Being a Smogon novice, I do not know how to get sprites of my Pokemon. Feel free to inform on how I can do this. In any case, my team will be showcased with some experimenting having already taken place via ShoddyBattle.
Please feel free to constructively critique my team. If other options exist, I'll gladly test said options to see if it can help the group.
1. Objection (Jirachi) @ Expert Belt (6 HP/252 Atk/252 Spe) [Steel/Psychic]
Ability: Serene Grace
Nature: Jolly
Moveset:
1. Thunder Punch; Electric
2. Fire Punch; Fire
3. Ice Punch; Ice
4. Zen Headbutt; Psychic / Iron Head; Steel
Function in the Team
Initially I had a Butterfree be my Lead. It would 2HKO Aerodactyl with Hidden Power Ice while Focus Sashed (or OHKO Staraptor). But after that Butter would only last long enough to Protect itself from a few attacks and maybe paralyzing one more Pokemon. I decided that Butterfree would be the 7th Pokemon, and it would be the strategist and mascot. :)
As such, I needed to find someone else to be the Lead. A suggestion told me Jirachi would be a better Lead. I originally had a Metagross in my team but it did not pull its weight. They were both the same typing. I thought, "Hmm... it kinda has the same appeal as Butterfee, but it's better typing as well as much more widespread movepool."
My Jirachi was very good, but as a Lead it was mediocre. In the end I decided my Lead needed either Taunt, Stealth Rock, or both. Jirachi can still do handsomely in its current build, though.
Reasons Behind Moveset
1. I changed its moveset to Stealth Rock instead of Thunder Punch. The results were hit-and-miss. Conclusively, I decided that Swampert should get Stealth Rock instead. Also, it can't be a Paraflinch MixRachi if I don't have Paralysis.
2. Fire Punch is for all the other Steel-type Pokemon, and then some. Disregard the Timid nature/HP Ground suggestion, for it fails. Not only does changing Jirachi to Jolly mess up the IV system so that my Hidden Power has to be Ice, but with my current MixRachi build, Hidden Power is a fail. Also, I learned that it is unwise to change Jirachi's nature to Timid from the getgo.
3. Butterfree was going to be my Dragonkiller. However, now that Jirachi can learn Ice Punch, it shall succeed where Butterfree was marginally progressive. Maybe I can OHKO Aerodactyl before it Stealth Rocks.
4. Both Zen Headbutt and Iron Head are good for STAB and flinch chance. Iron Head is more flexible so Weavile and Tyranitar can be appropriately dealt with, but Zen Headbutt will OHKO Machamp and Infernape if Jirachi is faster.
2. Dragoon (Kingdra) @ Damp Rock (180 HP/252 Atk/78 Spe) [Water/Dragon]
Ability: Swift Swim
Nature: Adamant
Moveset:
1. Rain Dance; Water
2. Dragon Dance; Dragon
3. Waterfall; Water
4. Outrage; Dragon
Function in the Team
Swampert was dying too much to Grass-types. I also tried replacing Rhyperior with Dragonite; the results were mixed battlewise. Ultimately, Swampert was being OHKO'd by Grass-types who could stomach the Ice Punch or the Counter back, and Dragonite hated Subpunch Breloom just as much as Swampert.
And that's why Kingdra is here. He's much better typing (only weak to Dragons, and I don't see Gyarados and others lasting long enough to do much to Kingdra because of Rotom-S, MixRachi, and PorygonZ). I agreed with the build on Smogon except I changed Leftovers to Damp Rock, because rain is very important in maintaining Kingdra's Speed.
Reasons Behind Movepool
1. Kingdra has the ability Swift Swim, which doubles its speed in the rain. With Rain Dance, Kingdra will now be much faster and better at sweeping. Protection from Fire-type attacks is also a must for my team because Infernape and Heatran would otherwise massacre Jirachi and company.
2. Dragon Dance is a setup move that allows Kingdra's Attack to raise and its Speed to go even higher.
3. Waterfall and Outrage both get STAB and allow OHKOing of almost everything if Kingdra sets up.
3. ScrapBrainZone (Rotom-S) @ Spell Tag (255 SpA, 255 Spe) [Electric/Ghost]
Ability: Levitate [YES! YES! YES!]
Nature: Timid
Moveset:
1. Air Slash; Flying
2. Will-o-Wisp; Fire
3. Thunderbolt; Electric
4. Shadow Ball; Ghost
Function in the Team
Finally, an Electric-type that I can tolerate!
I already have a wall, so Umbreon's out (BTW, Umbreon should be in BL). Gengar wasn't all that great either, even with Focus Blast, so it's out also.
Water coverage? Check.
Decent defenses to go with good Special Attack and Speed? Check.
Immunity to DynamicPunch Machamp and some variants of MixApe? Check.
Immunity to Earthquake and Earth Power? Check.
Immunity to Explosion and Rapid Spin? Check.
Movepool that I can switch around for experimenting? Eh, sorta check. Rotom, regardless of form, always has 3 moves that it carries. That would be Will-o-Wisp, Thunderbolt, and Shadow Ball.
I believe this guy is going to be a good one. I only really worry about Dark-types with Rotom, and Rotom-S gives out a bit more.
Reasons Behind Movepool
1. Air Slash has a high crit ratio and is helpful against Breloom, Yanmega, and others that might give Swampert or the rest of the team a hard time.
2. Will-o-wisp will burn Dark-types, Blissey, and Walls down.
3. Thunderbolt is STAB. With Magnet, it gets an additional damage boost.
4. Shadow Ball is also for STAB. In terms of different items, Spell Tag can also replace Magnet for a boost on Shadow Ball instead of Thunderbolt.
4. ShadowArmor (Drapion) @ Lum Berry (170 HP/170 Def/170 SpDef)
Ability: Battle Armor
Nature: Impish
Moveset:
1. Taunt; Dark
2. Rain Dance; Water
3. Ice Fang; Ice
4. Thunder Fang; Electric
Function in the Team
A surprise-value-motivated Wall with only one weakness and a few immunities (Toxic Spikes among others), Drapion isn't really seen much in OU as he is UU/BL (BL in my opinion).
Breloom will assume he can get in on Drapion, and that is when he'll be wrong. Spore will not work because of Lum Berry, and Taunt will prevent usage of Spore and Substitute. It also outwits Ninjask, resisting U-turn as well as preventing it from Substitute/Protect if it switches in.
Reasons Behind Movepool
1. Taunt prevents the opponent from setting up, giving Drapion a chance to kill things.
2. Rain Dance helps with setting Kingdra or Starmie up to finish the opponent's team off.
3. Ice Fang is for after taunt to kill the usually-Ground-type switch in.
4. After Taunt, I'd use Thunder Fang, as generally a Gyarados is common in most teams, and other Flyers exist.
5. RideSpinnas (Starmie) @ Mystic Water (255 Spe/255 SpA) [Water/Psychic]
Ability: Natural Cure
Nature: Hasty
Moveset:
1. Rapid Spin; Normal
2. Recover; Normal
3. Surf; Water
4. Thunder; Electric
Function in the Team
Starmie is my RapidSpinner. She can switch in on a Stealth Rock, Rapid Spin it away, and hit hard. As she isn't my Lead, and Rain Dance will be up usually, she can then be already set up to defeat the opponent's team one-by-one.
Forretress would have been good, except while he can set up his own Stealth Rocks/Toxic Spikes, Starmie can survive longer as well as dent/kill Heatran and Infernape while not worrying about them at all.
Reasons Behind Movepool
1. If it weren't for Rapid Spin, Starmie wouldn't be on my team at all. She can do all this cool stuff as a Special Sweeper, but can't set up her own Stealth Rocks as Forretress would have. At least she doesn't have to commit suicide to do much else.
2. Starmie is likely to be switched in during a Stealth Rock. While she Rapid Spins it away and takes some damage, she can recover it.
3. Surf, while powered by rain, Mystic Water, and STAB, serve to kill the enemy in one go. Unless it's Vaporeon.
4. Starmie will likely come on by to kill the Bulky Water with Thunder after Rain Dance has been set. Rain Dance makes Thunder 100% accurate, and it will hit Vaporeon hard.
6. Viking (Togetic) @ Petaya Berry (255 SpA, 255 Spe) [Normal/Flying]
Ability: Serene Grace
Nature: Modest
Moveset:
1. Nasty Plot; Dark
2. Aura Sphere; Fighting
3. Air Slash; Flying
4. Shadow Ball; Ghost / Hidden Power Dark
Function in the Team
Ground-type moves massacring PorygonZ wasn't a big issue, but I thought it could be covered. Also PorygonZ is a little on the frail side. While PorygonZ is my favorite Gen 4 Pokemon, as the anime does not butcher him, Togekiss is much better competitively.
Togekiss also has much higher Special Attack while being similar otherwise in terms of stats. Togekiss is also a Special Sweeper, as Hustle is a very meh ability and I already have Kingdra and Jirachi for Physical Sweeping. Being redundant only hurts the team.
Reasons Behind Movepool
1. Nasty Plot is mostly a setup move to increase Togekiss' already-high Special Attack. PorygonZ has this, too, but Tri-Attack had higher priority because of Adaptability.
2. Aura Sphere will always hit and it will hit Lucario very hard.
3. Air Slash is for STAB and flinching.
4. Sadly, Togekiss cannot learn Dark Pulse. Between Hidden Power Dark and Shadow Ball, both will OHKO Gengar and other Ghost-types because of the setup.
And that's all. Have fun looking at it.
EDIT 1: I'm testing a few modifications suggested by SlimMan. When I am done with testing, I'll proceed to document my findings. In other words, I'm going to edit this again but use a different ink font to identify what has been changed about the team itself.
EDIT 2: Modifications made. Thank you, SlimMan and Rediamond.
EDIT 3: Replaced Umbreon with Rotom-S, Swampert with Kingdra, Rhyperior with Honchkrow, and Gallade with Forretress. Jirachi also got demoted from Lead to one of the five people on bench should anything go wrong, with Forretress being my Lead now.
EDIT 4: Replaced PorygonZ with Togekiss, Honchkrow with Drapion, and Forretress with Starmie.
EDIT 5: Why would I lock Togekiss with Choice Specs? Woe is me...
Please feel free to constructively critique my team. If other options exist, I'll gladly test said options to see if it can help the group.
1. Objection (Jirachi) @ Expert Belt (6 HP/252 Atk/252 Spe) [Steel/Psychic]
Ability: Serene Grace
Nature: Jolly
Moveset:
1. Thunder Punch; Electric
2. Fire Punch; Fire
3. Ice Punch; Ice
4. Zen Headbutt; Psychic / Iron Head; Steel
Function in the Team
Initially I had a Butterfree be my Lead. It would 2HKO Aerodactyl with Hidden Power Ice while Focus Sashed (or OHKO Staraptor). But after that Butter would only last long enough to Protect itself from a few attacks and maybe paralyzing one more Pokemon. I decided that Butterfree would be the 7th Pokemon, and it would be the strategist and mascot. :)
As such, I needed to find someone else to be the Lead. A suggestion told me Jirachi would be a better Lead. I originally had a Metagross in my team but it did not pull its weight. They were both the same typing. I thought, "Hmm... it kinda has the same appeal as Butterfee, but it's better typing as well as much more widespread movepool."
My Jirachi was very good, but as a Lead it was mediocre. In the end I decided my Lead needed either Taunt, Stealth Rock, or both. Jirachi can still do handsomely in its current build, though.
Reasons Behind Moveset
1. I changed its moveset to Stealth Rock instead of Thunder Punch. The results were hit-and-miss. Conclusively, I decided that Swampert should get Stealth Rock instead. Also, it can't be a Paraflinch MixRachi if I don't have Paralysis.
2. Fire Punch is for all the other Steel-type Pokemon, and then some. Disregard the Timid nature/HP Ground suggestion, for it fails. Not only does changing Jirachi to Jolly mess up the IV system so that my Hidden Power has to be Ice, but with my current MixRachi build, Hidden Power is a fail. Also, I learned that it is unwise to change Jirachi's nature to Timid from the getgo.
3. Butterfree was going to be my Dragonkiller. However, now that Jirachi can learn Ice Punch, it shall succeed where Butterfree was marginally progressive. Maybe I can OHKO Aerodactyl before it Stealth Rocks.
4. Both Zen Headbutt and Iron Head are good for STAB and flinch chance. Iron Head is more flexible so Weavile and Tyranitar can be appropriately dealt with, but Zen Headbutt will OHKO Machamp and Infernape if Jirachi is faster.
2. Dragoon (Kingdra) @ Damp Rock (180 HP/252 Atk/78 Spe) [Water/Dragon]
Ability: Swift Swim
Nature: Adamant
Moveset:
1. Rain Dance; Water
2. Dragon Dance; Dragon
3. Waterfall; Water
4. Outrage; Dragon
Function in the Team
Swampert was dying too much to Grass-types. I also tried replacing Rhyperior with Dragonite; the results were mixed battlewise. Ultimately, Swampert was being OHKO'd by Grass-types who could stomach the Ice Punch or the Counter back, and Dragonite hated Subpunch Breloom just as much as Swampert.
And that's why Kingdra is here. He's much better typing (only weak to Dragons, and I don't see Gyarados and others lasting long enough to do much to Kingdra because of Rotom-S, MixRachi, and PorygonZ). I agreed with the build on Smogon except I changed Leftovers to Damp Rock, because rain is very important in maintaining Kingdra's Speed.
Reasons Behind Movepool
1. Kingdra has the ability Swift Swim, which doubles its speed in the rain. With Rain Dance, Kingdra will now be much faster and better at sweeping. Protection from Fire-type attacks is also a must for my team because Infernape and Heatran would otherwise massacre Jirachi and company.
2. Dragon Dance is a setup move that allows Kingdra's Attack to raise and its Speed to go even higher.
3. Waterfall and Outrage both get STAB and allow OHKOing of almost everything if Kingdra sets up.
3. ScrapBrainZone (Rotom-S) @ Spell Tag (255 SpA, 255 Spe) [Electric/Ghost]
Ability: Levitate [YES! YES! YES!]
Nature: Timid
Moveset:
1. Air Slash; Flying
2. Will-o-Wisp; Fire
3. Thunderbolt; Electric
4. Shadow Ball; Ghost
Function in the Team
Finally, an Electric-type that I can tolerate!
I already have a wall, so Umbreon's out (BTW, Umbreon should be in BL). Gengar wasn't all that great either, even with Focus Blast, so it's out also.
Water coverage? Check.
Decent defenses to go with good Special Attack and Speed? Check.
Immunity to DynamicPunch Machamp and some variants of MixApe? Check.
Immunity to Earthquake and Earth Power? Check.
Immunity to Explosion and Rapid Spin? Check.
Movepool that I can switch around for experimenting? Eh, sorta check. Rotom, regardless of form, always has 3 moves that it carries. That would be Will-o-Wisp, Thunderbolt, and Shadow Ball.
I believe this guy is going to be a good one. I only really worry about Dark-types with Rotom, and Rotom-S gives out a bit more.
Reasons Behind Movepool
1. Air Slash has a high crit ratio and is helpful against Breloom, Yanmega, and others that might give Swampert or the rest of the team a hard time.
2. Will-o-wisp will burn Dark-types, Blissey, and Walls down.
3. Thunderbolt is STAB. With Magnet, it gets an additional damage boost.
4. Shadow Ball is also for STAB. In terms of different items, Spell Tag can also replace Magnet for a boost on Shadow Ball instead of Thunderbolt.
4. ShadowArmor (Drapion) @ Lum Berry (170 HP/170 Def/170 SpDef)
Ability: Battle Armor
Nature: Impish
Moveset:
1. Taunt; Dark
2. Rain Dance; Water
3. Ice Fang; Ice
4. Thunder Fang; Electric
Function in the Team
A surprise-value-motivated Wall with only one weakness and a few immunities (Toxic Spikes among others), Drapion isn't really seen much in OU as he is UU/BL (BL in my opinion).
Breloom will assume he can get in on Drapion, and that is when he'll be wrong. Spore will not work because of Lum Berry, and Taunt will prevent usage of Spore and Substitute. It also outwits Ninjask, resisting U-turn as well as preventing it from Substitute/Protect if it switches in.
Reasons Behind Movepool
1. Taunt prevents the opponent from setting up, giving Drapion a chance to kill things.
2. Rain Dance helps with setting Kingdra or Starmie up to finish the opponent's team off.
3. Ice Fang is for after taunt to kill the usually-Ground-type switch in.
4. After Taunt, I'd use Thunder Fang, as generally a Gyarados is common in most teams, and other Flyers exist.
5. RideSpinnas (Starmie) @ Mystic Water (255 Spe/255 SpA) [Water/Psychic]
Ability: Natural Cure
Nature: Hasty
Moveset:
1. Rapid Spin; Normal
2. Recover; Normal
3. Surf; Water
4. Thunder; Electric
Function in the Team
Starmie is my RapidSpinner. She can switch in on a Stealth Rock, Rapid Spin it away, and hit hard. As she isn't my Lead, and Rain Dance will be up usually, she can then be already set up to defeat the opponent's team one-by-one.
Forretress would have been good, except while he can set up his own Stealth Rocks/Toxic Spikes, Starmie can survive longer as well as dent/kill Heatran and Infernape while not worrying about them at all.
Reasons Behind Movepool
1. If it weren't for Rapid Spin, Starmie wouldn't be on my team at all. She can do all this cool stuff as a Special Sweeper, but can't set up her own Stealth Rocks as Forretress would have. At least she doesn't have to commit suicide to do much else.
2. Starmie is likely to be switched in during a Stealth Rock. While she Rapid Spins it away and takes some damage, she can recover it.
3. Surf, while powered by rain, Mystic Water, and STAB, serve to kill the enemy in one go. Unless it's Vaporeon.
4. Starmie will likely come on by to kill the Bulky Water with Thunder after Rain Dance has been set. Rain Dance makes Thunder 100% accurate, and it will hit Vaporeon hard.
6. Viking (Togetic) @ Petaya Berry (255 SpA, 255 Spe) [Normal/Flying]
Ability: Serene Grace
Nature: Modest
Moveset:
1. Nasty Plot; Dark
2. Aura Sphere; Fighting
3. Air Slash; Flying
4. Shadow Ball; Ghost / Hidden Power Dark
Function in the Team
Ground-type moves massacring PorygonZ wasn't a big issue, but I thought it could be covered. Also PorygonZ is a little on the frail side. While PorygonZ is my favorite Gen 4 Pokemon, as the anime does not butcher him, Togekiss is much better competitively.
Togekiss also has much higher Special Attack while being similar otherwise in terms of stats. Togekiss is also a Special Sweeper, as Hustle is a very meh ability and I already have Kingdra and Jirachi for Physical Sweeping. Being redundant only hurts the team.
Reasons Behind Movepool
1. Nasty Plot is mostly a setup move to increase Togekiss' already-high Special Attack. PorygonZ has this, too, but Tri-Attack had higher priority because of Adaptability.
2. Aura Sphere will always hit and it will hit Lucario very hard.
3. Air Slash is for STAB and flinching.
4. Sadly, Togekiss cannot learn Dark Pulse. Between Hidden Power Dark and Shadow Ball, both will OHKO Gengar and other Ghost-types because of the setup.
And that's all. Have fun looking at it.
EDIT 1: I'm testing a few modifications suggested by SlimMan. When I am done with testing, I'll proceed to document my findings. In other words, I'm going to edit this again but use a different ink font to identify what has been changed about the team itself.
EDIT 2: Modifications made. Thank you, SlimMan and Rediamond.
EDIT 3: Replaced Umbreon with Rotom-S, Swampert with Kingdra, Rhyperior with Honchkrow, and Gallade with Forretress. Jirachi also got demoted from Lead to one of the five people on bench should anything go wrong, with Forretress being my Lead now.
EDIT 4: Replaced PorygonZ with Togekiss, Honchkrow with Drapion, and Forretress with Starmie.
EDIT 5: Why would I lock Togekiss with Choice Specs? Woe is me...