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[ADV OU] It Came From Space

Discussion in 'Rate My Team' started by Cowboy Dan, Apr 25, 2014.

Moderators: Edna, fsk
  1. Cowboy Dan

    Cowboy Dan Member

    Joined:
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    PO Trainer Name:
    Cowboy Dan
    Hello all, this thread is sort of an update on my previous RMT, however considering that thread is pretty much dead and the goal of the team has changed fairly drastically despite only changing a few sets, I have decided to create a new thread. The team now revolves around a forretress, gengar, pursuit tar core, and focuses more on setting up blissey, and racking up spikes damage, with the absence of dragon dance tyranitar on the team.

    At a Glance:
    [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]

    Tyranitar
    [​IMG]

    Godzilla (Tyranitar) (F) @ Leftovers
    Trait: Sand Stream
    EVs: 184 HP / 244 SAtk / 80 Spd
    Modest Nature (+SAtk, -Atk)
    - Crunch
    - Roar
    - Pursuit
    - Flamethrower

    The team now leads with Tyranitar. Despite the fact that in the majority of lead matchups, ttar is not favored, i chose to lead with it for a couple reasons. Firstly it gets sand up right off the bat, which helps the team wear down the opposition a lot, and gives me some guaranteed KOs i otherwise would not have. Secondly, it allows me to potentially trap an opposing lead gengar, or dent opposing lead skarm, forre, and cloyster. Thirdly it helps against the majority of baton pass leads. and finally, i didn't really have a better lead, i hate leading forretress, just puts you on a back foot right off the bat and gives no way of scouting for magneton, leading gengar leaves me vulnerable to opposing pursuit pokes, swampert while decent as a lead just doesn't threaten anything other than the standard physical sweepers, and risks getting surprised turn 1 by an hp grass/toxic, and of course i wasn't going to lead with blissey or dugtrio. The set has changed from the original dragon dance tyranitar, to a pursuit variant. I was much more comfortable leading with this than the dragon dance set of the previous team as it is not as crucial to the teams success that it remains alive and healthy. This set serves two purposes. First it gets rid of gengar the majority of the time which clears the way for forretress to spin, and helps prevent any explosion shenanigans against blissey, or any of the other tricks gengar can pull against a team. The second role this set plays is as a lure for spikers such as skarmory, forretress and cloyster who if given the chance to spike up can prove problematic. The move set is a little different, pursuit obviously for gengar, and occasionally for rarities like alakazam, flamethrower for skarmory, forretress, jirachi, and celebi. I chose flamethrower over fire blast for two reasons, first it prevents jirachi from pp stalling and avoiding my attacks while they set up calm minds, this allows me to kill them with dugtrio more easily. secondly, it prevents me from losing the surprise kill on forretress thanks to an unfortunate miss. The only place where the power loss really matters is against skarmory, who doesn't appreciate taking the flamethrowers anyway. Crunch is nice for gengar who stay in, and gives me a strong stab move to spam that hits surprisingly hard. Finally the surprise move, roar. Roar helps a lot against shadow ball curselax, while simultaneously giving me the ability to neutralize baton passers. It also works nicely for bulky water switch ins having to take more spikes. The EVs allow me to survive jolly dugtrio earthquakes, and out speed the majority of skarmory with the rest thrown in to special attack to maximize damage output. In the event that this set is put to sleep by hypnosis, I still have blissey as a decent answer to gengar, and with sleep clause activated, hypnosis gar has a more difficult time wearing blissey down with spikes.

    Gengar
    [​IMG]
    Poltergeist (Gengar) (M) @ Leftovers
    Trait: Levitate
    EVs: 252 HP / 88 Def / 32 SAtk / 56 SDef / 80 Spd
    Timid Nature (+Spd, -Atk)
    - Thunderbolt
    - Ice Punch
    - Will-O-Wisp
    - Taunt

    The gengar set has not changed, it still functions as this team's spin blocker and late game cleaner. For those who are not in touch with the ADV metagame, while it may seem counter intuitive, a bulky set is preferable on gengar if you are using it as a spin blocker. The ability to sponge a few attacks while attempting to block rapid spins is much more useful than the extra power. As gengar does not have special STAB it is not going to be breaking through its walls with sheer power, rather through its excellent support move pool and coverage, and a bulky set takes advantage of this to a greater degree, being able to stick around longer to get off a few more will-o-wisps. The things gengar hits hard such as salamence, gyarados and flygon among others are hit hard regardless of investment, meanwhile the things that wall gengar such as blissey and snorlax won't be taking much either way. The power loss is also offset by the spikes. The main difference between this set and the average bulky gar set is that it drops a fair bit of speed in favor of greater bulk. The EVs still allow it to outspeed neutral base 100s with a small speed creep which is more than enough for this set. the main things that outspeed it are things that either threaten it either way, such as offensive celebi, or already outspeed such as in the case of raikou and starmie. Everything this gengar really needs to outspeed is below 303 speed, with the exception of the rare jolly flygon when im at a low level of health, or some +1 dd tar which i have dugtrio for anyway. Note that because of the speed, this set does not match up well against opposing gar. The defense evs allow it to survive +1 HP flying from mence in sand. They are also useful for taking other random attacks, for example when burned, snorlax's shadow ball does only around 35%. The special attack evs allow it to always kill 116HP mence in sandstream. it will always kill 4HP mence without the help of sand. Finally the rest is thrown in to special defense. This helps with taking random special attacks such as cloyster surfs, and makes it so blissey's ice beam does around 35%%, meaning i don't have to be too afraid to get another taunt off preventing recovery. It can also survive a STAB psychic from a special attack stat of 262 in sand. This is helpful for defensive celebi/jirachi, and also happens to be claydol's max. The move set is designed to not only help my calm mind bliss, but also to really take advantage of spikes. Thunderbolt and Icepunch are obvious coverage moves, and taunt + will-o-wisp are extremely helpful. Will-o-wisp burns physical attackers that can stop my blissey's sweep, such as metagross, snorlax and tyranitar. this coupled with taunt helps wear down opposing blissey and snorlax, as they cannot recover their health with softboiled, not to mention that EQ lax and blissey lacking in offensive moves other than seismic toss are completely destroyed.


    Forretress
    [​IMG]
    UFO (Forretress) (F) @ Leftovers
    Trait: Sturdy
    EVs: 252 HP / 56 Atk / 200 SDef
    Careful Nature (+SDef, -SAtk)
    - Hidden Power [Bug]
    - Rapid Spin
    - Spikes
    - Explosion

    Forretress rounds out the core, providing the spikes and rapid spin that make it so deadly. It of course requires pursuit tar as it cannot spin past gengar. It also has good synergy with gengar, as the only spinners that gengar cannot block, starmie and claydol, are beat one on one by this particular forretress set. Hidden power bug is mainly for starmie, claydol and celebi. Rapid spin and spikes are the reason to use forretress, and are fairly self explanatory. finally explosion prevents forretress from being set up fodder, and can pull me out of a hole against something like snorlax or suicune. It also couples well with dugtrio, as if explosion fails to KO, i can always follow up with dugtrio to finish the job. The EVs allow me to always 2hko 252HP, 0Def starmie. Although it's mainly just to do a big enough chunk to scare it out. HP is maximized with the rest thrown in to special defense so that forretress can take a few surfs from starmie, while simultaneously being able to set up spikes on bulky waters, regice and porygon2 more easily. Note that the IVs are as follows 31/31/31/31/30/14. This is the lowest speed 70 base power HP bug spread that still allows me to out speed snorlax. This gives me an edge against opposing forretress, while allowing me to explode before lax curses up or fire blasts.

    Dugtrio
    [​IMG]
    Mole Men (Dugtrio) (M) @ Choice Band
    Trait: Arena Trap
    EVs: 32 HP / 204 Atk / 20 SDef / 252 Spd
    Jolly Nature (+Spd, -SAtk)
    - Earthquake
    - Rock Slide
    - Hidden Power [Bug]
    - Aerial Ace

    While I have changed many of the sets, Dugtrio is the only pokemon that differs between this team and its previous incarnation. It really covers up a lot of holes in the team. It traps and kills magneton who gives forretress issues, opposing pursuit users such as tyranitar and houndoom. Celebi, metagross, breloom, heracross, blaziken, the list goes on. It can even come in on a predicted rest from snorlax or regice, and 3hko them while they sleep. It also gives more breathing room against a number of offensive threats including dragon dance tyranitar and raikou, among other offensive CM pokes such as jirachi and celebi. The set is fairly standard, max speed for opposing dugtrio, raikou, and +1 tyranitar, special defense evs to always survive raikou hidden powers, with the rest in attack to maximize damage output. While the special defense evs may seem unnecessary when i have blissey, they are helpful as a crit thunderbolt at +6 in a calm mind war against raikou will lose me the game if i don't have dugtrio, also if raikou has any special defense investment, and I am unlucky with damage rolls, raikou can pp stall me because icebeam is not guaranteed to break its sub. Going in to a calm mind war is a risk i am not willing to take, so I would rather just have a guaranteed kill with dugtrio, whether it subs up/hidden powers on the switch or not. the evs also allow me to survive HP grass from enemy pursuit tar which is useful. The move set is self explanatory.

    Swampert
    [​IMG]
    Black Lagoon (Swampert) (M) @ Leftovers
    Trait: Torrent
    EVs: 252 HP / 196 Def / 56 SAtk / 4 Spd
    Relaxed Nature (+Def, -Spd)
    - Earthquake
    - Ice Beam
    - Protect
    - Toxic

    Originally after adding dugtrio I changed this to a Suicune, however I quickly realized that cune's lack of a sand storm immunity left me much more vulnerable to opposing physical attackers than I wanted, as I was continually having to rest. So instead I brought back swampert. While it is not even remotely as dangerous as cune, it is a million times more reliable as a bulky water, and therefore it fits the team much more nicely. Earthquake is obvious STAB and hits tyranitar and metagross hard. Ice beam has nice coverage alongside, and hits flygon and salamence, as well as the occasional dragonite. Protect is for recovery, scouting explosion, and dealing toxic damage. Finally toxic allows me to hit opposing bulky waters, such as suicune, milotic, cloyster and swampert who otherwise give me trouble. If my opponent's swampert gets poisoned, or burned by will-o-wisp, I can stall it out with blissey, which is useful as it is annoying to this team. The EVs have not changed, they allow me to kill 4 HP mence in sandstorm, and have a small speed creep against opposing pert while maximizing physical bulk.

    Blissey
    [​IMG]
    The Blob (Blissey) (F) @ Leftovers
    Trait: Natural Cure
    EVs: 4 HP / 252 Def / 248 SAtk / 4 Spd
    Modest Nature (+SAtk, -Atk)
    - Thunderbolt
    - Ice Beam
    - Soft-Boiled
    - Calm Mind

    Ironically, Blissey has kind of taken over as this team's primary win condition. Once I have burned physical attackers, and picked off a few threats with dugtrio, there isn't really much that can stop the pink blob from rolling through a team. Blissey is the kind of sweeper that although not immediately threatening, is capable of sticking around much longer than many of its counters can, and thanks to natural cure, no surprise toxic can cut it's sweep short. It just keeps coming back. This is useful because unlike tyranitar, blissey doesn't have too much to worry about in the early game, and can still act as a good check to the pokemon it is meant to check. I can wall their special attackers all game, and still have more than enough left in the tank to still sweep late game, which not many pokemon can pull off. The moveset is fairly standard for calm mind bliss, i opted for bolt beam as gyarados can be an issue for this team otherwise. 4HP gives me an even HP stat to maximize softboiled recovery. 4 Speed gives me an advantage against opposing bliss should i need to get off a softboiled at low health. Max defense allows me to always survive CB brick break from salamence, and the rest is thrown into special attack to maximize damage output. The modest nature allows blissey to hit a lot harder than people would think, and gives me a much better chance of KOing opposing dugtrio.

    Conclusion
    This team covers up a lot of the issues it previously had, mainly due to being overwhelmed by opposing spikes. It also sets up spikes much more efficiently than before, now that opposing spikes won't wear down my forretress. Dugtrio patches up many of the teams former holes, such as a lack of a back up plan for calm mind offense, as well as gives me a way with prediction to deal with lax. Still this team does run into some issues, roar cune still give it problems, as well as last poke shadowball lax. although they are manageable, but the biggest issue is a recent team archetype that uses multiple subsalac users to overwhelm opponents. Still, between dugtrio, and sand they are manageable. Finally, a few niche threats such as Hariyama and Ludicolo can be quite difficult, so any advice would be appreciated thank you. Also for those of you wondering about the title, I named the team members after various cheesy movie monsters, so seemed fitting.


    Godzilla (Tyranitar) (F) @ Leftovers
    Trait: Sand Stream
    EVs: 184 HP / 244 SAtk / 80 Spd
    Modest Nature (+SAtk, -Atk)
    - Roar
    - Crunch
    - Pursuit
    - Flamethrower

    Poltergeist (Gengar) (M) @ Leftovers
    Trait: Levitate
    EVs: 252 HP / 88 Def / 32 SAtk / 56 SDef / 80 Spd
    Timid Nature (+Spd, -Atk)
    - Thunderbolt
    - Ice Punch
    - Will-O-Wisp
    - Taunt

    UFO (Forretress) (F) @ Leftovers
    Trait: Sturdy
    EVs: 252 HP / 56 Atk / 200 SDef
    Careful Nature (+SDef, -SAtk)
    - Hidden Power [Bug]
    - Rapid Spin
    - Spikes
    - Explosion

    Mole Men (Dugtrio) (M) @ Choice Band
    Trait: Arena Trap
    EVs: 32 HP / 204 Atk / 20 SDef / 252 Spd
    Jolly Nature (+Spd, -SAtk)
    - Earthquake
    - Rock Slide
    - Hidden Power [Bug]
    - Aerial Ace

    Black Lagoon (Swampert) (M) @ Leftovers
    Trait: Torrent
    EVs: 252 HP / 196 Def / 56 SAtk / 4 Spd
    Relaxed Nature (+Def, -Spd)
    - Earthquake
    - Ice Beam
    - Protect
    - Toxic

    The Blob (Blissey) (F) @ Leftovers
    Trait: Natural Cure
    EVs: 4 HP / 252 Def / 248 SAtk / 4 Spd
    Modest Nature (+SAtk, -Atk)
    - Thunderbolt
    - Ice Beam
    - Soft-Boiled
    - Calm Mind
     
    Last edited: Jun 20, 2014
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Moderators: Edna, fsk