Breaking Free
At A Glance
Heatran (M) @ Shuca Berry
Ability: Flash Fire
EVs: 6 HP/252 Spd/252 SAtk
Hasty nature (+Spd, -Def)
- Fire Blast
- Explosion
- Earth Power
- Stealth Rock
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Why Heatran?
Thanks to Flashstorm1 for the lead. After considerable testing, Heatran functions as an amazing lead that almost always gets rocks down. His resistances have also proved as invaluable to the team. Heatran can stand up to the majority of the leads, and functions as a great Rotom counter who my team was previously quite weak against. Overall, an excellent lead.
Item & Moveset:
Shuca Berry: Ensures I get rocks down most of the time, and can even be used to bluff Choice Scarf. Can also come back later and get rid of opposing Heatran and others if necessary.
Fire Blast: Heatran's main STAB move that severly dents anything that comes in contact with it. Not much else to say, great move.
Explosion: I usually try not to use it because Heatran alive is very detrimental to my team, but when I feel I have an opening or want to get rid of something that could pose a threat, I explode. Extremely powerful.
Earth Power: Provides good coverage with Fire Blast and gets rid of opposing Heatran that switch in.
Stealth Rock: Self-explanatory. Stealth Rock is needed in offensive teams for passive damage, and Heatran does a great job of laying it down.
EVs: Standard 6 HP/252 SAtk/252 Spd. Hasty over Naive so that Heatran can handle Rotom and others easier.
Thanks to Flashstorm1 for the lead. After considerable testing, Heatran functions as an amazing lead that almost always gets rocks down. His resistances have also proved as invaluable to the team. Heatran can stand up to the majority of the leads, and functions as a great Rotom counter who my team was previously quite weak against. Overall, an excellent lead.
Item & Moveset:
Shuca Berry: Ensures I get rocks down most of the time, and can even be used to bluff Choice Scarf. Can also come back later and get rid of opposing Heatran and others if necessary.
Fire Blast: Heatran's main STAB move that severly dents anything that comes in contact with it. Not much else to say, great move.
Explosion: I usually try not to use it because Heatran alive is very detrimental to my team, but when I feel I have an opening or want to get rid of something that could pose a threat, I explode. Extremely powerful.
Earth Power: Provides good coverage with Fire Blast and gets rid of opposing Heatran that switch in.
Stealth Rock: Self-explanatory. Stealth Rock is needed in offensive teams for passive damage, and Heatran does a great job of laying it down.
EVs: Standard 6 HP/252 SAtk/252 Spd. Hasty over Naive so that Heatran can handle Rotom and others easier.
Gyarados (M) @ Leftovers
Ability: Intimidate
EVs: 156 HP/108 Atk/100 Def/144 Spd
Adamant nature (+Atk, -SAtk)
- Dragon Dance
- Waterfall
- Stone Edge
- Taunt
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Ability: Intimidate
EVs: 156 HP/108 Atk/100 Def/144 Spd
Adamant nature (+Atk, -SAtk)
- Dragon Dance
- Waterfall
- Stone Edge
- Taunt
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Why Gyrados?
Gyrados has proven to be invaluable to the team, severely denting teams and setting up Jolteon brilliantly. He can also take a variety of hits thanks to its great bulk. Intimidate also makes him a great switch in to physical threats. BulkyGyra has just fit perfectly in this team.
Item & Moveset:
Leftovers: Leftovers is essential to keep Gyrados alive as long as possible, simple as that.
Dragon Dance: The setup move that everyone fears. With just one DD, Gyrados is capable of sweeping teams with ease. Just an amazing move.
Waterfall: Great STAB and his most reliable move.
Stone Edge: Provides the most effective coverage with Waterfall and takes care of the likes of Salamence, Zapdos, and opposing Gyrados.
Taunt: Taunt is crucial to this set because many moves such as Thunder Wave, Will-O-Wisp, Roar, and other Taunt users screw around with Gyrados sweeping. Not allowing Skarmory or others to roar/whirlwind me away is also nice.
EVs: Standard BulkyGyra. The total EVs give 370 HP / 344 Atk / 219 Def / 234 Spe. 156 HP ensures that it never is 2HKOed by Timid Life Orb Heatran's Fire Blast with Stealth Rock and Leftovers taken into account. 108 Atk allows Gyarados to always 2HKO 252 Def / 148 HP Bold Blissey, factoring Stealth Rocks and Leftovers. 144 Spe is to outspeed Gengar after a Dragon Dance. 100 Defense is EV leftover, but it's really necessary to tank hits from the likes of Lucario, Scizor, and Heracross.
Gyrados has proven to be invaluable to the team, severely denting teams and setting up Jolteon brilliantly. He can also take a variety of hits thanks to its great bulk. Intimidate also makes him a great switch in to physical threats. BulkyGyra has just fit perfectly in this team.
Item & Moveset:
Leftovers: Leftovers is essential to keep Gyrados alive as long as possible, simple as that.
Dragon Dance: The setup move that everyone fears. With just one DD, Gyrados is capable of sweeping teams with ease. Just an amazing move.
Waterfall: Great STAB and his most reliable move.
Stone Edge: Provides the most effective coverage with Waterfall and takes care of the likes of Salamence, Zapdos, and opposing Gyrados.
Taunt: Taunt is crucial to this set because many moves such as Thunder Wave, Will-O-Wisp, Roar, and other Taunt users screw around with Gyrados sweeping. Not allowing Skarmory or others to roar/whirlwind me away is also nice.
EVs: Standard BulkyGyra. The total EVs give 370 HP / 344 Atk / 219 Def / 234 Spe. 156 HP ensures that it never is 2HKOed by Timid Life Orb Heatran's Fire Blast with Stealth Rock and Leftovers taken into account. 108 Atk allows Gyarados to always 2HKO 252 Def / 148 HP Bold Blissey, factoring Stealth Rocks and Leftovers. 144 Spe is to outspeed Gengar after a Dragon Dance. 100 Defense is EV leftover, but it's really necessary to tank hits from the likes of Lucario, Scizor, and Heracross.
Breloom (M) @ Toxic Orb
Ability: Poison Heal
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Facade
- Seed Bomb
- Spore
- Superpower
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(I'm currently testing the standard subseed set over this one. It seems to be working pretty well, but after more testing, I will decide what to do with Breloom's set.)
Why Breloom?
Breloom is my favorite Pokemon, and for good reason. With a 100% sleeping move and a monstrous Attack stat, Breloom can really destroy teams. His typing also allows him to switch into many attacks with ease, and poison heal means he will be gaining a 1/8 HP per turn, making him hard to get rid of.
Item and Moveset:
Toxic Orb: Toxic Orb is the most beneficial item for Breloom, as it allows him to heal 1/8 of its HP thanks to Poison heal. It also means Breloom cannot be inflicted with status once Toxic Orb activates, making him a great status absorber.
Facade: 140 BP Facade coming off 359 Atk means nothing is switching in on Breloom without losing a chunk of its health. Really underestimated and underused, but extremely effective.
Seed Bomb: STAB and main move. Nothing to say here, just a sold attack.
Spore: IMO, the best move in the game. 100% sleep move is nothing to scoff at, and immediately takes care of an opponent. I never use Spore first, as the opponent usually sends in a sleep/status absorber expecting a spore, but instead gets smacked hard with an attack. I save Spore for a poke that poses a large threat to the team.
Superpower: Second STAB and wow, does this hit hard. Nothing likes taking one of these.
EVs: Standard 4/252/252 but jolly to outrun a lot of poke's that think they can outrun Breloom only to get hit hard or put to sleep.
Breloom is my favorite Pokemon, and for good reason. With a 100% sleeping move and a monstrous Attack stat, Breloom can really destroy teams. His typing also allows him to switch into many attacks with ease, and poison heal means he will be gaining a 1/8 HP per turn, making him hard to get rid of.
Item and Moveset:
Toxic Orb: Toxic Orb is the most beneficial item for Breloom, as it allows him to heal 1/8 of its HP thanks to Poison heal. It also means Breloom cannot be inflicted with status once Toxic Orb activates, making him a great status absorber.
Facade: 140 BP Facade coming off 359 Atk means nothing is switching in on Breloom without losing a chunk of its health. Really underestimated and underused, but extremely effective.
Seed Bomb: STAB and main move. Nothing to say here, just a sold attack.
Spore: IMO, the best move in the game. 100% sleep move is nothing to scoff at, and immediately takes care of an opponent. I never use Spore first, as the opponent usually sends in a sleep/status absorber expecting a spore, but instead gets smacked hard with an attack. I save Spore for a poke that poses a large threat to the team.
Superpower: Second STAB and wow, does this hit hard. Nothing likes taking one of these.
EVs: Standard 4/252/252 but jolly to outrun a lot of poke's that think they can outrun Breloom only to get hit hard or put to sleep.
Jolteon (M) @ Life Orb
Ability: Volt Absorb
EVs: 6 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Charge Beam
- Hidden Power [Grass]
- Baton Pass
- Thunderbolt
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Ability: Volt Absorb
EVs: 6 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Charge Beam
- Hidden Power [Grass]
- Baton Pass
- Thunderbolt
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Why Jolteon?
Jolteon works well with Gyrados, taking care of his electric weakness while Gyrados covers Jolteon's ground weakness. Jolteon is also capable of sweeping teams that don't have a ground resist not named Swampert. His blistering speed and great Special Attack along with 70% chance of SpA boost thanks to Charge Beam means Jolteon will cause the opposing team quite a bit of trouble.
Items & Moveset:
Life Orb: Life Orb is the perfect fit on this set, as it will add a much appreciated boost to Jolteon's special attack without limiting it to the same move. With charge beam, choice specs isn't even needed, as it will have more than enough firepower to dent the opponent. Jolteon's main purpose is to switch into electric attacks, so the 25% heal is very welcome and makes Life Orb more tolerable.
Charge Beam: Boosting Jolteon's already great special attack spells trouble for the opponent, as not much can take boosted Thunderbolts from him. If I suspect an earthquake or don't wish to keep Jolteon in any longer, I can also Baton Pass the boosts to Latias and go from there.
Hidden Power [Grass]: With Swampert increasing in usage, HP Grass was necessary to prevent him from walling Jolteon. Also useful for Hippowdon, weakened Tyranitar, Mamoswine, etc.
Thunderbolt: Jolteon's main sweeping move. Takes care of alot of things; even those who resist it don't like taking a STAB Thunderbolt.
Baton Pass: Baton Pass is an extremely useful move. If I have a SpA boost, and want to switch it to Latias, Baton Pass is the way to go. I also use it like a Scizor U-Turn in order to keep the momentum. Baton Pass is also excellent for pursuiters that think they can get rid of Jolteon on the switch.
EVs: Standard. Not much to say here. Outruns Adamant Gyra after a DD which is nice.
Jolteon works well with Gyrados, taking care of his electric weakness while Gyrados covers Jolteon's ground weakness. Jolteon is also capable of sweeping teams that don't have a ground resist not named Swampert. His blistering speed and great Special Attack along with 70% chance of SpA boost thanks to Charge Beam means Jolteon will cause the opposing team quite a bit of trouble.
Items & Moveset:
Life Orb: Life Orb is the perfect fit on this set, as it will add a much appreciated boost to Jolteon's special attack without limiting it to the same move. With charge beam, choice specs isn't even needed, as it will have more than enough firepower to dent the opponent. Jolteon's main purpose is to switch into electric attacks, so the 25% heal is very welcome and makes Life Orb more tolerable.
Charge Beam: Boosting Jolteon's already great special attack spells trouble for the opponent, as not much can take boosted Thunderbolts from him. If I suspect an earthquake or don't wish to keep Jolteon in any longer, I can also Baton Pass the boosts to Latias and go from there.
Hidden Power [Grass]: With Swampert increasing in usage, HP Grass was necessary to prevent him from walling Jolteon. Also useful for Hippowdon, weakened Tyranitar, Mamoswine, etc.
Thunderbolt: Jolteon's main sweeping move. Takes care of alot of things; even those who resist it don't like taking a STAB Thunderbolt.
Baton Pass: Baton Pass is an extremely useful move. If I have a SpA boost, and want to switch it to Latias, Baton Pass is the way to go. I also use it like a Scizor U-Turn in order to keep the momentum. Baton Pass is also excellent for pursuiters that think they can get rid of Jolteon on the switch.
EVs: Standard. Not much to say here. Outruns Adamant Gyra after a DD which is nice.
Latias (F) @ Choice Scarf
Ability: Levitate
EVs: 6 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Dragon Pulse
- Draco Meteor
- Surf
- Trick
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Why Latias?
I needed an effective revenge killer who could take care of Scarf Flygon and Scarftran, as they posed a huge threat to the team. Latias can also take care of various other threats, as well as providing a bit of bulk and resistances that the team needs. She is also the recipient of Jolteon's SpA boosts at times which greatly benefit her.
Items & Moveset:
Choice Scarf: Well, Latias wouldn't really be as effective a revenge killer without a scarf =P. Outspeeds nearly everything with the Scarf, which is great.
Dragon Pulse: My STAB and most reliable attack. Pretty much all there is to say.
Draco Meteor: Such a broken move. Completely wrecks whatever takes it. I usually use it when I predict a switch, and the recipient of it usually isn't too happy.
Surf: Provides good coverage with my Dragon STABs; takes care of Tyranitar switch ins, and whatever resists Dragon type moves.
Trick: An amazing move that really cripples whoever I use it on. Blisseys hate switching in only to get stuck with a scarf. Just a great move, and extremely useful.
EVs: Standard spread. Max speed and special attack, and timid so that if I get rid of the scarf, I can still effectively take care of Infernape and other threats.
Scizor (M) @ Choice Band
Ability: Technician
EVs: 246 HP/252 Atk/12 Spd
Adamant nature (+Atk, -SAtk)
- Bullet Punch
- Pursuit
- Superpower
- U-turn
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Why Scizor?
If everyone else can use him, why can't I? =P. My second revenge killer, scouter, pursuiter, and sweeper. He is just too good not to use. Technician+Bullet Punch+Pursuit=Good game.
Item & Moveset:
Choice Band: CB Scizor is the most effective set IMO. He needs no setup, and Bullet Punch means he will be attacking first anyway, making CB the optimal item.
Bullet Punch: My main move that takes care of pretty much everything. I've swept many teams with just Bullet Punch; just an amazing move.
Pursuit: With Technician, Scizor's Pursuit does almost as much damage as Tyranitar, and can easily get rid of psychic and ghost types such as Latias, Starmie, Gengar, Rotom, etc. It is also nice against pokemon that expect a bullet punch and switch, only to be nailed with pursuit.
Superpower: Mainly for opposing steel types such as Heatran, Magnezone, and other Scizor. Requires a bit of prediction, but the result is just great.
U-Turn: Secondary STAB and great for scouting opponents and gaining advantage. It is the perfect move for offensive teams as it lets me keep the fact paced tempo that the team revolves around. It also does a ton of damage to anything that doesn't resist it.
EVs: Max attack is obvious, 12 Speed EVs allow me to outspeed opposing Scizors and Vaporeon, and the rest is dumped into HP for survivability.
Ability: Technician
EVs: 246 HP/252 Atk/12 Spd
Adamant nature (+Atk, -SAtk)
- Bullet Punch
- Pursuit
- Superpower
- U-turn
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Why Scizor?
If everyone else can use him, why can't I? =P. My second revenge killer, scouter, pursuiter, and sweeper. He is just too good not to use. Technician+Bullet Punch+Pursuit=Good game.
Item & Moveset:
Choice Band: CB Scizor is the most effective set IMO. He needs no setup, and Bullet Punch means he will be attacking first anyway, making CB the optimal item.
Bullet Punch: My main move that takes care of pretty much everything. I've swept many teams with just Bullet Punch; just an amazing move.
Pursuit: With Technician, Scizor's Pursuit does almost as much damage as Tyranitar, and can easily get rid of psychic and ghost types such as Latias, Starmie, Gengar, Rotom, etc. It is also nice against pokemon that expect a bullet punch and switch, only to be nailed with pursuit.
Superpower: Mainly for opposing steel types such as Heatran, Magnezone, and other Scizor. Requires a bit of prediction, but the result is just great.
U-Turn: Secondary STAB and great for scouting opponents and gaining advantage. It is the perfect move for offensive teams as it lets me keep the fact paced tempo that the team revolves around. It also does a ton of damage to anything that doesn't resist it.
EVs: Max attack is obvious, 12 Speed EVs allow me to outspeed opposing Scizors and Vaporeon, and the rest is dumped into HP for survivability.
Thanks in advance and any help is appreciated. Threat List will be up soon.