This team is one I have been working on for a long time. It has met a lot of success on the ladder. This team is an attempt at taking the offense quickly, but having bulk to fall back on if the offensive it fails. I attempt to cover the top threats of the OU metagame by having multiple checks for these Pokemon, which are Scizor, Salamence Gyarados (to a certain extent) and Heatran. This team attempts to set a medium tempo, allowing all members of the team to be able to keep up with the match and be able to battle to their maximum potential.
Team Needsaname (yes its a bad name, but it really does need a name, but please don't recommend one)
The Team itself. To kick things off, we have:
Heatran @ Shuca Berry
Ability: Flash Fire
EVs: 6 Def/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Flamethrower
- Earth Power
- Will-o-wisp
- Stealth Rock
The anti-lead. I use stealth rock if I know they're not going to use taunt. If I know they are, I switch if its Aerodactyl. If its Azelf, I use flamethrower as they taunt. If I think they will switch, I use Stealth Rock. Heatran has many opportunities to get Stealth Rock up. Will-O-Wisp is for extra team support. I have found that Gyarados and Salamence are two common switch-ins for Heatran. They always stat-up on their first turn, cause they assume I will switch out. I end up burning them and then switch to the appropriate counter. The most common lead I see is Metagross, so I usually set Stealth Rock up, use Will-O-Wisp then
switch to an appropriate counter. If you're wondering why I have flamethrower, then we must revist the old Accuracy vs Power, and I mostly prefer the accuracy over power. Will-O-Wisp can be changed to explosion, but then you'd need to redo much of Heatran.
The EV's are just so speed and special attack are maxed out. Nothing special. Timid was chosen because I'm not using Explosion. Occasionally, I will put HP Grass so Heatran gains coverage on Swampert, but often its unneccesary.
The weaknesses of Heatran can be passed off to Celebi. Salamence can use Earthquake users to switch in and begin its attack. Scizor can also switch into Tyranitar. Swampert poses a problem, but Celebi can switch in and OHKO with Grass Knot.
Against common leads:
Aerodactyl: Switch out as it taunts or sets Stealth Rock up. Switching to
scizor or Metagross works well enough for me.
Azelf: I open up with Flamethrower as it uses taunt or Stealth Rock.
Infernape: Switch to Salamence as Fake Out hits. Then use EQ as it uses Stealth Rock as Leadape never has HP Ice. The attack boost means that if it uses Flare Blitz or Close Combat it won't do much damage. SR usually isn't up and intimidate means it does even less.
Metagross: Stealth Rock if I think they will too. Will-O-Wisp if they switch, which is rarely. Then I use Flamethrower or Earthpower. Depends on what I think the Metagross is holding. Mostly its Occa berry.
Heatran: Stealth Rock. If they use Earthpower, I can take a hit with Shuca Berry. Then switch to Salamence as they attempt to finish the job. Or I just attack straight away and forego Stealth Rock.
Smeargle: Absorb the inevitable spore then switch to Salamence or Scizor to KO it.
Jirachi: Flamethrower it if it uses Iron Head. If not, set SR up then take it
out with Flamethrower.
Roserade: Let Heatran absorb sleep then switch Salamence in as it uses toxic spikes and take it out.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 102 HP/252 Def/76 Spd/80 SAtk
Bold nature (+Def, -Atk)
- Grass Knot
- Thunder Wave
- Hidden Power [Fire]
- Recover
Celebi spreads paralysis around, keeps itself healthy with Recover. Grass Knot for STAB and HP Fire for Scizors who think they're funny and switch in, hoping to U-Turn or Pursuit Celebi to death. The paralysis is tricky as Electivire could take advantage of it, switch in then sweep. If that's the case, some clever Salamence switching can end the sweep but naturally you'd prefer not to be caught in that situation.
The Speed EV's are irregular, but in some rare cases, defensive Celebi choose to run more speed EV's than the standard. So I made 76 Speed EV's. The Special attack EV's are so HP Fire will OHKO Scizor all the time. Maxed out defence and the rest in HP. Bold is a no brainer for a defensive Celebi (although admittedly, this doesn't seem like one). The EV's allow Celebi to OHKO Scizor and the speed also allows Celebi to get a little edge over other standard defensive Celebi.
Heatran covers Celebi's weaknesses well. Celebi has a multitude of useful
resistances but conversely, it does have a lot of weaknesses. Salamence can handle Celebi's bug problem quite well as can Heatran.
Metagross @ Choice Band
Ability: Clear Body
EVs: 122 HP/252 Atk/136 Spd
Adamant nature (+Atk, -SAtk)
- Meteor Mash
- Thunderpunch
- Ice Punch
- Earthquake
I put Thunder and Ice Punch on so Metagross can deal with Flygon, Salamence, Latias and Gyarados. Earthquake is for Jolteon and Electivire. MM for STAB. If you're wondering where Explosion is on a Choice Band set, well its not there because I want maximum coverage for Metagross. I need Metagross to do as much damage without being a suicidal maniac. Explosion, if you absolutely must have it can be put in place of either Thunder or Ice Punch. I decided on a choice band set after I tried the agiligross set, but found it was inefficient as it rarely used Agility. When it did, it was always a bad time and usually spelt doom for Metagross, so I scrapped it. I can't think of any type that resists the above type combination, barring Shedinja.
I am a fan of always maxing Metagross' attack out. I put 136 so I could outspeed all other Metagross by one point. The most EV's that is recommended is 132. Never speed increasing nature, so I stuck with Adamant. Then the rest were put into HP so I could give it some bulk.
Metagross' two weaknesses are covered by Salamence. Its fire weakness can also be passed off to Heatran or Latias. Heatran prefers the fire absorbing with Flash Fire, however circumstances might not allow multiple switch ins (IE Spikes), so Latias does just as well.
Salamence @ Life Orb
Ability: Intimidate
EVs: 146 Atk/148 Spd/216 SAtk
Naive nature (+Spd, -SDef)
- Draco Meteor
- Roost
- Flamethrower
- Earthquake
Generally speaking, standard Mixmence has Outrage. However, this is obviously a slight variation, I like to refer to it as Specially Based Mixmence (lol). Draco Meteor is great for high damage. Flamethrower and Earthquake are for everything that resists it. Earthquake has been included so Heatran doesn't switch in and ruin it all. Flamethrower is for all the other steel types that switch in, hoping to benefit from the resist of Draco Meteor and possibly set up. Roost is not generally seen on Salamence, and to be honest, I believe that Roost is a great option for Salamence as it can extend Salamence's life significantly, especially since Intimidate itself can cause switching (not guaranteed though). Outrage can be put over Roost but Roost increases the staying time for Salamence.
The EV's and the nature allow Salamence to outrun all the other neutral natured Base 100 Speed Pokemon by one point. The rest were put
into attack and special attack. Since there is only one physical move and one special, I had a bias to special attack, especially since the STAB is a special and not physical. Although less attack EVs and more special attack EVs could work.
Its weaknesses of Ice, Rock and Dragon can be passed around. Metagross works well, covering all of its weaknesses. Dragon and Ice moves can also be taken by Scizor but I must be careful of the freezehax of Ice Beam, which does ruin my day. Otherwise, Scizor can have fun with the Pokemon like Cresselia, Blissey and Mamoswine.
Scizor @ Muscle Band
Ability: Technician
EVs: 162 HP/252 Atk/96 Spd
Adamant nature (+Atk, -SAtk)
- Bullet Punch
- Pursuit
- Superpower
- U-turn
What appears to be a gimmicky item for Scizor and because of it, I have no doubt that some people will flame me endlessly for using it. Granted, it is unexpected and an item that is practically never used, but it allows me to (semi) bluff Choice Band (because there is no LO recoil), so when T-Tar or Magnezone come in on pursuit, hoping to set up, they get a nasty shock when Superpower OHKOs. Scizor's Superpower with Muscle Band gets the OHKO on two Pokemon without switching (if its super effective damage). I love the Choice Band set, but the Muscle Band does provide a little boost ('only' 10% i know) but I can change attacks unlike the Choice Band set, so Scizor is able to OHKO Magnezone switch-ins. The ability to switch attacks is invaluable to this team.
The max attack is a no brainer as well. 96 speed because some Scizor can run 92 speed EV's, so I can outspeed them all. Then put the rest in HP.
Its single weakness, fire, can be passed off to Heatran, Salamence or Latias.
Latias @ Choice Specs
Ability: Levitate
EVs: 6 Def/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Dragon Pulse
- Hidden Power [Fire]
- Thunderbolt
- Trick
I read the article about negating the effects of luck in the Smog. So, Latias is here to help counter Gyarados, which my team has trouble with. But Gyarados with Ice Fang does prove problematic. It also counters Salamence with Dragon Pulse and Scizor with HP Fire. Trick is for the
countless walls that switch in, trying to wall it. I considered giving Latias
the Boltbeam combo, but decided that the coverage wasn't worth it since HP Fire hits grass types and Dragon Pulse takes opposing Dragons out.
I just maxed out Special Attack and Speed for maximum damage output and maxed speed out so I could outspeed everything that Latias is capable of outspeeding. Timid nature is for the speed since specs increase Latias' special attack anyway.
Its Ice weakness is sent to Heatran, Metagross and Scizor. Heatran takes care of Ghost, Dark and Bug as well. Scizor and Metagross also take care of other Dragon type moves, especially outrage, which Metagross loves to switch into and I am, of course, only too happy to oblige most of the time.
Team Selection
I knew Celebi had to be on the team, since it is my all time favourite Pokemon. It is also relatively bulky and has a great movepool. It does have lots of good resistances but the record setting 7 weaknesses is a problem.
Heatran covers Celebi's weaknesses and vice versa. I like leadtran, but unlike the standard leadtran, I made it timid with Will-O-Wisp and forwent Explosion. Explosion makes a suicide lead, but I need Heatran with its resistances for later in the battle.
Metagross gives a great deal of resistances and works efficiently with Celebi and Heatran. It also adds a great deal of attacking power, although its STAB Meteor Mash isn't the best for attacking with. I'm just glad its very powerful.
Salamence was added since it could work extremely well with Metagross and the two can rip entire teams apart given half a chance. Salamence also covers Celebi and Heatran's 4x weakness and Heatran can reciprocate with Salamence's 4x weakness.
The last 2 slots were a massive problem. I had 4 great Pokemon who could all work extremely well together. So I added Scizor for its resistances and its ability to revenge KO. We all know the deal with Technician Scizor so I won't go into it any further.
The last slot was the slot that was continuously changing. I found Jolteon insufficient as it created a massive problem with Mamoswine, so I put Latias there. I still have the problem, but Latias can attempt to KO back with HP Fire. Latias brings another ground immunity to the team and acts as a backup to Gyarados should Celebi be KO'd. It is also a good way of acting as a counter (of sorts) to Jolteon but Shadow Ball/Signal Beam does hurt a little. Understandably, Mamoswine will always pose a threat to this team but the team does have many Pokemon that can counter it or revenge KO it at the very least.
Admittedly, most of the Pokemon are chosen for resistances, but I did want some semblance of bulk and resistances to fall back on if the initial offensive was beaten back, which does happen. If it does, then I can try to slow things down and when I have an advantage, step up the pace and try to sweep again.
Team Needsaname (yes its a bad name, but it really does need a name, but please don't recommend one)
The Team itself. To kick things off, we have:
Heatran @ Shuca Berry
Ability: Flash Fire
EVs: 6 Def/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Flamethrower
- Earth Power
- Will-o-wisp
- Stealth Rock
The anti-lead. I use stealth rock if I know they're not going to use taunt. If I know they are, I switch if its Aerodactyl. If its Azelf, I use flamethrower as they taunt. If I think they will switch, I use Stealth Rock. Heatran has many opportunities to get Stealth Rock up. Will-O-Wisp is for extra team support. I have found that Gyarados and Salamence are two common switch-ins for Heatran. They always stat-up on their first turn, cause they assume I will switch out. I end up burning them and then switch to the appropriate counter. The most common lead I see is Metagross, so I usually set Stealth Rock up, use Will-O-Wisp then
switch to an appropriate counter. If you're wondering why I have flamethrower, then we must revist the old Accuracy vs Power, and I mostly prefer the accuracy over power. Will-O-Wisp can be changed to explosion, but then you'd need to redo much of Heatran.
The EV's are just so speed and special attack are maxed out. Nothing special. Timid was chosen because I'm not using Explosion. Occasionally, I will put HP Grass so Heatran gains coverage on Swampert, but often its unneccesary.
The weaknesses of Heatran can be passed off to Celebi. Salamence can use Earthquake users to switch in and begin its attack. Scizor can also switch into Tyranitar. Swampert poses a problem, but Celebi can switch in and OHKO with Grass Knot.
Against common leads:
Aerodactyl: Switch out as it taunts or sets Stealth Rock up. Switching to
scizor or Metagross works well enough for me.
Azelf: I open up with Flamethrower as it uses taunt or Stealth Rock.
Infernape: Switch to Salamence as Fake Out hits. Then use EQ as it uses Stealth Rock as Leadape never has HP Ice. The attack boost means that if it uses Flare Blitz or Close Combat it won't do much damage. SR usually isn't up and intimidate means it does even less.
Metagross: Stealth Rock if I think they will too. Will-O-Wisp if they switch, which is rarely. Then I use Flamethrower or Earthpower. Depends on what I think the Metagross is holding. Mostly its Occa berry.
Heatran: Stealth Rock. If they use Earthpower, I can take a hit with Shuca Berry. Then switch to Salamence as they attempt to finish the job. Or I just attack straight away and forego Stealth Rock.
Smeargle: Absorb the inevitable spore then switch to Salamence or Scizor to KO it.
Jirachi: Flamethrower it if it uses Iron Head. If not, set SR up then take it
out with Flamethrower.
Roserade: Let Heatran absorb sleep then switch Salamence in as it uses toxic spikes and take it out.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 102 HP/252 Def/76 Spd/80 SAtk
Bold nature (+Def, -Atk)
- Grass Knot
- Thunder Wave
- Hidden Power [Fire]
- Recover
Celebi spreads paralysis around, keeps itself healthy with Recover. Grass Knot for STAB and HP Fire for Scizors who think they're funny and switch in, hoping to U-Turn or Pursuit Celebi to death. The paralysis is tricky as Electivire could take advantage of it, switch in then sweep. If that's the case, some clever Salamence switching can end the sweep but naturally you'd prefer not to be caught in that situation.
The Speed EV's are irregular, but in some rare cases, defensive Celebi choose to run more speed EV's than the standard. So I made 76 Speed EV's. The Special attack EV's are so HP Fire will OHKO Scizor all the time. Maxed out defence and the rest in HP. Bold is a no brainer for a defensive Celebi (although admittedly, this doesn't seem like one). The EV's allow Celebi to OHKO Scizor and the speed also allows Celebi to get a little edge over other standard defensive Celebi.
Heatran covers Celebi's weaknesses well. Celebi has a multitude of useful
resistances but conversely, it does have a lot of weaknesses. Salamence can handle Celebi's bug problem quite well as can Heatran.
Metagross @ Choice Band
Ability: Clear Body
EVs: 122 HP/252 Atk/136 Spd
Adamant nature (+Atk, -SAtk)
- Meteor Mash
- Thunderpunch
- Ice Punch
- Earthquake
I put Thunder and Ice Punch on so Metagross can deal with Flygon, Salamence, Latias and Gyarados. Earthquake is for Jolteon and Electivire. MM for STAB. If you're wondering where Explosion is on a Choice Band set, well its not there because I want maximum coverage for Metagross. I need Metagross to do as much damage without being a suicidal maniac. Explosion, if you absolutely must have it can be put in place of either Thunder or Ice Punch. I decided on a choice band set after I tried the agiligross set, but found it was inefficient as it rarely used Agility. When it did, it was always a bad time and usually spelt doom for Metagross, so I scrapped it. I can't think of any type that resists the above type combination, barring Shedinja.
I am a fan of always maxing Metagross' attack out. I put 136 so I could outspeed all other Metagross by one point. The most EV's that is recommended is 132. Never speed increasing nature, so I stuck with Adamant. Then the rest were put into HP so I could give it some bulk.
Metagross' two weaknesses are covered by Salamence. Its fire weakness can also be passed off to Heatran or Latias. Heatran prefers the fire absorbing with Flash Fire, however circumstances might not allow multiple switch ins (IE Spikes), so Latias does just as well.
Salamence @ Life Orb
Ability: Intimidate
EVs: 146 Atk/148 Spd/216 SAtk
Naive nature (+Spd, -SDef)
- Draco Meteor
- Roost
- Flamethrower
- Earthquake
Generally speaking, standard Mixmence has Outrage. However, this is obviously a slight variation, I like to refer to it as Specially Based Mixmence (lol). Draco Meteor is great for high damage. Flamethrower and Earthquake are for everything that resists it. Earthquake has been included so Heatran doesn't switch in and ruin it all. Flamethrower is for all the other steel types that switch in, hoping to benefit from the resist of Draco Meteor and possibly set up. Roost is not generally seen on Salamence, and to be honest, I believe that Roost is a great option for Salamence as it can extend Salamence's life significantly, especially since Intimidate itself can cause switching (not guaranteed though). Outrage can be put over Roost but Roost increases the staying time for Salamence.
The EV's and the nature allow Salamence to outrun all the other neutral natured Base 100 Speed Pokemon by one point. The rest were put
into attack and special attack. Since there is only one physical move and one special, I had a bias to special attack, especially since the STAB is a special and not physical. Although less attack EVs and more special attack EVs could work.
Its weaknesses of Ice, Rock and Dragon can be passed around. Metagross works well, covering all of its weaknesses. Dragon and Ice moves can also be taken by Scizor but I must be careful of the freezehax of Ice Beam, which does ruin my day. Otherwise, Scizor can have fun with the Pokemon like Cresselia, Blissey and Mamoswine.
Scizor @ Muscle Band
Ability: Technician
EVs: 162 HP/252 Atk/96 Spd
Adamant nature (+Atk, -SAtk)
- Bullet Punch
- Pursuit
- Superpower
- U-turn
What appears to be a gimmicky item for Scizor and because of it, I have no doubt that some people will flame me endlessly for using it. Granted, it is unexpected and an item that is practically never used, but it allows me to (semi) bluff Choice Band (because there is no LO recoil), so when T-Tar or Magnezone come in on pursuit, hoping to set up, they get a nasty shock when Superpower OHKOs. Scizor's Superpower with Muscle Band gets the OHKO on two Pokemon without switching (if its super effective damage). I love the Choice Band set, but the Muscle Band does provide a little boost ('only' 10% i know) but I can change attacks unlike the Choice Band set, so Scizor is able to OHKO Magnezone switch-ins. The ability to switch attacks is invaluable to this team.
The max attack is a no brainer as well. 96 speed because some Scizor can run 92 speed EV's, so I can outspeed them all. Then put the rest in HP.
Its single weakness, fire, can be passed off to Heatran, Salamence or Latias.
Latias @ Choice Specs
Ability: Levitate
EVs: 6 Def/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Dragon Pulse
- Hidden Power [Fire]
- Thunderbolt
- Trick
I read the article about negating the effects of luck in the Smog. So, Latias is here to help counter Gyarados, which my team has trouble with. But Gyarados with Ice Fang does prove problematic. It also counters Salamence with Dragon Pulse and Scizor with HP Fire. Trick is for the
countless walls that switch in, trying to wall it. I considered giving Latias
the Boltbeam combo, but decided that the coverage wasn't worth it since HP Fire hits grass types and Dragon Pulse takes opposing Dragons out.
I just maxed out Special Attack and Speed for maximum damage output and maxed speed out so I could outspeed everything that Latias is capable of outspeeding. Timid nature is for the speed since specs increase Latias' special attack anyway.
Its Ice weakness is sent to Heatran, Metagross and Scizor. Heatran takes care of Ghost, Dark and Bug as well. Scizor and Metagross also take care of other Dragon type moves, especially outrage, which Metagross loves to switch into and I am, of course, only too happy to oblige most of the time.
Team Selection
I knew Celebi had to be on the team, since it is my all time favourite Pokemon. It is also relatively bulky and has a great movepool. It does have lots of good resistances but the record setting 7 weaknesses is a problem.
Heatran covers Celebi's weaknesses and vice versa. I like leadtran, but unlike the standard leadtran, I made it timid with Will-O-Wisp and forwent Explosion. Explosion makes a suicide lead, but I need Heatran with its resistances for later in the battle.
Metagross gives a great deal of resistances and works efficiently with Celebi and Heatran. It also adds a great deal of attacking power, although its STAB Meteor Mash isn't the best for attacking with. I'm just glad its very powerful.
Salamence was added since it could work extremely well with Metagross and the two can rip entire teams apart given half a chance. Salamence also covers Celebi and Heatran's 4x weakness and Heatran can reciprocate with Salamence's 4x weakness.
The last 2 slots were a massive problem. I had 4 great Pokemon who could all work extremely well together. So I added Scizor for its resistances and its ability to revenge KO. We all know the deal with Technician Scizor so I won't go into it any further.
The last slot was the slot that was continuously changing. I found Jolteon insufficient as it created a massive problem with Mamoswine, so I put Latias there. I still have the problem, but Latias can attempt to KO back with HP Fire. Latias brings another ground immunity to the team and acts as a backup to Gyarados should Celebi be KO'd. It is also a good way of acting as a counter (of sorts) to Jolteon but Shadow Ball/Signal Beam does hurt a little. Understandably, Mamoswine will always pose a threat to this team but the team does have many Pokemon that can counter it or revenge KO it at the very least.
Admittedly, most of the Pokemon are chosen for resistances, but I did want some semblance of bulk and resistances to fall back on if the initial offensive was beaten back, which does happen. If it does, then I can try to slow things down and when I have an advantage, step up the pace and try to sweep again.