So this was the team I used August 2007 not long after the release of DP. I wanna know how viable it still is and where to upgrade, tweak or change accordingly.
Swampert @ Leftovers
Impish / Torrent
EVs: 240 HP, 56 Att, 212 Def
- Roar
- Stone Edge
- Earthquake
- Hammer Arm
My main defensive tank and lead. Roar to pseudo-haze all who like to set up or as use for scouting purposes. Earthquake as its main STAB move and response to all fire, steel and rock types. Hammer Arm and Stone Edge were mainly to provide more type coverage that my team was otherwise lacking (Hammer Arm especially for Tyranitars whom like to mess up Rain Dance).
Starmie @ Leftovers
Timid / Natural Cure
EVs: 172 HP, 120 SpA, 216 Spe
- Rapid Spin
- Recover
- Thunderbolt
- Grass Knot
My spinner. Not much to add to it. Recover to heal off whatever HP it lost. Thunderbolt was a no-brainer and possible surprise hit on Bulky waters on the switch. Grass Knot comes out last and as a major surprise because everyone expected Surf. Thus Swampert and a few others were in for a major shock when they got hit by this instead.
Not quite sure why I gave it the EVs it has back then. Probably to outlive something that was commonly used back then. I simply don't remember it anymore.
Bronzong @ Damp Rock
Sassy / Levitate
EVs: 252 HP, 92 Att, 108 Def, 56 SpD {0 Spe UV}
- Rain Dance
- Hypnosis
- Stealth Rock
- Explosion
My setter-up. Switch it in on something it resists, Hypnosis on their switch (this was when the move still had 70% probability). Stealth Rock as the next move to get entry hazards going. Followed by a Damp Rock-supported Rain Dance for my Kingdra and finally going boom to allow it to enter safely.
EVs invested are obviously to give it some bulk.
Kingdra @ Life Orb
Mild / Swift Swim
EVs: 252 SpA, 136 Spe, 120 Att
- Hydro Pump
- Ice Beam
- HP Electric
- Waterfall
The main sweeper. I absolutely had to have Kingdra in my team as it's my favourite 'mon (who was UU at the time). The invested Speed EVs were to ensure nothing would outspeed it in the rain, except for a +1 Ninjask. Waterfall was to kill Calm Blissey, as Bold 0 SpD were 2HKO'd by Hydro in the rain (if I recall). Ice Beam was to take care of Garchomp, Salamence and all other OU dragons that dared switch in.
Hydro Pump, coming off 120 base power being both supported by STAB and Rain Dance boosted it to an incredible 270 Base Power. It coming off of a respectable 316 Special Attack along with Life Orb (~347 SpA) meant pain. In fact, it OHKO'd everything that didn't absolutely resist it (except Blissey). Those being Kingdra, Lanturn, Quagsire and Ludicolo. All UU Pokémon that weren't common in standard OU battles back then.
Suicune @ Leftovers
Bold / Pressure
EVs: 252 HP, 252 Def, 6 SpA
- Rest
- Sleep Talk
- Surf
- Ice Beam
Defensive Resttalker with the ubiquitous Leftovers. Surf and Ice Beam to grant it some STAB and type coverage respectively. Taking physical hits like a champ and resting it off afterwards.
Blissey @ Leftovers
Bold / Serene Grace
EVs: 252 HP, 252 Def, 6 SpD
- Rain Dance
- Thunder
- Aromatherapy
- Softboiled
The standard Special attack sponge. Rain Dance in case Bronzong messed up, TTar came in or 8 turns passed. Thunder with Rain and Serene Grace meant a 60% Paralyzation chance, which meant a major surprise (and still surprises, I think) to whomever assumed the Blissey would be your standard Seismic Toss/Ice Beam Natural Cure variant. Aromatherapy in case someone on my team got hit my a status effect and I don't think I need to explain Softboiled.
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Now I know what can be done to improve this way old Diamond team.
Swampert @ Leftovers
Impish / Torrent
EVs: 240 HP, 56 Att, 212 Def
- Roar
- Stone Edge
- Earthquake
- Hammer Arm
My main defensive tank and lead. Roar to pseudo-haze all who like to set up or as use for scouting purposes. Earthquake as its main STAB move and response to all fire, steel and rock types. Hammer Arm and Stone Edge were mainly to provide more type coverage that my team was otherwise lacking (Hammer Arm especially for Tyranitars whom like to mess up Rain Dance).
Starmie @ Leftovers
Timid / Natural Cure
EVs: 172 HP, 120 SpA, 216 Spe
- Rapid Spin
- Recover
- Thunderbolt
- Grass Knot
My spinner. Not much to add to it. Recover to heal off whatever HP it lost. Thunderbolt was a no-brainer and possible surprise hit on Bulky waters on the switch. Grass Knot comes out last and as a major surprise because everyone expected Surf. Thus Swampert and a few others were in for a major shock when they got hit by this instead.
Not quite sure why I gave it the EVs it has back then. Probably to outlive something that was commonly used back then. I simply don't remember it anymore.
Bronzong @ Damp Rock
Sassy / Levitate
EVs: 252 HP, 92 Att, 108 Def, 56 SpD {0 Spe UV}
- Rain Dance
- Hypnosis
- Stealth Rock
- Explosion
My setter-up. Switch it in on something it resists, Hypnosis on their switch (this was when the move still had 70% probability). Stealth Rock as the next move to get entry hazards going. Followed by a Damp Rock-supported Rain Dance for my Kingdra and finally going boom to allow it to enter safely.
EVs invested are obviously to give it some bulk.
Kingdra @ Life Orb
Mild / Swift Swim
EVs: 252 SpA, 136 Spe, 120 Att
- Hydro Pump
- Ice Beam
- HP Electric
- Waterfall
The main sweeper. I absolutely had to have Kingdra in my team as it's my favourite 'mon (who was UU at the time). The invested Speed EVs were to ensure nothing would outspeed it in the rain, except for a +1 Ninjask. Waterfall was to kill Calm Blissey, as Bold 0 SpD were 2HKO'd by Hydro in the rain (if I recall). Ice Beam was to take care of Garchomp, Salamence and all other OU dragons that dared switch in.
Hydro Pump, coming off 120 base power being both supported by STAB and Rain Dance boosted it to an incredible 270 Base Power. It coming off of a respectable 316 Special Attack along with Life Orb (~347 SpA) meant pain. In fact, it OHKO'd everything that didn't absolutely resist it (except Blissey). Those being Kingdra, Lanturn, Quagsire and Ludicolo. All UU Pokémon that weren't common in standard OU battles back then.
Suicune @ Leftovers
Bold / Pressure
EVs: 252 HP, 252 Def, 6 SpA
- Rest
- Sleep Talk
- Surf
- Ice Beam
Defensive Resttalker with the ubiquitous Leftovers. Surf and Ice Beam to grant it some STAB and type coverage respectively. Taking physical hits like a champ and resting it off afterwards.
Blissey @ Leftovers
Bold / Serene Grace
EVs: 252 HP, 252 Def, 6 SpD
- Rain Dance
- Thunder
- Aromatherapy
- Softboiled
The standard Special attack sponge. Rain Dance in case Bronzong messed up, TTar came in or 8 turns passed. Thunder with Rain and Serene Grace meant a 60% Paralyzation chance, which meant a major surprise (and still surprises, I think) to whomever assumed the Blissey would be your standard Seismic Toss/Ice Beam Natural Cure variant. Aromatherapy in case someone on my team got hit my a status effect and I don't think I need to explain Softboiled.
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Now I know what can be done to improve this way old Diamond team.