quick note: My last RMT, SUPERSTALLING FUN, was made shortly after I beat The Legend of Zelda: The Wind Waker, so I gave my team members Wind Waker themed names. Well this RMT was created shortly after I beat The Legend of Zelda: Twilight Princess and in the spirit of tradition or maybe just lack of creativity I'm using Twilight Princess themed names.)
Usurper King the Skarmory, Lum Berry.
252 HP / 148 SpD / 108 Spe
Careful nature
-Taunt
-Spikes
-Roost
-Whirlwind
Skarmory, the Spike stacking lead. Spikes are the center point of this team, as they are the main component fueling this team's stalling capabilities and its offensive prowess. And since Spikes are so important to this team, I went with what is in my opinion, the best user of Spikes in standard play: Specially Defensive Taunt Skarmory. The EV spread maximizes the number of Pokemon Skarmory can set up on, expanding that pool to include Blissey, Vaporeon, Swampert, Suicune, Celebi, and more. Taunt further increases that pool by preventing pHazers and status users from stopping Skarmory, all while preventing the opponent from healing or setting up hazards of their own. 252 HP is used to compensate for Skarmory's poor HP stat and is pretty much necessary since I'm using Skarm defensively. 148 Special Defense ensures that 80 SpA Blissey can never 2HKO Skarmory with Flamethrower; it also prevents Suicune and Vaporeon from doing the same with Surf. 108 Spe outruns 16 Spe Gyarados, preventing them from Resting before a Taunt or Roaring before a Whirlwind. Speaking of Whirlwind, Skarmory is the team's sole pHazer, and although having only one isn't fun, Skarmory's ability to set up Spikes and then accumulate damage with Whirlwind is great. Lum + Taunt beats Roserade and Smeargle. And the icing on the cake: Skarm has instant recovery in Roost.
Once a Prince in the Royal Family of The Twilight Realm, Zant had a dream of becoming the King of the Twilight People. However, when the throne was handed instead to the Twilight Princess, Zant attacked her and usurped the throne. With his new questionably obtained power, Zant pursued his second aspiration: to take the kingdom of Hyrule and the rest of the world and shroud it in the Twilight that he revered, so that he would preside over it all. At least, those seemed to be his motives, but he was in fact a minion of Ganon, who appeared to Zant as a god and granted him some of the strength from his Triforce of Power, so that Zant might do his bidding. Zant is the primary antagonist for most of the game.
Agitha the Blissey, Leftovers.
24 HP / 252 Def / 232 SpD
Bold nature
-Stealth Rock
-Toxic
-Flamethrower
-Softboiled
You can stick with your Special Defense or Scarf Tars guys, but Blissey will always do this job better. Blissey walls stuff, and I'd be weak to stuff without her. Together, her and Skarm form an excellent stalling and entry hazard core. Many of the things that scare away Skarmory, ie Heatran, are Stealth Rock bait for Blissey. Toxic is used because it maximizes the number of Pokemon Blissey can beat one on one. Toxic is also great for poisoning random Pokemon like MixMence (to which Blissey is a great check), Gliscor (as it switches in), Tyranitar, etc. Flamethrower is the attacking move of choice because it has great neutral and super effective coverage, and it also works well together with Toxic. Softboiled = more recovery, woohoo.
Agitha is a delusional girl that lives in a place called "Agitha's Castle" in Hyrule Castle Town. When she first meets Link, wearing his green tunic, she thinks he is a grasshopper and is surprised to discover he is a person. She then launches into her story about how she is the Princess of the Insect Kingdom, and that she invited the 24 Golden Bugs of Hyrule to a Royal Ball, but they all seem to have gotten lost. She asks Link to help her find them; giving her Golden Bugs is rewarded with money and wallet upgrades.
Poe the Rotom-a, Leftovers.
248 HP / 124 Def / 136 SpD
Bold nature
-Thunderbolt
-Will-o-Wisp
-Rest
-Sleep Talk
Spike team need spin blocker bleh. Yeah, it blocks Rapid Spin and the only other thing that does that well is Spiritomb which would actually be kinda cool to fight Machamp better but Rotom-a has got way better resists. Thunderbolt is general obligatory STAB and hits Steel types neutrally rather than super-effectively for some reason, but Rotom still manages to be a main check of SD Scizor and Agiligross quite well. In addition, check to Gyarados here. I went with the slow defensive spread because I've got enough checks to Lucario. Also Will-o-Wisp burns Salamence and Scarf Tar and stuff. Its especially amusing to burn Scarf Tar, because it can't OHKO me, so if it Crunches, I just switch after Burning, and if it Pursuits, I rest instead. Rest Sleep Talk recovery blah blah
60 poe's are spread across Hyrule, and they together hold a curse on a very rich man named Jovani, who sold his soul to these Poes for reasons unknown. Finding and defeating all the poes will break the curse on Jovani, who was previously immobile, and as a reward he will provide you a literally unlimited source of money.
Lanayru the Suicune, Leftovers.
232 HP / 252 Def / 24 Spe
Bold nature
-Calm Mind
-Surf
-Ice Beam
-Rest
Suicune was the final addition to the defensive core, and as such, it attempts to act as a catchall to what the other defense mons are weak to. Some of these Pokemon include Infernape, Salamence, Heatran (especially Taunt Life Orb), Tyranitar etc. Suicune is certainly not the ideal answer to each individual Pokemon here, but I have been satisfied with Suicune's ability to check these Pokemon to a respectable extent. Surf is obligatory STAB, has respectable 95 Base Power, hits aforementioned Tyranitar, Infernape, and Heatran super effective style, and most importantly I need it to get to Kanto. Ice Beam is for Salamence tbh. This leaves two slots left. I could have gone with 3 attack Cune but I already had Rotom at this point and I wanted Suicune to get some recovery, so I stuck in Rest. The final slot it CM because hurr durr open slot on Cune stick in CM. Actually, I've been pleasantly surprised with how many times Suicune pulls off a Calm Mind sweep. Also, the 24 Speed EVs mean that Suicune will outrun most Defensive Rotom, getting in another Calm Mind before taking a Thunderbolt.
Argorok the Salamence, Life Orb.
16 Attack / 240 Special Attack / 252 Speed
Naive nature
-Draco Meteor
-Flamethrower
-Brick Break
-Roost
Totin' gats strapped with infrared beams. This is the centerpiece, the focal point, and the creme de la creme. Salamence loves to fire off his incredibly powerful Draco Meteors - which is hard enough to switch into without the Spikes - roasting the Steel types who try to resist into a crisp. There is no counter to Salamence because even those that can stand up to his attacks struggle to do so. Thats why even in the face of Scizors, Jirachis, Suicunes, and Swamperts, Salamence is extremely threatening and powerful. The terrifying Special Attacking combination of Draco Meteor and Flamethrower is complimented perfectly by Brick Break, which can 2HKO Blissey, and also hit Heatran super effectively, as he would otherwise be the one Pokemon that resisted all moves in the set. Salamence's excellent offensive stats are supported well by his considerable base 100 speed; to take full advantage of this, I use max Speed and a Naive nature. 16 EVs are placed in Attack to secure the 2HKO on Blissey. The remaining EVs are dumped into Special Attack so that I get as much juice as I can behind the Draco Meteor. Also, Lucario check. And finally: all this comes with instant-recovery Roost.
Argorok is the final boss of the game besides the two antagonists, Zant and Ganondorf. He is fought at the end of the long and challenging dungeon called City in the Sky, which is an aptly named city located in the sky and the home of the Oocca race. Argorok apparently has been terrorizing the Oocca people for quite some time now, and it can be seen causing havoc and several points throughout the dungeon. Argorok holds the last shard of the Mirror of Twilight, which is necessary in order to access the Palace of Twilight, where Zant resides.
Midna the Jirachi, Choice Scarf.
4 HP / 252 Attack / 252 Speed
Jolly nature
-Iron Head
-Fire Punch
-Thunderpunch
-Trick
This is the cleaner. The idea is to bring this in when there are no longer Swamperts/Heatrans/Skarmory/Etc. around to wall it. This is easy to achieve with the combination of Spikes and Salamence's attacks, as they easily weaken the opponent to Jirachi flinch range. Speaking of which, Iron Head is STAB, and the 60% flinch rate is devastating in combination with Spikes and Jirachi's speed. Besides being the main cleaner for this team, Jirachi is an important utility to check stuff. This includes Gyarados (fuck you Waterfall flinches on Rotom), Tyranitar, Lucario, Salamence (sometimes), etc. Also it can trick Crocune and CM Jirachi, who are assholes.
Midna, also known as the Twilight Princess, was the Queen of Twilight prior to the events of the game. However, the throne was usurped from her when Zant attacked her and turned her into an imp. Wanting revenge, she recruits Link to help her because he appeared to her as a wolf and it is twilit legend that a "divine beast" would save the twilight people. This prophecy comes to pass when Link and Midna defeat the oppresive Usurper King Zant at the Palace of Twilight.
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!consider
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24 HP / 226 Def / 120 SpA / 138 Spe
Bold nature
-Stealth Rock
-Toxic
-Flamethrower
-Softboiled
This is a slightly modified Blissey that outspeeds and OHKOs standard Choice Band Scizor with Flamethrower. The 24 HP EVs are a Leftovers number; the rest is dumped into Defense. Luring and killing Scizor is a good thing for Salamence but the significantly lower investment in Special Defense worries me somewhat, even though this is a Blissey.
24 HP / 252 Def / 232 SpD
Bold nature
-Stealth Rock
-Wish
-Flamethrower
-Protect
Passing Wish helps Suicune, Jirachi, and Rotom, which is nice. However, Blissey loses the ability to Toxic stuff, which is important.
4 HP / 252 Atk / 252 Spe
Jolly nature
-Dragon Dance
-Outrage
-Earthquake
-Roost
It's more of a sweeper unlike MixMence. It can't kill Skarmory though, and Salamence is my main switch to Skarm if Stealth Rock is not up. It's a very viable alternative, though. One of its most important advantages is that it can stand up to Calm Mind Jirachi better - this team's biggest threat.
252 HP / 252 Def / 4 Spe
Bold nature
-Surf
-Hidden Power Electric
-Wish
-Protect
It's better against Infernape and has Wish. However, it can't take on Salamence so I'd probably give Jirachi Ice Punch.
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