One thing I do a lot of is gimmicks and odd teams. This is one of my
sort of archetypal teams which is based on an dual screen - baton pass
- sweep combination. In this particular version I try to rack up
residual damage before going for the sweep. The interesting thing
about this team is that it follows a very strict game path. For this
reason I call it a "linear team."
Smeargle (M) @ Focus Sash
Ability: Own Tempo
EVs: 4 HP/252 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Spore
- Spikes
- Stealth Rock
- U-turn
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I want a simple and suicidal lead to get my entry hazards set up.
Smeargle offers the possibility of stealth rock and spikes, which is
great. This set works by sporing the opposing lead, setting up stealth
rocks, and then, if possible, spikes as well. Typically if you're
faster than their lead you get one of each, and if you're slower then
you only get the stealth rocks up. Against taunt leads you are forced
to switch out...which is where u-turn comes into play, breaking their
focus sash for you which can be useful for later on. Some opposing
leads are a problem like Tyranitar. In any case just switch out if
it's not going to work. Spore will disable one of their pokemons which
means they'll only have 5, and not 6, pokemon to use to try to stop
your game plan.
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Hippowdon (M) @ Leftovers
Ability: Sand Stream
EVs: 176 HP/84 Def/248 SDef
Impish nature (+Def, -SAtk)
- Stockpile
- Roar
- Slack Off
- Stealth Rock
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Next is Hippowdon, who serves four purposes.
1) He gets sand storm going to increase residual damage, which is why
you usually switch him in before Suicune unless you have a good reason
to do otherwise.
2) Sand storm will activate Gliscor's sand veil later on, possibly
getting you an extra swords dance to guarantee victory or simply saving
your life.
3) Back-up stealth rocks in case Smeargle can't get his job done, so this way you won't be out of luck.
4) Roar to increase residual damage.
Your goal is to set up stealth rocks if you haven't, and otherwise to shuffle your opponent's team as much as possible.
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Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP/252 Def/4 Spd
Bold nature (+Def, -Atk)
- Rest
- Sleep Talk
- Roar
- Calm Mind
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Next up for shufflers is Suicune. After one calm mind it'll be very
tough to take down, and the rest / sleep talk combination allows it to
be almost invincible sometimes. Suicune is a dedicated shuffler and,
as a bonus, goes good with Hippowdon type-wise against anything except
grass attacks.
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Azelf @ Light Clay
Ability: Levitate
EVs: 252 HP/4 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Reflect
- Light Screen
- Explosion
- Taunt
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After something dies and you've done as much damage as possible, send
in Azelf. Azelf will taunt if necessary, otherwise it'll set up
reflect or light screen depending on what damage you're about to take.
After getting both screens up, respectively, explode out. HP EVs for
more bulk, and Atk EVs would be useless on Azelf for the purposes of
this team which is to weaken the opposing pokemon to prepare for a
sweep. Azelf is best for the dual screen job. Bronzong can be taunted, and Alakazam is too frail. Plus Azelf get taunt.
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Gliscor (M) @ Yache Berry
Ability: Sand Veil
EVs: 252 HP/60 Spd/196 SDef
Timid nature (+Spd, -Atk)
- Rock Polish
- Swords Dance
- Taunt
- Baton Pass
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Here is the pokemon that makes it all possible. Between lum berry and
yache berry I went with yache berry, even though lum berry might be
better. I'm not sure yet. My general philosophy is that I'll taunt
anything that's going to try to status me. That doesn't work for
everything though...but without both boosts the game is over, and yache
berry can save you in that way. Rock polish first, then swords dance as many times as you can before baton passing.
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Metagross @ Leftovers
Ability: Clear Body
EVs: 112 HP/252 Atk/12 Def/132 Spd
Adamant nature (+Atk, -SAtk)
- Earthquake
- Thunderpunch
- Meteor Mash
- Ice Punch
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The finisher, and the perfect finisher. With agility this thing
outruns almost everything. With great coverage, high attack, and
bulkiness it will usually get the job done. The whole purpose of this
team was to give this thing leftovers instead of life orb. The purpose
of the residual damage is to allow Metagross to sweep without relying
on life orb (and even with life orb things like Swampert and Hippowdon
won't go down, and will kill you in return). Your opponent could play
the guessing game with switches to bring a life orb Metagross down.
Leftovers prevents this and gives you a lot of bulk to work with.
Every pokemon you OHKO is like a free 6.25% health boost. I've been
very satisfied with the performance of leftovers. The rest of the
moveset is coverage.
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