Hey there Smogon! It's time for my 4th RMT since becoming a member here.
First a little intro: The idea for this team started back in mid-February when I decided I was finally going to buy a DS and Platinum. This team was originally designed for Wi-Fi use, and I wanted to use as many pokemon as possible that I could acquire in emerald (to abuse the RNG to get good IV's and such). At the time, Shoddy battle was not working on my primary computer, so I never thought I would bring this team to shoddy. After using it for the last 4 or so days, my current win percentage stands around 75-80%, with many of those losses coming from me playing stupidly and/or mass hax. Without further ado, I present: Dance Dance Revolution!
At a Glance:
Apparently I like 3 things: Blue Pokemon, Water Pokemon, and Pokemon that start with the letter S
Quick Facts:
2 Pokes weak to Stealth Rock, 2 Resistors
4 Pokemon Immune to Toxic Spikes (and 1 with Natural Cure)
2 Pokemon Immune to Spikes
1 Pursuit Weak Pokemon
Resistances Chart:
In-Depth:
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 80 HP/252 Atk/176 Spd
Jolly nature (+Spd, -SAtk)
- Iron Head
- Stealth Rock
- Trick
- U-turn
Jirachi starts us off. It's versatility means that it can fill many roles as a lead, much less the number it can perform on the team in general. My jirachi is of the Trick Scarf variety, serving as a lead/anti-lead with distinction. Trick allows me to cripple the slow, bulky leads. Iron head takes out the fast, frail leads and with that sexy 60% flinch chance, the other player often doesn't get his rocks up. U-turn allows me to escape unfavorable match-ups and to scout switch ins later on. Stealth rock is the obvious entry hazard that we all love and hate. His good bulk and typing means that he can serve as a good switch in later on in the match.
How he does against the common leads:
: Iron Head 2HKO's, and with the flinch chance it is quite likely they won't even get rocks up
: Trick them my scarf, if they EQ'd, bring in Gyarados/Salamence. If they SR'd, then set up my own as they switch
: See Metagross
: I usually U-turn out to Starmie to scout what type of lead it is, then play accordingly
: See Azelf
: Take the Fake Out then U-Turn to Starmie
: Iron Head 2HKO's, and they only have a 30% chance of sleep powder working.
: U-Turn to Starmie
: See Azelf
: See Metagross
: See Metagross
Gyarados (M) @ Life Orb
Ability: Intimidate
EVs: 252 Atk/4 Def/252 Spd
Adamant nature (+Atk, -SAtk)
- Dragon Dance
- Waterfall
- Stone Edge
- Earthquake
Next up is Gyarados. The water dragon certainly earns his keep on this team. He can easily set up on common Pokemon like Scizor and just rip stuff up with his macho-man 125 base attack. Adamant nature was chosen to maximize the power of his attacks. Not out running Jolteon after a Dance is unfortunate, but the power more than makes up for it. I usually use him as an early game or mid game sweeper, softening up Pokemon that can counter Salamence. Dragon Dance is what this team is named for, and after using it once, Gyarados reaches 574 Attack and 391 Speed. Waterfall is a great STAB move, water is a pretty good attacking type, and the 20% chance of flinch is nice. Stone Edge covers Zapdos, Salamence, and other Gyarados, while also hitting things that resist Waterfall hard. Earthquake rounds out the coverage.
Salamence (M) @ Life Orb
Ability: Intimidate
EVs: 4 Atk/252 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Dragon Dance
- Outrage
- Draco Meteor
- Earthquake
And here comes the other dancer! Mixed Dancing Salamence is a set I have used on a previous team, and I found it to be just awesome. The beauty of this set is that I can fake a MixMence by dropping Draco Meteors all over the place, and then when they least expect it, I can Dragon Dance in their face. Or I can keep him hidden until later, Dragon Dance, and when they bring in their Swampert/Hippowdon/Gliscor/(Put Physical Wall Here) I KO them with Draco Meteor. Dragon Dance is here once again, giving Salamence 460 Attack and 492 Speed after one. Outrage provides Physical STAB, and rips through anything that isn't a steel type. Draco Meteor is what gives this set its surprise value. Effective 210 Base Power coming off of 319 Special Attack hurts things. Earthquake provides coverage against grounded steel types. The only Pokemon I don't hit for at least neutral are Skarmory and Levitate Bronzong.
Swampert (M) @ Leftovers
Ability: Torrent
EVs: 252 HP/4 Atk/252 Def
Relaxed nature (+Def, -Spd)
- Earthquake
- Ice Beam
- Protect
- Roar
Ah Swampert... how I love you so. He is the glue of my team. His great defenses mean that he can wall a good number of Pokemon that could be troublesome otherwise. The EV's are the MixPert lead spread, but since he isn't in the lead, I can use both Protect and Roar, which is very advantageous. Earthquake is STAB, and hits things that he walls (namely Metagross and Tyranitar) very hard. Ice Beam provides respectable coverage when combined with Earthquake. Protect allows me to scout out what move a choiced Pokemon is going to use, not get exploded on, guard against toxic(which Swampert HATES), and stall for more leftovers recovery. Roar allows me to scout switch ins and get rid of stat boosters. He is also my only Pokemon that isn't hit at least neutrally by electric attacks.
Scizor (M) @ Choice Band
Ability: Technician
EVs: 248 HP/252 Atk/8 Spd
Adamant nature (+Atk, -SAtk)
- U-turn
- Bullet Punch
- Superpower
- Pursuit
Oh Scizor, how we all hate you, but we still use you anyways. You're just that damn useful. Yes, it's another boring Choice Band Scizor. Sorry, but he works. He provides very useful resistances with his great typing, and can switch in a couple of times on attacks because of his decent bulk. He is a great revenge killer, and keeps DD Salamence from running all over me(if Swampert is at too low of health to take an Outrage and KO back). U-turn for scouting switch ins and such. Bullet Punch is what makes him such a great revenge killer. Superpower is useful for hitting steels who want to get cute and switch in, and it also 1HKO's Blissey. Pursuit allows me to trap things such as choiced Rotom and Latais.
Starmie @ Expert Belt
Ability: Natural Cure
EVs: 136 HP/156 Def/216 Spd
Timid nature (+Spd, -Atk)
- Rapid Spin
- Surf
- Thunderbolt
- Recover
And lastly we have Starmie. With both of my main sweepers being weak to Stealth Rock, I felt that a spinner was a necessity on my team. Starmie fits the bill perfectly with its Speed, typing, and Special Attack. It is my best answer to Infernape, and my only dedicated Gyarados counter. With the EV spread, Max Attack Gyarados at +1 with life orb can never 1HKO Starmie with Stone Edge or Earthquake, while Starmie always 1HKO's if rocks are up. Starmie takes only 45-53% from a Scarf-Tar's pursuit if it stays in, and if Tar switched in on surf, Starmie KO's it always if rocks are up. Rapid Spin is the most important move, getting rid of spikes and more importantly Stealth Rock. Surf is a powerful STAB move which can 2HKO Scarf Rotom-A, the most prominent spin blocker around on offensive teams. Thunderbolt allows me to counter Gyarados. Recover allows Starmie to stick around longer for more ass kicking.
Thanks for reading this RMT, and I hope that you can help me improve this team!
Threat List is below.
First a little intro: The idea for this team started back in mid-February when I decided I was finally going to buy a DS and Platinum. This team was originally designed for Wi-Fi use, and I wanted to use as many pokemon as possible that I could acquire in emerald (to abuse the RNG to get good IV's and such). At the time, Shoddy battle was not working on my primary computer, so I never thought I would bring this team to shoddy. After using it for the last 4 or so days, my current win percentage stands around 75-80%, with many of those losses coming from me playing stupidly and/or mass hax. Without further ado, I present: Dance Dance Revolution!
At a Glance:
Apparently I like 3 things: Blue Pokemon, Water Pokemon, and Pokemon that start with the letter S
Quick Facts:
2 Pokes weak to Stealth Rock, 2 Resistors
4 Pokemon Immune to Toxic Spikes (and 1 with Natural Cure)
2 Pokemon Immune to Spikes
1 Pursuit Weak Pokemon
Resistances Chart:
In-Depth:
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 80 HP/252 Atk/176 Spd
Jolly nature (+Spd, -SAtk)
- Iron Head
- Stealth Rock
- Trick
- U-turn
Jirachi starts us off. It's versatility means that it can fill many roles as a lead, much less the number it can perform on the team in general. My jirachi is of the Trick Scarf variety, serving as a lead/anti-lead with distinction. Trick allows me to cripple the slow, bulky leads. Iron head takes out the fast, frail leads and with that sexy 60% flinch chance, the other player often doesn't get his rocks up. U-turn allows me to escape unfavorable match-ups and to scout switch ins later on. Stealth rock is the obvious entry hazard that we all love and hate. His good bulk and typing means that he can serve as a good switch in later on in the match.
How he does against the common leads:
Gyarados (M) @ Life Orb
Ability: Intimidate
EVs: 252 Atk/4 Def/252 Spd
Adamant nature (+Atk, -SAtk)
- Dragon Dance
- Waterfall
- Stone Edge
- Earthquake
Next up is Gyarados. The water dragon certainly earns his keep on this team. He can easily set up on common Pokemon like Scizor and just rip stuff up with his macho-man 125 base attack. Adamant nature was chosen to maximize the power of his attacks. Not out running Jolteon after a Dance is unfortunate, but the power more than makes up for it. I usually use him as an early game or mid game sweeper, softening up Pokemon that can counter Salamence. Dragon Dance is what this team is named for, and after using it once, Gyarados reaches 574 Attack and 391 Speed. Waterfall is a great STAB move, water is a pretty good attacking type, and the 20% chance of flinch is nice. Stone Edge covers Zapdos, Salamence, and other Gyarados, while also hitting things that resist Waterfall hard. Earthquake rounds out the coverage.
Salamence (M) @ Life Orb
Ability: Intimidate
EVs: 4 Atk/252 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Dragon Dance
- Outrage
- Draco Meteor
- Earthquake
And here comes the other dancer! Mixed Dancing Salamence is a set I have used on a previous team, and I found it to be just awesome. The beauty of this set is that I can fake a MixMence by dropping Draco Meteors all over the place, and then when they least expect it, I can Dragon Dance in their face. Or I can keep him hidden until later, Dragon Dance, and when they bring in their Swampert/Hippowdon/Gliscor/(Put Physical Wall Here) I KO them with Draco Meteor. Dragon Dance is here once again, giving Salamence 460 Attack and 492 Speed after one. Outrage provides Physical STAB, and rips through anything that isn't a steel type. Draco Meteor is what gives this set its surprise value. Effective 210 Base Power coming off of 319 Special Attack hurts things. Earthquake provides coverage against grounded steel types. The only Pokemon I don't hit for at least neutral are Skarmory and Levitate Bronzong.
Swampert (M) @ Leftovers
Ability: Torrent
EVs: 252 HP/4 Atk/252 Def
Relaxed nature (+Def, -Spd)
- Earthquake
- Ice Beam
- Protect
- Roar
Ah Swampert... how I love you so. He is the glue of my team. His great defenses mean that he can wall a good number of Pokemon that could be troublesome otherwise. The EV's are the MixPert lead spread, but since he isn't in the lead, I can use both Protect and Roar, which is very advantageous. Earthquake is STAB, and hits things that he walls (namely Metagross and Tyranitar) very hard. Ice Beam provides respectable coverage when combined with Earthquake. Protect allows me to scout out what move a choiced Pokemon is going to use, not get exploded on, guard against toxic(which Swampert HATES), and stall for more leftovers recovery. Roar allows me to scout switch ins and get rid of stat boosters. He is also my only Pokemon that isn't hit at least neutrally by electric attacks.
Scizor (M) @ Choice Band
Ability: Technician
EVs: 248 HP/252 Atk/8 Spd
Adamant nature (+Atk, -SAtk)
- U-turn
- Bullet Punch
- Superpower
- Pursuit
Oh Scizor, how we all hate you, but we still use you anyways. You're just that damn useful. Yes, it's another boring Choice Band Scizor. Sorry, but he works. He provides very useful resistances with his great typing, and can switch in a couple of times on attacks because of his decent bulk. He is a great revenge killer, and keeps DD Salamence from running all over me(if Swampert is at too low of health to take an Outrage and KO back). U-turn for scouting switch ins and such. Bullet Punch is what makes him such a great revenge killer. Superpower is useful for hitting steels who want to get cute and switch in, and it also 1HKO's Blissey. Pursuit allows me to trap things such as choiced Rotom and Latais.
Starmie @ Expert Belt
Ability: Natural Cure
EVs: 136 HP/156 Def/216 Spd
Timid nature (+Spd, -Atk)
- Rapid Spin
- Surf
- Thunderbolt
- Recover
And lastly we have Starmie. With both of my main sweepers being weak to Stealth Rock, I felt that a spinner was a necessity on my team. Starmie fits the bill perfectly with its Speed, typing, and Special Attack. It is my best answer to Infernape, and my only dedicated Gyarados counter. With the EV spread, Max Attack Gyarados at +1 with life orb can never 1HKO Starmie with Stone Edge or Earthquake, while Starmie always 1HKO's if rocks are up. Starmie takes only 45-53% from a Scarf-Tar's pursuit if it stays in, and if Tar switched in on surf, Starmie KO's it always if rocks are up. Rapid Spin is the most important move, getting rid of spikes and more importantly Stealth Rock. Surf is a powerful STAB move which can 2HKO Scarf Rotom-A, the most prominent spin blocker around on offensive teams. Thunderbolt allows me to counter Gyarados. Recover allows Starmie to stick around longer for more ass kicking.
Thanks for reading this RMT, and I hope that you can help me improve this team!
Threat List is below.