View Full Version : Rmt <3

Fierce Deity
08-30-2008, 04:08 AM
Team Aerodynamic

Let me give you a brief summary of the word synergy.
Synergy: Synergy is how well your team works with each other. It covers resistance, typing, and movesets alike.

Team's Synergy
Each of these Pokemon depend on each other, whether you see it or not. And yes, no Garchomp nor Deoxys, since this team is designed for the Suspect Ladder on Shoddy's Smogon Server. Salamence, weak to Ice, Dragon, and Rock - Machamp resists 2/3 of those, which makes it good for that specific spot. Machamp is vulnerable to Psychic and Flying, which of course, Salamence resists. I need not explain the ol' Heatran and Celebi combo... But I shall. =P

Fighting = x2
Water = x2
Ground = x4

Fire = x0
Poison = x0
Bug = x0.25
Ice = x0.25
Dark = x0.5
Flying = x0.5
Ghost = x0.5

Dark = x2
Fire = x2
Flying = x2
Ghost = x2
Ice = x2
Poison = x2
Bug = x4

Fighting = x0.5
Ground = x0.5
Water = x0.5

Aerodactyl @ Focus Sash
4 HP / 252 Atk / 252 Spe
- Taunt
- Stealth Rock
- Earthquake / Ice Fang
- Rock Slide / Stone Edge

My lead. Basically abuse Focus Sash to set up on Stealth Rock, then follow up by Taunt of, on Turn One, your opponent tries to set up. Ice Fang for type coverage, of course. And I went w/ Stone Edge > Rock Slide. The accuracy will eat me up on the inside, but meh. =P

SpD Wall
Snorlax @ Leftovers
168 HP / 120 Def / 220 SpD
- Curse
- Fire Punch
- Earthquake
- Selfdestruct

Special wall. Send in on something like Heatran and set up with Curse on the switch-out. Selfdestruct for STAB, Fire Punch so you don't get stuck against Gengar and the like, and Earthquake for Heatran and others.

MixedMence - Rawr?
Salamence @ Life Orb
120 Atk / 252 SpA / 136 Spe
- Brick Break
- Draco Meteor
- Fire Blast
- Roost

Salamence; my hot mixed sweeper. He can be switched in on the rare cases of a Fighting-type trying to place a dent on him, etc. etc. A bit of synergy there.

Machamp @ Leftovers
252 HP / 252 Atk / 6 Spe
- DynamicPunch
- Stone Edge / Ice Punch
- Thunderpunch
- Sleep Talk

Machamp can easily come in and absorb Hypnosis/Sleep Powder/Spore. Given only Sleep Talk, you have an 100% chance of choosing an attacking move rather than 75%, which is whilst having Rest on the set. This set is more preferred.

Heatran @ Choice Specs
40 HP / 252 SpA / 216 Spe
- Fire Blast
- Earth Power
- Dragon Pulse
- Explosion

Standard, really. Lol, people always think this is Scarf'd and switch their Infernapes when they could've KO me. =P

Oh no! This bish again!
Celebi @ Leftovers
252 HP / 220 Def / 36 Spe
- Leech Seed
- Grass Knot
- Recover
- Hidden Power Fire

Yes, Standard again. I don't feel like making up my own sets, atm. =P Well, it's quite funny seeing how people still fall for the ol' CeleTran. It's quite funny, but effective. This Celebi serves its purpose by absorbing Heatran's weaknesses, etc.

Rate, comment, etc. I want constructive criticism, please. Don't barge in and post saying you don't like it because you hate steels or whatever. Give me a thorough explanation.

08-30-2008, 04:53 AM
I like the team. I'd run Guts champ though. If your hoping you get slept anyways why not take advantage of the +1 Atk. Close Combat is strong enough for a STAB attack anyways.

I find Selfdestruct is useful only on CBlax. Especially seeing as Gengar, Heatran, and any other special threat runs through the team otherwise. Actually seeing as Snorlax lacks Crunch Gengar will be hard to stop.

Calculations with 252 SAtk Timid LO Gar:
Aerodactyl is OHKO'd by Thunderbolt, but Focus Sash stops it.
Snorlax is your best chance, but without Rest, Focus Blasts will sting. In fact, it can 2HKO.
Machamp is 2HKO'd from Shadow Ball and Focus Blast.
Salamence is OHKO'd by Hidden Power Ice, but standard LO Gars don't carry that. Shadow Ball 2HKOs anyways.
Heatran is always OHKO'd by Focus Blast if Stealth Rocks is up, and there is a very large chance for OHKOing without them.
Celebi can be OHKO'd by Shadow Ball, the chance is is extremely high with Stealth Rocks in up.

So, you might want to fix that. Sticking Spiritomb in somewhere remedies that instantly.

Fierce Deity
08-30-2008, 05:21 AM
Yes; Machamp does indeed have Guts. And if I were to add in Spiritomb, where exactly would you consider adding him in?

And about Snorlax, he can easily take care of Gengar w/ Fire Punch. No need to explain Focus Blast's rather horrid accuracy... He'd have a better chance putting me to sleep. And if anything, I can just predict and switch while Life Orb drains the remainder of its health.

08-30-2008, 05:33 AM
I've grown to like this Aerodactyl that you have here. Even while it may possibly become a too overused strategy in a while, it's a cool strategy to work around the common sandstorm dilemma which leads commonly have to deal with. Taunt, being one of the best moves in the game, as I see it, counteracts several leads, including the fast ones that are debilitating for most teams. It's a good kamikaze utility.

Standard Snorlax. All I would say is that Curse can sometimes become a liability if an unexpected Taunt or Encore comes your way. It's happened to me a bunch of times, and I lost my Snorlax to them in a snap.

This Salamence looks remarkably solid, but my only gripe would be its Speed. If anything, paralysis support ought to be on the team somewhere in order for Salamence to usurp the upper hand.

Machamp's good. I've used a similar one before, actually, only with Rest. Taking advantage of the oh-so-common sleep attacks that lurk the cracks and crevices of the metagame for your advantage is a good idea at this point. Besides, if there's no sleep attack coming, you can just assault the enemy.

Personally, I don't really like Heatran (too ugly, >.>), and thus, I haven't used one, but from what you have here, it looks like it can handle well, aside from the Speed deficiency, of course, as aforementioned in my words on Salamence.

With Celebi, here's my only real edit for your team. Remember that paralysis support I was talking about earlier? Well, I have found that Celebi is an excellent purveryor of Thunder Wave, and given that your main forms of offense are rather slow, it's almost as if the move came to Celebi by some phantasmagoria of a miracle. I would suggest putting it over Grass Knot, since most people would suspect it, and the Hidden Powers are hard to work for and are generally unpredictable, so you might as well leave that as it is.

Cool Kid 94
08-30-2008, 05:24 PM
DynamicPunch on Guts Machamp? (Also with Rest and Sleep Talk, it's a 67% chance, not a 75% chance. :P)

Aside from that, the rest of the team is good. If you put Thunder Wave on Celebi, it'll help you take care of Gengar better if you can use it on the switch. That'll require a lot of prediction, though.

08-30-2008, 05:35 PM
Well, standard NP Mixape takes out 5/6 of your team, only aero can stand up to it, but since this is a suicide lead it wont be lasting long. Mence has a really nice chance to get OHKO'd by NP Flamethrower should it come in on SR and Nasty Plot HP Ice Ape well, thats just GG.

Scarfing that heatran would do nice here allowing you to revenge kill said Ape and a whole lot more threats, such as Gengar. I use + Speed scarf tran to outspeed anything below 417 speed, which goes one heck of a long way.

LO/Expert Belt Deoxys-S also causes problems, but thats a given really =p. I suppose tran and lax can at least take one hit from super power and can be dealt with via prediction.

Be careful of LO Gyarados as well, who is capable of ripping stuff apart here w/Ice Fang/Aqua Tail/DD/EQ. Celebi is your best counter (aka the only thing that doesnt get OHKO'd after a dd), who gets 2hko'd by DD Lo Ice Fang anyways.

Thunderwave on Celebi may go along way to help with that so you can revenge kill it with something else, and was suggested by Diarago and a few others.

Oh and on your MixMence, use 120 ATT / 212 SP.ATT / 176 SPEED <--Outspeeds neutral nature Lucario which is a huge help ^__^.