PISTOLERO
I come to bury Caesar, not to praise him.
The final chapters of PISTOLERO, Part I
During the past two weeks or so I started making teams again for XY Ubers. I made teams to help dabroyo and James Jimmy on the suspect ladder and they both managed to get 2400 so congratulations to them both, the hours spent on Piratepad insulting them and deleting tons of their teams clearly paid off. I personally didn't play with these teams a lot, if at all, but watching Dabroyo and JJ ladder with them gave me clear insights into how the teams work and led to new teams being built. They both asked me to write up RMTs of each team, so this is the first one, maybe I'll write RMTs for the other ones too.
Noone likes laddering for suspect tests as it takes ages. The first teams that i made for Dabroyo and JJ were bulky offense with Calm Mind / Refresh Arceus, which trampled the ladder but took absolutely ages. Dabroyo then sent me an early version of this team which sucked ass, I deleted half the team members and changed the sets on the other three and ended up with this team, which worked very nicely against opposing HO teams, which as I'm sure everyone knows ran riot on the ladder. Originally this team ran something like Deoxys-A or Deoxys-S as the hazard lead, i can't remember.
Teambuilding video with James Jimmy
zzzz
Scolipede @ Focus Sash
Ability: Speed Boost
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Pin Missile
- Spikes
- Toxic Spikes
- Endeavor
In an effort to counterteam the suspect ladder I floated the idea of using Toxic Spikes and Dabroyo jumped on it. Toxic Spikes are fantastic as they ruin opposing offensive teams, with things like Blaziken, Xerneas and Extremekiller taking ridiculous amounts of damage each turn to the point that if they were able to set up, they sure as hell weren't gonna sweep. Toxic Spikes + Spikes damage pushes Geomancy Xerneas into +2 Extremespeed range, pushes Blaziken into Extremespeed range after one turn, etc. Don't forget Pin Missile, it gets rid of Deoxys-S and Deoxys-A,
Scolipede actually also served as a Geomancy Xerneas check as thanks to Speed Boost and Sash, it can Endeavor and then Pin Missile it whilst outspeeding +2 Xerneas at +1.
Zekrom @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Outrage
- Bolt Strike
- Volt Switch
- Sleep Talk
Scarf Zekrom works very nicely on this team as Ground-types are easily taken care of by everything else. I changed it from Naughty Draco Meteor to Jolly Sleep Talk as it needed to come out on top against all Kyogre and Draco Meteor being redundant due to the rest of the team. JJ lost to Timid Specs Kyogre on Sticky Web which is why I changed it, and the next time he encountered that guy he won 6-0. It was also nice to Volt Switch off of Deoxys-Attack, and all-in-all provided a solid Scarfer. Locking yourself into Outrage is rare as spamming Bolt Strike tends to OHKO all the things you'd Outrage anyway, and Geomancy Xerneas is ruined by Toxic Spikes so even if you do Outrage it won't lead to losing to Xerneas
Arceus @ Life Orb
Ability: Multitype
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- ExtremeSpeed
- Earthquake
- Fire Blast
- Swords Dance
Extremekiller Arceus was on every team on the ladder and this team is no different. People seem to forget that it's not just able to set up, and that Extremespeed is indispensable for revenge killing things like Blaziken. Fire Blast is to get rid of Ferrothorn and Scizor, and also does half to 252 HP in sun. Shadow Claw is not needed as Darkrai tramples Arceus-Ghost and both Giratina formes. This used to be Adamant Silk Scarf before I saw the team, but Jolly was just so much better against the ladder. You can say that Overheat is better because it OHKOes Ferrothorn but that's what Spikes are for, and Fire Blast 2HKOes Groudon whilst Overheat does not.
Gengar @ Gengarite
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Icy Wind
- Focus Blast
- Destiny Bond
Gengar was used as a catch-all and was originally added to get rid of defensive fairies, Landorus-Therian and Gliscor so that Scarf Zekrom could use its STAB moves without being supremely irritated every turn. It also checks Extremekiller Arceus with Focus Blast and you can play games with Mega Evolving against Ground-types too. It also gets to Mega Evolve early vs Deoxys-Speed offense, of which there was a lot. Taunt was forgone for Icy Wind, and HP Fire was not needed as Arceus carried Fire Blast. Icy Wind is also nice to catch Scarf users and to prevent certain things setting up etc.
Darkrai @ Life Orb
Ability: Bad Dreams
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Dark Pulse
- Sludge Bomb
- Taunt
- Dark Void
I added Darkrai to complement Extremekiller and for general firepower. You'd think that Toxic Spikes + Dark Void would clash but most of the time Dark Void was used to send Yveltal, Giratina-Origin or Ho-Oh off to sleep, with Toxic Spikes adequately ruining everything else. Taunt over Nasty Plot was to prevent Defog from Arceus and to ruin Baton Pass, and also prevents things from setting up on you post-Dark Void if you really can't afford to let them set up. JJ tried Nasty Plot and we ended up going back to Taunt, as smart use of Taunt means that you can get the upper hand against Sticky Web teams due to being able to put Shuckle to sleep. Life Orb Sludge Bomb also means that Xerneas will not be setting up on you, and the poison is taken care of by Toxic Spikes.
Landorus-Therian (M) @ Life Orb / Chilan Berry
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Explosion
- Stealth Rock
Dabroyo wanted to use Life Orb Landorus-Therian with Stealth Rock, so all I did was float Chilan Berry as an option just to be completely safe vs Extremekiller, which was the most common thing on the ladder, and I changed the nature to Jolly. Life Orb is probably the more consistent option as you can screw up Support Arceus that try to Defog your hazards - if they burn you you blow up then stop them with Darkrai, if they Defog you blow up and OHKO them, as well as giving Earthquake a sizeable kick. Intimidate is also nice in general, and Landorus-Therian is immune to Sticky Web too which helps.
I made this team for Dabroyo and James Jimmy and they are the ones who played with it and broke 2400 using it (kudos to both by the way), so I'm not going to respond to this thread as Dabroyo asked me to write the RMT for him and reading rates will be kindof boring, so I'll leave the responses to him and JJ. All I'll say is that teambuilding and watching the two of them ladder was nice, even though the Ubers tier is progressively getting worse. I miss DPP Ubers, I really do.
Shoutouts:
dabroyo and James Jimmy for giving me a bad team and for making me build team after team after team after team after team with this, that and the other. The things you guys were using before were so unbelievably stupid oml
ApplepieFTW Joryn absdaddy Hack Aquasition UXQ MegaMan775 Darknesscrusher Aidin PoweredByRevenge
that's it, it's called the final chapters for a reason
goodbye au revoir
During the past two weeks or so I started making teams again for XY Ubers. I made teams to help dabroyo and James Jimmy on the suspect ladder and they both managed to get 2400 so congratulations to them both, the hours spent on Piratepad insulting them and deleting tons of their teams clearly paid off. I personally didn't play with these teams a lot, if at all, but watching Dabroyo and JJ ladder with them gave me clear insights into how the teams work and led to new teams being built. They both asked me to write up RMTs of each team, so this is the first one, maybe I'll write RMTs for the other ones too.
Noone likes laddering for suspect tests as it takes ages. The first teams that i made for Dabroyo and JJ were bulky offense with Calm Mind / Refresh Arceus, which trampled the ladder but took absolutely ages. Dabroyo then sent me an early version of this team which sucked ass, I deleted half the team members and changed the sets on the other three and ended up with this team, which worked very nicely against opposing HO teams, which as I'm sure everyone knows ran riot on the ladder. Originally this team ran something like Deoxys-A or Deoxys-S as the hazard lead, i can't remember.
Teambuilding video with James Jimmy
zzzz
Scolipede @ Focus Sash
Ability: Speed Boost
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Pin Missile
- Spikes
- Toxic Spikes
- Endeavor
In an effort to counterteam the suspect ladder I floated the idea of using Toxic Spikes and Dabroyo jumped on it. Toxic Spikes are fantastic as they ruin opposing offensive teams, with things like Blaziken, Xerneas and Extremekiller taking ridiculous amounts of damage each turn to the point that if they were able to set up, they sure as hell weren't gonna sweep. Toxic Spikes + Spikes damage pushes Geomancy Xerneas into +2 Extremespeed range, pushes Blaziken into Extremespeed range after one turn, etc. Don't forget Pin Missile, it gets rid of Deoxys-S and Deoxys-A,
Scolipede actually also served as a Geomancy Xerneas check as thanks to Speed Boost and Sash, it can Endeavor and then Pin Missile it whilst outspeeding +2 Xerneas at +1.
Zekrom @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Outrage
- Bolt Strike
- Volt Switch
- Sleep Talk
Scarf Zekrom works very nicely on this team as Ground-types are easily taken care of by everything else. I changed it from Naughty Draco Meteor to Jolly Sleep Talk as it needed to come out on top against all Kyogre and Draco Meteor being redundant due to the rest of the team. JJ lost to Timid Specs Kyogre on Sticky Web which is why I changed it, and the next time he encountered that guy he won 6-0. It was also nice to Volt Switch off of Deoxys-Attack, and all-in-all provided a solid Scarfer. Locking yourself into Outrage is rare as spamming Bolt Strike tends to OHKO all the things you'd Outrage anyway, and Geomancy Xerneas is ruined by Toxic Spikes so even if you do Outrage it won't lead to losing to Xerneas
Arceus @ Life Orb
Ability: Multitype
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- ExtremeSpeed
- Earthquake
- Fire Blast
- Swords Dance
Extremekiller Arceus was on every team on the ladder and this team is no different. People seem to forget that it's not just able to set up, and that Extremespeed is indispensable for revenge killing things like Blaziken. Fire Blast is to get rid of Ferrothorn and Scizor, and also does half to 252 HP in sun. Shadow Claw is not needed as Darkrai tramples Arceus-Ghost and both Giratina formes. This used to be Adamant Silk Scarf before I saw the team, but Jolly was just so much better against the ladder. You can say that Overheat is better because it OHKOes Ferrothorn but that's what Spikes are for, and Fire Blast 2HKOes Groudon whilst Overheat does not.
Gengar @ Gengarite
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Icy Wind
- Focus Blast
- Destiny Bond
Gengar was used as a catch-all and was originally added to get rid of defensive fairies, Landorus-Therian and Gliscor so that Scarf Zekrom could use its STAB moves without being supremely irritated every turn. It also checks Extremekiller Arceus with Focus Blast and you can play games with Mega Evolving against Ground-types too. It also gets to Mega Evolve early vs Deoxys-Speed offense, of which there was a lot. Taunt was forgone for Icy Wind, and HP Fire was not needed as Arceus carried Fire Blast. Icy Wind is also nice to catch Scarf users and to prevent certain things setting up etc.
Darkrai @ Life Orb
Ability: Bad Dreams
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Dark Pulse
- Sludge Bomb
- Taunt
- Dark Void
I added Darkrai to complement Extremekiller and for general firepower. You'd think that Toxic Spikes + Dark Void would clash but most of the time Dark Void was used to send Yveltal, Giratina-Origin or Ho-Oh off to sleep, with Toxic Spikes adequately ruining everything else. Taunt over Nasty Plot was to prevent Defog from Arceus and to ruin Baton Pass, and also prevents things from setting up on you post-Dark Void if you really can't afford to let them set up. JJ tried Nasty Plot and we ended up going back to Taunt, as smart use of Taunt means that you can get the upper hand against Sticky Web teams due to being able to put Shuckle to sleep. Life Orb Sludge Bomb also means that Xerneas will not be setting up on you, and the poison is taken care of by Toxic Spikes.
Landorus-Therian (M) @ Life Orb / Chilan Berry
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Explosion
- Stealth Rock
Dabroyo wanted to use Life Orb Landorus-Therian with Stealth Rock, so all I did was float Chilan Berry as an option just to be completely safe vs Extremekiller, which was the most common thing on the ladder, and I changed the nature to Jolly. Life Orb is probably the more consistent option as you can screw up Support Arceus that try to Defog your hazards - if they burn you you blow up then stop them with Darkrai, if they Defog you blow up and OHKO them, as well as giving Earthquake a sizeable kick. Intimidate is also nice in general, and Landorus-Therian is immune to Sticky Web too which helps.
I made this team for Dabroyo and James Jimmy and they are the ones who played with it and broke 2400 using it (kudos to both by the way), so I'm not going to respond to this thread as Dabroyo asked me to write the RMT for him and reading rates will be kindof boring, so I'll leave the responses to him and JJ. All I'll say is that teambuilding and watching the two of them ladder was nice, even though the Ubers tier is progressively getting worse. I miss DPP Ubers, I really do.
Shoutouts:
dabroyo and James Jimmy for giving me a bad team and for making me build team after team after team after team after team with this, that and the other. The things you guys were using before were so unbelievably stupid oml
ApplepieFTW Joryn absdaddy Hack Aquasition UXQ MegaMan775 Darknesscrusher Aidin PoweredByRevenge
that's it, it's called the final chapters for a reason
Scolipede @ Focus Sash
Ability: Speed Boost
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Pin Missile
- Spikes
- Toxic Spikes
- Endeavor
Zekrom @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Outrage
- Bolt Strike
- Volt Switch
- Sleep Talk
Arceus @ Life Orb
Ability: Multitype
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- ExtremeSpeed
- Earthquake
- Fire Blast
- Swords Dance
Gengar @ Gengarite
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Icy Wind
- Focus Blast
- Destiny Bond
Darkrai @ Life Orb
Ability: Bad Dreams
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Dark Pulse
- Sludge Bomb
- Taunt
- Dark Void
Landorus-Therian (M) @ Life Orb / Chilan Berry
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Explosion
- Stealth Rock
Ability: Speed Boost
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Pin Missile
- Spikes
- Toxic Spikes
- Endeavor
Zekrom @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Outrage
- Bolt Strike
- Volt Switch
- Sleep Talk
Arceus @ Life Orb
Ability: Multitype
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- ExtremeSpeed
- Earthquake
- Fire Blast
- Swords Dance
Gengar @ Gengarite
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Icy Wind
- Focus Blast
- Destiny Bond
Darkrai @ Life Orb
Ability: Bad Dreams
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Dark Pulse
- Sludge Bomb
- Taunt
- Dark Void
Landorus-Therian (M) @ Life Orb / Chilan Berry
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Explosion
- Stealth Rock
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