Black and Blue
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Introduction
Since Garchomp's banning, the OU metagame has felt like a much more balanced place. The thing was, once Chomp got that sub up, it was often a case of, the outcome that game coming down to chance. As a result, I'd found the game to be beginning to become increasingly boring and consequently unappealing, since you could go into a match knowing that there's a 40% chance that what you do won't matter. However, I've been enjoying this round alot more, and that is in part, because of this team.
The flipside of Garchomp's ban is that the majority of my teams (that is to say all the good ones-I (ab)used him for everything) had lost a key player. Whether he was banded, scarfed, SD, hell, I even had some success with chain-chomp, I had trouble replacing him without having to restructure the whole team. So, later on, whilst looking through the usage stats, I realised something. Out of the top 15 pokemon, 11 could be reliably beaten by a +2 Lucario with rocks on the field, whilst Lucario himself was sitting, forgotten, at #40. So, that's where this team was born. Although this team is, I suppose, balanced, I prefer to play it more aggressively; relying on resistances and putting pressure on the opponent in order to open up an opportunity to sweep, before the opponent gets a chance to set up, or do too much damage. All of the supporting pokemon on my team all have to function offensively too, else I can lose precious momentum and damage on the opponent's team. Against different teams, different pokemon act as my core, as their usefulness is often highly situational, though that is not to say that they are ever useless.
I've had some decent success with this team. I peaked around the high 1300s which remains my highest in the last 2 rounds of suspect testing although this could just be because I am still improving. Nonetheless, I've really been enjoying using this team.
Team Building
It wasn't as simple as this, but this should give a decent idea of my thought process:
Okay, so, as I've said, I started with SD Lucario:
Lucario's biggest defensive threat in OU at the moment is Jellicent, so in order to eliminate it I needed something that could take a Will-O-Wisps and Scalds. Now, two pokemon are great at this: Celebi and Shaymin. Both have Natural cure and that nice water resist. However, what sealed the deal for me was Nasty Plot, which allows Celebi to have a stronger offensive presence throughout the match and wear down the opponents team more in anticipation of a Lucario sweep.
Now, from here I looked at two things. First of all, Celebi tends to draw out Scizor, Ferrothorn and Tyranitar (which is great for Lucario). Secondly, both Celebi and Lucario are weak to Fire type attacks. Now, Heatran can take on these three pretty effectively, considering standard sets, at the moment and is, in my opinion one of the best Stealth Rockers and offensive pivots in the metagame at the moment.
Here, I was beginning to see a weakness to strong physical attackers, particularly Ground and Fighting Types like Choice Scarf Landorus and Excadrill. Jellicent, who is not only the best OU spinblocker, is a great pokemon to halt physical threats abusing its great typing as well as its ability to spread burn and cripple physical attackers and even stallbreak. Jellicent also synergises well with Celebi and Heatran to form a strong Multi-weather core, where at least 2 members of the core function well under each weather (Although there is a slight weakness to sun there). However, Jellicent is not bulky enough to stop the strongest physical attackers, especially those abusing weather since I don't have my own counter-weather. Gliscor is the premier physical wall this gen and hard counters most of the stuff that Jellicent cannot deal with. Furthermore, he makes a fantastic stall-breaking partner for Jellicent.
Finally, seeing that my team is particularly slow, and has little answer to stop some fast, boosting attackers, like NP Thundurus of DD Gyarados with Ice fang, I added in Deoxys. Deoxys-S functions fantastically as a 6th member of almost any team, and here it is no different. Deoxys functions as a secondary late-game cleaner, a check to many boosting sweepers, and he can also wallbreak in a pinch, though generally that is not needed.
And there you have it! That's my team. Now onto, a closer look.
The Team
Heatran @Leftovers Bernie
252 HP / 4 SpAtk / 252 SpD
Calm // Flash Fire
~Lava Plume
~Protect
~Roar
~Steath Rocks
I put Heatran first because he's the guy I normally lead with. Stealth Rocks are so important to this team that, I need to get them down as early as possible, similarly, scouting is also extremely important to this team's success, which he can do with Protect. Heatran is also my only steel type, so it is essential not to play too callously with him. As I normally sit Heatran in front, I thought I'd explain how he fares against the most common "leads":
-Tyranitar: No Tyranitar lead, except for CB Tar is giving me issues, so I just set up Rocks. Standard TTar can't touch me, and if he stays in too long he'll most likely get burned by Lava Plume. Sp. Def Tar with superpower Pursuit etc. does around 50% with Superpower as I get my rocks up. The important thing about this is that pretty much any Tyranitar that wants to Superpower with also have Pursuit which tells me two things: 1- Cannot sweep with Celebi. 2- Can most likely lure out Tyranitar (or Scizor) with Celebi (although I have to be careful of them Volt Switching out to a Pursuit user).
-Politoed: Protect first turn. If Scald, I know its a defensive set and so wont hinder Lucario if he wants to sweep. If Hydro Pump, I know its either Specs or Scarf (probably Scarf), and so I can deal with it fairly easily. Unfortunatley, this means I will have to wait to get my Rocks up. (Note that rain teams normally also feature Ferrothorn who is easy to lure out with Celebi, if I switch it into Politoed, allowing Heatran a free switch in.)
-Ninetales: Can't do jack. HP Fighting (which they always seem to try turn 1) does around 25% if I remember rightly. Sun teams tend to have a spinner, though the only one which gives me issues is Starmie who can take on both Heatran and Jellicent (though sun-nerfed surfs don't do too much to Heatran).
-Hazard setters/Dual Screeners: If they have the suspected taunt, either Lava Plume away or switch to something that can better handle them. Although I can normally stall out Dual Screens without too much hassle, by abusing protect and switching if I really need to, hazards really hurt my team. Toxic spikes and Spikes in particular, so if it is something like a Deoxys, you'd do well to lead with Jellicent to Taunt turn 1, although this too has its risks. Basically, I have difficulty handling Deoxys leads, most others are okay.
Stealth Rocks are, as said earlier, very important for scouting, as in order to sweep with Lucario, I need to know what sets particular pokemon are running and look out for any surprise Scarfers. The two most notable are Rotom-W and Tyranitar. Scarftar stops Lucario cold, so I need to look out for lefties, if there are, that's one less thing to worry about. Rotom is annoying, because if its running max speed Timid, then it outspeeds Lucario, but doesn't have enough bulk to survive a +2 ES. If its running standard Rotom, Lucario can outspeed, but need to use CC. This is why I need SR, to scout for Leftovers. I'll explain how I discern its choice item later.
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Celebi @Leftovers
236 HP / 252 SpAtk / 20 Spe
Timid // Natural Cure
~Nasty Plot
~Recover
~Giga Drain
~Hidden Power Fire
Celebi is the unsung hero of this team, supporting Lucario, removing his biggest nemesis: Jellicent, as well as dealing with anything Rotom-W can throw at this team (although, being Volt-switched into a Pursuit-trap is never nice). Against Rain teams, Celebi and Jellicent become my Core, allowing me to check the majority of threats that is may try to throw at me. Now, let me explain the choice of set. First of all, I have tried various other sets and EV spreads that cater to a more supportive role; however that really doesn't aid the team as well as the Nasty Plot set does. The key here is in the way you play Celebi, because alot of its checks can be removed with a clean prediction at +2. In the early game, Celebi's role is as more of a scouter, and, if the opportunity should arise, Celebi can sweep slower teams when weakened in the late game (although more often than not she doesn't). Celebi normally nets a KO or two every match. Celebi and Lucario are the two key pokemon in this team, and so it is essential that you keep them alive for as long as possible, or at the very least, as long as an opening for the other to sweep is assured. This is where being Pursuit-weak can actually be manipulated to your advantage, because a Tyranitar/Scizor Choice locked into Pursuit is easy set-up fodder for Lucario. Now, upon recommendation from Moo, and a few others, I've switched to a bulkier set. With this, it basically performs the same role, though has increased survivability.
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Jellicent @Leftovers U Jelly?
252 HP / 204 Def / 52 Spe
Bold // Water Absorb
~Shadow Ball
~Taunt
~Recover
~Will-O-Wisp
Okay, so the EVs are standard, just with a little extra speed to outpace other Jellicents and Taunt them before they can do anything. This is because then if Celebi is gone, he can check opposing Jellicent reasonably well so long as he avoids status as well as the fact that when up against defensive teams, you aren't potentially stopped by an opposing Jellicent. Shadow Ball over Scald is because despite neither of them being used very often, I find Shadow Ball to have more utility against the Reunicluses (?) that often come in, it deals about 45% I think, to 252/0 Reuniclus. Anyway, Jellicent is probably one of my favourite Pokemon at the moment, because by spamming Taunt and Will-O-Wisp, especially against defensive teams, is really useful. Burn is, in my opinion, the best status: Cripples so many threats and deals reliable damage. Jellicent frequently cripples Ferrothorn, who think they can set up, and, like I say, spreading Burn around the opponents team is important (though not to the extent of things like stealth rock) in dealing with some of my team's most difficult threats and also providing both residual damage and more set-up opportunities for Lucario. Against Sun teams, Heatran and Jellicent become my Core. Also, The way I discern Rotom's Choice Item is when it first comes in against Jellicent, I recover as the opponent Volt-Switches. Non-specs deals around 50%, Specs deals around 80%.
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Gliscor @Toxic Orb
248 HP / 168 Def / 92 Spe
Impish // Poison Heal
~Swords Dance
~Taunt
~Ice Fang
~Earthquake
Standard Gliscor. I have loved this Pokemon ever since 4th Gen, and this set ever since I read Iconic's RMT in early BW. I don't think I've made a team without it, or some variation of it, since then. I don't think this set needs too much explaining. Counters Excadrill and fighting types. I believe that 248 HP gives a Poison Heal number and the extra speed is, again to beat other Gliscors 1 on 1. Ummm... I think most people are pretty familiar with this, so I'll move on.
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Lucario @Life Orb
4 HP / 252 Atk / 252 Spe
Adamant // Inner Focus
~Swords Dance
~Close Combat
~Ice Punch
~Extremespeed
Basically, once at +2, it is very difficult to stop this guy. CC and Ice Punch give nearly unresisted coverage in OU, and ES kills the majority of faster stuff that tries to kill him. I'm running out of stuff to say, except for the fact that the sheer power packed by this guy is insane. At +2 he OHKOs Defensive Skarmory after stealth rock damage. Inner Focus is because if the opponent has a Mienshao, he can just spam Fake Out whilst foddering stuff for the CC Defense drops and LO recoil, which is really annoying.
The way I use Lucario is I like to bring him in once or twice early on to scout whether the opponent will switch out, and if so, what to. This has twofold importance, 1. you'll be weakening their counter, since no-one can take repeated CCs to the face (aside from Ghosts), 2. Often, I have found that Ferrothorns and TTars like to stay in occasionally to T-wave or smack you with a Fire Blast in case you try to set up.
Lucario's Defensive Threats (at +2) (assumed 252/252+ and SR):
Alomomola - +2 CC = 77.53~91.2% (28.2% chance to OHKO after rocks)
Blissey - OHKO
Bronzong - OHKO
Celebi - 2HKOs with CC- Offensive variants 2HKOed by CC+ES so cannot switch in, can only revenge kill.
Chansey - OHKO
Deoxys-D - Haven't seen any, but can put a stop to the sweep.
Cofagrigus -Really rare, but will stop a sweep.
Crustle - OHKO
Dusclops - Uncommon but will also stop a sweep and threaten with Will-O-Wisp
Ferrothorn - OHKO
Forretress -OHKO
Garbodor - Never seen one, but is 2HKOed by CC
Gigalith - OHKO
Gliscor - Go straight for the Ice Punch if it is in Sand or no weather, else I have to be cautious of 216 Spe Jolly ones that can pop up on sun and rain teams from time to time.
Hippowdon - +2 CC= 75.95~89.29 Cannot switch in
Jellicent - As stated earlier, the bane of Lucario's sweep.
Latias - 2HKOed by CC (and thats 252/252+). ES does 66% Min to 252/0 Latias
Mandibuzz - OHKO
Murkrow - OHKO
Ninetales - OHKOed by CC, 2HKOed by ES
Politoed - OHKOed by CC, 2HKOed by ES
Porygon2 -OHKO
Rotom-H -OHKO
Rotom-W - OHKO
Scolipede -OHKO
Skarmory -OHKO
Snorlax -OHKO
Suicune -46.15% chance of OHKO
Swampert -OHKO
Tentacruel -2HKO
Vaporeon -OHKO
Whimsicott -OHKOed by CC, 2HKOed by ES. Priority stun spore is an issue
Xatu - OHKO
Zapdos - OHKO
Blissey - OHKO
Bronzong - OHKO
Celebi - 2HKOs with CC- Offensive variants 2HKOed by CC+ES so cannot switch in, can only revenge kill.
Chansey - OHKO
Deoxys-D - Haven't seen any, but can put a stop to the sweep.
Cofagrigus -Really rare, but will stop a sweep.
Crustle - OHKO
Dusclops - Uncommon but will also stop a sweep and threaten with Will-O-Wisp
Ferrothorn - OHKO
Forretress -OHKO
Garbodor - Never seen one, but is 2HKOed by CC
Gigalith - OHKO
Gliscor - Go straight for the Ice Punch if it is in Sand or no weather, else I have to be cautious of 216 Spe Jolly ones that can pop up on sun and rain teams from time to time.
Hippowdon - +2 CC= 75.95~89.29 Cannot switch in
Jellicent - As stated earlier, the bane of Lucario's sweep.
Latias - 2HKOed by CC (and thats 252/252+). ES does 66% Min to 252/0 Latias
Mandibuzz - OHKO
Murkrow - OHKO
Ninetales - OHKOed by CC, 2HKOed by ES
Politoed - OHKOed by CC, 2HKOed by ES
Porygon2 -OHKO
Rotom-H -OHKO
Rotom-W - OHKO
Scolipede -OHKO
Skarmory -OHKO
Snorlax -OHKO
Suicune -46.15% chance of OHKO
Swampert -OHKO
Tentacruel -2HKO
Vaporeon -OHKO
Whimsicott -OHKOed by CC, 2HKOed by ES. Priority stun spore is an issue
Xatu - OHKO
Zapdos - OHKO
There, so, as you can see, next to nothing can switch in safely, and threaten to end a sweep (But you have the rest of the team to deal with those)
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Deoxys-S @Life Orb
4 Atk / 252 SpAtk / 252 Spe
Rash // Pressure
~Psyshock
~Thunderbolt
~Ice Beam
~Superpower
Deoxys-S is, in my opinion, the very best late game cleaner aside from Lucario, however here that is not how he functions. See, with the 6th member of a team, it tends to be the thing that needs to check a whole bunch of stuff that the rest of the team has trouble with. Now, generally, I'd use a scarfer to patch up the weaknesses as they tend to be good as multi-purpose checks to offensive teams, however, Deoxys-S is just as good: If I find myself on the back-foot, I can rely on him to check pokemon that would be seriously dangerous otherwise. Things like NP Thundurus, DD Gyara with Ice Fang.
(Currently testing Scarf Tyranitar in this slot)
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This team was essentially made to showcase the threat of SD Lucario, who this month has slipped dangerously close to UU, and I think it has done that well. This team has served me well the last month and a half and has been great fun to use, for me at least.
Heatran (F) @ Leftovers
Trait: Flash Fire
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature (+SDef, -Atk)
- Lava Plume
- Protect
- Roar
- Stealth Rock
Celebi @ Leftovers
Trait: Natural Cure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Nasty Plot
- Giga Drain
- Earth Power
- Hidden Power [Fire]
Jellicent (M) @ Leftovers
Trait: Water Absorb
EVs: 252 HP / 204 Def / 52 Spd
Bold Nature (+Def, -Atk)
- Shadow Ball
- Taunt
- Recover
- Will-O-Wisp
Gliscor (F) @ Toxic Orb
Trait: Poison Heal
EVs: 248 HP / 168 Def / 92 Spd
Impish Nature (+Def, -SAtk)
- Swords Dance
- Taunt
- Ice Fang
- Earthquake
Lucario (F) @ Life Orb
Trait: Inner Focus
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Swords Dance
- Close Combat
- Ice Punch
- ExtremeSpeed
Deoxys-S @ Life Orb
Trait: Pressure
EVs: 4 Atk / 252 SAtk / 252 Spd
Rash Nature (+SAtk, -SDef)
- Psyshock
- Ice Beam
- Thunderbolt
- Superpower
Trait: Flash Fire
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature (+SDef, -Atk)
- Lava Plume
- Protect
- Roar
- Stealth Rock
Celebi @ Leftovers
Trait: Natural Cure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Nasty Plot
- Giga Drain
- Earth Power
- Hidden Power [Fire]
Jellicent (M) @ Leftovers
Trait: Water Absorb
EVs: 252 HP / 204 Def / 52 Spd
Bold Nature (+Def, -Atk)
- Shadow Ball
- Taunt
- Recover
- Will-O-Wisp
Gliscor (F) @ Toxic Orb
Trait: Poison Heal
EVs: 248 HP / 168 Def / 92 Spd
Impish Nature (+Def, -SAtk)
- Swords Dance
- Taunt
- Ice Fang
- Earthquake
Lucario (F) @ Life Orb
Trait: Inner Focus
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Swords Dance
- Close Combat
- Ice Punch
- ExtremeSpeed
Deoxys-S @ Life Orb
Trait: Pressure
EVs: 4 Atk / 252 SAtk / 252 Spd
Rash Nature (+SAtk, -SDef)
- Psyshock
- Ice Beam
- Thunderbolt
- Superpower