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PhoenixClaw
05-25-2009, 04:44 AM
EDIT: Wow, my bad. I used the same title as my last thread. *sigh* If a Mod sees this, would it be possible to change the thread title seen on the forums to 'Team Mind Storm' instead of 'Team Strong Arm'? Its really late at night and I just wasn't thinking. T_T

Ok, here's a second team of mine, this time following the trend of dual-type mono-Psychic! The biggest challenge here was finding a line-up of six non-legendary Pokemon which could actually take a hit in the current metagame. Sadly, Xatu, Girafarig and Solrock/Lunatone just didn't cut it for such a stringent team mindset. Luckily, I finally figured out something that at least has the initial appearance of being a good idea: doubling up on key types which offer solid resistances!

Now usually, I'm of the mind that diversity is key, hence I make sure there are no overlaps in type (excluding the mono-team theme, of course), moves or held items. Unfortunately, that just wasn't going to cut it this time around, therefore I decided to embrace the concept of 'matchmaker' and tried to make as many pairs as possible. The resulting team is surprisingly well equipped to handle the OU metagame head on.

Quick Glance

http://www.smogon.com/download/sprites/dp/442.png http://www.smogon.com/download/sprites/dp/80.png http://www.smogon.com/download/sprites/dp/103.png http://www.smogon.com/download/sprites/dp/376.png http://www.smogon.com/download/sprites/dp/308.png http://www.smogon.com/download/sprites/dp/121.png

As you'll soon notice, this is actually a Trick Room Team. Though it wasn't my initial desire to create a 'gimmick' team such as this, I've found it to work out rather nicely so far, and have decided its really the best option when presented with the rather limiting choices given the type of team I'm working on.

OK, enough of my ramblings. Take a look at the team and tell me what you think so far! ;D

http://www.smogon.com/download/sprites/dp/442.png
Bronzong @ Leftovers
Ability: Levitate
Nature: Sassy (+SpD/-Spe)
EVs: 244 HP/152 Att/112 SpD [0 Speed IV]
Gyro Ball
Earthquake
Trick Room
Stealth Rock

My reliable lead, capable of shrugging off the majority of attacks and starting things off right either with Stealth Rock or Trick Room. The HP EVs allow for maximum Leftovers recovery while the rest round out some stats a bit more to my liking. Gyro Ball for STAB and Earthquake for better coverage.

http://www.smogon.com/download/sprites/dp/80.png
Slowbro @ Leftovers
Ability: Own Tempo
Nature: Relaxed (+Def/-Spe)
EVs: 212 HP/252 Def/44 SpA [0 speed IV]
Surf
Slack Off
Trick Room
Flamethrower

Have you noticed some of the 'pairing up' yet? Trick Room along with Slack Off and Leftovers support keeps this guy on the field for quite a while. Surf for STAB and Flamethrower for a surprise OHKO on Forrestress and Scizor, assuming the nasty red bug goes for a 'free' Swords Dance over U-turn/X-Scissor, not to mention a general counter to Bugs in general.

http://www.smogon.com/download/sprites/dp/103.png
Exeggutor @ Life Orb
Ability: Chlorophyll
Nature: Quiet (+SpA/-Spe)
EVs: 252 SpA/132 HP/124 Att [0 speed IV]
Explosion
Grass Knot
AncientPower
Zen Headbutt

One of two typical recipients of Trick Room. Simply let loose with Grass Knot (Hippowdon), Zen Headbutt (Gengar) or Ancient Power (Yanmega) for some nice clean OHKOs. Of course, when all else fails, blow up in their face with Explosion and call it a day. Though HP Fire is of course an option, I won't be using it since a 0 Speed IV brings it down to 64 base power, not to mention the arduous task of breeding for it (since I want to recreate this team in Platinum for actual use). Zen Headbutt is there over Psychic simply for a 'mixed attacker' fell as well as utilizing the only move it can learn with a chance to flinch.

http://www.smogon.com/download/sprites/dp/376.png
Metagross @ Life Orb
Ability: Clear Body
Nature: Brave (+Att/-Spe)
EVs: 252 Att/132 HP/124 SpA [0 speed IV]
Iron Head
Explosion
Hammer Arm
Shadow Ball

Another nice pairing seen here; Life Orb and Explosion shared between two sweepers is something to fear for sure. Iron Head, like Zen Headbutt, offers a flinch chance to compliment the 'speed boost' from Trick Room. Hammer Arm and Shadow Ball offers perfect coverage while also serving two other roles:
1. Shadow Ball bypasses a Wil-o-Wisp from Dusknoir/Rotom.
2. Hammer Arm helps Metagross become even 'faster' during its three turn rush.

http://www.smogon.com/download/sprites/dp/308.png
Medicham @ Expert Belt
Ability: Pure Power
Nature: Jolly (+Spe/-SpA)
EVs: 252 Att/252 Spe/4 HP
Protect
Ice Punch
Psycho Cut
Hi Jump Kick

Trick Room had to run out sometime, right? Well here's the first remedy to that problem. Reaching an attack of 438, Jolly Medicham is too good to pass up on a pure Psychic team. Hi Jump Kick and Psycho Cut are default STAB while Ice Punch offers coverage. Protect allows for some scouting while also serving, again, two additional purposes:
1. I can stall out Trick Room assuming a sweeper was KO'd or forced to Explode earlier than I would have wanted.
2. In double battles, I have no fear of pairing up with a potentially explosive teammate.

http://www.smogon.com/download/sprites/dp/121.png
Starmie @ Expert Belt
Ability: Natural Cure
Nature: Timid (+Spe/-Att)
EVs: 252 SpA/252 Spe/4 HP
Protect
Ice Beam
Hydro Pump
Thunderbolt

My final answer to when Trick Room is no longer in effect. Once more we see the pairing with Medicham in the form of Expert Belt and Protect. Ice Beam/Thunderbolt/Hydro Pump has sensational coverage that has swept entire teams on one occasion or another. Again, Protect can be used to scout as well as laugh in safety when a doubles partner explodes.

And that's my team as of now. I don't have quite as much to say as I did in my last team simply because I haven't been using this one for very long. Any comments or critiques would be greatly appreciated. As of now, I am reasonably happy with the results (and the wins), but I'm sure there are still some things I could (greatly?) improve.

Thank you for reading all this, and thank you for taking the time to reply. ^_^

PhoenixClaw
05-25-2009, 04:45 AM
After reading Milo's 'Synergy and Destruction' Team bio, I thought it was a good idea to include his Offensive/Defensive threats and apply it to my own team. Hopefully, after analyzing my weaknesses, I'll be better prepared to tweak my team where necessary and make it even more threatening. ^^

Offensive Threats

Azelf - Bronzong can wall a non-Flamethrower variety. Likewise, an Explosion from Exeggutor or Metagross will do as well.

Breloom - Both Medicham and Starmie are faster and can OHKO with IcePunch/Ice Beam

Dragonite - Starmie/Medicham + Ice Beam/Ice Punch, respectively

Dugtrio - Bronzong resists anything aside from Sucker Punch and can KO with Gyro Ball/Earthquake

Electivire - Weak defenses allow Medicham or Bronzong to take it out with relative ease

Gallade - Metagross or Exeggutor could always just go BOOM!

Gengar - Bronzong can OHKO with Gyro Ball while taking approximately 40% damage

Gyarados - Starmie + Thunderbolt = owned

Heatran - Starmie or Slowbro, even Medicham if its not Scarfed

Heracross - This is a tough one. If Trick Room is in play, Slowbro with Flamethrower after a free switch-in. Otherwise, Metas gotta go BOOM!

Infernape - Starmie or Slowbro, though U-Turn/Grass Knot would probably leave only the former

Jolteon - Bronzong with Earthquake works fine

Kingdra -This...could be hard. Trick Room followed by a double dose of Grass Knot from a speedy Exeggutor usually works best though

Lucario - Bronzong, Metagross or Medicham

Machamp - Slowbro resists STAB and can't be confused by Dynamic Punch. Exeggutor with Zen Headbutt works nicely too, though Payback hurts quite a bit on both

Magnezone - Hammer Arm from Metagross seems to work nicely. Same with Hi Jump Kick from Medicham

Mamoswine - Gyro Ball or Hi Jump Kick works

Metagross -Flamethrower from Slowbro, Earthquake from Bronzong

Porygon-Z - Hammer Arm Metagross

Salamence - Just like Dragonite, Starmie and Medicham can take it if it didn't get a speed boost yet. Otherwise, Meta + Explosion

Scizor - This...is usually a problem. Hydro Pump from Starmie works nicely, though it would be great to get a stealthly Flamethrower in

Starmie - Trick Room + Grass Knot Exeggutor coming in on Surf

Togekiss - Thunderbolt from Starmie, Trick Room AncientPower or simply Explosion

Tyranitar - Metagross/Bronzong/Medicham

Weavile - OHKO by Gyro Ball

Yanmega - Considering Exeggutor and Slowbro hold the Rock/Fire moves and neither likes Bug/Flying, Exploding Meta is the way to go

Defensive Threats

Blissey - I take great pleasure in Exploding right in her face, though Hi Jump Kick OHKOs just the same

Bronzong - Slowbro + Flamethrower. If I'm lucky, I can predict and Slack Off after Explosion, ending with about 70% health

Celebi - Bronzong w/o HP Fire, Ice Beam/Ice Punch from my speedy pair

Cresselia - Slowbro walls this and can wear her down with Flamethrower/Surf/Slack Off

Donphan - Exeggutor/Starmie or even Bronzong if necessary

Dusknoir - Metagross nicely avoids Will-o-Wisp with Shadow Ball.

Forretress - Slowbro + Flamethrower

Gliscor - Starmie or Medicham

Gyarados - Starmie

Hippowdon - Exeggutor or Starmie

Jirachi - Slowbro + Flamethrower, Medicham and Starmie can take chunks off with Hi Jump Kick or Hydro Pump

Skarmory - Slowbro or Starmie

Snorlax -Medicham or Metagross

Suicune - Starmie or Exeggutor (preferably after Trick Room and coming in on Surf)

Swampert - Exeggutor, though Avalanche/Ice Beam may opt towards wearing it down with Slowbro and Surf/Slack Off

Tentacruel - Starmie or Trick Room + Zen Headbutt Exeggutor

Tyranitar - Gyro Ball Bronzong, Hi Jump Kick Medicham, Hammer Arm Metagross, even Hydro Pump Starmie after some residual damage

Vaporeon - Just like Suicune, Starmie or Exeggutor (preferably after Trick Room and coming in on Surf)

Zapdos - Ice Beam/Ice Punch hurts a bunch! :D

i am cool
05-25-2009, 08:33 AM
PC <33333.

Alright, let me analyze the sets, then the Pokémon, then the team synergy.

Psychic > Zen Headbutt on Exeggutor, because a LO Psychic will OHKO both Gengar AND Yanmega. I know you want flinch, but relying on Hax isn't an option in competitive battling. I get what you're saying about Hidden Power Fire...but maybe you want to put Sleep Powder instead of Ancient Power? Ancient Power is too bad, thus you should never consider even using it.

I love your use of Hammer Arm on Metagross, keep it. However, I recommend replacing Iron Head with Meteor Mash. If you want the role of a "Flincher", then Jirachi does it better than Metagross; especially since Jirachi has a 60% chance to Flinch with Iron Head, compared to Metagross' mere 30% chance of a Flinch (which is actually quite low, trust me). Something like Choice Scarf Jirachi with Fire Punch / Iron Head / Trick / Zen Headbutt.

I recommend Life Orb on Starmie, just for that additional power; which is extremely needed for something like Starmie. Replace either Thunderbolt or Ice Beam for Recover, if you're scared of Life Orb recoil. Judging by your team, I suggest you replace Ice Beam with Recover; since Dragon-types are covered pretty well with the 2 Steel-types on your team.

Lead Azelf could actually pose a problem. Nowadays, Lead Azelf mostly carry Fire Blast / Flamethrower, which will completely ruin Bronzong and put you at an outright terrible disadvantage. This is why I recommend going Heat Proof with Bronzong. Levitate might be fun to switch in on Earthquakes, but you got other Pokémon for that (Exeggutor, Starmie on occasions). Plus, bluffing Levitate is always fun; because most opponents would never expect it.

Also, since Starmie can't counter the Gyarados present nowadays; maybe you could switch Flamethrower on Slowbro for Hidden Power Electric? Steel-types are already covered by your own, they don't pose any threat to this team.

Choice Specs Jolteon is a huge threat to this team, you should play around it by smart switches to Bronzong and Exeggutor. Choice Specs Thunderbolt actually does 78% damage to Bronzong! Maybe you could give it a few more Special Defense EVs? Just to make sure.

When facing Scizor, make sure you don't switch by mistake on a U-turn when switching to Starmie / Slowbro. It is a huge threat to this team, hence I'm really hoping you could switch Metagross for a Jirachi with Fire Punch.

This is an amazing team otherwise, great job; and welcome back <3.

PhoenixClaw
05-25-2009, 11:39 PM
Thanks a whole lot for the reply IAC. ^_____^

I've taken all your suggestions into account and started off by making the following changes. Mind you, I haven't had much of an opportunity to test them out yet, but from the quick match or two I was able to play in, these alterations have certainly made a positive impact on the team mechanics:

http://www.smogon.com/download/sprites/dp/442.png
Bronzong @ Leftovers
Ability: Heatproof
Nature: Sassy (+SpD/-Spe)
EVs: 244 HP/204 SpD/60 Att [0 Spe IV]
Gyro Ball
Earthquake
Trick Room
Stealth Rock

Only two changes here, both of which you mentioned and I whole-heartedly agree with. Heatproof is now in use coupled with a handy boost to Sp.D, raising Zong to a formidable 350 special defense. Lead Azelf shouldn't be as much of a problem now, nor should Jolteon before I (hopefully) KO it with Earthquake. According to my rough calculations, a +Speed Jolteon with max Special attack and Specs does a maximum of 49% damage. A +Special attack nature does 50% damage 50% of the time, so this EV spread is just enough to give me a high probability of surviving a switch-in and OHKOing with Earthquake. ^^

http://www.smogon.com/download/sprites/dp/80.png
Slowbro @ Leftovers
Ability: Own Tempo
Nature: Relaxed (+Def/-Spe)
EVs: 212 HP/252 Def/44 SpA [0 Spe EV]
Surf
Slack Off
Trick Room
Flamethrower

I actually didn't change anything here despite a suggestion of going with HP Electric. Again, I really don't want to breed for HP moves, not to mention the fact they're going to be weakened due to the 0 speed IV. I'm going to try my luck with this set until I absolutely fee lit needs to be changed.

http://www.smogon.com/download/sprites/dp/103.png
Exeggutor @ Life Orb
Ability: Chlorophyll
Nature: Quiet (+SpA/-Spe)
EVs: 252 SpA/132 HP/124 Att [0 Spe IV]
Psychic
Explosion
Grass Knot
Sleep Powder

Another set of suggestions, and another satisfied nod and appropriate changes. I suppose the mixed attacker idea wasn't destined to work out, so back we are with a pure special attacker variety. Also, Sleep Powder works wonders paired with Trick Room, something I am very glad you suggested. As for the EV spread, I'm unsure to keep it as is or dump some of the attack EVs into something else. As it stands now, a powered up Explosion is never a bad thing, so maybe I can leave that decision for a later time.

http://www.smogon.com/download/sprites/dp/376.png
Metagross @ Life Orb
Ability: Clear Body
Nature: Brave (+Att/-Spe)
EVs: 252 Att/132 HP/124 SpA [0 Spe IV]
Explosion
Hammer Arm
Shadow Ball
Meteor Mash

I did have Meteor Mash on this set for a while, but it helps to actually hear it recommended when trying to settle on a specific combination of moves. Since you didn't mention anything about Shadow Ball, I'm assuming it received the proverbial 'thumbs up' and thus will not be changed at this point in time. Pursuit is another option worth considering, but I do like the fact that I can still take out Ghosts even after suffering a burn.

http://www.smogon.com/download/sprites/dp/308.png
Medicham @ Choice Scarf
Ability: Pure Power
Nature: Adamant(+Att/-SpA)
EVs: 252 Att/240 HP/16 Spe
Trick
Psycho Cut
Fire Punch
Hi Jump Kick

This is my answer to Scizor, though I don't know how wise a move it is. I have a strong dislike for using legendaries, so Jirachi is not really an option for me. I know Medicham doesn't have the key resistances, but he does offer neutrality in the face of Bug (X-Scissor), Steel (Bullet Punch) and an outright resistance to Fighting (Superpower). With this in mind, I've gone with a Scarf, dumped his Speed EVs and pumped almost all of them into HP. Due to Scarf, I was even able to change its nature and take advantage of Trick Room after getting rid of my item. I don't know if it will work out, but its definitely worth a try.

http://www.smogon.com/download/sprites/dp/121.png
Starmie @ Choice Scarf
Ability: Natural Cure
Nature: Modest (+SpA/-Att)
EVs: 252 SpA/192 HP/64 Spe
Trick
Ice Beam
Hydro Pump
Thunderbolt

To keep in line with the idea of pairs, Starmie follows Medicham's lead and becomes a super-speedy killing machine (helped along by the change in nature), running just enough speed EVs to outspeed a Scarfed Heatran and/or Porygon-Z. In addition, a significant investment in HP EVs and little in Speed allows me to abuse Trick Room to a certain extent after getting rid of my item. Imagine my opponent's shock when my 'slow' Starmie suddenly starts kicking unsuspecting butt after a helpful TR set-up. ^^

As I said before, this is still a work in progress. I'll continue to play-test and see what works and what doesn't. Thank you for the help, and I'll continue to edit this thread as I discover more about my handy little theme team.

zod
05-26-2009, 01:31 AM
I dont get with having two scarfed pokes... Oh and this team is weak to scizor.

Dimes
05-28-2009, 09:47 PM
2 Scarfers in TR= BAD. 1 fast Pokemon is fine to set up, two limits your options.

i am cool
05-30-2009, 05:36 AM
Agreeing with ZoD. 2 Choice Scarfers isn't good. It's quite terrible, actually.

SD Roost Scizor is your new problematic Pokémon...You should really consider changing Medicham; it cannot survive a SD + LO + Technichan STAB Bullet Punch.

Dimes
05-30-2009, 10:42 PM
Nidoqueen>Medicham?

PhoenixClaw
06-16-2009, 05:38 PM
Nidoqueen would nullify the Mono-Psychic theme. Also, here's an update showing what I've found to work best:

http://www.smogon.com/download/sprites/dp/442.png
Bronzong @ Leftovers
Ability: Heatproof
Nature: Sassy (+SpD/-Spe)
EVs: 252 HP/156 Att/100 SDef [0 Speed IV]
Toxic
Gyro Ball
Trick Room
Earthquake

Lead and tank. Anything Bronzong can't threaten with Gyro Ball or Earthquake, he poisons and passes to the next Pokemon. Skarmory obviously can't be touched, but hey, it works in the majority of cases. Heatproof is to mess with lead Azelf and Infernape, as well as Heatran from time to time. Besides, bluffing Levitate is fun. ;D

http://www.smogon.com/download/sprites/dp/80.png
Slowbro @ Leftovers
Ability: Own Tempo
Nature: Relaxed (+Def/-Spe)
EVs: 212 HP/252 Def/44 SpA [0 Speed IV]
Surf
Slack Off
Trick Room
Flamethrower

I haven't changed anything on this guy from day 1. Flamethrower, under Trick Room, is a near-guaranteed surprise OHKO on Scizor and Forestress. Good times.

http://www.smogon.com/download/sprites/dp/103.png
Exeggutor @ Life Orb
Ability: Chlorophyll
Nature: Quiet (+SpA/-Spe)
EVs: 252 SpA/180 HP/76 Att [0 speed IV]
Psychic
Explosion
Grass Knot
Sleep Powder

A fast 75% accurate sleep move is good. Follow that up with two amazingly powerful STABs working off 125 base special attack and its great.Finish a Trick Room run with a massively powerful Explosion to end things with a bang? Priceless.

http://www.smogon.com/download/sprites/dp/376.png
Metagross @ Life Orb
Ability: Clear Body
Nature: Brave (+Att/-Spe)
EVs: 252 Att/132 HP/124 SpA [0 speed IV]
Explosion
Shadow Ball
Hammer Arm
Meteor Mash

Meteor Mash for STAB, Hammer Arm to negate speed issues during TR, and Shadow Ball to KO ghosts even after a Burn. Finsih things off with Explosion, and have a nice day.

http://www.smogon.com/download/sprites/dp/308.png
Medicham @ Expert Belt
Ability: Pure Power
Nature: Impish (+Def/-SpA)
EVs: 204 HP/168 Def/136 Spe
Recover
Fire Punch
Psycho Cut
Hi Jump Kick

The EVs/nature allow Medicham to just barely outrun max 229 speed Scizor and OHKO with Fire Punch, or switch into non-CB Bullet Punch, take the hit, take the second hit next turn then OHKO with fists o' fire. Furthermore, calculations revel that Medicham survives LO+SD+Technician+STAB BP 95% of the time without SR, and 42% with SR. I believe that's at least a passable chance for success, but I suppose only time will tell.

http://www.smogon.com/download/sprites/dp/121.png
Starmie @ Expert Belt
Ability: Natural Cure
Nature: Calm (+SpD/-Att)
EVs: 196 HP/176 SpD/136 Spe
Recover
Ice Beam
Hydro Pump
Thunderbolt

Like Medicham, the EVs/nature allow Starmie to just barely survive Draco Meteor and/or Outrage from a +0 Salamence then OHKO at +0 speed with Ice Beam. In other words, somehow get in before they use Dragon Dance, or simply switch into Outrage and hope they aren't Scarfed.

-

This may not be the strongest team in the world, nor is it the easiest to use, but damn if it isn't fun to play with! Besides, knowing exactly what my team can do makes surprise KOs all the more sweeter. ^_____^