lolwut (found from google images)
Anyway, introduction. I've been playing since DPP on Shoddy, but this is one of my first serious teams that I think is fairly consistent. Peak rating of 1875 on the OU ladder, although currently I'm a little lower:
This is not the only team I've used on this account, but it and its previous incarnations make up the majority of the battles. I'm done laddering for now because I've been playing a lot, and I'm just sick of salty players who go "omg crit" every game. Also gaining 1-3 points per match for a win, and losing 15. That's really annoying.
At a glance:
I don't remember what the base of this team used to be, but the creation process was relatively simple. I made an initially bad sand team, and replaced things as I saw fit. Actually, I just started replacing things until Genesect was hardly a problem, then it suddenly started working. Go figure.
The sets:
Tyranitar @ Expert Belt
Trait: Sand Stream
EVs: 252 HP / 32 SAtk / 224 SDef
Sassy Nature
- Fire Blast
- Pursuit
- Stealth Rock
- Ice Beam
Specially defensive Tyranitar. Specially defensive so I can switch into and kill Lati@s and Starmie, and switch into Politoed a few times. Gengar can be somewhat handled, as I can switch in and prevent him from getting up a sub, even if means sacrificing Tyranitar, as he is fairly expendable in many cases when I only need him to get rid of one pokemon. I have stealth rock to weaken switch ins to to the point where Terrakion and Breloom have an easy time cleaning up. Fire blast is there to force Ferrothorn, Skarmory and Forretress out so they don't set up too many hazards. Ice beam is my last move of choice, rather than crunch. Crunch is good for when Lati@s stay in, but even if they recover after pursuit or kill me, that's fine, as all I need is chip damage for Terrakion to revenge kill. Ice beam is mainly to prevent Landorus, Gliscor, and 4x weak dragons from setting up in my face, which happens far too often when they think they can force me out to set up and sweep, when I'm perfectly fine with staying in as death fodder just to prevent setup. I'm not exactly sure if I need the spa with ebelt, because sdef ferrothorn lives fire blast anyway, but I've had cases where they're not specially defensive and they live with like 1%. So I just added a bit for insurance.
tl;dr: sets up rocks and sand, traps, and prevents setup.
Breloom @ Life Orb
Trait: Technician
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Bullet Seed
- Low Sweep
- Mach Punch
- Spore
Low sweep techniloom. Terrakion usually lures Jellicent, and Starmie usually lures Ferrothorn. This thing spores both and proceeds to wreck, even killing Tornadus-T with low sweep + bullet seed if they decide to switch in. Of course switching into either is a pretty bad idea, so I usually pivot into Tyranitar first, not fearing status, and play it from there, predicting a switch or staying in to die, giving me the free switch into Breloom if it's the latter. And of course, mach punch is great for revenge killing or sweeping weakened teams. Jolly over adamant to risk the speed tie vs other Brelooms if I really have to. It can set up on slow things, but is fairly useless when my opponent's entire team outspeeds it.
Keldeo-Resolution @ Life Orb
Trait: Justified
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Hydro Pump
- Secret Sword
- Calm Mind
- Hidden Power [Ghost]
Keldeo is usually the least useful team member, but I need it solely to check Scizor. Superpower is the really the only thing it has to damage Keldeo, so I rarely have to worry about switching in. Keldeo forces SD and CB Scizor out easily, although can really only afford to do it once. Whether they stay in or switch out, something's probably going to eat a hydro pump. If I can CM on the switch, I can beat or weaken Jellicent or whatever switches in with HP ghost.
Terrakion @ Choice Scarf
Trait: Justified
EVs: 252 Atk / 252 Spd / 4 SDef
Jolly Nature
- Close Combat
- Stone Edge
- X-Scissor
- Rock Slide
This is standard as hell, the chosen moves don't even need explaining. This is usually my lead against any team with Genesect, because they're most likely to lead with it if they're scarf or expert belt. If not, I'll just scout for u-turn later on to confirm it's the RP set. Close combat or stone edge heavy damage Genesect or any switch in bar Lando-T or Gliscor, but staying in is usually worth the risk anyway just to damage Genesect to the point where he's useless, unless I direly need Terrakion at full health for something else (which is pretty much never because it's so frail, but it can often live Breloom's mach punch and OHKO it in return). I always win the exchange unless it's banded or scarf with giga drain/energy ball (lol who uses that?). Terrakion is really the ultimate revenge killer, but for the things that he struggles with, such as Gliscor, opposing Landorus, and Toxicroak, Landorus and Starmie handle with ease.
Landorus (M) @ Life Orb
Trait: Sheer Force
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Rock Polish
- Earth Power
- Focus Blast
- Hidden Power [Ice]
RP Landorus is amazing. Usual lead against Deo-D teams, as earth power is a clean 2 hit KO. I have never seen HP ice on a Deoxys and I doubt it's going to become a thing, so Landorus is a very reliable counter. Smart players usually see this coming and lead with a counter, but I lead with Lando anyway because I don't want any unnecessary hazards to be set up. I rarely have the chance to RP up and sweep, as by the time the opponent's team is weakened enough I can just clean up with a combination of Terrakion, Breloom, and Starmie. Landorus's role is to force switches to get damage on things for Breloom and my scarfers to clean up. Landorus also acts as a secondary scizor check, but cannot switch in without taking major damage. Earth power does about 90% and is easily revengeable if it has no prior damage on it.
Starmie @ Choice Scarf
Trait: Natural Cure
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Psyshock
- Surf
- Ice Beam
- Thunderbolt
The star player on my team... literally. I think Starmie as a scarfer is very underrated. Although less bulky and weaker than Genesect, it has one key thing over it: speed. It's pretty much the epitome of speed creep, but it's very effective and can win games without risking speed ties. The only priority it fears is +1 Dnite's extremespeed, but Terrakion handles that weakness just fine. Against rain teams, Starmie is great at adding chip damage to Politoed and Tentacruel when forcing switches to the point where they can't switch in anymore, or are threatened by Terrakion and Landorus. Starmie also acts as somewhat of a Genesect check, doing roughly 50% with surf to finish it off, or just deal some damage to it once it's done its job for the team. Can also surprisingly outspeed Venusaur in sun.
Besides being plain outplayed, which happens a lot since I'm not that great of a player, things that wreck me often include specs Politoed and any Tornadus-T (when not played like an idiot who leaves it in on Terrakion, which happens surprisingly way too much). Volcarona can easily set up on my Tyranitar, but I can switch directly to Terrakion on anything but HP ground, so it's usually not a problem. Tailwind Tornadus-I has also taken a massive dump on me, and TR Reuniclus can wreck me with ease if it can switch in safely on anything but Breloom. Focus sash Breloom lead is something I haven't figured out how to deal with (lolol the team from the other thread I keep seeing; It's very solid, but seeing RMT teams on the ladder is kinda funny if I already know their sets). Amoonguss switches into my entire team with ease. I could put sub over rock polish on Landorus considering I rarely use it, but if they predict that and go for HP ice I'm just kinda boned. Dragon heavy teams are also difficult to deal with, as they are all way too bulky to be revenged without prior damage (sans Mence and Hydreigon) leaving my team with no dragon killers after the first few turns, and no chance to get up rocks.
Being a team of one bulky mon and 5 frail offensive mons, it seems kinda bound to have a ton of weaknesses, and very few switch in opportunities, but depending on the opposing team not all of them are going to be useful anyway. After rocks are up, Tyranitar is easily expendible unless I really want rain gone, and Starmie doesn't really do much to stall teams, whereas Breloom wrecks them. And likewise, Breloom is kinda crap against a team of 4 dragons, Magnezone, and filler. Landorus, like Tyranitar, is often expendable if it means preventing the opponent from setting up.
The original theme of the team was just "fuck Genesect" because I really don't like it and refuse to use it, but I think I've turned it into a pretty usable sand team that can deal with any Genesect with ease without excessive death foddering or taking massively powerful U-turns when predicting incorrectly. I need a break from pokemon, so I will probably retire this team and make a new one at a later date, but I just want to know what you guys think of this team. And because I'm not going to play hundreds of more matches with this team, I'd like to know if I'm missing any other big threats or any changes you would make to the team. I'm open to anything (except Genesect lol), so please leave your feedback. Thanks!
Edit: After looking at the smog, I have no idea why I don't have Rotom-W over Keldeo. It can act as a secondary bulky pivot to Tyranitar and can damage Jellicent without any setup, while also checking Scizor. Guess I wasn't feeling any volt-turn on this team, although I have used it in the past.
Importable, if you would like to use this team or your own variant of it:
Tyranitar @ Expert Belt
Trait: Sand Stream
EVs: 252 HP / 32 SAtk / 224 SDef
Sassy Nature
- Fire Blast
- Pursuit
- Stealth Rock
- Ice Beam
Breloom @ Life Orb
Trait: Technician
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Bullet Seed
- Low Sweep
- Mach Punch
- Spore
Keldeo-Resolution @ Life Orb
Trait: Justified
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Hydro Pump
- Secret Sword
- Calm Mind
- Hidden Power [Ghost]
Terrakion @ Choice Scarf
Trait: Justified
EVs: 252 Atk / 252 Spd / 4 SDef
Jolly Nature
- Close Combat
- Stone Edge
- X-Scissor
- Rock Slide
Landorus (M) @ Life Orb
Trait: Sheer Force
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Rock Polish
- Earth Power
- Focus Blast
- Hidden Power [Ice]
Starmie @ Choice Scarf
Trait: Natural Cure
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Psyshock
- Surf
- Ice Beam
- Thunderbolt
Trait: Sand Stream
EVs: 252 HP / 32 SAtk / 224 SDef
Sassy Nature
- Fire Blast
- Pursuit
- Stealth Rock
- Ice Beam
Breloom @ Life Orb
Trait: Technician
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Bullet Seed
- Low Sweep
- Mach Punch
- Spore
Keldeo-Resolution @ Life Orb
Trait: Justified
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Hydro Pump
- Secret Sword
- Calm Mind
- Hidden Power [Ghost]
Terrakion @ Choice Scarf
Trait: Justified
EVs: 252 Atk / 252 Spd / 4 SDef
Jolly Nature
- Close Combat
- Stone Edge
- X-Scissor
- Rock Slide
Landorus (M) @ Life Orb
Trait: Sheer Force
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Rock Polish
- Earth Power
- Focus Blast
- Hidden Power [Ice]
Starmie @ Choice Scarf
Trait: Natural Cure
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Psyshock
- Surf
- Ice Beam
- Thunderbolt