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Found 32 results

  1. This team is designed for OU competative play and is focused on luring out apozing steels and threats to my dragons so that I may kill them and then allow my dragons to continue to sweep on. Here is the line up in a glance: First up Salimance (Draco) @ Life Orb Nature: Mild (+SpAtk / -Def) Ability: Intimidate EVs: Atk 72, Spe 220, SpAtk 216 Role: Crushing Lead Draco Meteor Outrage Hidden Power (Ice) Earthquake Draco has three simple jobs. To crush the oposing lead, have the opponent show their dragon counter, and optionaly to return later as a wall breaker. I know i will get a fit over not having a SR lead but the point of this is to throw off my opponent. This Dragon also handels the two most common leads easily. Taunt leads are normaly frail and suicidal already and if they expect to stop a DD Mance they are sadly mistaken. If it is a trick lead I will benefit all three ways! I get a scarfed Mance, Band Mance, or a Specs Mance! Now were is the problem with that? Hidden Power Ice is effective against more Leads than Fire Blast (Aerodactyl, Togekiss, Glyscore to name a few) and the EVs were only moved slightly to Beat out all base 95 pokemon who chose a speed positive nature and max out the speed stat. (Like glyscore leads) Next is Metagross (Meta) @ Expert Belt Nature: Naughty (+Atk / -SpDef) Ability: Clear Body EVs: Atk 252, Spe 134, SpAtk 124 Role: The Trick Meteor Mash Thunder Punch Hidden Power (Fire) Grass Knot Metagross is so common that many teams carry a counter. This counter would normaly be a bulky water and is used to counter all steels and some dragons. Metagross is setup bait to some of those with the wrong set. Meta has a set designed to counter these counters though and clear the way. and he can use HP Fire to dent any steel dumb enough to come in as well. This opens the way for Scizor, Kingdra, and also scouts the team to a good level that i should know at least one or two partners to the bulky water or the lead that has not come out yet. My only question is should i add earthquake over meteor mash to counter absolutly everything that may come in? (heatran and magnezone come to mind) Now the fun parts (and yes we are still in Hoenn) Latias (Purity) @ Choice Scarf Nature: Timid (+Speed / -Atk) Ability: Levitate EVs: Hp 80, SpAtk 252, Spe 176 Role: Dragon / Gyara Counter Draco Meteor Surf Thunderbolt Trick This Latias is now changed to handel DD Mance and DD Gyara as well as some other common threats to the over all line up. (Thanks Dimi) The Alternate Scizor (Big Red) @ Choice Band Nature: Adamant (+Atk / -SpAtk) Ability: Technician EVs: Hp 248, Atk 252, Spe 8 Role: Latias Partner / Mid game Sweeper / Scout / Revenge Killer (A lot I know lol) Bullet Punch Pusuit U-Turn Superpower As I said in the previous paragraph Big Red's main job is to counter latias's counters. He also scouts for me with U-Turn. Revenge kills alot with Bullet Punch + STAB + CB + Technician. Destroys with pursuit. And finaly sweeps later game with moreBullet Punch + STAB + CB + Technician. The last Dragon of Johto Kingdra (Drache) @ Leftovers Nature: Naughty (+Atk / -SpDef) Ability: Sniper / Swift Swim EVs: 252 Atk, 232 Spe, 24 SpAtk Role: Mid Game Sweeper Dragon Dance Outrage Waterfall Hydropump Drache is dragon in German if the name confused you. Drache is only resisted by empoleon and shedinja so late game should have no problems with only dragons as his weakness. If an opening comes up early I take it though. The Speed EVs are just enough after one DD to out speed base 130s. Sniper is nice with a Critical hit but Swift Swim will let me abuse Rain Dance teams... Advice? The only Native to the Region Heatran (Hot Head) @ Choice Scarf Nature: Naive (+Spe / -SpDef) Ability: Flash Fire EVs: Hp 6, Spe 252, SpAtk 252 Role: Fire Counter / Steel Counter / Revenge killer Fire Blast Earth Power Hidden Power (Grass) Explosion Hot Heat gets out early in the game but I just like to keep things organized. He generaly comes in on the steels that came on one of my dragons or he took the heat from a fire type that came out on my Metagross or Scizor and got Flash Fired. He helps round off the team and keeps things flowing. I would like to thank you now for taking the time to comment on and rate my team. All advice is greatly apreciated.
  2. I'm pretty new at making competitive teams but I thought I'd give a balanced team a shot and put it up for criticisim Bronzong @ Leftovers Ability: Heatproof EVs: 252 HP/86 Atk/80 Def/92 SDef Sassy nature (+SDef, -Spd) - Gyro Ball - Stealth Rock - Explosion - Earthquake Standard defensive Bronzong set with a twist, its ability is heatproof instead of levitate. Most people see it as a lead an expect trick room. When it gives them rocks instead they have no idea what to do, what they DONT do is use earthquake on it as 90% of Bronzongs carry levitate. Latias (F) @ Leftovers Ability: Levitate EVs: 4 HP/252 Spd/252 SAtk Timid nature (+Spd, -Atk) - Calm Mind - Recover - Dragon Pulse - Surf I normally try and bring it in on an expected earthquake or after a double KO (usually either from explosion off bronzong or LO recoil from luke) getting it in for free is a big plus and because of its typing often forces my opponent to switch letting me get at least 1 calm mind off, If i'm lucky 2 and then Dragon Pulse or Surf has a good chance of OHKOing 90% of OU. Self healing from recover really helps Hippowdon (F) @ Leftovers Ability: Sand Stream EVs: 252 HP/168 Def/88 SDef Impish nature (+Def, -SAtk) - Earthquake - Slack Off - Roar - Stone Edge One of my favourite pokemon of all time and her case is helped by being a fantastic tank. Because I already have rocks on Bronzong I've opted for stone edge in the last slot. In testing most people don't realise this and bring in a nice flying type (because that hippo will never hit it with earthquake...). Stone Edge and Earthquake also give very impressive coverage and while I've put no EVs into the area Hippowdon's base attack is actually fairly high Lucario (F) @ Life Orb Ability: Inner Focus EVs: 170 Atk/252 Spd/88 SAtk Hasty nature (+Spd, -Def) - Close Combat - Extremespeed - Focus Blast - Shadow Ball Mixed Lucario. Ghosts attempt to wall it and get hit by shadow ball, If I can I try and use all physical or all special until my opponent is convinced that its either a physical/special luke, send out a wall appropriately and get hit by the other kind of attack. I went for a Hasty nature because I find that getting outsped is a problem and while not much does outspeed him it tends to be very damaging when he is Breloom (F) @ Toxic Orb Ability: Poison Heal EVs: 44 HP/212 Atk/252 Spd Jolly nature (+Spd, -SAtk) - Substitute - Leech Seed - Focus Punch - Spore Annoying, yes. Unfair, yes. Verging on overpowered, probably. Do I feel guilty for using it, hell no. As if its not obvious spore starts off the set, seeds are then thrown out and the substitutes then pay for themselves (with poison heal) Starmie @ Choice Scarf Ability: Natural Cure EVs: 4 HP/252 Spd/252 SAtk Timid nature (+Spd, -Atk) - Surf - Thunderbolt - Ice Beam - Psychic Something new I'm trying out for added coverage. I want to find a way of getting Grass Knot on there somewhere but I'm not sure what to drop for it. Haven't really tested with it enough to make any more comments The Team at a Glance
  3. Hello all. This is my first foray into competitive battling, and after a few battles on Smogon, this is my team: Hippowdon (M) @ Leftovers Ability: Sand Stream EVs: 252 HP/168 Def/88 SDef Impish nature (+Def, -SAtk) - Earthquake - Slack Off - Stealth Rock - Toxic --- Tyranitar (M) @ Choice Band Ability: Sand Stream EVs: 176 HP/252 Atk/80 Spd Adamant nature (+Atk, -SAtk) - Stone Edge - Crunch - Pursuit - Aqua Tail --- Porygonz @ Choice Specs Ability: Adaptability EVs: 2 HP/4 Def/252 Spd/252 SAtk Modest nature (+SAtk, -Atk) - Tri Attack - Hidden Power [Fighting] - Dark Pulse - Hyper Beam --- Heatran (M) @ Choice Scarf Ability: Flash Fire EVs: 4 HP/252 Spd/252 SAtk Rash nature (+SAtk, -SDef) - Earth Power - Flamethrower - Explosion - Hidden Power [Electric] --- Blissey (F) @ Leftovers Ability: Natural Cure EVs: 252 HP/252 Def/2 Spd/4 SDef Bold nature (+Def, -Atk) - Seismic Toss - Wish - Protect - Thunder Wave --- Rotom-c @ Choice Specs Ability: Levitate EVs: 4 Def/252 Spd/252 SAtk Modest nature (+SAtk, -Atk) - Leaf Storm - Thunderbolt - Hidden Power [ice] - Will-o-wisp --- Rotom seems to die really quickly, I am thinking of replacing him with a Gengar. I need Ice moves, and Brelooms have come close to destroying my team late game. I know it is not so good, and some tips would be advisable. Thank you!
  4. Rules: Evasion Clause, Freeze Clause, OHKO Clause, Sleep Clause Well, I wanted to test out my Sandstorm team, and this is the result. Aqueel: Anonymous:
  5. Hey, I'd like to request these 6 pokemon, please. The first 3 are for a Wifi team while the Regis will help me complete the dex. I the code as well. The code is: Thanks!
  6. Well.. Really its an update of my old one but I didn't post it here. Any advice is appreciated Azelf @ Focus Sash Ability: Levitate EVs: 4 Atk/252 Spd/252 SAtk Naive nature (+Spd, -SDef) - Stealth Rock - Psychic - Explosion - Fire Blast --- Very common lead and for good reason. For the rest of the team I'll put a few comments about why/how I'm using it but its an azelf lead so... yeah... Gengar (M) @ Choice Scarf Ability: Levitate EVs: 4 Atk/252 Spd/252 SAtk Modest nature (+SAtk, -Atk) - Shadow Ball - Thunderbolt - Focus Blast - Hidden Power [ice] --- Revenge killer that surprisingly enough turns into a pretty good late game sweeper. HP ice instead of the more common fire is for mence and other dragons. I've considered trick but I don't want to lose a move for it and gengar is a bit too frail to pull it off. Salamence (M) @ Lum Berry Ability: Intimidate EVs: 252 HP/180 Def/76 SDef Jolly nature (+Spd, -SAtk) - Dragon Dance - Outrage - Earthquake - Roost --- Not the most common mence set but certainly effective. I've always been a fan of bulky DDers and the lum berry is useful both for absorbing status and getting a free DD and for curing confusion after an outrage. I've had people ragequit after they get mence down to low health only to have him roost Heatran (M) @ Life Orb Ability: Flash Fire EVs: 4 Atk/252 Spd/252 SAtk Naive nature (+Spd, -SDef) - Fire Blast - Earth Power - Explosion - Toxic --- Really easy to switch in thanks to its resistances and great at forcing switches. If I predict a switch from the opponent upon seeing heatran I normally use toxic. This gives me a good chance to status a common counter to heatran (scouting in the process) and then lets me choose a move (or escape) depending on what they bring in. Toxic was chosen over WOW because of the ability to do damage over time and because I simply can't stand the accuracy of WOW Jolteon (M) @ Choice Specs Ability: Volt Absorb EVs: 4 Def/252 Spd/252 SAtk Timid nature (+Spd, -Atk) - Thunderbolt - Hidden Power [Grass] - Shadow Ball - Baton Pass --- Not much to say about this, standard jolteon, tbolt breaks things, faster than a ninja, can scout early game. I chose HP grass so I'm not completely walled by pert Machamp (M) @ Choice Band Ability: Guts EVs: 128 HP/252 Atk/128 Spd Adamant nature (+Atk, -SAtk) - Close Combat - Payback - Ice Punch - Thunderpunch --- The new addition to the team. This used to be a subpunch breloom which I'm considering going back to but the huge physical power of this set really compliments jolteon's massive special power. It normally only stays in for a couple of turns because the (s)/def drops from CC really start to hurt it. I'm considering switching the ability to noguard and the stab move to dynamic punch but this would come at a loss of power and make it hurt a lot more by status so I'm still undecided. Type chart No huge type weaknesses and 8 immunities including 3 to ground.
  7. Spiritomb (M) @ Leftovers Ability: Pressure EVs: 252 HP/6 Def/252 SAtk Modest nature (+SAtk, -Atk) - Calm Mind - Hypnosis - Dark Pulse - Shadow Ball --- Blade (Gallade) (M) @ Life Orb Ability: Steadfast EVs: 6 HP/252 Atk/252 Spd Adamant nature (+Atk, -SAtk) - Swords Dance - Close Combat - Leaf Blade - Psycho Cut --- Dragon (Salamence) (M) @ Life Orb Ability: Intimidate EVs: 234 Atk/252 Spd/24 SAtk Naughty nature (+Atk, -SDef) - Dragon Dance - Outrage - Earthquake - Fire Blast --- Blacc Heart (Froslass) (F) @ Choice Specs Ability: Snow Cloak EVs: 6 Def/252 Spd/252 SAtk Timid nature (+Spd, -Atk) - Ice Beam - Shadow Ball - Trick - Confuse Ray --- Snorlax (M) @ Choice Band Ability: Thick Fat EVs: 6 HP/252 Atk/252 SDef Careful nature (+SDef, -SAtk) - Body Slam - Superpower - Selfdestruct - Thunderpunch --- Hero (Lucario) (M) @ Life Orb Ability: Inner Focus EVs: 252 Atk/6 Def/252 Spd Adamant nature (+Atk, -SAtk) - Swords Dance - Close Combat - Extremespeed - Stone Edge ---
  8. The goal of the team Sweep with lucario after revealing and clearing out counters using the other pokemon Uxie @ Choice Scarf Ability: Levitate EVs: 252 HP/106 Def/152 Spd Impish nature (+Def, -SAtk) - Trick - Stealth Rock - Yawn - U-turn The lead for this team was a tough decision. Nothing on the team is weak to stealth rock, so stopping it wasn't a priority. Setting up my own stealth rock on the other hand is almost necessary as lucario misses several key OHKOs without it. Another thing I wanted to achieve with my lead is scouting, so uturn would also be great. Statusing an opposing pokemon would also be really handy. All that considered I went for a scarf uxie. Not a common set but very effective in this team. EV'd to outspeed Aero and scarfloom. Against both of these I just SR and take the sleep/wasted taunt Against a lead which is going to use SR i'll trick, forcing them to switch and I can SR on the switch. If they switch in something that is going to set up i'll yawn, and uturn next turn to scout, just like that I either know half their team or they have a sleeping pokemon Its EV'd for bulk and it has one hell of a lot of it, theres not much that can OHKO it (especially not moves run by the common leads) So, a lot of the time uxie survives these initial exchanges, but has limited use in the later stages of the game. Sometimes I use him to yawn some more and rack up switches, sometimes he just becomes death fodder and allows me a free switch. However, his main use later in the game is to play 'mess around with the items' Lucario (M) @ Life Orb Ability: Inner Focus EVs: 252 Atk/4 Def/252 Spd Adamant nature (+Atk, -SAtk) - Swords Dance - Close Combat - Crunch - Extremespeed The main sweeper and general focus of the team. Chosen because of its power to OHKO things after SR even if they resist its attacks (e.g. skarmory) In order for the team to achieve its goal, Lucario's counters need to be removed. Usage should be fairly obvious, swords dance and then CC/Crunch things which are slower than you, ES things which are faster than you and proceed to win the game Common counters for this set are - Gliscor - Gyarados - Celebi - 'Mence - Magnezone - Heatran All 5 of these counters are also drawn out by Scizor, which has U-Turn access for scouting, so along comes... Scizor (M) @ Choice Band Ability: Technician EVs: 244 HP/252 Atk/14 Spd Adamant nature (+Atk, -SAtk) - Bullet Punch - Superpower - U-turn - Pursuit Once again, another pokemon with fairly obvious and standard usage. The switch-ins against lucario and scizor do tend to be very similar so bringing in scizor and immediately using U-Turn tends to draw out a counter, most of which are either dealt with by the following 2 pokemon. Scizor can also act as a backup sweeper in the late game. with bullet punch mopping up for things that Lucario didn't manage to take out Starmie @ Choice Scarf Ability: Natural Cure EVs: 4 HP/252 Spd/252 SAtk Modest nature (+SAtk, -Atk) - Hydro Pump - Ice Beam - Thunderbolt - Trick Gliscor, Gyara and 'Mence are all weak to one side of boltbeam, my personal favourite way of boltbeaming is choice scarfed starmie. Who also has the added advantage of trick to cripple a wall and hydro pump for an exceedingly powerful STAB. Nothing enjoys a scarfed hydro pump, even with things that double resist it sometimes taking as much as 20%. While this isn't the best method of scouting it has proved effective, sometimes even scoring a 2HKO (easy to pull off because of the scarf) Heatran (M) @ Leftovers Ability: Flash Fire EVs: 4 Atk/252 Spd/252 SAtk Timid nature (+Spd, -Atk) - Substitute - Fire Blast - Earth Power - Explosion The second 'Luke counter killer' is this adorable little puppy. Celebi not only commonly carries HP Fire but is also weak to fire itself, heatran makes so much sense for this team especially as Will-O-Wisp is also used commonly against lucario/scizor and heatran's synergy with scizor is amazing I've opted for the substitute version of heatran, as its going to cause switches and can even act as a decent backup sweeper when behind a substitute Rotom-h @ Leftovers Ability: Levitate EVs: 252 HP/168 Def/88 Spd Bold nature (+Def, -Atk) - Thunderbolt - Shadow Ball - Overheat - Hidden Power [Fighting] Having 3 steels makes magnezone a pretty big problem (even though scizor can U-Turn away) The double earthquake weakness from Heatran/Lucario is also something that needs to be dealt with. So for this slot I was looking for something that either resisted or was immune to ground attacks AND can take out magnezone This came in the form of Rotom-H, it is immune to earthquake, resists all of magnezone's common attacks and can OHKO the magnet with overheat. When Magnezone isn't on the other team Rotom is also useful for the handy resists, loads of bulk and coverage support
  9. Shoddy Battle OU Tournament 1 No Players: 8 Type: LMS Description: In order to enter this tournament you must have an OU (Over Used) team of six. Any Pokémon that strays from that category will result in a D.Q. Clauses for the match ups are: Species Clause Freeze Clause Sleep Clause Soul Dew Clause Timed Battle Be sure to check back to see whom you are battling once the tournament is full. When a winner has been decided notify me, Fallen, and I will advance that person to the next round. Good luck and have fun! View all Tournaments Here
  10. ParaDoX65 vs electivire (UU vs OU) This is just a battle I had the other day with a new team. I thought it was rather exciting so...Enjoy! Rules: Evasion Clause, Freeze Clause, OHKO Clause, Sleep Clause, Soul Dew Clause, Timed Battle Pokemon in order of appearence: ParaDoX65 electivire
  11. Well, after messing around with Platinum for awhile and trying out a lot of different gimmicky teams to get a feel for the game, I really want to try and make my first team that is supposed to be fairly strong. I have been doing plenty of reading here on the forums before posting to get used to the various jargon like STABs, Sweeper, etc. Also made sure to look at the tier listings so I can keep within the boundaries and looked at several common builds. I generally try to avoid making anything overly generic in the games I play, so with this team, while I do not mind the idea of one or two generic team members, I do want to try and at least have a good mix of different kinds of Pokemon. I would prefer to avoid extremely common Pokemon like Blissey and Salamance if it can be helped. I have always preferred having a well-rounded team, so having a good lead, a couple sweepers, a wall or two, and a set-up type Pokemon would likely fit my play-style best. Strictly offensive or strictly defensive are just not as fun for me. Anyways... semi wall-of-text aside, I have done some intial research on the Pokemon types I would like, so here are a few ideas I had... Arcanine - Attack/Mix Sweeper Milotic - Bulky Water, possibly wanting to keep Mirror Coat Dragonite - Attack/Mix Sweeper Porygon-Z - S Attack Sweeper Gengar - S Attack Sweeper Celebi - Set-up (Stealth Rock, U-Turn) Umbreon - Wish Support and Wall Milotic is the only one on that list that I especially want on my team. I went out of my way to get her as I quite like them. =n.n= I have a few other Pokemon trained from previous teams like Houndoom, Kingdra, Tyranitar, every Eeveelution, etc, but it would be nice to train all new types. I will definitely still be doing more research as the list I have so far obviously does not work too well, but I am also quite eager for any suggestions from the people here. =n.n= I am trying to learn a lot at once, so feel free to make suggestions as help building my first good team would be much appreciated. My normal prefernce is to train pretty/cute Pokemon, but OU can be rather lacking on those due to most Pokemon losing all cuteness from evolving. Thanks in advance to anyone who helps out. =n.n= EDIT: I added a first version of the team a couple posts down. Please feel free to give feedback and suggestions as I am very open to them. =n.n= EDIT2: Some changes based on feedback have been posted~ They are in Post #12 of this topic. =n.n= Thanks everyone~
  12. Hey all, I noticed this post on TU, and both Wraith and I couldn't help but think... What the HELL? http://teamuber.net/forum/showpost.php?p=83962&postcount=10 So what do you guys think? Is Ho-oh okay in OU? [sprite]250[/sprite] [shinysprite]250[/shinysprite]
  13. All art is from random google search and hosted via free image hosting. Most of it is chosen for the creep factor. But credit is given when I know who to give it to. Starting out is: Bugman the Flygon w/ Choice Scarf Adamant Levitate 82 HP/252 atk/176 speed - Earthquake/Fire Punch - Outrage - U-Turn - Thunder Punch My beautiful lead. I originally had many more EVs dumped into HP so I could outrun Lead Aerodactyl, but then I figured that I wanted this guy around to be my all around revenge killer. Even though Earthquake gets STAB, I started out using Fire Punch to revenge kill Scizor. And my thought process is Heatran is never going to stay in on EQ anyway. But I've found it to be more than useful in a few Wi-Fi matches and Battle Tower runs. I almost always U-Turn right out, since Flygon usually can't score a KO. Then I switch to an appropriate counter. It hits 420 speed, so it really doesn't have anything else to outrun as a lead, besides the occasional Scarf Gengar. Usually, I u-Turn out to this d00d: Weird the Bronzong w/ Light Clay or Leftovers Careful Levitate 88 HP/252 atk/110 Defense/60 Special Defense - Reflect - Stealth Rock/Light Screen - Explosion - Hypnosis Comes in on Flygon, sets up Stealth Rock. Maybe fire off a Hypnosis and sets up a Screen. I've been contemplating Leftovers, since fire moves are running rampant, and what's the point in having a screen or two if you can't survive to set it up. 252 atk is just for a powerful explosion, though I'm considering making it less to get some more bulk out of it. Hypnosis is chosen because Bronzong can usually afford to take some hits, so it can afford to miss once. *credit to Arkeis*ICANFLY! the Claydol w/ Leftovers Bold Levitate 252 HP/252 DEF/6 Sp Atk - Calm Mind - Ice Beam - Earth Power - Rapid Spin While none of my team is weak to SR, it still piles up damage. And it's nice to get rid of spikes. This d00der comes in on Skarmory, takes no damage from spikes and resists SR, spins away, and after a few Calm Minds, can take special hits pretty well. I am considering some EVs in Sp Def, so any recommendations are welcome. The attacks are the best I could do. Ice Beam prevents dragons (sans Kingdra) from coming in unharmed, while Earth Power is there so Heatran won't get the last laugh. The star of the team: *Credit to Deviant Art, to give the "talented" artists a place to be restricted to. Wizard the Tyranitar w/ Leftovers Careful Sand Stream 74 HP/252 atk/8 Def/176 Sp Def - Curse - Sub - Brick Break/Fire Punch - Crunch I originally had Fire Punch, but then it wasn't doing me much. With Brick Break, I can hit Scizor for neutral damage, and Heatran for SE. Crunch for STAB and it has more PP than Payback. And I chose Brick Break over Superpower because of the defense/atk drop, and to break down screens. This guy is so awesome. Screw the DD set. Curse is where it's at. All it really needs is other Pokes to come in and take care of status. I am considering lowering the attack to sink more either into defense or HP. I'm already covered on special defense due to Claydol, and my 6th member. The key to playing Tyranitar is to not come in too early. Too early, and it could get hit with status, or someone has a great counter. Both of these make it harder to get 2-3 Curses in. Also, because two attacks don't allow a lot for coverage. Heatran w/ Choice Scarf Modest Flash Fire 252 sp atk/252 speed/6 HP - Fire Blast - Dark Pulse - Earth Power - Will O Wisp/Overheat/Heat Wave/ Standard set. It's also a revenge killer, but it's mainly here to take poison and fire hits, because my origianl team had a massive fire (And bug) weakness. I'm probably going to end up going for a more defensive set, perhaps a RestTalker. Suggestions are welcome. Heatran's move pool kind of sucks. The 4th slot here is basically filler. Overheat can burn at 30%, Will O Wisp if I think I'm forcing a switch, Heat Wave because why not? *Credit to DEviant Art for creepy picture* Suicune w/ Leftovers Bold Pressure 252 HP/252 Def (no others, from a trade from eons ago) - Calm Mind - Protect - Ice Beam - Surf Not only was my old team heavily fire weak, but it was bug weak too. Which meant Scizor could rip through it. So here is my check on Scizor. Since it already needs 2 calm minds to do any worthwhile damage to non SE hits, I'm thinking of turning it into a complete support set. Or maybe digging through my boxes and see if I have any other options so I can EV train a new one to run Calm Mind. Mybe this 252/252 spread could run a nice Mirror Coat, Swagger, Roar, Toxic set? It might get replaced by Marvel Scale Rest Talk Milotic. Maybe. Overall, I got the following things covered with my team: Status: No one can really absorb sleep or paralysis, unless I change Suicune or Heatran to RestTalk. But Suicune won't mind the paralysis, and T-Tar's sub prevents status altgoether. Heatran absorbs fire, and all steels absorb toxic. Other weaknesses: Bronzong and Flygon cover ground weakness, Heatran covers fire and can take a variety of other hits, Suicune doesn't resist much but is incredibly bulky. Flygon revenge kills like nothing matters. Tyranitar will stay out of danger so it can keep changing weather patterns in my favor. My original team included the following: Skarmory w/ Leftovers Impish Keen Eye 252 HP/252 DEF/6 sp DEF - Roost/Counter - Stealth Rock - Spikes - Roar I quickly ditched Counter because I wasn't taking much damage from physical attacks. It served it's purpose well, but it mostly just sat there. It could still be viable on this team, but I'm not sure how beneficial it would be. This is why Bronzong now carries SR. Though if I continue to fail to set up screens and explode, this guy might make his way back. Torterra w/ Leftovers Impish Overgrow 212 HP/252 DEF/44 Speed - Leech Seed - Protect - Earthquake - Wood Hammer Standard set from Smogon. 44 Speed didn't help at all in outrunning Swampert. I guess most are running more speed nowadays. Otherwise it just added another fire and bug AND Ice weak Poke. I got Leech Seed off quite a few times, but I'm not sure how worth it it was. It could force switches because of Leech Seed, but other Pokes can do that too. So, go on, rate the team.
  14. Special Tournament - OU Pokémon 12/21/09 No Players: 4 Type: 1v1 Description: sdfghjkl View all Tournaments Here
  15. Furret leaves his mark! OU vs UU This was battle that I had on shoddy the other day. You can see the usefulness of furret in this match. Lineup: Rules: Sleep Clause, Species Clause
  16. EDIT: Something went horribly wrong with the formatting... It seems to be in HTML? If one of the mods knows a quick fix, that would be nice. Otherwise, I have to go now, so I'll fix it tomorrow. Read it if you can... Since the PP Shoddy Server was down, I decided to go try my luck with the Smogon CAP server. They were going through a testing phaze where the only CAP poke allowed was Pyroak. (If you have no idea what CAP is, look here: http://tinyurl.com/kk2gvx). So I threw together a team quickly, got on the ladder, and decided to test my luck. Here goes!
  17. (Wraith89 vs Stranger) Shoddy Warstory Here is an old log I dug up... but people might find it interesting... on how the "lower class" Pokemon defeated a bunch of "top class" Pokemon. Yeah we have plenty of those here... so here is another one. I am digging up interesting old logs and posting them before I quit playing. Rules: Evasion Clause, Freeze Clause, OHKO Clause, Sleep Clause, Soul Dew Clause, Species Clause, Timed Battle Pokemon: (In order of appearance) Wraith89 Stranger
  18. Pokémon: Yanmega Current Tier: UU Wished Tier: OU I'd like to make use of my rights as a human, to choose Yanmega for OU.. (Nevermind, it just matches, because in Germany are currently the choices for the new Federa Chancellor =D). So yeah, back to topic ^^ What the Hell is the reason for putting that big, scary, fucking speedy insect (i'm talking about Yanmega) to UU? Common, a SpAtk Stat of 361, a skyhigh speed after just one Speed Boost it is a threat which everybody has to fear. Even in OU is can cause so much havoc - Azelf, Infernape, Alakazam, Machamp, Celebi, Cresselia are just 6 which not want to face Yanmega, with its STABed Bug Buzz or Air Slash. With HP Ground even Heatran cannot stop it. And just remember it's Hypnosis move. Nobody wants to defeat one Pokémon, because it misses with a move. The only real Pokémon (all Tier) who can do something against this thing are Blissey and Relaxo, Skarmory, Registeel and maybe 3 or 4 more. With its not-to-bad defenses it should survive at least one neutral hit. It can switch in on any Eartquake, Grass Knot, U-Turn too, which are very common moves, to get a Speed Boost and then sweep. So yeah, i'll add now all points, that speak for putting Yanmega back to OU. ! Impressive SpAtk, skyhigh speed thanks to Speed Boost ! One Speed Boost is almost garanted, because of decent defenses / Protect / Substitute / Focus Sash ! Good type-coverage with Bug Buzz + Air Slash + HP Ground ! Hypnosis as a sleep inducing move ! Very useful switch-in-opportunities, e.g. in Grass Knot, Eartquake, U-Turn or Close Combat His only contra are really 4-time-weak to Stealth Rock and Hypnosis bad accurate. But with a Rapid Spinner the problem with Stealth Rock should be solved. Actually not really everybody has a Stealth Rock layer in his team too. So, i just can say: YANMEGA FOR OU. ___ Oh, and just short: Umbreon is too useless in OU, where Close Combats from Infernape 7 Heracross or other heavy physical hits are too strong for it. All a Umbreon can do is really it's role as a Toxic Staller or as a Trap Passer, but as a Toxic Staller in OU, where Steel-Types like Metagross, Jirachi or Skarmory are on the field, it really has not much success.
  19. Note: I changed my team entirely around. This team is deprecated and is only there for nostalgic purposes in the rare case that I feel like looking at my previous failures again. Hello. After several really unsuccessful and some moderately successful attempts of creating a team, I'd like to get my current team rated. Illithian gave some advices earlier and they were really helpful. Currently, I'm either rampaging through a team or losing completely, it's rare to get a close situation. This team abuses Toxic Spikes to cripple sweepers while keeping the pace of the battle. TS gives me the possibility to abuse sweepers even more and pressure the opponent or to use walls as effective sweeping Pokemon. -- Lineup: [sprite]407[/sprite] [sprite]373[/sprite] [sprite]245[/sprite] [sprite]466[/sprite] [sprite]479-1[/sprite] [sprite]242[/sprite] -- [sprite]407[/sprite] Roserade @ Focus Sash Ability: Natural Cure EVs: 4 Def/252 Spe/252 SpA Timid natured (+Spe, -Atk) - Sleep Powder - Leaf Storm - Hidden Power Fire - Toxic Spikes Roserade is the supporting lead and sometimes early game sweeper/anti-lead. The first turn is always Sleep Powder, to ensure that the opposite lead doesn't gimp me. If the other lead outspeeds Roserade and Sleep Powder misses, I'm usually doomed. After Sleep Powder, I set up Toxic Spikes twice. If necessary, I'll sacrifice Roserade to cripple the opposite team. HP Fire gets rid of steel type leads and other stuff that happens to be weak to fire. Leaf Storm is my main STAB and will get rid of Swampert and other frail leads. Setting up Toxic Spikes usually allows me to gain control over the battle, since sweepers can't stay out very long and bad poisoning + Life Orb damage will soon KO the foe. [sprite]373[/sprite] Salamence @ Life-Orb Ability: Intimidate EVs: 232 Atk/252 Spe/24 SpA Naive natured (+Spe, -SpD) - Dragon Dance - Earthquake - Fire Blast - Outrage My main sweeper. Not much to say here, Sala just takes out stuff fast. Outrage is somewhat risky after its end, but it can take down stuff after a single DD in one hit. I don't really like him to be killed and thus he often gets to be a late game sweeper. [sprite]245[/sprite] Suicune @ Leftovers Ability: Pressure EVs: 4 HP/252 Def/76 Spe/176 SpA Bold natured (+Def, -Atk) - Calm Mind - Surf - Ice Beam - Roar Suicune serves as mid to late early game sweeper and does this job well after some Calm Minds. I often switch it in to take out some Pokemon and if something looks like it's going to Thunderbolt, I switch to Electivire. Suicune also takes the role of a tank and stalls stuff a little while, TS will usually do the rest. If they don't I'll roar the (often boosting) enemy away. It's one of my most versatile Pokemon and usually does everything well, unless something explodes at its face. This Suicune, while using a defensive move set, is built to be a hybrid and it does that job quite well. [sprite]466[/sprite] Electivire @ Expert Belt Ability: Motor Drive EVs: 4 HP/176 Atk/76 Def/252 Spe Adamant natured (+Atk, -SpA) - Earthquake - ThunderPunch - FirePunch - IcePunch Electivire is another late-game sweeper/revenge killer and, if Motor Drive boosted (Yeah, thank you Rotom!), it can rip through entire teams by its awesome type coverage. Almost nothing that isn't levitating can safely switch in. It plays an important role in guarding Suicune from electric attacks and revenge kills lots of stuff anyway. Its versatility and movepool make it a pain to predict. Especially if someone predicts EQ (what most Evires run) and I'll Ice Punch their Salamence. If I can't gather a Motor Drive boost, I'll just get it out at a moderately safe moment and kill as much as I can without any regrets. Expert Belt is to give additional power to all of its super effective attack potential while not losing any HP to Life-Orb. [sprite]479-1[/sprite] Rotom-h @ Leftovers Ability: Levitate EVs: 252 HP/176 Def/80 SpA Bold natured (+Def, -Atk) - Thunderbolt - Overheat - Shadow Ball - Toxic Rotom-h is my early game sweeper and does two things: Sweep stuff and last as long as possible. Many things are scared of it and there's no real safe switch in. It also stops suiciding Pokemon and rapidspinners in their tracks. Especially Starmie seems to be scared. TB is just a bread and butter STAB and rips some flying/water types apart, Shadow Ball is another STAB and usually checks other Ghost and Psychic types. I rarely use Overheat due to its SpA drop, but it'll get rid of some steel types really fast. Toxic poisons everything levitating that didn't get the free portion of poison already. [sprite]242[/sprite] Blissey "Da Wall" @ Leftovers Ability: Natural Cure EVs: 120 HP/252 Def/16 SpA/120 SpD Sassy natured (+SpD, -Spe) - Ice Beam - Aromatherapy - Softboiled - Toxic Da Wall walls stuff, obviously. I send Blissey in to wall some scary things like Alakazam, Porygon-Z or Gengar. Blissey has two major functions: It walls and it's a cleric. Ice Beam gets rid of any Dragon, or even worse, Dragon/Flying types instantly. Aromatherapy helps my own team while keeping Blissey free from possible poisoning of other Blisseys. Toxic just again poisons opponents that didn't get affected by the spikes already. --- That's about my team. Please rate and give some suggestions. I'm particulary worried about stat-uppers like Porygon-Z and Infernape that can sweep my entire team after Blissey's death, while Suicune probably won't roar them away in time. I'm also in trouble if Rotom gets killed and a rapidspinner messes up my setup, Roserade is usually dead after five turns in early game. Anything that levitates can ruin me completely. Gengar is a very good example, especially if Rotom has fallen. My team fails completely if I fail to land any toxic spikes at all.
  20. Vento Diavolo: Devil Wind An OU Sandstall Team Introduction Hello. This is Bob here. Most of you probably don't know me, but there are a few who may remember...This team was originally made quite a while back, in July. It was, so to speak, "the bomb". Its final record was, I think 76-10, and I had laddered quite a bit with it even on Smogon. I was on a major hiatus, going inactive since around August, what with my accident and having to catch up on schoolwork and whatnot. Finally, I came back. I began a few battles, and noticed something was terribly, terribly wrong. My wins were down from getting 5-0s and 6-0s to 3-0s. Finally I realized that my team was simply outdated. So, I decided to come to you guys and recruit help to update these guys. Some Team Information The Basics: Vento Diavolo was originally created to explore a play style not used then, stall. (Ab)using entry hazards was pretty much the only thing that stall teams did. On this team, I weaken and cripple the opponent's team, then finish up with hard hitters of my own. The Lineup: [sPRITE]472[/sPRITE][sHINYSPRITE]485[/sHINYSPRITE][sHINYSPRITE]073[/sHINYSPRITE][sHINYSPRITE]212[/sHINYSPRITE][sHINYSPRITE]251[/sHINYSPRITE] In Depth Look Tawaret (Hippowdon) (F) @ Leftovers Ability: Sand Stream EVs: 252 HP/168 Def/88 SDef Impish nature (+Def, -SAtk) - Stealth Rock - Roar - Earthquake - Slack Off --- Hippowdon. She starts off our sandstorm. Hippowdon is an amazing wall, with wonderful bas stats and typing. Leftovers help her survive, and the EV's/Nature give her nice defensive capabilities. Stealth Rock is usually what I start off with. I can STAB earthquake for some damage, but mostly I Phaze stuff out. I try to save Hippo for the end, where Pseudohazing helps much more, but she also provides death fodder so I can get stuff out. [sPRITE]472[/sPRITE] Nosferatu (Gliscor) (M) @ Leftovers Ability: Sand Veil EVs: 244 HP/12 Atk/60 Def/120 Spd/72 SDef Jolly nature (+Spd, -SAtk) - Earthquake - Roost - Taunt - Toxic --- Ask anyone about this Gliscor, and they'll tell you how much they hate it. It outspeeds many poke's, can do moderate damage with Earthquake, taunt walls, spread the poison, and heal off damage. The given EV's help it outspeed something or the other while providing good defense. [sHINYSPRITE]485[/sHINYSPRITE] Surtur (Heatran) (M) @ Choice Scarf Ability: Flash Fire EVs: 4 HP/252 Spd/252 SAtk Naive nature (+Spd, -SDef) - Fire Blast - Earth Power - Explosion - Dragon Pulse --- Heatran functions as my special sweeper and a revenge killer. He can also take out a specific threat with scarf'd Explosion. Heatran also eats up the fire moves Scizor detests. I debated on using HP electric/grass for gyarados/swampert in place of D-Pulse, but decided against it because of overspecialization. [sHINYSPRITE]073[/sHINYSPRITE] Kraken (Tentacruel) (M) @ Black Sludge Ability: Liquid Ooze EVs: 252 HP/120 Def/136 SDef Calm nature (+SDef, -Atk) - Surf - Toxic Spikes - Giga Drain - Rapid Spin --- Tentacruel eats up those toxic spikes and lays its own. He can also spin away other hazards. Surf is for STAB, and Giga Drain gives me recovery and hurts swampert, one VERY common switch in to Tenta. [sHINYSPRITE]212[/sHINYSPRITE] Beelzebub (Scizor) (M) @ Choice Band Ability: Technician EVs: 252 Atk/252 Spd Adamant nature (+Atk, -SAtk) - Bullet Punch - Brick Break - Pursuit - U-turn --- The obligatory Scizor. I'm sure you all know what he does, so I won't bore you with the details, but Scizor is the holepuncher of this team. Bullet Punch can usually OHKO on almost anything in the endgame. Pursuit also takes out Gengar. [sHINYSPRITE]251[/sHINYSPRITE] Pandora (Celebi) @ Leftovers Ability: Natural Cure EVs: 252 HP/220 Def/36 Spd Bold nature (+Def, -Atk) - Grass Knot - Leech Seed - Recover - Substitute --- Celebi sponges status and subseed/stalls. She also stops Gyarados and Swampert with GK. Conclusion This team was designed with the old threats in mind, so I'm not sure how it can work now. Each pokemon covers each other's weaknesses. Post your comments/suggestions here!
  21. So, I was thinking about making a team, and instead of using the general OU trash I decided to use the lesser tier Pokemon with lesser used sets, and it still ended up working out pretty well. 22-3 so far (As I found out that it's weak to rain dance twice from the same person ). I'm aiming for offense here, so try to only suggest tanks and attackers. The lesser used Pokemon are the preferred, however, I'll use anything, so just suggest what you think looks good. Sorry for not having much description, I'm never really good at that part. So help a brotha out. (M) @ Focus Sash Ability: Arena Trap EVs: 252 Atk/252 Spd Adamant nature (+Atk, -SAtk) - Stealth Rock - Sucker Punch - Earthquake - Stone Edge So, I was wondering what I'd use as a lead, and I saw this guy. I use him to set up my rocks, as well as have the possibility of trapping the opponent and taking it out. I usually take out Elf with this thing, and it puts a dent in other things. (M) @ Petaya Berry Ability: Torrent EVs: 12 HP/12 Def/232 Spd/252 SAtk Modest nature (+SAtk, -Atk) - Agility - Substitute - Surf - Grass Knot Standard Agility / Petaya Empoleon, just because I wanted to use this guy but couldn't think of a set for him. (M) @ Choice Scarf Ability: Flame Body EVs: 4 HP/252 Spd/252 SAtk Modest nature (+SAtk, -Atk) - Hidden Power [ice] - Focus Blast - Fire Blast - Thunderbolt This guy can kill most Lucario and Heatran, which I was a bit weak to (Although I find most Heatran as leads, and, well, looking at my lead you can guess what happens to them ). (M) @ Choice Band Ability: Sturdy EVs: 252 HP/252 Atk Adamant nature (+Atk, -SAtk) - Rapid Spin - Stone Edge - Earthquake - Ice Shard Back-up for Dragon killing, as well as an extremely hard hitter and a Rapid Spinner. (M) @ Leftovers Ability: Trace EVs: 252 HP/216 Def/40 SpA Bold nature (+Def, -Atk) - Ice Beam - Discharge - Recover - Toxic / Magic Coat This guy covers Heatran, Vaporeon, Gyarados, etc. Thanks to Anti for suggesting it. (M) @ Choice Band Ability: Torrent EVs: 104 HP/204 Atk/100 Def/100 Spe Adamant nature (+Atk, -SAtk) - Waterfall - Earthquake - Stone Edge - Ice Punch This guy hurts any Metagross or Blissey that think they own me. Thanks to Anti for suggesting the set. So this is my new and improved team. It's working out great so far, although, hilariously, I have a Cradily weakness.
  22. Hello indeed. You may have noticed the team name, inspired by some smartass on Shoddy who had a field day after I sweeped someone 5-0 twice in a row. This team is designed to be very offensive and to keep pressure at all times. I've refined it and refined it, switching out pokemon from my original team and refining movesets. The original team can be found here if you wish to see it. Anyway, here's the lineup: [sprite]376[/sprite] [sprite]212[/sprite] [sprite]373[/sprite] [sprite]380[/sprite] --- Metagross @ Lum Berry Ability: Clear Body EVs: 252 HP/170 Atk/80 Def/8 Spd Adamant nature (+Atk, -SAtk) - Bullet Punch - Explosion - Stealth Rock - Earthquake / Meteor Mash Metagross is my favorite lead so far, and he has yet to fail me in a big way. His incredible bulk almost guarantees setting up stealth rock. Considering the small batch of common OU leads, its extremely easy to predict what one will do; for example, for an Aero, its obviously a starting taunt, which makes for an excellent opportunity to switch in, say, Celebi, or Latias, to kill it. Not only that, but with proper prediction, Metagross can suck up a ton of damage in the early and midgame, while returning from his 382 attack. Bullet Punch is a clear choice. Not only does it make up for his pathetic base speed, but its brilliantly useful for taking out the lead sashers. And with STAB, it ends up being Meta's attack of choice against many opponents over EQ; considering the amount of resistances and immunities to EQ there are in the leads. I personally would prefer Meteor Mash over Earthquake. However, I ran Meteor Mash to start with, and it ended mostly in disaster whenever I faced fellow Metagross leads. The unfortunate thing is that generally, it was extremely useful against most all other leads. For example, Gengar are OHKOed by it, Swampert take heavy damage, Azelf are 2HKOed with Metoer Mash + Bullet Punch. However, against fellow Metagross's, Earthquake is a clear choice, and it can be useful. Stealth Rock is fairly obvious. Explosion is the prediction move of choice here, and is the reason Metagross is so effective; most suicide leads can't really do much aside from set up rocks then explode in your face. However, Metagross can take an Explosion from pretty much anything in its stride, taking less then 60% from the average Azelf and less then 50 from the average Metagross lead. Not only that, but once a sweeper switches in, Metagross does a fantastic job of taking them out with Explosion; or, if its something like Infernape or Heatran, I can switch out to something safer. Lum Berry is what allows this set to function with no hindrances. The reason for it over the obvious Occa berry is because: A. for most experienced players, they won't use a fire attack because occa berry is so expected. and B. for players who don't predict much, its easy to switch out of the predicted fire attack. Secondly, Lum Berry enables Metagross to eat status that would normally cause big problems for other members, and simply eat up status like sleep that often comes towards leads. Scizor (M) @ Life Orb Ability: Technician EVs: 252 HP/252 Atk/6 Def Adamant nature (+Atk, -SAtk) - Bullet Punch - X-Scissor / U-turn - Swords Dance - Brick Break / Superpower Scizor. The incarnation of overused. The definition of a revenge killer. This classic set perfectly suits my great enjoyment of prediction. I do not like choice; I feel it ruins the point of predicting. Scizor is already powerful enough to do his job as a revenge killer to near perfection without a +1 boost to attack from a Choice Band; a x1.3 boost from Life Orb is plenty good enough, and considering how many switches he causes and his plentiful defenses, getting off a Swords Dance isn't the most difficult thing in the world. Bullet Punch is totally self explanatory and is the key move in this entire set. Swords Dance enables Scizor to make full use of the freedom of moves, along with the ability to elevate his already high attack (394) to broken levels, and allows Scizor to use Superpower with impunity. U-turn is the lategame move that barely ever gets any use. The coverage provided by Bullet Punch and Superpower rarely requires its use, but in the lategame, it can sometimes get used. Finally, Superpower. Brick Break is what I was using for a long time, and frankly, I got tired of the lack of power. Superpower allows him to score so many more OHKOes such as Tyranitar, and with Swords Dance, its quite usable. Life Orb is an absolute must. The rest is self explanatory. Rotom (Rotom-h) @ Leftovers Ability: Levitate EVs: 252 HP/168 Def/88 Spd Bold nature (+Def, -Atk) - Thunderbolt - Hidden Power [Grass] - Overheat - Will-o-wisp / Shadow Ball The toaster. I used to hate that horrible orange blob with oven gloves, but I fell in love with it the moment I used it. Quite possibly one of my favorite pokemon I've ever used on Shoddy, behind Porygon2. His fabulous typing and utility cannot be ignored. Not only can he switch in from Metagross on virtually every lead in the game, he can also counter them, all, with moderate effectiveness. Azelf is almost guaranteed to explode after having set up rocks and taken some damage, so with prediction (my favorite word) this guy can eat it easily. Same goes for Metagross, Snorlax, and all other exploders. Thunderbolt is the bread-n-butter STAB move that eats away at opponents and can quickly check Gyarados, Starmie, and more. HP Grass seems an odd choice over HP Fighting. However, with a little bit of testing, the only person I use HP Fighting on is Tyranitar, whom I probably wouldn't keep Rotom in on anyway. Blissey is a quick switch-out since HP Fighting does pitiful damage to it anyway, so I have yet to find a threat that HP Fighting covers that HP Grass couldn't do as well. And, HP Grass enables him to switch in on Swampert and literally kill them. Overheat is the reason Rotom-h exists, and why my friendly toaster oven is so unbearably useful. It checks so many threats, its ridiculous. And, it enables a quick switchin to RS Forretres and OHKO them if they're stupid enough to stay in. Finally, Will-o-wisp. I'm extremely dissapointed in its use as of late; I simply don't have a turn to waste to set it up, and most of the time, I can be far more effective by using that turn to switch to an appropriate counter. As such, I've opened a consideration for Shadow Ball. Not only does it allow Rotom to deal considerable damage to both stall pokemon that ruin my team into little pieces (Cresselia and Dusknoir), but it would also provide some STAB coverage against stray Azelfs that havn't exploded yet. In any case, discussion is open. I am considering a more offensive EV/nature spread to better take advantage of his attacks, but I'm worried it will stop him from checking Gyarados. Salamence (M) @ Life Orb Ability: Intimidate EVs: 2 HP/252 Atk/220 Spd/36 SAtk Naive nature (+Spd, -SDef) - Dragon Dance - Outrage / Dragon Claw - Fire Blast - Earthquake The most basic, most obvious, most classic DDmence. The simple perfection offered by this set is that 95% of the time, I don't ever switch him in. He is my lategame everything. Not only does he effectively counter pretty much anything, but with Rotom-h to take care of steels, I don't actually need him to do all that much in the midgame. This enables me to easily setup a DD for a lategame sweep. Dragon Dance is the essence of the set. Fire Blast enables Salamence to preform an excellent job in ridding me of irritating Bronzong, Skarmory, and Scizor. Next, we get to Dragon Claw. Outrage is the obvious better choice for the lategame, but the freedom to switch moves in Dragon Claw is exceedingly useful. However, the base power difference is extremely difficult to overlook. I've been effectively using Dragon Claw for some time, and I'm reluctant to use Outrage. Still, it may be a better choice. I'll need time to test it. Finally, Earthquake. Simply, it allows Salamence to complete his lategame sweep quite sucessfully and if he comes out in the midgame, rid me of quite a few different threats. Suicune @ Leftovers Ability: Pressure EVs: 252 HP/252 Def/6 SAtk Calm nature (+SpD, -Atk) - Calm Mind - Ice Beam - Surf - Roar CM Suicune is my replacement for Celebi. Whilst it takes out my best Swampert counter, I believe he will work better then Celebi did. His purpose is do shuffle pokemon around as much as possible to inflict SR damage; use Calm Mind to form a reliable special wall; and proceed to deal as much damage as possible with Surf and Ice Beam. Latias (F) @ Life Orb Ability: Levitate EVs: 6 HP/252 Spd/252 SAtk Modest nature (+SAtk, -Atk) - Surf - Recover - Draco Meteor - Thunderbolt Finally, Latias. Ironically, Latias serves as my most powerful early game sweeper. I love Latias beyond measure; I have used her to full effect in almost all my battles. Her natural bulk is incredibly abusable and enables her to easily take fire attacks directed towards Metagross or Celebi, along with levitate past Earthquakes and Earth Power (heatran). She simply fills a niche role in my team thats invaluable. Surf is the bread'n'butter move for Latias, scoring SE on a suprisingly large batch of pokemon and dealing pleasing damage to everything that doesnt resist it. Recover enables Latias to stay in even longer, and considering how early I bring her out, its extremely useful. Draco Meteor is the reason this set is just so effective. Yes, it hinders her ability to stay in. However, STAB brings it to a jaw dropping 210 base power, coupled by her above average special attack, enables it to deal fatal damage to a great majority of the threats in OU, and if not fatal, deal extremely heavy damage. Because of stealth rocks, Latias can guarantee an OHKO on the standard Zapdos with Draco Meteor. Thunderbolt rarely gets used for me, but it does occasionally get some anti-Gyarados action. The most dangerous foes for Latias are Mamoswine and Tyranitar by an extreme far. Both are easily checked by Scizor, although pursuit-tar is an issue. DDmence is a big problem, as modest Latias gets outsped by it even without a DD, but Rotom and Celebi can quickly take care of him. --- Please, rate. Suicune offers a needed water type, but Tyranitar would be extremely helpful in this team, aside from the fact that he would hurt half the pokemon in it and would cause big problems for Mence (SR + LO + Sandstorm = dead fairly quickly).
  23. Hey everyone, here's my current Platinum team, I'm ashamed to say that my strategy isn't overly complex, and that might leave the team slightly less than top par, but I'm not 100% sure of that, so C&C welcome. The idea is to use Bronzong and Blissey as Meatshields while switching in favourable Sweepers to take care of enemy threats, than have Salamence Outrage to finish off whats left. Metagross @Occa Berry EVs: 252 HP / 252 Atk / 4 Def Adamant Nature -Stealth Rock -Meteor Mash -Bullet Punch -Explosion My standard opener in my last few teams, I have him lay down Stealth Rocks (of course) and then if they aren't resistant to steel I use meteor mash, followed by bullet punch if i survive. Otherwise I just either switch out or explode (which is especially useful if their opener is a threat) Blissey @Leftovers EVs: 148 HP / 252 Def / 108 SAtk Bold Nature Ability: Natural Cure -Ice Beam -Seismic Toss -Softboiled -Aromatherapy A large fluffy pink wall is the best way to describe her IMO, and that is just how I use her. Softboiled keeps her alive, Aromatherapy is great when you switch out a sleeper (sleep in particular is the bane of my existence) or any other status effect. Seismic Toss is very reliable and makes up for her lack of Atk, and Ice Beam has a lot of coverage, along with her not too bad SAtk. Infernape @Choice Scarf EVs: 6 HP / 252 Atk / 252 Spd Jolly Nature -Close Combat -Flare Blitz -Stone Edge -U-Turn Now onto the Sweepers. The point of Infernape is to hit things fast and hard. After killing something, I then U-Turn and high tail it outta there, usually for Blissey or a different Sweeper. Starmie @Choice Specs EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature Ability: Natural Cure -Surf -Thunderbolt -Ice Beam -Psychic This girl is great for switch ins, because she hasn't got an enormous number of weaknesses, and her coverage always catches people off guard. I've found that its not really possible to prepare for an all round moveset like this, so she can switch in and super effect almost anything. Gengar @Life Orb EVs: 6 HP / 252 SAtk / 252 Spd Timid Nature -Shadow Ball -Thunderbolt -Focus Blast -Hypnosis Like Starmie, Gengar has great coverage, but with the Life Orb instead of Specs, he can Super effect one pokemon after another, and if there is one he is helpless against, I throw out a quick Hypnosis, if it works I switch out, if not, he dies and I switch out anyway . Salamence @Life Orb EVs: 252 Atk / 6 SAtk / 252 Spd Naughty Nature -Outrage -Earthquake -Fire Blast -Dragon Dance And last but most certainly not least, the monster himself. Salamence is there to jump in after all threats to him have been nullified and wipe up the mess. He's reasonably fast, very strong, and Outrage does brutal amounts of damage. All in all a great finisher. I don't get much chance to play 6v6 as Battle Rev is 3v3 only, and I don't know many people online (I'm hoping that will change) so as I said at the start any comments are most welcome.
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