Theme teams are always fun, whether designed around Trick Room, Explosion, Encore, or any other almost-gimmicky moves. My team doesn't rely on any specific move, but on the abilities of two Pokemon to trap and kill a variety of threats. This team has been used on Shoddy to decent effect. It could be better, which is why I'm asking you to rate it.
OU tier memes suck, but it can't be helped.
--+--
At a Glance:
Closer Up:
The Lead:
Smeargle
Own Tempo @ Choice Scarf
4 HP / 252 Atk / 252 Spe
Jolly nature
-Trick
-Spore
-U-turn
-Destiny Bond
The anti-lead Smeargle is essential to the set up of my two trappers. A quick Spore puts things that would normally outspeed Smeargle to sleep, allowing me to get in Dugtrio or Magnezone depending on what the opponent's lead is. I usually try to hang on to my Scarf as long as possible, but I can Trick it away if need be. U-Turn helps me scout, and finally Destiny Bond is for suicidal attack.
Dugtrio
Arena Trap @ Choice Band
40 HP / 252 Atk / 216 Spe
Jolly nature
-Earthquake
-Stone Edge
-Sucker Punch
-Aerial Ace
The first trapper on my team is the classic CB Dugtrio. When this thing hits the field, something will end up dying. This is a pretty straightforward set-up -- CB EQs etc. are hard to shrug off. Sucker Punch helps with something like an Outraging Salamence or Flygon. Aerial Ace is mostly filler.
Infernape
Blaze @ Life Orb
252 Atk / 64 SpA / 192 Spe
Naive nature
-Close Combat
-U-Turn
-Mach Punch
-Overheat
A physically based Mixape. This is my scout. It's fast but hits hard too. U-Turn is what turned me on to this set, allowing me to check my opponent's decisions. Mach Punch is useful priority, letting me revenge kill or pick off weakened foes.
Magnezone
Magnet Pull @ Leftovers
172 HP / 252 SpA / 84 Spe
Modest nature
-Substitute
-Magnet Rise
-Thunderbolt
-Hidden Power Ice
My second trapper is Magnezone, who imo is underutilized. You never see Magnezones any more. Anyway, this is the Steel Killer set. Unlike Dugtrio, who gets in to immdiately do damage, this Magnezone sets up first. It works well in conjunction with Smeargle, who puts things to sleep or immobilizes via Trick. HP Ice is useful to kill off Dragons while behind a Sub for safety.
Dusknoir
Pressure @ Leftovers
252 HP / 28 Atk / 228 Def
Impish nature
-Will-O-Wisp
-Pain Split
-Fire Punch
-Thunderpunch
This is the punching bag of the team. High defenses on both sides of the spectrum allow Dusknoir to take hits from both ends, although this one is more Defense-oriented. Fire Punch takes care of Scizor and Thunderpunch handles Gyarados.
Vaporeon
Water Absorb @ Leftovers
188 HP / 252 Def / 68 Spe
Bold nature
-Surf
-Wish
-Protect
-Ice Beam
The final member of the team is Wish support. Everyone on this team can afford to recieve some Wishes during the course of a battle, especially Magnezone, who can usually take a hit with its natural bulk and then heal up. Dusknoir covers Gyarados, so Vappy has Ice Beam instead of HP Electric.
--+--
Well, there's the team! It's obviously not perfect, and I have a few concerns: 1) No one sets up Stealth Rock, which could greatly benefit my two trappers, 2) changing out Thunderpunch on Dusknoir for Earthquake to hit Heatran (Gyarados Intimidates Dusknoir, making Thunderpunch only so effective. I can give Vaporeon HP Electric instead), and 3) Dugtrio's moveset and nature (Aerial Ace is really just filler, and I find it disappointing when Duggy misses the OHKO on Tyranitar). What are your opinions?
Thanks a lot guys.
OU tier memes suck, but it can't be helped.
--+--
At a Glance:
Closer Up:
The Lead:
Smeargle
Own Tempo @ Choice Scarf
4 HP / 252 Atk / 252 Spe
Jolly nature
-Trick
-Spore
-U-turn
-Destiny Bond
The anti-lead Smeargle is essential to the set up of my two trappers. A quick Spore puts things that would normally outspeed Smeargle to sleep, allowing me to get in Dugtrio or Magnezone depending on what the opponent's lead is. I usually try to hang on to my Scarf as long as possible, but I can Trick it away if need be. U-Turn helps me scout, and finally Destiny Bond is for suicidal attack.
Dugtrio
Arena Trap @ Choice Band
40 HP / 252 Atk / 216 Spe
Jolly nature
-Earthquake
-Stone Edge
-Sucker Punch
-Aerial Ace
The first trapper on my team is the classic CB Dugtrio. When this thing hits the field, something will end up dying. This is a pretty straightforward set-up -- CB EQs etc. are hard to shrug off. Sucker Punch helps with something like an Outraging Salamence or Flygon. Aerial Ace is mostly filler.
Infernape
Blaze @ Life Orb
252 Atk / 64 SpA / 192 Spe
Naive nature
-Close Combat
-U-Turn
-Mach Punch
-Overheat
A physically based Mixape. This is my scout. It's fast but hits hard too. U-Turn is what turned me on to this set, allowing me to check my opponent's decisions. Mach Punch is useful priority, letting me revenge kill or pick off weakened foes.
Magnezone
Magnet Pull @ Leftovers
172 HP / 252 SpA / 84 Spe
Modest nature
-Substitute
-Magnet Rise
-Thunderbolt
-Hidden Power Ice
My second trapper is Magnezone, who imo is underutilized. You never see Magnezones any more. Anyway, this is the Steel Killer set. Unlike Dugtrio, who gets in to immdiately do damage, this Magnezone sets up first. It works well in conjunction with Smeargle, who puts things to sleep or immobilizes via Trick. HP Ice is useful to kill off Dragons while behind a Sub for safety.
Dusknoir
Pressure @ Leftovers
252 HP / 28 Atk / 228 Def
Impish nature
-Will-O-Wisp
-Pain Split
-Fire Punch
-Thunderpunch
This is the punching bag of the team. High defenses on both sides of the spectrum allow Dusknoir to take hits from both ends, although this one is more Defense-oriented. Fire Punch takes care of Scizor and Thunderpunch handles Gyarados.
Vaporeon
Water Absorb @ Leftovers
188 HP / 252 Def / 68 Spe
Bold nature
-Surf
-Wish
-Protect
-Ice Beam
The final member of the team is Wish support. Everyone on this team can afford to recieve some Wishes during the course of a battle, especially Magnezone, who can usually take a hit with its natural bulk and then heal up. Dusknoir covers Gyarados, so Vappy has Ice Beam instead of HP Electric.
--+--
Well, there's the team! It's obviously not perfect, and I have a few concerns: 1) No one sets up Stealth Rock, which could greatly benefit my two trappers, 2) changing out Thunderpunch on Dusknoir for Earthquake to hit Heatran (Gyarados Intimidates Dusknoir, making Thunderpunch only so effective. I can give Vaporeon HP Electric instead), and 3) Dugtrio's moveset and nature (Aerial Ace is really just filler, and I find it disappointing when Duggy misses the OHKO on Tyranitar). What are your opinions?
Thanks a lot guys.