At a Glance
The Lead
@Occa Berry
Nature: Jolly
Ability: Serene grace
252 atk/252 spd/4 hp
-Thunder Wave
-Steath Rock
-Iron Head
-Fire Punch
This set works very well at getting SR up and dealing with many common leads. Thunder wave cripples faster leads, such as Azelf, and Breloom can sub stall with the para hax which really helps against faster threats. Iron head is there for STAB and of course, hax. Fire punch is for those pesky steel types, mainly Magnezone, who just love to switch in.
The Mixed Sweeper
@Life Orb
Nature: Naive
Ability: Blaze
128 atk/252 spd/128 Spc att.
-Close Combat
-Hidden Power [Grass]
-Mach Punch
-Flame Thrower
Close Combat is very stong STAB and is an obvious choice for almost every infernape. But the other moves together seem kind of odd, don't they? well they fit very well on this team. Swords Dance Lucario used to be a big problem for this team so I added mach punch which does very well at stopping it. Flame Thrower hits pretty hard against steel types Plus I don't like to miss. The only reason I have it as HP grass is because the lame Grass Knot glitch on shoddy (when Grass Knot ignores Life Orb). I run max speed to avoid a dreaded speed tie
The Annoy-er
@Toxic orb
Nature: Jolly
Ability: Poison Heal
/252 spd/140 hp/68 Sp. D/40 Def
-Substitute
-Focus Punch
-Leech Seed
-Spore
I know this may look odd, well the ev's are, but it works amazing. Very good at switching in on scarfed Starmie T-Bolting Vaporeon. and also the extra special Defense and HP helps with the substitutes not breaking It also makes the HP divisible by 8 for best subs and maximum healing from poison heal and the max speed allows Breloom to out speed neutral speed Gyrados and slower.
The Special Sponge
@Leftovers
Nature: Calm
Ability: Water Absorb
120 hp/68 Sp. Att/252 Sp. Def/68 spd
-Hidden Power [Electric]
-Surf
-Protect
-Wish
Specially defensive Vaporeon is amazing and works very well with Cresselia's Reflect passing. the EVs are for high special bulk. the speed is standard for a wishpasser and the special attack is for just a little more Oomph.
The Revenge Killer
@Choice Scarf
Nature: Naughty
Ability: Levitate
88 Att./188 sp att./252 Speed
-Ice punch
-Psychic
-U-Turn
-Explosion
Mixed scarf Azelf WHAAAAAAAAAA? thats right! and it is surprisingly Very effective. naughty nature allows it to still out speed Positive Natured +1 Base 100s and get a lot more power. the EVs make it so each ofensive stat is the same. Ice punch is for coverage Psychic is for stab U-Turn is for scouting And explosion is to go out with a bang! literally.
The Physical Wall
@Leftovers
Nature: Impish
252 HP/4 Sp. Att./252 Def./
Ability: Levitate
-Reflect
-Ice Beam
-Moon Light
-Thunder Wave
I love Cresselia. it has amazing defenses and can take a beating from both sides of the attacking spectrum. this thing is really helpful especially against those extremely powerful dragons. also passing the reflects allows infernape to switch in to Tyranitar's Crunch and OHKO. Thunder-wave Cripples those ever so annoying scarfers and Everyone likes the Paralysis support. My only real complaint here is that cress doesn't get recover and is sadly left with the mediocre moon light.Here's the one for OU:
The Threat List
Aerodactyl - Jirachi handles it pretty well as they usually don't taunt and if they do then Cress Or vap can take it down easlily.
Azelf - Jirachi handles it pretty well as they usually don't taunt and if they do I send in Azelf U-turn out then put jirachi back in and kill with iron head.
Breloom -A threat to any team. if jirachi is still alive I use it to take the spore then have cress damage it with ice beam.
Dragonite - The leads I start with SR then switch to cress if they started with EQ if they started with SR I Twave with jirachi then switch yo Cress.
Electivire - Can actually be pretty annoying but Cress can easily take the hits and if it doesnt get a motor drive then Infernape can handle it quite well
Empoleon - if vap is still alive it cant touch me if vap is fainted and it is behind a sub I explode azelf to break the sub then mach punch with ape generally not too much of a problem
Flygon - Cress handles it really well along with azelf's Ice punch
Gengar - Vap can sponge the hits very well and only fears Sp. def drops azelf's psychic OHKOs
Gyarados - Vaporeon's hidden power destroys it and cress can cripple it with T-wave if all else fails azelf can explode
Heatran - Vaporeon can Wall it all day long and only takes about 50% froma specs flash fire over heat. if it is a scarf and switches in on jirachi I cripple it with t wave and kill with vap or infernape.
Heracross - not really a problem for cress though megahorn hits hard.
Infernape - Cress And vaporeon can handle it very well and cress can cripple it with t-wave
Jirachi - - CM wish jirachi is really hard to take down and only my own jirachi stands in it's path though cress can cripple non substitue variants with thunder wave. the hax jirachi gets OHKOd by infernape's flame thrower and my own jirachi can break the sub.
Jolteon - I don't really Have anything that can take strong Electric attacks but i usually sacrafice jirachi (unless something else is much weaker) then send in breloom to spore it. or I Explode Azelf
Kingdra -Substitute variants give me trouble IF it isnt behind a sub I usually have to explode it.
Lucario - Cress Can Cripple it then pass reflect to jirachi to kill it with fire punch also Infernape can OHKO 100% of the time after a close combat and life orb recoil
Machamp - Such an annoying lead.... I go for iron head hax and if it gets the punch in I switch to cress and reflect then t-wave it (2 times b/c lum) then slowly chip away at it's health
if I lose cress I kill it with azelf's psychic
Magnezone - The irony is jirachi does good against it crippling i with t wave and if it isnt a scarfer breaks the sub with fire punch for ape to come in and OHKO with flame thrower (rather face a flash fired heatran than an untouched rotom)
Mamoswine - Switch to cress reflect switch to ape then OHKO with flame thrower if all else fails kill with vap's surf
Metagross - reflect and t wave and OHKOd by flamethrower
Ninjask - set up SR (yes letting him get a SD) then kill the sub predict the pass and t-wave the recipient.
Roserade - Jirachi has a 70% chance of beating it (sleep power's accuracy) if it comes late game infernape can swith in to its stap moves and azelf can KO with Psychic
Salamence - Cress Handles all variants well and Azelf can outspeed +1 and OHKO with ice punch
Scizor - Cress can usually take the damage and moonlight it off infernape can flame thrower brloom can spore after a choice band bullet punch.
Smeargle - Like Roserade jirachi has a 60% chance at beating it and breloom can mach punch scarf variants
Starmie -hits hard But has relitively weak thunder bolts so vap can wish protect then HP then wish/protect back up to full HP and HP again until it is dead. azelf can revenge it with u-turn
Togekiss - can be annoying but is crippled by cress's thunder wave and gets hit hard by iron head psychic and close combat
Tyranitar - the sandstorm hurts cress's recovery but can be crippled by thunder wave and cress can set up protect jirachi's iron head + thunder-wave destroys lead variants
Weavile -can do mean things to azelf with its pursuit. vap walls it well and ape can mach punch OHKO
Defensive Threats
Blissey - breloom can spore sub then spore the next pokemon b/c natural cure. Infernape can close combat or flmaethrower the obvious switch.
Bronzong - breloom can leech seed it sub then spore the switch or sub stall it out infernape does major damage with flame thrower and jirachi does a good ammount of damage with fire punch
Celebi -usually brought in to stop breloom's leech seed and my only real answers are jirachi's iron head/fire punch and azelf's u-turn
Dusknoir - Spore handles it well along with infernape's flame thrower
Forretress - Leads are 2HKOd by jirachi's fire punch and all OHKOd by infernape's flame thrower also dont like to be spored
Gliscor - take heavy damage from Azelf's ice punch, cress's ice beam, infernape's flame thrower, and vap's surf
Hippowdon - seed it sub spore the switch takes hard hits from surf and flame thrower
Rotom-A - can usually be taken down with the same strategy as starmie. also breloom's spore is effective on non- rest talk variants
Skarmory - Can be kind of annoying. spore and flame thrower do very well. hidden power electric can also hit it hard.
Snorlax -Switch in cress and reflect to weed out the choice band users. leech seed sub spore the switch. close combat also works well
Suicune - I usually have to explode on it and if that doesnt OHKO finish it with infernape's Close combat
Swampert - leech seed then stall it out with sub or if it switches spore the switch hidden power grass can kill a slightly weakened one (did I mention I hate the Grass knot glitch?)
Tentacruel - this thing causes me problems and I usually psychic or explode it depending on azelf's HPif it sets down a layer of t-spikes I send in vap so it doesn't get badly poisoned.
Vaporeon - breloom can seed sub spore the switch and my own vap can take non toxic varients
Zapdos - if it comes in on vap I surf it until it kills my vap then finish it off with infernape's flame thrower or azelf's ice punch. if it comes in on jirachi I paralyze it and can usualy break the offensive variants' subs in one hit and can sometimes break the physicly defensive varients' subs in 2 hits then iron head until I die then finish it with infernape or azelf
Thankyou for reading this and I hope you have some good suggestions for me to make this team even better.
The Lead
Nature: Jolly
Ability: Serene grace
252 atk/252 spd/4 hp
-Thunder Wave
-Steath Rock
-Iron Head
-Fire Punch
This set works very well at getting SR up and dealing with many common leads. Thunder wave cripples faster leads, such as Azelf, and Breloom can sub stall with the para hax which really helps against faster threats. Iron head is there for STAB and of course, hax. Fire punch is for those pesky steel types, mainly Magnezone, who just love to switch in.
The Mixed Sweeper
Nature: Naive
Ability: Blaze
128 atk/252 spd/128 Spc att.
-Close Combat
-Hidden Power [Grass]
-Mach Punch
-Flame Thrower
Close Combat is very stong STAB and is an obvious choice for almost every infernape. But the other moves together seem kind of odd, don't they? well they fit very well on this team. Swords Dance Lucario used to be a big problem for this team so I added mach punch which does very well at stopping it. Flame Thrower hits pretty hard against steel types Plus I don't like to miss. The only reason I have it as HP grass is because the lame Grass Knot glitch on shoddy (when Grass Knot ignores Life Orb). I run max speed to avoid a dreaded speed tie
The Annoy-er
Nature: Jolly
Ability: Poison Heal
/252 spd/140 hp/68 Sp. D/40 Def
-Substitute
-Focus Punch
-Leech Seed
-Spore
I know this may look odd, well the ev's are, but it works amazing. Very good at switching in on scarfed Starmie T-Bolting Vaporeon. and also the extra special Defense and HP helps with the substitutes not breaking It also makes the HP divisible by 8 for best subs and maximum healing from poison heal and the max speed allows Breloom to out speed neutral speed Gyrados and slower.
The Special Sponge
Nature: Calm
Ability: Water Absorb
120 hp/68 Sp. Att/252 Sp. Def/68 spd
-Hidden Power [Electric]
-Surf
-Protect
-Wish
Specially defensive Vaporeon is amazing and works very well with Cresselia's Reflect passing. the EVs are for high special bulk. the speed is standard for a wishpasser and the special attack is for just a little more Oomph.
The Revenge Killer
Nature: Naughty
Ability: Levitate
88 Att./188 sp att./252 Speed
-Ice punch
-Psychic
-U-Turn
-Explosion
Mixed scarf Azelf WHAAAAAAAAAA? thats right! and it is surprisingly Very effective. naughty nature allows it to still out speed Positive Natured +1 Base 100s and get a lot more power. the EVs make it so each ofensive stat is the same. Ice punch is for coverage Psychic is for stab U-Turn is for scouting And explosion is to go out with a bang! literally.
The Physical Wall
Nature: Impish
252 HP/4 Sp. Att./252 Def./
Ability: Levitate
-Reflect
-Ice Beam
-Moon Light
-Thunder Wave
I love Cresselia. it has amazing defenses and can take a beating from both sides of the attacking spectrum. this thing is really helpful especially against those extremely powerful dragons. also passing the reflects allows infernape to switch in to Tyranitar's Crunch and OHKO. Thunder-wave Cripples those ever so annoying scarfers and Everyone likes the Paralysis support. My only real complaint here is that cress doesn't get recover and is sadly left with the mediocre moon light.Here's the one for OU:
The Threat List
if I lose cress I kill it with azelf's psychic
Defensive Threats
Thankyou for reading this and I hope you have some good suggestions for me to make this team even better.