Introduction
Remember my Signature Team? Well, I did it again. I once again felt the need to create a team I could really feel as mine, a team I could enjoy on the ladder and in a game alike, a team that could really make me say £heck, if I lived in the Pokemon world, this is the team I would train". So yeah, in order to take a breather from Persona 4 The Golden (the more I play that game the more I love it, it's becoming an obsession...) I picked up Pokemon Platinum for maybe the 76th time... And despite the horrid Honey Tree mechanic trying to stand in my way, this team soon saw the light. And not only was it enjoyable, but it also had a lot of potential in the present metagame as I soon realized: what with most of my team members getting new toys (abilities, moves, items, Mega Evolution) in later generations... So yeah, without further ado, here is the team.
At a glance
The fact that this team originated in a game is made evident by the presence of a Fire-Grass-Water core, something that is more or less a must in games, but not so much in competitive environment. From there, it was all about putting together a crew that could have good synergy, cover for each other's weaknesses, and support one another. And with natural users of Surf and Fly included, I dare say I managed to create such a team while still keeping in mind in-game needs, which is a nice touch. Now that I think about it, isn't it funny how the most hated HM of Gen 4 would return here as a vital move? And before you ask yes, this team actually works. It has carried me to some decent peak so far, so I am very satisfied with it... It is my new signature team! And in fact, I included it in my signature
In-depth analysis
@ Choice Band Ability: Iron Fist EVs: 252 Atk / 4 SpD / 252 Spe Jolly Nature - Flare Blitz - Mach Punch - Close Combat - U-turn
CB Infernape is often overlooked in favor of other variants, but I personally am fond of it. With Iron Fist, it quite literally packs a punch, and if you factor in the monkey's natural speed, you see that Mach Punch becomes a very deadly way of cleaning house to end a game, easily taking out even other priority users. U-turn is used to scout early in the game, and Close Combat and Flare Blitz are powerful STAB moves that, courtesy of Choice Band, hit like a truck, netting me some surprise KOs. Most people won't expect to see their Nidoqueen OHKOed by Fire Blitz... Keep in mind that this is not the suicidal lead variant, you want this guy to stay alive untill the end, so that it can clean house with Mach Punch, so be careful in managing its HP, and don't be reckless with the timing of your switches...
@ Life Orb Ability: Natural Cure EVs: 248 HP / 252 SpA / 8 SpD Modest Nature - Rest - Sludge Bomb - Leaf Storm - Hidden Power [ice]
Most people see Roserade as a bulky spiker, and forget that she can hit as hard as LATIOS when equipped with a Life Orb. Natural Cure makes her ideal to witch into bulky Water-type mons that like to spam Scald, and the amount of surprise kills you can score on the switch, if you predict right, is hilarious. Oh and resting on their switch and then immediately switching out is fun, too. A lot of prediction is required to exploit this set to its fullest, but you will be reward with a decently bulky Pokemon that sponges special attacks and hits back hard. Better, it hits back hard on the special spectrum, thus complementing Snorlax (see below). Oh and did I mention that her typing makes her the perfect recipient of Vaporeon's wishes, making it ridiculously easy to switch into stuff like Florges? Seriously, what's not to love?
@ Leftovers Ability: Water Absorb EVs: 252 HP / 252 Def / 4 SpA Bold Nature - Wish - Protect - Heal Bell - Scald
The team's cleric. I like it more than Blissey or Florges because it provides a reliable out to Sheer Force Feraligatr. And what an out it is: considering that every Feraligatr out there will be carrying Waterfall, Ice Punch and a dance move, the last slot will either be Crunch or Aqua Jet. If it's Crunch, I just ned to wear it down, and Mach Punch will finish it off later; if it's Aqua Jet, Feraligatr will be utterly unable to damage Vaporeon, even at +6, meaning I will be free to just keep on scalding untill I burn it. Truth be told, you need to misplay very badly for this guy to go down, it is seriously a fantastic Pokemon that will have no problems keeping itself and its companions alive. And with the good defensive synergy I have created in this team, passing wishes around really is easy.
@ Steelixite Ability: Sturdy EVs: 248 HP / 252 Atk / 8 SpD Adamant Nature - Stealth Rock - Earthquake - Heavy Slam - Dragon Tail
This thing is crazy. Upon Mega Evolving, it hits 500 Def UNINVESTED, meaning you can dump all of your EVs in HP and Atk, and have a virtually immortal physical wall that hits like a truck. With a bit of Wish support from Vaporeon, setting up Stealth Rock multiple times throughout a match becoes easy feat, Eartquake obliterates anything that doesn't resist it, Heavy Slam obliterates anything else, and Dragon Tail prevents opponents from setting up and dishes out some indirect damage. This guy is supposed to be RU, but I can predict it won't remain there for long...
@ Black Sludge Ability: Infiltrator EVs: 232 HP / 76 Def / 200 Spe Jolly Nature - Defog - Roost - U-turn - Brave Bird
Smogon calls it "fast bulky support". Basically you want to be fast enough to outspeed enemies and use your support moves ASAP, or just dish some damage ith Brave Bird or U-turn to safety, all the while being still capable of taking some hits. This way, between Roost and the occasional Wih from Vaporeon, using Defog multiple times won't be a problem, which should enable you to win the hazard war if you don't misplay. And the double resistance to the Fighting and Bug type helps the team a lot, too.
@ Assault Vest Ability: Thick Fat EVs: 248 HP / 252 Atk / 8 SpD Adamant Nature - Return - Pursuit - Earthquake - Ice Punch
The bane of all special attacks. Hurting this guy with a special attack (particularly those Flamethrowers and Ice Beams aimed at Roserade) is imposible. And its attack is actually pretty high, allowing you to dish out some serious damage while sponging it at the same time. You will mostly use Return anyway, but the other 3 moves provide nice coverage, so they will come in handy eventually. Pursuit in particular aids in trapping things that Snorlax forces out, like Chandelure or even Alakazam.
Conclusions
Well this is what the team does. Comments? Suggestions? Feel free to post them below, but please try and keep in mind the spirit of this team while doing so. The importable is in the usual spoiler, in case you want to try the team for yourself.