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    The Gotei 13 of Soul Society


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    The Gotei 13 of Soul Society

    Post by Trinitrotoluene on Wed Mar 21, 2012 1:13 am

    A BW OU RMT by Trinitrotoluene

    "Get ready. Put the entirety of your spirit on the line and crush them here! Even if your flesh is torn asunder, be as a steel wall down to your last shard of bone! You must not let them take even a single step into Soul Society." -Genryūsai Shigekuni Yamamoto, Captain-Commander of Soul Society, to the members of the Gotei 13 present at the invasion of the fake Karakura Town


    The above quote by Captain-Commander Yamamoto describes the way offensive sun teams usually play themselves out. Most sun teams are fast, crushingly offensive, and offer little leeway for error. Even if one member goes down, the team will continue to fight until they either beat the opponent or go down trying. Most members are frail, but powerful, and often require Stealth Rock support to ease the manner in which they break through the opponent's team. Sun also boasts some of the deadliest sweepers available for use in OU, such as Volcarona, Infernape, and Venusaur. Some underrated, but consistent Pokemon, such as Lilligant, Sawsbuck, and Arcanine, also call sunny weather beneficial to their cause. While it's true that individual sweepers can be countered rather easily, not many teams can deal with a whole slew of sun-boosted sweepers coming at them.

    I decided to give this team a Bleach-based theme since I enjoy watching and reading Bleach. Specifically, I decided to base the team members off of the captains of the Gotei 13. Every captain in the Gotei 13 (with the exception of Kenpachi Zaraki) can utilize their Bankai, giving them incredible strength. Each of the team members selected has at least one trait that allows them to correlate to the captain they're associated with in this team. On that note, the video below is the opening theme song for part of the Soul Society: The Rescue arc titled Ichirin no Hana, which was performed by HIGH and MIGHTY COLOR. I chose this song to set the mood for this RMT. With all that being said, I hope you enjoy reading this RMT!

    Team Building


    Volcarona is an amazing Pokemon. The offensive pressure it carries is just tremendous. It's because of Dragonite and this Pokemon that many teams force themselves to dedicate one moveslot on their team to Stealth Rock, in order to reduce or eliminate a weakness to those two. While Volcarona has some problems defensively, it offensively can be supported by sun and other sweepers included in the sun.

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    As mentioned earlier, Ninetales offers many benefits and reduces many drawbacks for Volcarona. Sun boosts the power of its main STAB, and reduces the power of one of its more common weaknesses. Venusaur covered Volcarona's vulnerability to Toxic Spikes and Water weakness. With its STAB Grass-type moves, it could cause panic for the Rock-types that plague Volcarona. Also, Sleep Powder lets Venusaur incapacitate one member of my opponent's team, essentially erasing one Pokemon from the picture.

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    To deal with the hazard problem that Volcarona faced, Espeon and its ability Magic Bounce appealed as an option to deal with it. Having Espeon meant that stall teams became less of a bother to face, and that opposing Infernape didn't become too problematic. Terrakion ensured that Cloyster and Dragon Dance Dragonite didn't become too troublesome for the team to face down.

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    I knew that my prediction abilities weren't the best, and that Espeon wouldn't live forever, so I decided to equip Forretress as a secondary hazard layer and eliminator. Its Steel-typing also helped in dealing with Dragons that tended to trouble the team.

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    Opposing physical sweepers, such as Landorus, got the best of my team, and gave it a harsh beat-down. This first change from Forretress to Donphan was suggested by my friend Kira Light. He thought that Donphan could deal with the problems better due to its Ground STAB and respectable bulk. It worked extremely well in warding off many physical sweepers.

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    The next change, also suggested by Kira Light, was the shift from Terrakion to Infernape. While I initially objected, pointing Cloyster out, using Infernape ultimately was the best decision ever made for the team. Infernape provides powerful Fire STAB, a means of threatening the SkarmBliss core, and a means of dealing with Heatran.

    | | | | |

    This last change is one I instituted myself. With nothing on my team that could outspeed Cloyster, I decided to switch out Venusaur, who really wasn't doing much for the team for Lilligant, who was faster and stronger than Venusaur. It could outspeed Cloyster, a problem for the team, and OHKO it with Leaf Storm. It also had access to Sleep Powder. In times of near death, Lilligant could also use Healing Wish to bring a teammate back to full health.


    Ukitake (Espeon) (M) @ Leftovers
    Trait: Magic Bounce
    EVs: 252 HP / 4 SAtk / 252 Spd
    Timid Nature (+Spd, -Atk)
    - Calm Mind
    - Morning Sun
    - Psyshock
    - Baton Pass

    Kyōraku (Ninetales) (M) @ Leftovers
    Trait: Drought
    EVs: 144 HP / 252 SAtk / 112 Spd
    Modest Nature (+SAtk, -Atk)
    - Sunny Day
    - Fire Blast
    - SolarBeam
    - Roar

    Suì-Fēng (Infernape) (F) @ Life Orb
    Trait: Blaze
    EVs: 252 Atk / 4 SAtk / 252 Spd
    Naive Nature (+Spd, -SDef)
    - Overheat
    - Close Combat
    - U-turn
    - Hidden Power [Ice]

    Yamamoto (Volcarona) (M) @ Leftovers
    Trait: Flame Body
    EVs: 4 Def / 252 SAtk / 252 Spd
    Modest Nature (+SAtk, -Atk)
    - Substitute
    - Quiver Dance
    - Fire Blast
    - Bug Buzz

    Komamura (Donphan) (M) @ Leftovers
    Trait: Sturdy
    EVs: 252 HP / 4 Atk / 252 Def
    Impish Nature (+Def, -SAtk)
    - Rapid Spin
    - Stealth Rock
    - Earthquake
    - Roar

    Unohana (Lilligant) (F) @ Life Orb
    Trait: Chlorophyll
    EVs: 252 SAtk / 64 SDef / 192 Spd
    Modest Nature (+SAtk, -Atk)
    - Leaf Storm
    - Hidden Power [Rock]
    - Sleep Powder
    - Healing Wish

    The Team at a Glance

    The Team in Detail

    Sajin Komamura, Captain of the 7th Division

    Donphan (M) @ Leftovers | Sturdy
    Impish Nature | 252 HP / 4 Atk / 252 Def
    Rapid Spin | Stealth Rock | Earthquake | Roar / Ice Shard

    "The corruption I speak of is betraying your friends, allies and even subordinates in an attempt to gain excessive power." -Sajin Komamura, to Kaname Tōsen before their fight

    Donphan, despite being a late addition to the team, has proven itself extremely worthy of its slot as the team's spinner and Stealth Rock layer. While it may share a weakness to Water with many of the main members of the team, it doesn't fear the weaker Water-type moves under the sun. With Sturdy, Donphan is an automatic switch-in for taking on physical powerhouses that threaten the team's stability. Stealth Rock is the obligatory hazard that helps against opposing Volcarona and Dragonite. Rapid Spin is the main reason Donphan is in this team, and Earthquake is Donphan's main STAB. Roar is useful for pHazing out boosted opponents, but Ice Shard is used occasionally, to pick off weakened Dragons that can threaten the team. The EVs let Donphan fulfill the purpose of walling the majority of physical attacks aimed at the team.

    While this RMT may show Donphan first in the team, it'll only be placed in the lead position if an offensive sand team or SmashPass team is being faced. Since physical attacks from sand attackers tend not to phase Donphan too much, it's free to set up Stealth Rock and spin away the opponent's Stealth Rock, saving the team from the threat of Stealth Rock. When facing SmashPassing teams that opt to lead with Gorebyss, Roar will be the first move used, resetting their boosts and forcing another team member out into the open. Should they opt to lead with Smeargle, I'll attempt use Stealth Rock first, knowing that I can choose several courses of action depending on what the Smeargle does. If it Spores first, I'll let Donphan take the sleep and switch off to Ninetales so Roar may be used on it. If it boosts up, I get Stealth Rock off without a hitch and can move along from there. If Donphan is using Ice Shard, then Other Pokemon may be chosen to lead depending on the team being faced.

    Donphan was given Sajin Komamura's name because of the level of utility it displays for the team, which mirrors the loyalty Komamura has to Yamamoto and the rest of the Gotei 13. In addition, just like Kokujō Tengen Myō'ō (seen above), Komamura's Bankai, Donphan can take a massive beating.

    Jūshirō Ukitake, Captain of the 13th Division

    Espeon (M) @ Leftovers | Magic Bounce
    Timid Nature | 252 HP / 4 SpA / 252 Spe | 0 Atk
    Calm Mind | Morning Sun | Psyshock | Baton Pass

    "There are two types of fights. Whenever we are in battle, we must be one of the two. The fight for life or…the fight for pride! Right now…He is fighting for his pride! His wife’s pride…his men's pride…Most importantly…his own personal pride. Dismiss this as his stubbornness…and let him fight alone like this…" -Jūshirō Ukitake, to Rukia Kuchiki

    Magic Bounce. The one ability that shot Espeon, a former NU Pokemon, up to UU, and with the advent of female Dream World Eevee and egg moves, right up to OU. Espeon does so much for the team, whether it be reflecting hazards or passing boosts off to another one of my sweepers. It possesses a surprising amount of bulk, enough to survive a Scarfed Landorus's U-turn once, alongside a great amount of Speed, thanks to the EV distribution. This combination of traits, alongside its access to Magic Bounce, makes this Espeon a nightmare for most stall teams to face down. Calm Mind boosts Espeon's Special Attack and Special Defense, and Baton Pass allows Espeon to escape from the battlefield with its boosts without being hit by Pursuit from slower Pokemon. The situations in which Baton Pass is to be used will be delineated in the next paragraph. Psyshock is to assure that Espeon's boosts don't go to waste, and Morning Sun is amazing.

    Baton Pass is an amazing move. One of its uses, escaping from counters to boost one of my sweepers, has been listed out. Espeon is first sent in on a Pokemon it can force out. As the Pokemon switches out, a dry pass (one without boosts) will be executed, allowing the team to move based on what's sent out. Alternatively, when Espeon's counters are down, or a stall team is being faced, Espeon will boost up with Calm Mind and start KOing the opposition. If Espeon finds itself in an unfavorable match-up, then it can just as easily pass those boosts along to Infernape, Lilligant, or Volcarona. From there, the recipient can start blazing through the opponent's team, or in the case of Volcarona, using the boosts to further set itself up.

    In its Shikai form, Sōgyo no Kotowari (seen above in Shikai), Jūshirō Ukitake's Zanpakutō, has the capability of absorbing energy-based attacks, altering them slightly using the 5 charms on the string connecting the twin swords, and sending the attacks back to the opponent. This process is done so quickly that it forces the illusion that the attacks originated from Sōgyo no Kotowari itself. Magic Bounce works in a similar way, reflecting all non-attacking moves back toward the opponent as though they were Espeon's own. That is why Espeon was given Ukitake's name.

    Shunsui Kyōraku, Captain of the 8th Division

    Ninetales (M) @ Leftovers | Drought
    Modest Nature | 144 HP / 252 SpA / 112 Spe | 0 Atk
    Sunny Day | Fire Blast | SolarBeam | Roar

    "Getting caught up in style and throwing away victory is something for the lower ranks to do. Captains can't even think about doing such a carefree thing. Don't try to be a good guy. It doesn't matter who owes who. From the instant they enter into a war, both sides are evil." -Shunsui Kyōraku, to Love Aikawa

    Ninetales is needed for a sun team to function. Drought bolsters this team so much it's ridiculous. It reduces the power of Water-type moves, raises the Speed of Lilligant, enhances Espeon's Morning Sun, and adds power to the Fire STAB of many of the team members. In addition to being this team's weather inducer, Ninetales acts as a pHazer of sorts, forcing out those that can and will attempt to set up on it. Sunny Day helps Ninetales do better in the weather war, which is especially important considering that this team lacks a Dugtrio and has to use less reliable methods of assuring that the sun stays out on the field. Fire Blast is a powerful STAB move that can and will leave a dent in anything that doesn't resist it and isn't named Blissey or Chansey. Solarbeam is the main draw of packing Sunny Day on this Ninetales. By ensuring that the sun stays up, Ninetales gets a means of eliminating Rock-types that would normally give it trouble. Roar forces out sweepers that will attempt to set up on Ninetales, such as Dragonite, Heatran, and Cloyster.

    If the opponent lacks a weather inducer, Kingdra, or Heatran, Ninetales will lead. This grants the team an early-game advantage against the opponent. With this early-game advantage, Lilligant can be employed as a revenge killer extraordinaire, Infernape a fantastic wall-breaker, and Volcarona a death-inducing late-game sweeper. Should I be facing other weather teams, different Pokemon will be looked to as leads, which will be covered later. If a VoltTurn team is being faced, Ninetales is the lead of choice, seeing that they'll most likely lead with Scizor in an attempt to gain a quick advantage over the team by KOing Espeon. If they have Landorus, then Donphan will be the lead chosen. Since Dragonite tends to switch into Ninetales, expecting a weak Fire Blast or a Will-O-Wisp, which they can easily stave off with a Lum Berry, Roar is an often unexpected surprise, forcing them out and revealing another member of the opponent's team.

    Shunsui Kyōraku is one of the most powerful captains in the Gotei 13. When it's in its Shikai form, Kyōraku's Zanpakutō, Katen Kyōkotsu (seen above in Shikai), brings the games of children to life, often turning the battle away from the usual by integrating these children's games into the fight. Examples include Bushogana, Takaoni, and Irooni. The sun brought about by Ninetales's Drought affects the battle in ways similar to the "games" that Katen Kyōkotsu brings to Kyōraku's battles, giving Ninetales the right to use Kyōraku's name.

    Suì-Fēng, Captain of the 2nd Division and Commander of the Onmitsukidō

    Infernape (F) @ Life Orb | Blaze
    Naive Nature | 252 Atk / 4 SpA / 252 Spe | 30 HP / 30 Def
    Overheat | Close Combat | U-turn | Hidden Power Ice

    "Think of your comrade getting beat as an opportunity. Don't get in the middle of it. Stab from behind. If the difference in power between you and the enemy is so great that you cannot even do that, then let your comrade die right there. That is the way of the Onmitsukidō." -Suì-Fēng, to Marechiyo Ōmaeda

    Infernape is one of OU's premier offensive Pokemon. Its Speed, which gives it the ability to outpace most of OU, and access to high-powered STAB moves, makes it the fear of those that fail to outspeed it. It acts as a wall-breaker, mid-game sweeper, and scout for the team. What it fails to KO can easily be dealt with by another team member. Sometimes, while Infernape may never land a killing blow to the opponent, it'll leave them so worn down that the other members of the team can run through them. Sun helps Infernape drastically by boosting the power of its Overheat, which can bust holes even in some of its resists, despite the minimal EV investment. Close Combat is a reliable STAB move that feeds off of Infernape's modest Attack stat. U-turn lets Infernape play the role of the scout for the team, while Hidden Power Ice is a nasty surprise for Dragons, Gliscor and Landorus expecting a free switch-in. The EVs are standard, and the IVs give Infernape a base 70 Hidden Power Ice without forfeiting a point in Speed.

    If the opponent has a sand team with Tyranitar as its Sand Streamer, Infernape will lead and go for the killing blow. However, should the opponent also have Landorus in reserve, then Donphan will lead. Infernape also is the main answer for Skarmory and other Steels that will attempt to impede the progress of the team. Infernape is also the main way in which Gliscor and other non-Scarfed Dragons meet their early end. Since Infernape's two STABs are resisted by many of the common Dragons, they tend to switch in, only to meet a Hidden Power Ice on the next turn, as they try to set up a Dragon Dance. Gliscor also tends to come in on Close Combats, thinking that it can force Infernape out by its ability to take hits and recover, thanks to Poison Heal.

    Suì-Fēng is fast. Infernape is fast. They both share similar fighting styles, and while Suì-Fēng has her Suzumebachi, which can kill an opponent in 2 strikes, Infernape has its STABs and great offensive stats, which can do the same for many opponents.

    Retsu Unohana, Captain of the 4th Division

    Lilligant (F) @ Life Orb | Chlorophyll
    Modest Nature | 252 SpA / 64 SpD / 192 Spe | 2 Atk / 30 Def / 30 SpD / 30 Spe
    Leaf Storm | Hidden Power Rock | Sleep Powder | Healing Wish

    "The act of saving a comrade in need should require no thanks." -Retsu Unohana, to Shinji Hirako

    Underneath the sun, Lilligant is an amazing revenge killer. Outside of the sun, Lilligant is an amazing wallbreaker and weather-inducer killer. Just like Espeon, Lilligant performs so many functions for the team, it's near indispensable. While it may lack the Poison sub-typing that Venusaur may have, it makes up for that with the sheer power behind its Leaf Storm and ability to outpace a +2 Cloyster, a threat to this team, with a Modest Nature. Leaf Storm is an incredible STAB move coming from Lilligant, being a slight superior in terms of numerical power of a Draco Meteor coming from a MixMence or LO Tank Latias. Hidden Power Rock discourages Fire-types not named Heatran from switching into Lilligant. It also hits Salamence and Dragonite super-effectively, dealing a solid blow to them upon the switch. Sleep Powder can essentially take out one member of the opponent's team for the game. Healing Wish helps to heal other teammates at the cost of Lilligant's own time on the field. While that may sound like a horrible idea at first, sacrificing oneself to revitalize another teammate, not many teams can withstand another assault by Infernape or Volcarona. The EVs were drawn from Katakiri's Lilligant set, and they give Lilligant the most power it can attain while letting it outpace all variants of Cloyster at +2 in the sun. The Special Defense EVs let Lilligant stand up to a Modest Scarfed Politoed's Ice Beam and live to tell the tale. This becomes important in a weather war against an offensive rain team, where sun will be absolutely necessary.

    Healing Wish was the biggest factor in the decision to adopt Lilligant over Venusaur. Lilligant's higher speed and power were another factor that cast it in a better light than Venusaur. Its ability to go toe-to-toe with every weather inducer and beat them without too many problems is all due to the lovely EV spread delineated in the previous paragraph. When facing down sand teams that use Hippowdon as a weather inducer, Lilligant is the first one out in battle. Once there, it can threaten Hippowdon with a quick Sleep Powder or Leaf Storm. Should a rain team be the opponent for this team, Lilligant also is the first one out, seeing that it outspeeds all non-Scarfed Politoed and can take a blow from the Scarfed versions and threatens it with its insanely powerful Leaf Storm. If a Tornadus is seen in the opponent's rain team, then Lilligant will use Hidden Power Rock first, in an attempt to nail it on the switch. However, should Lilligant not be facing those types of teams, it will be saved for revenge killing jobs, and when its end nears, Healing Wish will be used, revitalizing one team member at almost no cost to itself. Not many teams can withstand one assault from Infernape. Even fewer can take two and still be in good shape. Should Volcarona be forced out to KO something, Lilligant can prop it up again, letting the destruction continue.

    Lilligant's access to Healing Wish and its position as a team supporter enabled it to use Retsu Unohana's name. Just like the Fourth Division's captain, whom is the source of fear for many members of the Eleventh Division (which, keep in mind is the Zanjutsu-specializing division), she's not someone to take lightly, as even grown Pokemon fear the meek-looking Lilligant's power.

    Genryūsai Shigekuni Yamamoto, Captain of the 1st Division and Captain-Commander of the Gotei 13

    Volcarona (M) @ Leftovers | Flame Body
    Modest Nature | 4 Def / 252 SpA / 252 Spe | 0 Atk
    Substitute | Quiver Dance | Fire Blast | Bug Buzz

    "There is no individual sense of justice that can overrule the justice of the world." -Genryūsai Shigekuni Yamamoto, to Shunsui Kyōraku and Jūshirō Ukitake

    Volcarona is the strongest sun sweeper available in OU. Once ridiculed for its typing, it's now such a large force that every team either carries a Heatran, Dragonite, or Stealth Rock, just to stave off attempts at a Volcarona sweep. Unlike most Volcarona, who will attempt to abuse their bulk and Flame Body to capture multiple Quiver Dances, the set chosen for this team utilizes Substitute to keep revenge killers at bay. The use of Substitute also reduces Volcarona's paranoia about revenge killers, enabling it to run a Modest nature. Substitute is there to help Volcarona set its boosts up by protecting it from status, critical hits, and revenge killers. Quiver Dance is Volcarona's boosting move of choice, raising its best stats by one stage. Fire Blast is sheer power. Bug Buzz is a more reliable STAB move, and a better one for taking down Psychic-type Pokemon when it cannot afford to miss. The EVs, while standard, give Volcarona maximum power and speed.

    Power, speed, and a semi-state of invulnerability are the reasons why Sub Volcarona was chosen as a late-game sweeper instead of another Pokemon. At +1, while under the sunlight, Fire Blast will deal 83.64% - 98.46% to a Scarfed Terrakion (4 HP / 0 SpD), while an Offensive DD Dragonite (4 HP / 0 SpD) switching into this attack will take 76.54% - 90.12% after Stealth Rock damage. Assuming no Stealth Rock damage, that same Offensive DD Dragonite will be taking 38.27% - 45.06%, just from a +1 Modest Volcarona's Fire Blast. Assuming that there's sunlight, no Stealth Rock, and that Volcarona is at +1, Salamence is OHKOed upon switching in. Not even 252 HP / 0 SpD Blissey is safe from Volcarona's rampage, seeing that it takes 53.5% - 63.03% from a +1 Fire Blast in the sun. Truly, the only safe switch-in after Volcarona is boosted is Heatran, who is covered rather nicely by the team. Of course, Stealth Rock is a slight problem, but that's what Donphan and Healing Wish support are for. Bug Buzz covers what Fire Blast can't KO, such as Slowbro, Vaporeon, and Reuniclus.

    Volcarona is strong, as those damage calculations have just proven. Ryūjin Jakka, Yamamoto's Zanpakutō, is the strongest and oldest of all the Zanpakutō in Soul Society. Its powers are Fire-based, and even its sealed form (as seen above) can cause fear in many lower-ranking shinigami. In a similar way, Volcarona can cause panic in battle just by being seen in Team Preview.

    One Last Glance at the Team

    Closing Comments

    I'd like to thank my friends and fellow authorities on the Treehouse (Harsha, Kira Light, Crossfire12) who helped me test and improve the team. A special mention to Expert Physics for suggesting the changes that helped drag the team from the land of disaster to the land of success. Harsha also gets a special mention for just being a great battler, friend, and fellow admin all the time.

    While Stone_Cold may not be an authority at the Treehouse, I'd like to thank him and Alice for inspiring me to chase sun again after the posting of Lysergic Acid Diethylamide. While my team may be more standard than theirs, their interpretation of sun changed mine forever. I don't think they know who I am, but Kinglypuff and Grimm70 both deserve some thanks, because their sun teams (Sun means fun !, French Orgy with Belzebuth) helped shape my first sun teams (Sunny Supremacy, .::Fire Power::.). I hope you enjoyed and took your time reading this RMT, for I surely enjoyed writing it up.

    Last edited by Rick on Sun Apr 15, 2012 8:13 pm; edited 1 time in total


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    Re: The Gotei 13 of Soul Society

    Post by Crossfire12 on Wed Mar 21, 2012 8:00 am

    I think the only real problem I see with your team is a TR Reuniclus As most of your team members are fast and TR shuts most of them down that's really I see if I'm wrong I'm sorry

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