Aug 6, 2015, 02:18 PM
A friend of mine and I made a joint account for pokemon showdown, and we're using it to ladder to the top 10 faster so we can have some constant competitive battles. I made a perish team for another user around a month ago, and I felt like using it for reasons.
1. It's fun.
2. It's easy.
3. Probably the fastest way to ladder from the bottom besides a m-kang team.
So, yeah. This is the team I used to get us to the top 500 in a few days. It's your basic rain core for perish trap, but it's a tad different. Let's get the silly common stuff out of the way.
Gengar (Gengar-Mega) @ Gengarite
Ability: Shadow Tag
EVs: 252 HP / 44 Def / 4 SpA / 28 SpD / 180 Spe
Timid Nature
- Protect
- Perish Song
- Disable
- Shadow Ball
Woah, mega Gengar on a perish trap team. Betcha didn't see that coming did you?
The EV's and moves are very basic. Like, 80% of perish Gengars use this set. General bulk with the general speed to outspeed everything common.
Protect for stalling, perish song for well, perishing things. Disable is dope and super mean to use. and Shadow ball is basically never used unless it's to get a small KO.
Cute lil defensive calcs:
252+ Atk Scrafty Knock Off vs. 252 HP / 44 Def Mega Gengar: 110-132 (65.8 - 79%) -- guaranteed 2HKO
252+ Atk Bisharp Knock Off vs. 252 HP / 44 Def Mega Gengar: 134-162 (80.2 - 97%) -- guaranteed 2HKO
252+ SpA Cresselia Psychic vs. 252 HP / 28 SpD Mega Gengar: 120-144 (71.8 - 86.2%) -- guaranteed 2HKO
172 Atk Aerilate Mega Salamence Return vs. 252 HP / 44 Def Mega Gengar: 133-157 (79.6 - 94%) -- guaranteed 2HKO
252+ SpA Choice Specs Sylveon Shadow Ball vs. 252 HP / 28 SpD Mega Gengar: 136-160 (81.4 - 95.8%) -- guaranteed 2HKO
252+ Atk Excadrill Earthquake vs. 252 HP / 44 Def Mega Gengar: 164-194 (98.2 - 116.1%) -- 87.5% chance to OHKO
Things you WON'T be living:
Adamant scarf landorus earthquake.
Aegislash shadow ball.
Zen headbutt mega metagross.
Basically anything with earth power/drill run.
Let's get the other dumb standard things out of the way.
Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 140 HP / 180 Def / 188 SpD
Calm Nature
IVs: 0 Spe
- Rage Powder
- Protect
- Spore
- Giga Drain
Something else really simple. I really didn't care for EV's, so I just split them into al I thought this would be the best idea due to I can soak up 2 hits from basically any move. Excluding it's hard counters like mega salamence, that is. Basic moves here. Rage powder to redirect from perish songs/whatever gimmick I'm pulling. Protect to stall songs. Spore is dumb and you can spam it. Giga drain is giga drain.
More defensive calcs blah blah:
44 SpA Mega Blaziken Overheat vs. 140 HP / 188+ SpD Amoonguss: 168-200 (81.1 - 96.6%) -- guaranteed 2HKO
252+ SpA Heatran Heat Wave vs. 140 HP / 188+ SpD Amoonguss: 116-140 (56 - 67.6%) -- guaranteed 2HKO
252+ SpA Latios Psyshock vs. 140 HP / 180 Def Amoonguss: 162-192 (78.2 - 92.7%) -- guaranteed 2HKO
252+ Atk Parental Bond Mega Kangaskhan Double-Edge vs. 140 HP / 180 Def Amoonguss: 175-208 (84.5 - 100.4%) -- 1.2% chance to OHKO
252 SpA Mega Gardevoir Psyshock vs. 140 HP / 180 Def Amoonguss: 174-206 (84 - 99.5%) -- guaranteed 2HKO
Things you aren't gonna live fam, don't even try:
Mega Salamence's double edge
Talonflame's Brave Bird
Mega Metagross's zen headbutt
Mega Rayquaza's Dragon Ascent.
GUESS WHAT'S NEXT
Politoed @ Eject Button
Ability: Drizzle
EVs: 220 HP / 172 Def / 4 SpA / 92 SpD / 20 Spe
Calm Nature
- Protect
- Scald
- Perish Song
- Helping Hand
Even though it's standard, I guess it's a little different? I opted for eject button for a lot of reasons. I liked to be able to pull into a double switch, get up rain, then get ejected back out into something else. (This worked really well with Kingdra, spoilers) But that's the only thing that's kind of different. Standard moveset with standard EV's. protect stall, scald for burns + STAB, perish song is perish song, and helping hand for damage when I need it. Some people use Encore, which is a good idea if you're running trick room. But I'm not, so yeah.
Deeeeeeeeeefeeeeeeeense:
64 SpA Thundurus Thunderbolt vs. 220 HP / 92+ SpD Politoed: 108-128 (55.9 - 66.3%) -- guaranteed 2HKO
252+ SpA Thundurus-T Thunderbolt vs. 220 HP / 92+ SpD Politoed: 152-180 (78.7 - 93.2%) -- guaranteed 2HKO
156+ SpA Ludicolo Giga Drain vs. 220 HP / 92+ SpD Politoed: 84-102 (43.5 - 52.8%) -- 12.9% chance to 2HKO
252 Atk Expert Belt Virizion Leaf Blade vs. 220 HP / 172 Def Politoed: 151-180 (78.2 - 93.2%) -- guaranteed 2HKO
252+ SpA Mold Breaker Mega Ampharos Thunderbolt vs. 220 HP / 92+ SpD Politoed: 168-198 (87 - 102.5%) -- 12.5% chance to OHKO
252+ Atk Parental Bond Mega Kangaskhan Double-Edge vs. 220 HP / 172 Def Politoed: 169-200 (87.5 - 103.6%) -- 14.5% chance to OHKO
Isn't being a bulky toad grand?
Kingdra @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Muddy Water
- Disable
- Draco Meteor
- Protect
This is where things get fun!
If you're a vgc veteran, or super knowledgeable in the past years in general: This mon won't surprise you.
Anywho, Kingdra is so much fun in a perish trap team. Swift swim makes you outspeed all of the things, you have decent special attack, you get to use 2 fun/kinda gimicky moves. Muddy water is basically satan water. It's stab, it's in the rain, it hits both of your opponents mons; and it has a chance to lower their accuracy. Making your perish shenanigans last even longer. Disable swift swim is so much fun because they never see it coming. Your disables are super fast under the rain, and it always causes some annoyances. Draco meteor is for big damage. EV's are to maximize what it does best, do damage, and be fast.
Offensive calcs (mostly under the rain):
252+ SpA Life Orb Kingdra Muddy Water vs. 4 HP / 0 SpD Heatran in Rain: 190-226 (113.7 - 135.3%) -- guaranteed OHKO
252+ SpA Life Orb Kingdra Muddy Water vs. 252 HP / 44 SpD Arcanine in Rain: 226-268 (114.7 - 136%) -- guaranteed OHKO
252+ SpA Life Orb Kingdra Muddy Water vs. 124 HP / 44 SpD Landorus-T in Rain: 226-268 (125.5 - 148.8%) -- guaranteed OHKO
252+ SpA Life Orb Kingdra Draco Meteor vs. 52 HP / 84 SpD Mega Salamence: 257-304 (145.1 - 171.7%) -- guaranteed OHKO
252+ SpA Life Orb Kingdra Draco Meteor vs. 60 HP / 4 SpD Hydreigon: 276-328 (157.7 - 187.4%) -- guaranteed OHKO
wooooo.
Raichu @ Focus Sash
Ability: Lightning Rod
EVs: 28 HP / 4 Def / 220 SpA / 4 SpD / 252 Spe
Timid Nature
- Fake Out
- Encore
- Protect
- Volt Switch
Raichu is honestly really annoying, and I think it should be on every perish trap team. Let me get the EV's explained right away: Raichu is super frail, so chances are you're gonna go down to focus sash right away. The EV's in HP/DEF are small, but very important. It makes sure you don't die to a mega kang sucker punch. Y'know, that dumb priority move that hits twice, meaning it makes your sash useless. Which is the only way it'll outspeed you under normal circumstances. So, yeah. It's important. full speed to ensure being the fastest, and high spa because putting in defensive EV's are kinda useless/volt switch can do decent damage. Now lets get down to the moves/why raichu is annoying.
Raichu has the fastest fakeout in the game. It also gets Encore. Pair those 2 together and you get a really annoying mon. Especially with perish trap. Let's say I lead Gengar and Raichu. You basically have to let something get hit by fakeout now, or you can protect. If you protect, you get encored into it next turn. If you double on raichu, gengar gets up perish song. Even if you have a taunter, raichu's fakeout will go first. It's annoyingggg. But I love it. Protect for song stalling, volt switch is to get out of there while doing a little bit of damage.
Almost forgot: You have lightning rod. Nothing can get t-waved while raichu is on the field, and politoed can't get hit by electric moves lol
No reason to show calcs really, but:
252+ Atk Parental Bond Mega Kangaskhan Sucker Punch vs. 28 HP / 4 Def Raichu: 116-137 (83.4 - 98.5%) -- guaranteed 2HKO
220 SpA Raichu Volt Switch vs. 252 HP / 60 SpD Suicune: 78-92 (37.6 - 44.4%) -- guaranteed 3HKO
220 SpA Raichu Volt Switch vs. 212 HP / 116+ SpD Politoed: 74-90 (38.5 - 46.8%) -- guaranteed 3HKO after Leftovers recovery
It's small damage, but it's still nice.
Gyarados @ Sitrus Berry
Ability: Intimidate
EVs: 92 HP / 116 Atk / 78 Def / 4 SpD / 218 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Earthquake
- Protect
For the last member, I wanted some offensive pressure. Along with some bulk. Along with intimidate. I really didn't want to use scrafty however haha. So I went with a bulky Gyarados with d-dance. It was REALLY nice to have on the team. It cleaned up nicely, gave my opponent a surprise because they usually assume it's the t-wave variant, and even when I don't bring it; It still causes some fear in my opponents mon picking. Raichu/Politoed/Amoongus also supported Gyarados nicely.
Waterfall stab, big damage in the rain. EQ hit everything else really. D-Dance for fun, and protect stalling for the song. Decent bulk while keeping my offensive pressure, and sitrus basically allowed me to be greedy with d-dance.
Lame calcs: (These are all with NO dragon dance)
-1 116+ Atk Gyarados Waterfall vs. 164 HP / 4 Def Landorus-T: 98-116 (52.9 - 62.7%) -- guaranteed 2HKO
-1 60 Atk Choice Band Landorus-T Rock Slide vs. 92 HP / 78 Def Gyarados: 68-80 (37.3 - 43.9%) -- 13.8% chance to 3HKO after Sitrus Berry recovery
116+ Atk Gyarados Waterfall vs. 132 HP / 20 Def Heatran: 126-150 (68.8 - 81.9%) -- guaranteed 2HKO (OHKO's in the rain)
-1 252 Atk Expert Belt Virizion Stone Edge vs. 92 HP / 78 Def Gyarados: 79-94 (43.4 - 51.6%) -- 1.2% chance to 2HKO after Sitrus Berry recovery
-1 252+ Atk Parental Bond Mega Kangaskhan Double-Edge vs. 92 HP / 78 Def Gyarados: 123-145 (67.5 - 79.6%) -- guaranteed 2HKO after Sitrus Berry recovery
So, ye. The team is a lot of fun and it's honestly really good. I'll update the post later with replays, because I missplaced them all except for one.
Replays: http://replay.pokemonshowdown.com/battle...-254648152
Notes/Pairs: The most common leading pair is Gengar + Raichu. Watch the replay above to find out why. I rarely use anything else honestly. But sometimes it's Gengar/Amoongus. Sometimes it's Politoed/Kingdra. Sometime's it's amoongus/gyarados. Really depends on the situation/team match up. What matters more in my opinion are the 2 that you bring in the back, since gengar/raichu works like 90% of the time.
Try the team out for yourself!
1. It's fun.
2. It's easy.
3. Probably the fastest way to ladder from the bottom besides a m-kang team.
So, yeah. This is the team I used to get us to the top 500 in a few days. It's your basic rain core for perish trap, but it's a tad different. Let's get the silly common stuff out of the way.
Gengar (Gengar-Mega) @ Gengarite
Ability: Shadow Tag
EVs: 252 HP / 44 Def / 4 SpA / 28 SpD / 180 Spe
Timid Nature
- Protect
- Perish Song
- Disable
- Shadow Ball
Woah, mega Gengar on a perish trap team. Betcha didn't see that coming did you?
The EV's and moves are very basic. Like, 80% of perish Gengars use this set. General bulk with the general speed to outspeed everything common.
Protect for stalling, perish song for well, perishing things. Disable is dope and super mean to use. and Shadow ball is basically never used unless it's to get a small KO.
Cute lil defensive calcs:
252+ Atk Scrafty Knock Off vs. 252 HP / 44 Def Mega Gengar: 110-132 (65.8 - 79%) -- guaranteed 2HKO
252+ Atk Bisharp Knock Off vs. 252 HP / 44 Def Mega Gengar: 134-162 (80.2 - 97%) -- guaranteed 2HKO
252+ SpA Cresselia Psychic vs. 252 HP / 28 SpD Mega Gengar: 120-144 (71.8 - 86.2%) -- guaranteed 2HKO
172 Atk Aerilate Mega Salamence Return vs. 252 HP / 44 Def Mega Gengar: 133-157 (79.6 - 94%) -- guaranteed 2HKO
252+ SpA Choice Specs Sylveon Shadow Ball vs. 252 HP / 28 SpD Mega Gengar: 136-160 (81.4 - 95.8%) -- guaranteed 2HKO
252+ Atk Excadrill Earthquake vs. 252 HP / 44 Def Mega Gengar: 164-194 (98.2 - 116.1%) -- 87.5% chance to OHKO
Things you WON'T be living:
Adamant scarf landorus earthquake.
Aegislash shadow ball.
Zen headbutt mega metagross.
Basically anything with earth power/drill run.
Let's get the other dumb standard things out of the way.
Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 140 HP / 180 Def / 188 SpD
Calm Nature
IVs: 0 Spe
- Rage Powder
- Protect
- Spore
- Giga Drain
Something else really simple. I really didn't care for EV's, so I just split them into al I thought this would be the best idea due to I can soak up 2 hits from basically any move. Excluding it's hard counters like mega salamence, that is. Basic moves here. Rage powder to redirect from perish songs/whatever gimmick I'm pulling. Protect to stall songs. Spore is dumb and you can spam it. Giga drain is giga drain.
More defensive calcs blah blah:
44 SpA Mega Blaziken Overheat vs. 140 HP / 188+ SpD Amoonguss: 168-200 (81.1 - 96.6%) -- guaranteed 2HKO
252+ SpA Heatran Heat Wave vs. 140 HP / 188+ SpD Amoonguss: 116-140 (56 - 67.6%) -- guaranteed 2HKO
252+ SpA Latios Psyshock vs. 140 HP / 180 Def Amoonguss: 162-192 (78.2 - 92.7%) -- guaranteed 2HKO
252+ Atk Parental Bond Mega Kangaskhan Double-Edge vs. 140 HP / 180 Def Amoonguss: 175-208 (84.5 - 100.4%) -- 1.2% chance to OHKO
252 SpA Mega Gardevoir Psyshock vs. 140 HP / 180 Def Amoonguss: 174-206 (84 - 99.5%) -- guaranteed 2HKO
Things you aren't gonna live fam, don't even try:
Mega Salamence's double edge
Talonflame's Brave Bird
Mega Metagross's zen headbutt
Mega Rayquaza's Dragon Ascent.
GUESS WHAT'S NEXT
Politoed @ Eject Button
Ability: Drizzle
EVs: 220 HP / 172 Def / 4 SpA / 92 SpD / 20 Spe
Calm Nature
- Protect
- Scald
- Perish Song
- Helping Hand
Even though it's standard, I guess it's a little different? I opted for eject button for a lot of reasons. I liked to be able to pull into a double switch, get up rain, then get ejected back out into something else. (This worked really well with Kingdra, spoilers) But that's the only thing that's kind of different. Standard moveset with standard EV's. protect stall, scald for burns + STAB, perish song is perish song, and helping hand for damage when I need it. Some people use Encore, which is a good idea if you're running trick room. But I'm not, so yeah.
Deeeeeeeeeefeeeeeeeense:
64 SpA Thundurus Thunderbolt vs. 220 HP / 92+ SpD Politoed: 108-128 (55.9 - 66.3%) -- guaranteed 2HKO
252+ SpA Thundurus-T Thunderbolt vs. 220 HP / 92+ SpD Politoed: 152-180 (78.7 - 93.2%) -- guaranteed 2HKO
156+ SpA Ludicolo Giga Drain vs. 220 HP / 92+ SpD Politoed: 84-102 (43.5 - 52.8%) -- 12.9% chance to 2HKO
252 Atk Expert Belt Virizion Leaf Blade vs. 220 HP / 172 Def Politoed: 151-180 (78.2 - 93.2%) -- guaranteed 2HKO
252+ SpA Mold Breaker Mega Ampharos Thunderbolt vs. 220 HP / 92+ SpD Politoed: 168-198 (87 - 102.5%) -- 12.5% chance to OHKO
252+ Atk Parental Bond Mega Kangaskhan Double-Edge vs. 220 HP / 172 Def Politoed: 169-200 (87.5 - 103.6%) -- 14.5% chance to OHKO
Isn't being a bulky toad grand?
Kingdra @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Muddy Water
- Disable
- Draco Meteor
- Protect
This is where things get fun!
If you're a vgc veteran, or super knowledgeable in the past years in general: This mon won't surprise you.
Anywho, Kingdra is so much fun in a perish trap team. Swift swim makes you outspeed all of the things, you have decent special attack, you get to use 2 fun/kinda gimicky moves. Muddy water is basically satan water. It's stab, it's in the rain, it hits both of your opponents mons; and it has a chance to lower their accuracy. Making your perish shenanigans last even longer. Disable swift swim is so much fun because they never see it coming. Your disables are super fast under the rain, and it always causes some annoyances. Draco meteor is for big damage. EV's are to maximize what it does best, do damage, and be fast.
Offensive calcs (mostly under the rain):
252+ SpA Life Orb Kingdra Muddy Water vs. 4 HP / 0 SpD Heatran in Rain: 190-226 (113.7 - 135.3%) -- guaranteed OHKO
252+ SpA Life Orb Kingdra Muddy Water vs. 252 HP / 44 SpD Arcanine in Rain: 226-268 (114.7 - 136%) -- guaranteed OHKO
252+ SpA Life Orb Kingdra Muddy Water vs. 124 HP / 44 SpD Landorus-T in Rain: 226-268 (125.5 - 148.8%) -- guaranteed OHKO
252+ SpA Life Orb Kingdra Draco Meteor vs. 52 HP / 84 SpD Mega Salamence: 257-304 (145.1 - 171.7%) -- guaranteed OHKO
252+ SpA Life Orb Kingdra Draco Meteor vs. 60 HP / 4 SpD Hydreigon: 276-328 (157.7 - 187.4%) -- guaranteed OHKO
wooooo.
Raichu @ Focus Sash
Ability: Lightning Rod
EVs: 28 HP / 4 Def / 220 SpA / 4 SpD / 252 Spe
Timid Nature
- Fake Out
- Encore
- Protect
- Volt Switch
Raichu is honestly really annoying, and I think it should be on every perish trap team. Let me get the EV's explained right away: Raichu is super frail, so chances are you're gonna go down to focus sash right away. The EV's in HP/DEF are small, but very important. It makes sure you don't die to a mega kang sucker punch. Y'know, that dumb priority move that hits twice, meaning it makes your sash useless. Which is the only way it'll outspeed you under normal circumstances. So, yeah. It's important. full speed to ensure being the fastest, and high spa because putting in defensive EV's are kinda useless/volt switch can do decent damage. Now lets get down to the moves/why raichu is annoying.
Raichu has the fastest fakeout in the game. It also gets Encore. Pair those 2 together and you get a really annoying mon. Especially with perish trap. Let's say I lead Gengar and Raichu. You basically have to let something get hit by fakeout now, or you can protect. If you protect, you get encored into it next turn. If you double on raichu, gengar gets up perish song. Even if you have a taunter, raichu's fakeout will go first. It's annoyingggg. But I love it. Protect for song stalling, volt switch is to get out of there while doing a little bit of damage.
Almost forgot: You have lightning rod. Nothing can get t-waved while raichu is on the field, and politoed can't get hit by electric moves lol
No reason to show calcs really, but:
252+ Atk Parental Bond Mega Kangaskhan Sucker Punch vs. 28 HP / 4 Def Raichu: 116-137 (83.4 - 98.5%) -- guaranteed 2HKO
220 SpA Raichu Volt Switch vs. 252 HP / 60 SpD Suicune: 78-92 (37.6 - 44.4%) -- guaranteed 3HKO
220 SpA Raichu Volt Switch vs. 212 HP / 116+ SpD Politoed: 74-90 (38.5 - 46.8%) -- guaranteed 3HKO after Leftovers recovery
It's small damage, but it's still nice.
Gyarados @ Sitrus Berry
Ability: Intimidate
EVs: 92 HP / 116 Atk / 78 Def / 4 SpD / 218 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Earthquake
- Protect
For the last member, I wanted some offensive pressure. Along with some bulk. Along with intimidate. I really didn't want to use scrafty however haha. So I went with a bulky Gyarados with d-dance. It was REALLY nice to have on the team. It cleaned up nicely, gave my opponent a surprise because they usually assume it's the t-wave variant, and even when I don't bring it; It still causes some fear in my opponents mon picking. Raichu/Politoed/Amoongus also supported Gyarados nicely.
Waterfall stab, big damage in the rain. EQ hit everything else really. D-Dance for fun, and protect stalling for the song. Decent bulk while keeping my offensive pressure, and sitrus basically allowed me to be greedy with d-dance.
Lame calcs: (These are all with NO dragon dance)
-1 116+ Atk Gyarados Waterfall vs. 164 HP / 4 Def Landorus-T: 98-116 (52.9 - 62.7%) -- guaranteed 2HKO
-1 60 Atk Choice Band Landorus-T Rock Slide vs. 92 HP / 78 Def Gyarados: 68-80 (37.3 - 43.9%) -- 13.8% chance to 3HKO after Sitrus Berry recovery
116+ Atk Gyarados Waterfall vs. 132 HP / 20 Def Heatran: 126-150 (68.8 - 81.9%) -- guaranteed 2HKO (OHKO's in the rain)
-1 252 Atk Expert Belt Virizion Stone Edge vs. 92 HP / 78 Def Gyarados: 79-94 (43.4 - 51.6%) -- 1.2% chance to 2HKO after Sitrus Berry recovery
-1 252+ Atk Parental Bond Mega Kangaskhan Double-Edge vs. 92 HP / 78 Def Gyarados: 123-145 (67.5 - 79.6%) -- guaranteed 2HKO after Sitrus Berry recovery
So, ye. The team is a lot of fun and it's honestly really good. I'll update the post later with replays, because I missplaced them all except for one.
Replays: http://replay.pokemonshowdown.com/battle...-254648152
Notes/Pairs: The most common leading pair is Gengar + Raichu. Watch the replay above to find out why. I rarely use anything else honestly. But sometimes it's Gengar/Amoongus. Sometimes it's Politoed/Kingdra. Sometime's it's amoongus/gyarados. Really depends on the situation/team match up. What matters more in my opinion are the 2 that you bring in the back, since gengar/raichu works like 90% of the time.
Try the team out for yourself!
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