What's up Smogon, G Nubz here with another 5th Gen team, and this one is a bit more bulky than most of my teams. In the past, my teams have been pretty frail so I decided to try something different an go for a bulky offence. I've tried stall but never really liked it, so I decided to give bulky offence a try. This team has been working decently well on PO, but of course, it's not perfect. So without further adu, here it is.
Gliscor (M) @ Leftovers
Trait: Hyper Cutter
EVs: 252 Atk / 40 Def / 216 Spd
Jolly Nature (+Spd, -SAtk)
- Taunt
- Stealth Rock
- Earthquake
- Aerial Ace
Role: Lead and Roobushin counter.
Moveset: Stealth Rock is pretty standard, not much to say about that. The attacking moves are a little different, but they cover most of OU. Taunt is for countering Roobushin, since it wouldn't be able to set up and Gliscor walls it to hell. Earthquake is pretty standard for Gliscor, again, not much to say about it. But Aerial Ace is an odd one. I use it as my Fighting type counter, since I have no Psychics and Kojondo could be a problem if it comes in at the right time. Plus, it provides a great STAB attack that hits whatever Earthquake doesn't.
Hihidaruma (M) @ Choice Band
Trait: Encourage
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Flare Blitz
- U-Turn
- Superpower
- Rock Slide
Role: Monster (Revenge Killer for slower Pokemon, and late game sweeper).
Moveset: Flare Blitz is great on Hihidaruma, with the combination of STAB, 120 Base Power, 140 Base Attack, and Encourage boost, Hihidaruma can OHKO pretty much everything, even if it's not Super Effective. It even 2HKO'd a Burungeru and OHKO'd a Tentacruel. Hammer Arm is just for type coverage, and it works great. Rock Slide is for Flyers, which can be a pain in the long run. I would use Stone Edge, but the Choice Band and Encourage give it enough power that it's not needed. Finally, U-Turn is for scouting when I force the opponent to switch (like coming in on a Nattorei).
Zoroaaku (M) @ Life Orb
Trait: Illusion
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Night Burst
- Focus Blast
- Grass Knot
- Flamethrower
Role: Ghost and Psychic counter, along with playing mind games with the opponent.
Moveset: Night Burst is great with Zoroaaku, it's great STAB and if it doesn't kill, it has a chance to lower accuracy. Focus Blast is great type coverage, between Night Burst and Focus Blast, Zoroaaku can cover pretty much everything. Grass Knot is for bulky Water types, which could be annoying since Borutorosu was taken out. Flamethrower just coverss anything Grass Knot doesn't, and with the combination of these four moves, Zoroaaku gets at least neutral damage on everything.
Scizor (M) @ Choice Scarf
Trait: Technician
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- U-turn
- Pursuit
- Superpower
- Bullet Punch
Role: Revenge Killer.
Moveset: U-Turn is great for scouting, and an awesome STAB move which can still do a decent amount of damage. Pursuit traps Ghosts and Psychics, which like I said before, can give me trouble. Superpower hits everything wrong, and since Scizor has a Choice Scarf instead of Choice Band, it catches a lot of people off guard and OHKO/2HKO's them. Finally, Bullet Punch is Scizor's signature move, which still works great thanks to Technician.
Suicune @ Leftovers
Trait: Pressure
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature (+SAtk, -Atk)
- Substitute
- Calm Mind
- Hydro Pump
- Hidden Power [Electric]
Role: Bulky Water
Moveset: This moveset has been changed a lot, and I think I finally found one that works. Substitute and Calm Mind combo works wonders, then after +1 Suicune can come back and nail them with a Hydro Pump. I used to have Extrasensory on this as a Roobushin counter, but I figure a STAB +1 Hydro Pump should take it out anyway. Hidden Power [Electric] is for other Water types that love to come in on Suicune, like Starmie and comes back to OKHO after they break the substitute. Plus, after 1 Calm Mind, Suicune would most likely survive a non-STAB'd Thunderbolt which helps a lot in the long run
Role: Work with Zoraaku along with extremely powerful Fighting type
Moveset: The Bulk Up - Drain Punch combination works wonders. Just when the opponent thinks he's going to take you out while you've been setting up, Roobushin comes back with a Drain Punch and gains most of its HP back. Mach Punch works for when the enemy has a Focus Sash, or when Drain Punch doesn't do enough by the smallest amount. Payback covers Ghosts and Psychics, which Mach Punch and Drain Punch won't do anything against.
First off, I wanted to try out Hihidaruma. It's 140 base attack plus a Choice Band and STAB Flare Blitz can destroy almost anything, and I've even seen it do around 60-75% on a Burungeru, which is shocking.
Now I needed some support, I needed something powerful to take out whatever Hihidaruma couldn't; and I wanted something a bit more bulky, but could still deal a lot of damage. Enter Roobushin.
At this point, I noticed I didn't have much to take out Ghost types and I knew they would give me trouble, even if they aren't as potent as in 4th Gen. Enter Zoroaaku. Zoroaaku works great with Roobushin, Zoroaaku has an immunity to Psychic.
Now I was having a bit of trouble with some bulky waters, since the defensive ones would still wall Hihidaruma and Roobushin couldn't do much, because of poor Special Defense. I needed a strong electric type, and Borutorosu was perfect.
These four fit together well, but I was still missing a revenge killer, and I decided to go with one of the most underrated revenge killers of 4th Gen, Choice Scarf Scizor. It catches so many people off guard, since they expect the Choice Band, it gets the kill almost every time.
Now I needed something with Stealth Rocks, but is bulky enough to take an attack and still do some damage. Gliscor was my man.
For a while, everything seemed to be working, but then I came across a Gliscor. I have no Water/Ice moves at all, and it took me out with ease. So I decided to give Suicune a try.
Now I needed some support, I needed something powerful to take out whatever Hihidaruma couldn't; and I wanted something a bit more bulky, but could still deal a lot of damage. Enter Roobushin.
At this point, I noticed I didn't have much to take out Ghost types and I knew they would give me trouble, even if they aren't as potent as in 4th Gen. Enter Zoroaaku. Zoroaaku works great with Roobushin, Zoroaaku has an immunity to Psychic.
Now I was having a bit of trouble with some bulky waters, since the defensive ones would still wall Hihidaruma and Roobushin couldn't do much, because of poor Special Defense. I needed a strong electric type, and Borutorosu was perfect.
These four fit together well, but I was still missing a revenge killer, and I decided to go with one of the most underrated revenge killers of 4th Gen, Choice Scarf Scizor. It catches so many people off guard, since they expect the Choice Band, it gets the kill almost every time.
Now I needed something with Stealth Rocks, but is bulky enough to take an attack and still do some damage. Gliscor was my man.
For a while, everything seemed to be working, but then I came across a Gliscor. I have no Water/Ice moves at all, and it took me out with ease. So I decided to give Suicune a try.
Type Chart
In-Depth
In-Depth
Gliscor (M) @ Leftovers
Trait: Hyper Cutter
EVs: 252 Atk / 40 Def / 216 Spd
Jolly Nature (+Spd, -SAtk)
- Taunt
- Stealth Rock
- Earthquake
- Aerial Ace
Role: Lead and Roobushin counter.
Moveset: Stealth Rock is pretty standard, not much to say about that. The attacking moves are a little different, but they cover most of OU. Taunt is for countering Roobushin, since it wouldn't be able to set up and Gliscor walls it to hell. Earthquake is pretty standard for Gliscor, again, not much to say about it. But Aerial Ace is an odd one. I use it as my Fighting type counter, since I have no Psychics and Kojondo could be a problem if it comes in at the right time. Plus, it provides a great STAB attack that hits whatever Earthquake doesn't.
Hihidaruma (M) @ Choice Band
Trait: Encourage
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Flare Blitz
- U-Turn
- Superpower
- Rock Slide
Role: Monster (Revenge Killer for slower Pokemon, and late game sweeper).
Moveset: Flare Blitz is great on Hihidaruma, with the combination of STAB, 120 Base Power, 140 Base Attack, and Encourage boost, Hihidaruma can OHKO pretty much everything, even if it's not Super Effective. It even 2HKO'd a Burungeru and OHKO'd a Tentacruel. Hammer Arm is just for type coverage, and it works great. Rock Slide is for Flyers, which can be a pain in the long run. I would use Stone Edge, but the Choice Band and Encourage give it enough power that it's not needed. Finally, U-Turn is for scouting when I force the opponent to switch (like coming in on a Nattorei).
Zoroaaku (M) @ Life Orb
Trait: Illusion
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Night Burst
- Focus Blast
- Grass Knot
- Flamethrower
Role: Ghost and Psychic counter, along with playing mind games with the opponent.
Moveset: Night Burst is great with Zoroaaku, it's great STAB and if it doesn't kill, it has a chance to lower accuracy. Focus Blast is great type coverage, between Night Burst and Focus Blast, Zoroaaku can cover pretty much everything. Grass Knot is for bulky Water types, which could be annoying since Borutorosu was taken out. Flamethrower just coverss anything Grass Knot doesn't, and with the combination of these four moves, Zoroaaku gets at least neutral damage on everything.
Scizor (M) @ Choice Scarf
Trait: Technician
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- U-turn
- Pursuit
- Superpower
- Bullet Punch
Role: Revenge Killer.
Moveset: U-Turn is great for scouting, and an awesome STAB move which can still do a decent amount of damage. Pursuit traps Ghosts and Psychics, which like I said before, can give me trouble. Superpower hits everything wrong, and since Scizor has a Choice Scarf instead of Choice Band, it catches a lot of people off guard and OHKO/2HKO's them. Finally, Bullet Punch is Scizor's signature move, which still works great thanks to Technician.
Suicune @ Leftovers
Trait: Pressure
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature (+SAtk, -Atk)
- Substitute
- Calm Mind
- Hydro Pump
- Hidden Power [Electric]
Role: Bulky Water
Moveset: This moveset has been changed a lot, and I think I finally found one that works. Substitute and Calm Mind combo works wonders, then after +1 Suicune can come back and nail them with a Hydro Pump. I used to have Extrasensory on this as a Roobushin counter, but I figure a STAB +1 Hydro Pump should take it out anyway. Hidden Power [Electric] is for other Water types that love to come in on Suicune, like Starmie and comes back to OKHO after they break the substitute. Plus, after 1 Calm Mind, Suicune would most likely survive a non-STAB'd Thunderbolt which helps a lot in the long run
[No drawing?]
Roobushin (M) @ Leftovers
Trait: Guts
EVs: 120 HP / 252 Atk / 132 SDef
Adamant Nature (+Atk, -SAtk)
- Bulk Up
- Drain Punch
- Mach Punch
- Payback
Roobushin (M) @ Leftovers
Trait: Guts
EVs: 120 HP / 252 Atk / 132 SDef
Adamant Nature (+Atk, -SAtk)
- Bulk Up
- Drain Punch
- Mach Punch
- Payback
Role: Work with Zoraaku along with extremely powerful Fighting type
Moveset: The Bulk Up - Drain Punch combination works wonders. Just when the opponent thinks he's going to take you out while you've been setting up, Roobushin comes back with a Drain Punch and gains most of its HP back. Mach Punch works for when the enemy has a Focus Sash, or when Drain Punch doesn't do enough by the smallest amount. Payback covers Ghosts and Psychics, which Mach Punch and Drain Punch won't do anything against.
Conclusion
So far, this team has been working pretty well, but it's definitely not my best team, not even close, but that's why I posted it here. I'm hoping I can get this team up to one of my best, but it's still in the building process, so please give whatever help you can, and thanks for reading.