TEAM ANCIENT GREECE
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Well, I've made plenty of RMTs. All of those teams became unsuccessful due to the fact that I realized those teams sucked and would've kept changing over and over again. But, after extensive testing on a brand new team, I have made a team I figured you guys on these forums can't completely shred to pieces and make me feel like an idiot. So here is how I started making this team... -----------------------------------------------------------------------
TEAM BUILDING PROCESS
Well I decided to make a team by starting with pokemon sets that aren't as common in OU, thus unexpected. So I thought of a pokemon everyone expects to be defensive, and made it offensive. The perfect pokemon is Suicune.
Another pokemon who is usually defensive, but has excellent offensive capabilities is Zapdos, so it joined Suicune. Now I have two powerful special pokemon that will catch people completely off guard.
I realizeed I still, I need 1 more specially based pokemon. So I looked for the one of my favorite pokemon from the old school days. Gengar. With 130 base special attack, and 110 base speed, its good to see how one of my childhood favorites is actually decent. (I'm only 14, been playing pokemon since I was 4.)
So, I've got my three special pokemon, I need a good physical sweeper. Still remembering my good ol' days as a little kid, I remembered the Celebi: Voice of the Forest, there was this massive green spiky thing that was in a Dark Ball (it was pretty badass then too), and its name was Tyranitar.
This team looks pretty badass, but I need another physical sweeper, but this time to catch the opposing team off guard. One that's normally seen as mixed, or special is more common. The perfect pokemon came to mind, Infernape.
All I need is a lead now. But I don't want a sissy lead. I want something pretty badass, and hard hitting. But, it has to be physical. So I started thinking of some sluggers who kick everyones ass. It can also wreck havoc before the game even starts. The perfect pokemon came to mind, Machamp.
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AT A GLANCE
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WEAKNESS/RESISTANCE CHART
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IN DEPTH:
AT A GLANCE
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WEAKNESS/RESISTANCE CHART
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IN DEPTH:
Aristomache (Machamp) (M) @ Lum Berry
Ability: No Guard
EVs: 236 HP/248 Atk/8 Spd/16 SDef
Adamant nature (+Atk, -SAtk)
Dynamicpunch
Bullet Punch
Payback
Ice Punch
Bullet Punch
Payback
Ice Punch
Aristomache means "Best at Battle" which could not be truer for Machamp. His massive attack and invested bulk make Machamp a great lead. Adamant because he's slow and always will be. Lum Berry to avoid status, such as sleep from Roserade and Smeargle or burn from a Rotom-A switch-in. The EVs provide extra bulk and excellent damage, I took 4 HP EVs and put them in Speed, just to fight other Machamp. No Guard is godly. Dynamicpunch for STAB and 100% confusion, so if a Gyarados tries to switch in on me, he'll take damage from the hit and be confused, allowing me to switch to Zapdos while it slaps himself in the face with his tail. Bullet Punch to finish off Focus Sashed Pokemon that survived a OHKO. Payback for ghosts, and due to Machamp being so slow, it pretty much always has 100 Base Power. Ice Punch for Grass, Ground, and Flying type leads, such as Roserade, Hippopowdon, or Aerodactyl. He stacks up against the the most common leads easily....
(taken from http://www.smogon.com/smog/ou_metagame_analysis )
Metagross and Azelf - Dynamicpunch as they SR and switch to Gengar as it explodes.
Infernape - Dynamicpunch it to death.
Jirachi - Dynamicpunch to confuse and then send out Gengar to find out if its scarfed, and then kill with HP Fire.
Aerodactyl - Ice Punch as it sets up rocks, then Bullet Punch for the kill.
Swampert - Dynamicpunch to confuse it, then send in Zapdos to HP Grass, and if it roars just attack with whoever comes out until he dies.
Bronzong - Dynamicpunch for confusion, switch to Gengar as it tries to explode or to HP Fire.
Tyranitar - They always switch, so I use payback to kill their spinblocker.
Heatran - Dynamicpunch.
Gengar - Payback.
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Overall, Machamp will always do an insanely large amount of damage to any team, prepared for him or not. This makes him an incredibly effective lead, and one hell of a guy. His name suits him very well. He's the best.
Ability: Pressure
EVs: 4 Def/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
Thunderbolt
Heat Wave
Hidden Power [Ice]
Roost
Heat Wave
Hidden Power [Ice]
Roost
Charon means "Fierce Brighness" and that's all Zapdos is. Zapdos is normally seen as physically or specially defensive, due to its great typing. Then I noticed Zapdos' special attack was 125, so I figured I'd use the great defensive typing and abuse it as a special attacker. I went with a Timid Nature to tie with positive natured base 100, and due to the fact Zapdos does a good amount of damage without a positive nature. Life Orb is to increase damage, because Zapdos has no boosting moves on this set, so the extra Umph is greatly appreciated. The EVs are for maximum Special Attack and Speed, along with 1 more hit point for leftovers. Thunderbolt for STAB, which is more reliable and has more PP than Thunder. Heat Wave for steel, bug, grass, and ice types that try to come in on Zapdos and hurt me. HP Ice is for Dragon, Ground, and Flying types. Roost is to increase my stamina and allows me to PP stall certain opponents when neccessary by using Pressure. Zapdos normally is brought out early to counter anothers counter, but late game Zapdos can easily clean up after everyone with its speed and power, finishing off the opponenet with a storm of pain. Overall, Offensive Zapdos' Fierce Brightness is electricity and flame striking down my opponents one by one from the sky, which is very unexpected from the standard Defensive Zapdos.
Cleisthenes (Infernape) (M) @ Life Orb
Ability: Blaze
EVs: 252 Atk/56 Def/200 Spd
Jolly nature (+Spd, -SAtk)
Swords Dance
Close Combat
Fire Punch
Stone Edge
Close Combat
Fire Punch
Stone Edge
Cleisthenes means "Glorious Strength" which is exactly what Infernape has. He is the suprise on the team due to the fact that his is most often seen as a lead, mixed sweeper, wallbreaker, or special sweeper. I chose "none of the above" and made him a physical sweeper. Jolly is to make him faster, due to 108 base speed being only slightly above average. Expert Belt to increase damage but without Life Orb residual damage. The EVs provide damage and speed, which is just what a sweeper needs. I went with Swords Dance to increase Infernape's damage immensely. 104 base is normally not sweeper material, so it definately needed a boost, even if it means that Infernape is given away when it uses Swords Dance, it is extremely neccessary. Close Combat is a massive STAB that will take a huge chunk out of everyone who doesn't resist it, before a Swords Dance and even more afterwards. Fire Punch is for STAB as well, providing coverage. It is used over Flare Blitz because after a Swords Dance, it nets the same OHKOs and doesn't add recoil. Stone Edge is for flying types, such as Gyrados, Dragonite, Zapdos, etc. that come in on Infernape and try to net an easy kill. I save Infernape until late game to suprise the opponent and perform the same job Zapdos was, but on a physically based side. It works well with Gengar and Zapdos, who can come in on Ground attacks, Suicune who can come in on water attacks, and Tyranitar, who can come in on Psychic attacks. Overall, Infernape's least used set is definately effective, underrated, and will suprise any opponent because no one is prepared for it due to its lack of usage.
Ability: Levitate
EVs: 4 Def/252 Spd/252 SAtk
Naive nature (+Spd, -Atk)
Explosion
Shadow Ball
Focus Blast
Hidden Power [Fire]
Shadow Ball
Focus Blast
Hidden Power [Fire]
Orpheus means "The Darkness of Night", which definately suits Gengar. I went with Timid to increase Gengar's speed, because, like Zapdos, it does a massive amount of damage without a boosting nature. Levitate allows me to switch into Ground type attacks hurled at Infernape, and ghost typing lets me absorb Explosions aimed at Machamp. The EVs provide speed and power, which Gengar already has. Explosion is to deal with pokemon that have gotten a few boosts, or Blissey that wants to mess with me. Shadow Ball is for STAB, and as a bonus it occasionally drops Special Defence. Focus Blast provides neutral type coverage with Shadow Ball, and allows me to finish off weakened Blissey, along with take out the likes of Tyranitar. HP Fire lets me kill Scizor, Metagross, and Forretress, mainly Scizor because it can Pursuit, while Metagross can Zen Headbutt. This set has been much more successful than the Substitute Special set, due to Protect and a Life Orb being more effective than Substitute and Leftovers, providing more damage yet the same effect; along with being less expected due to its lower use. Gengar has excellent synergy with all the Physical pokemon, Machamp can take out Blissey and Snorlax, while Gengar can take explosions. Infernape can switch out to Gengar, preventing a ground-type attack. Yet, all 3 of those pokemon are weak to psychic attacks, but Tyranitar is immune to psychic, thus the 4 work together harmoniously. Zapdos can do the same thing Gengar does for Infernape, while Suicune can take psychics easily if Tyranitar is down, due to its natural bulk. Overall, Gengar is great and takes out a large number of the metagame, along with synergizing with the rest of the team. Thus, Gengar is a beast, and she is a valuable member of the team.
Ability: Sand Stream
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
Dragon Dance
Stone Edge
Crunch
Fire Punch
Stone Edge
Crunch
Fire Punch
Deimos is "Terror", the perfect name for Tyranitar. Jolly to outpace Azelf and Starmie after a DD, and Babiri Berry to prevent me from being easily revenge killed. The EVs provide power and speed, further making Dragon Dance useful. This is the standard Dragon Dance set, which is incredibly uncommon compared to to popular ScarfTar and BandTar, which makes this unexpected. The strategy is I easily come in on a pokemon ScarfTar would handle (except with Pursuit) and Dragon Dance. From there I outpace Starmie and slower, as long as it isn't scarfed. Dragon Dance perfects a Tyranitar, increasing its massive attack, and making up for its lackluster speed. Stone Edge and Crunch provide powerful STABs, before and after I can get a Dragon Dance. Fire Punch allows me to take out Scizors and other steel types, with a super effective attack, which comes after my Babiri Berry saves my ass. TTar can take all the Psychic attacks thrown at Machamp, Infernape, and Gengar. It can also take Rock attacks hurled at Zapdos. Gengar can come in on Fighting attacks, Zapdos can take fighting and grass attacks, Infernape can take grass attacks, and Suicune can take water attacks hurled at Tyranitar. Overall, he's not the tyrant pokemon for nothing, and he fits excellent with this team, making him perfect, even though sand storm hurts everyone on my team. (Sand Stream let me down for the first time on a team...)
Zale (Suicune) @ Leftovers
Ability: Pressure
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
Calm Mind
Surf
Ice Beam
Hidden Power [Electric]
Surf
Ice Beam
Hidden Power [Electric]
Zale is "Of the Sea" in Greek, I couldn't find a name for rain, but (loophole) rainstorms are often formed over the sea, due to evaporation filling the clouds with water and thus creating storms (6th grade science wasn't useless! Yay pokemon!). Suicune isn't often seen, but when it is, almost none of them are offensive (less than 10%). Whether itd be a tank, a shuffler, or restalking version of either of those, thus, mine will be completely unexpected. Timid increase Speed, because Calm Mind increases my Special Attack. Leftovers increases Suicune's natural bulk. Calm Mind is neccessary on all Suicune sets, to either increase his bulk or power, its commonly for bulk, so the power boost reliance will not be nearly as expected. Since all Suicune's are almost always defensive and start with Calm Mind, most pokemon will be caught off guard when I hit back so hard. Surf is for STAB, and is only resisted by Water, Dragon, and Grass. Ice Beam hits Grass types and Dragons for super effective damage, while HP Electric hits Water types that try to resist Surf, thus the moveset provides neutral type coverage on all types. Synergetic, Suicune can switch out to Gengar, Zapdos, or Infernape for grass attacks, but will require to try and Calm Mind up the defence for electric attacks, which works quite well if I can get 2 or more up.
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Thank you for Reading!
Xx Threat list located below xX