The Colour of Blood
The Crimson Crusaders
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Hello, Libellra! I'm a new user here, but by no means new to the competitive battling scene, so bear with me. Alright, this team is is my first real endeavor in to bulky offense. This team focuses on a core of bulky set-ups to assault other teams. Without even trying, the entire team turned out to be red. So, hence the name. Oh, and I'm not British, I just thought colour would look cooler than color. The idea is that I set up and shut down opposing teams while Toxic Spikes ruins them. However, due to some help from the raters, the team has changed to a group of Pokemon who force switches and rack up residual damage. Before this team and after Assassin's Corps., I tried another unsuccessful endeavor with an Agiligross team, which inevitably failed. For all you people out there: using 5 of the top 6 most used Pokemon does not make me a noob. I realize seeing so much of these guys might irritate you, but it's the way my team is set up and it won't work if I use more "original" pokes. I promise I use them but there's an excellent reason these guys top the charts.
Now here come's my copy-and-paste rant. I have noticed that recently a good chunk of all the RMTs posted have one line descriptions, sometimes no pictures, and I begin to question if a lot of them have even been tested. Now, I will admit that I used to post RMTs like that. Most of them decent descriptions (except for the first couple), but none of them had been play tested. As soon as I uploaded Shoddy and went back and took my former teams for a spin-and they were utterly awful. If you're still reading this, please, please post proper RMTs. If you don't it means good RMTs are being ignored so we can rate your mediocre team. It irritates those who actually put effort into there teams instead of taking 15 minutes to come up with random crap.
Now let's get this party started...
LEADING IT OFF
"Red Leader" the Smeargle
Item: Focus Sash
Ability: Own Tempo
Nature: Jolly
HP 6/DEF 252/SPE 252
(Moveset Analysis)
* Spore- The most obvious move any Smeargle could have. 100% sleep is not to be passed up, and it give Smeargle the ability to easily stack against slower, bulkier leads. Sleep also means that an entire sixth of the opponent's team is incapacitated, allowing setup fodder for my trio of assailants, and is essentially a free kill in the waiting.
* Stealth Rock- Because every team needs it. The extra damage from SR can be crucial during a sweep attempt. It also wrecks Pokemon immune to Toxic Spikes, such as Gyarados and Salamence. Spinners are becoming fewer to non-existence, unless you're playing Obi Stall. Stealth Rock allows me to take advantage. Stealth Rock is most important for bringing fragile yet resistant Pokemon in Bullet Punch's killing range for Scizor.
* Spikes- It's a totally new change. Thanks to some help, I realized Spikes were doing my team even more good than Toxic Spikes, as they help Gyarados secure some OHKOs on the Pokemon mentioned below. With four switch-causing Pokemon (Latias, Gyarados, Scizor, Heatran), and Scizor's U-Turn, the extra hazards can be crucial.
* Endeavor- Endeavor can really do a number on bulky leads. Down to my Focus Sash, I can ruin a Swampert or a Bronzong, making for a free Scizor U-Turn.
(General Description)
Apparently if you know how to paint you can throw rocks at people and put them to sleep. Don't ask me why, but Smeargle gets to do all of this.
Smeargle has an advantage of being the fastest Pokemon with SR and Toxic Spikes, and proudly demonstrates that Spore puts him well above Skarmory and Forretress. He effortlessly stops SR from going up on pretty much anything that isn't another Smeargle or a suicide lead, which will usually do themselves in due to the lack of anyone caring about there survivability.The EV spread here means that Smeargle will never be 2HKO by Gross's Bullet Punch. Once Smeargle has served his purpose, I can bring him in on dangerous attackers to help ease prediction. Here's how I handle the meta-game's leads:
Azelf: Most Azelfs run Taunt. I'll usually U-Turn out to Latias or Rotom, who can OHKO when factoring in the damage from U-Turn.
Metagross: I take the Bullet Punch, which is never a 2HKO, and sleep it. Then I set up until something faster comes in and kills me off.
Jirachi: Iron Head is a ginormous headache if I'm losing my sanity and decide to stay in. If I'm not mental, I switch out to Heatran and set up a sub.
Aerodactyl: I see less of these every day. Since all Aeros have Taunt, I break the Sash and switch to Latias for the kill with Thunderbolt of Surf, depending on the mood I'm in.
Swampert: Spore it on the first turn, then proceed to set up with ease. Swampert will never win unless it's running a Choice Scarf, which makes me lol just at the thought.
Infernape: These can be difficult, but the solution is simple. Switch to Rotom, assuming it has Fake Out, and TrickScarf it while it SRs. This can give me opportunities to set up later, especially with Gyarados.
Ninjask: They always Sub the first turn, meaning I can just set up. They're a pain if they get the Baton Pass off, but then again that's always the case.
Roserade: Take the sleep like a man and switch in something threatening, such as Scizor. I have to be careful if they're running HP Fire, but if they aren't running HP Ground, they're setup fodder for Tran.
Smeargle: I just hope I win the inevitable speed tie and Spore them first. Otherwise, they're easy to set up on.
Hippowdon: Sand Stream is irritating, but I'm usually guaranteed a round of hazards.
THE AVENGERS
"Spin Cyclone" the Rotom-W
Item: Choice Scarf
Ability: Levitate
Nature: Timid
HP 72/SATK 192/SPE 244
(Moveset Analysis)
* Thunderbolt- Well, duh. Thunderbolt is a wonderful STAB attack that does enough damage to Scizor, Lucario, and Metagross to ease prediction. It wipes out Salamence, and is an all around good attack.
* Shadow Ball- Also a nice STAB, this is here to make sure I'm not just setup fodder for Latias. Shadow Ball isn't used much, but it's there to hit Cresselia and Claydol, who both take quite a bit from it.
* Hydro Pump- As it turned out, Overheat was easily predictable and I rarely used it, meaning it was just wasting a moveslot. I switched to Hydro Pump to help better revenge kill DDTar. Hydro Pump also has better sweepability, and provides excellent coverage alongside Thunderbolt.
* Trick- The absolute crux of this set. I usually Trick the first turn, as most switch-ins will hate it. Trick beats Blissey and Snorlax, as well as screwing up RestTalkers. Trick can be used to effectively set up a sweeper, as I have a switch-in for pretty much anything. Swampert in particular despises it because he's rendered virtually useless.
(General Description)
I went and exchanged my toaster for a washing machine (nice deal, eh?). Rotom-W holds of a lot of dangerous Pokemon with its typing and can zap 'em back too. It took the competetive community about 6 minutes after the member card came out to realize how awesome Rotom is, and it's just a shame you can't use it on wi-fi. Just be careful to make sure he doesn't spill over...
This is a Rotom-W who's split EVs allow it to be both bulky and pack a nice punch. Scarf Rotom is a nice check against several threats. It outspeeds and OHKOs Starmie, +1 Gyarados, as well as 2HKO +2 Metagross and Empoleon among others. It is truly effective at stopping Mence and Gyarados, however. Rotom will outspeed and OHKO a +1 Gyarados. Salamence can only kill him with Outrage, meaning I can bring in Scizor/Heatran and take advantage. Gengar finds itself well checked, and Scizor can't touch me uless it survives a hit first. SD Lucario is the most major thing Rotom stops, since I will always out speed Luc and OHKO him with Thunderbolt after some LO recoil and a CC drop. Agiligross isn't finding it's way out of this situation, either, as can easily outspeed it and OHKO him. Empoleon is revenged killed by this little beauty. To stop DDTar, I can now revenge kill him, or at least bring it in range for a Scizor kill, even with Babiri Berry. The spread out speeds +2 Adamant Tyranitar, which is really the only "important" speed number in that area. This is what I switched Rotoms for.
"Red Streak" the Latias
Item: Life Orb
Ability: Levitate
Nature: Timid
HP 6/SATK 252/SPE 252
(Moveset Analysis)
* Draco Meteor- Draco Meteor is fantastic for blowing walls to pieces. The recoil may be annoying and inviting for Tyranitar and Scizor, but it's by far Latias's best move. It's great for just nuking things, as even a lot of steels get maimed. The only thing standing init's way is that whorish tub of lard, Blissey.
* Surf- Surf is a move necessary for Latias, as it scores neutral damage on almost all of the field when paired with Dragon Pulse. It also has a crucial SE hit on Tyranitar, which is the bane of all Latis.
Surf does reasonable damage to Scizor swicth-ins as well.
* Thunderbolt- Thunderbolt allows Latias to effectively revenge kill Gyarados, who never expects me to outspeed him after a Dragon Dance. It can also pick off weakened Suicunes and Vappys, and is a nice neutral hit. Thunderbolt also has the off-chance of paralysis, which is nice for my bulky sweepers.
* Recover- I rarely use it, but when I can I recover off the LO recoil.
(General Description)
Latias is a freaking beast. A big, widespread moveset, enough speed to take down several major threats, and the Special Attack to carry out kills, she's the perfect candidate for a Life Orb. Draco Meteor annihilates anything not name Blissey or molded out of Titanium. Latias is the way I break stall, as with her huge movepool she can play a big part in taking it out.
Latias can cause a lot of switches and kill a lot of things, and along side Spikes, I get to have some fun. SR and Spikes means I always 2HKO Scizor and Tyranitar, meaning only that whorish tub of lard will always beat me. Latias is also a nice wallbreaker. I can OHKO Gliscor, Skarmory, and Gyarados, and 2HKO Suicune, Hippowdon, Vaporeon, and Swampert. With 3 rounds of Spikes and SR, I can OHKO Vaporeon with Draco Meteor. With 2 rounds of Spikes and SR, I can OHKO Swampert. The extra residual damage means I'm guaranteed a 2HKO on Suicune. Draco Meteor is an awesome toy to have access too, as with all the entry hazards, Steels become worn down. Quite a lot of Pokemon are killed by a Surf/Thunderbolt+Draco Meteor combination, as there is a very long list.
THE EYE OF THE STORM
"Vindictive" the Gyarados
Item: Lum Berry
Ability: Intimidate
Nature: Jolly
HP 24/ATK 252/DEF 64/SPE 168
(Moveset Analysis)
* Dragon Dance- This is a move every Gyarados should have. It's perhaps one of the best moves in the game. It's one of the only reasons people use Gyarados, and that alone got it to #4 on the usage list. Dragon Dance is the crux of any Gyarados set and this one is no exception.
* Taunt- Taunt works nice in conjunction with the Lum Berry. Dragon Dance while they status you, Taunt, now that you're faster, and prepare to end everything. Phazers are generally going to be pretty obvious, so you can Taunt them too to keep the fun going.
* Waterfall- It's the STAB attack every good sweeper needs. Waterfall smacks around the metagame. I picked it over Aqua Tail for accuracy, not that I ever seriously considered it as an option.
* Bounce- Bounce is a sadly underused option on Gyarados. It allows you to dodge an attack, effectively scouting what might not be an obvious choice on the moveset, and hammering down with a powerful STAB. With Bounce earning a moveslot, Celebi has no chance against this Gyarados. Bounce effectively beats bulky Grasses and does more to water types than Stone Edge.
(General Description)
Gyarados is by far my favorite Pokemon on the team. With such power and grace, the Atrocious Pokemon is one to be feared, as he can take out a team in the blink of an eye. Scared that you think you might actually be able to stop him? Never fear, he'll prove you wrong and massacre you anyway.
This particular Gyarados can set up Dragon Dance with ease, not fearing status at all. Gyarados's second STAB attack provides fantastic coverage, OHKO Starmie and other threats to his success. Gyarados can open up sweep at any point in the game so well it's not even funny. All his resistances and his ability make for awesomeness. The EV spread is a creation of my own. The speed number outpaces Timid Jolteon after a Dragon Dance and all T-tars barring Choice Scarf before. Max attack for maximum damage output, and I spread the rest into HP/DEF for extra bulk. 24 HP EVs ensures that Gyarados survives 4 stealth rock switch ins. The added HP and DEF EVs don't change much, but I figured I had hit my speed number, and with the awesome typing, I didn't wan't to pass opportunities to more easily counter Scizor. Expert trainers may find their ways around Bounce, but more fragile offensive teams have no hope. Bounce murders Starmie, who switches in expecting a Waterfall. Bounce can be Protect stalled, but at the first sign of this Taunt the pokemon and proceed to make its life miserable. Here are some of Bounce's calcs against Gyara's usual counters. Keep in mind that these are only at +1, meaning I have the potential to do a whole lot more than this:
+1 Bounce vs. 252 HP/220 DEF-520 Atk vs 320 Def & 404 HP (85 Base Power): 300 - 354 (74.26% - 87.62%)
Most will attempt to T-Wave me or Leech Seed me, usually activation the Lum Berry. The next turn, I Taunt them and proceed to set up. Celebi cannot take down Gyarados all that quickly unless it's running a Specs set, which means it will be OHKOed by Bounce. Celebi is OHKOed with SR and one round of Spikes.
+1 Bounce vs. 252 HP/228 DEF-520 Atk vs 377 Def & 404 HP (85 Base Power): 254 - 300 (62.87% - 74.26%)
Again, most will try to sleep me or Leech me, leading to more set up. With maximum entry hazards, I can OHKO Tangrowth.
+1 Bounce vs. 188 HP/252 DEF-520 Atk vs 240 Def & 448 HP (85 Base Power): 198 - 234 (44.20% - 52.23%)
I Taunt as soon as possible as not to get phazed or Wish stalled. The random HP Electric is not a OHKO, meaning I can set up while Toxic wears her down. Spikes mean that Vaporeon is 2HKOed by Bounce.
+1 Bounce vs. 6 HP/0 DEF- 520 Atk vs 206 Def & 261 HP (85 Base Power): 231 - 273 (88.51% - 104.60%)
Most switch in on the DD, meaning I can OHKO them with Bounce as they Thunderbolt and miss. With SR Bounce is always a OHKO; I must be wary of Choice Scarf variants though.
"Fiery Eclipse" the Heatran
Item: Leftovers
Ability: Flash Fire
Nature: Timid
HP 6/SATK 252/SPE 252
(Moveset Analysis)
* Substitute- The move this set revolves around. So many Pokemon switch out of Heatran it's not even funny, and this lets me take advantage of it. It can also ease prediction, as many a Heatran will switch in and lose. Substitute can also block irritating Thunder Waves, which would mean that Heatran is rendered crippled.
* Flamethrower- A nice, safe way to hit the opposing Pokemon. A miss can often equal a loss, and I'm trying to stay away from that this time around. It grievously hurts a lot of things, especially after a Flash Fire boost. It's the most powerful Fire STAB in the game, and Heatran loves having it.
* Earth Power- A fantastic coverage move, Earth Power is the only way to hurt other Heatrans. Earth Power can be used as a safer option to hit Steels, as Flamethrower can draw in Heatran. Earth Power is also my best way of hitting Empoleon.
* Toxic- With no more Toxic Spikes, I needed a move to handle
(General Description)
Heatran cause more switches than you could ever imagine. Haxrachi, Magnezone, Metagross, among others all switch out fearing for their lives. This gives me a free turn to sub up and let the games begin. As many people have pointed out in the past (PurpleWeezing, tennisace), Substitute is the game's best move (or at least one of them), and as I will so feverishly tell you, every team should have a Subuser.
Heatran loves having a Sub up. Unresisted coverage means that most of the things that switch in have a chink in their armor that I can exploit. Being behind a Sub means I can safely handle threats like Infernape, Latias, Salamence, and other Heatrans, without getting outsped and killed. Easing prediction is one of the best things you could possibly do for Tran. Abusing one of the games best moves by generating switches means a nice kill for your troubles. With the loss of Toxic Spikes, I need something to handle the constant CM Latias and bulky waters switching in. Toxic proves an excellent option, as it also kills Blissey. I can't touch Gyarados or Suicune with this set, meaning I need to ditch the immediate vicinity as soon as possible to avoid a set-up sweep.
"The Hunt" the Scizor
Item: Choice Band
Ability: Technician
Nature: Adamant
HP 248/ATK 84/SDEF 176
(Moveset Analysis)
* U-Turn- Scizor has all these great toys. U-Turn is one of them. I mean, a STB base 70 attack that's like a switch but you know exactly what you opponent has? It's like Christmas and Halloween and your birthday put together. All Scizor has to do is survive the hit, and he's usually bulky enough to do that.
* Bullet Punch- One of the very best moves in the game. STAB+ Technician+ Priority means that you're in for a lot of hurt. The typing is terrible, because you're resisted by Starmie, Infernape, and Heatran among others, but what would Scizor be without this?
* Superpower- Superpower may lower your attack, but it does as much damage as X-Scissor, and it blasts through Skarmory and other steels. I use it on rare occasions because Mence and Gyarados can come in and set up on it, but if I predict right, I can OHKO Magnezone and Heatran on the switch, whom Scizor despises.
* Quick Attack- It can be used to help beat Starmie and Infernape, who resist Bullet Punch. I changed it to this because I felt was too easy for a lot of sweepers to set up on.
(General Description)
There's a perfectly good reason that Scizor tops the usage charts. Technician, a STAB priority move, and STAB U-Turn, the fact that it is single-handedly a Tyranitar or Latias's worst nightmare, there's a lot of reasons to love (or hate) Scizor. Everybody and their mother has one, so if you don't know what he does, set yourself on fire and throw you self into a gasoline tank, 'cause you don't know competetive Pokemon.
Originally, I ran a bulky SD set here. I switched from my bulky SD set to the common CB set, which provides more immediate power. This way, I can pick off Latias, Salamence, and Lucario among others without worrying I won't do enough damage. U-Turn is my main option, as most of the Pokes I bring Scizor in on are the ones who are bound to switch out. However, this set is a little different. I often jump back pages to look for older RMTs. I came across Team Standardly Boring, which had a Scizor spread I really liked. It was able to survive a lot of hard special hits. I thought that that might work pretty well. So I tweaked it a bit and here it is. Scizor still has plenty of revenge killing power, but the extra EVs allow him to more safely switch in and stay in against threats like Latias and Celebi. Gengar, another poke who sometimes carries HP Fire, is not listed on the calcs because no matter what he OHKOs Scizor with it. If it's behind a Sub, I know it has HP Fire, so that's just a situation I avoid. Besides, MysticGar always beat me anyway. So, here's how he does:

-9.8% of Latias used HP Fire in August
318 Atk vs 240 Def & 343 HP (70 Base Power): 344 - 408 (100.29% - 118.95%)-Timid Life Orb 252 SATK
318 Atk vs 240 Def & 343 HP (70 Base Power): 268 - 316 (78.13% - 92.13%)-Timid 252 SATK
287 Atk vs 240 Def & 343 HP (70 Base Power): 244 - 288 (71.14% - 83.97%)-Timid 128 SATK
Very rare is the Latias that actually uses Hidden Power Fire. The most likely set to run it, the CM sets, are survivable blows at the worst. If SR is up, Timid Max SAtk Latias has a chance to OHKO if SR is up, but must roll in the top third of the damage spread. LO Latias will always OHKO me, meaning that it's over if it's carrying HP Fire. However, LO Latias is a whole lot more likely to run Surf/Thunderbolt over HP Fire, which means I'm safe. I can't switch in on Latias, unless it Draco Meteors me, as it will put in indefinite kill range. Latias just requires a bit of scouting.

-30.8% of Celebi used HP Fire in August
236 Atk vs 240 Def & 343 HP (70 Base Power): 200 - 236 (58.31% - 68.80%)-Bold 0 Satk
299 Atk vs 240 Def & 343 HP (70 Base Power): 328 - 388 (95.63% - 113.12%)-Timid 252 SAtk LO
320 Atk vs 240 Def & 343 HP (70 Base Power): 352 - 416 (102.62% - 121.28%)-Modest 244 Satk LO
A rather large portion of Celebi are the Bold defensive version, meaning Scizor will survive the hit and kill her off with U-Turn. The LO versions, such as Tinkerbell, are rarer, but almost always kill Scizor. However, by this time I should know what the item is, due to SR/Toxic activating Leftovers recovery. Scizor must switch in on Grass Knot/Thunder Wave to have a shot. Either that, or an idiot switches in his Celebi on me expecting to pick me off with HP Fire.

-24.8% of Starmie used Hydro Pump in August
299 Atk vs 240 Def & 343 HP (120 Base Power): 210 - 247 (61.22% - 72.01%)-Timid 252 Satk LO
448 Atk vs 240 Def & 343 HP (120 Base Power): 241 - 285 (70.26% - 83.09%)-Timid 252 Satk Choice Specs
Starmie can OHKO standard Scizor with Hydro Pump, meaning that they won't switch out unless they are hampered by a Choice item. On this Scizor, Hydro Pump never OHKOs, so I can safely U-Turn against. Hidden Power Fire is extremely rare, and is on such a small percentage it's really not work preparing for. Surf is a 2HKO anyway, so the calcs don't merit the space.
Well, that's my RMT. Hope you enjoyed it!