Hello everyone, you'll probably notice english is not my mother tongue, so i apologize if i make any kind of error in this post. Anyways, i've just created a team for OU and i want to know what you think of it.
Shuckle @ Grip Claw
Ability: Contrary
Nature: Bold
EVs: 252 HP/252 Def/4 SpD
IVs 30 HP
- Stealth rock
- Toxic
- Protect
- Infestation
That's the one whose principal point is putting the stalth rocks, but can deal a great damage because he can poison enemy team with toxic and use infestation to deal 1/6 of the maximum hp thanks to the grip claw. Protect is only to obtain a free turn or for knowing what the enemy pokemonis going to do. Contrary is to avoid enemy team decreses the defense or special defense.
I usually start with him because i prefer to put the stealth rocks as soon as posible, but if i think any water type pokemon is going to be first, i use ferrothorn as lead.
Chansey @ Eviolite
Ability: Natural Cure
EVs: 252 HP/4 Def/252 SpD
Nature: Calm
IVs: 30 HP
- Soft-Boiled
- Heal Hell
- Thunder Wave
- Seismic Toss
Chansey with eviolite is the principal special wall, it's suposed to enter after Shuckle dies or is changed, or when someone in the team with more than 50% of hp has his status changed (poison, paralysis, sleep or frozen). Her main role, apart from special wall, is a support and still alive until a poisoned pokemon dies, for doing that, she has soft-boiled. The utility of thunder wave is stopping pokemons like mega-scizor, mega-lucario or mega-pinsir, but i use this move when shuckle dies, as a substite of toxic. Seismic toss is to avoid being useless if someone taunts her and for doing a near 30% of maximum hp if they are not poisoned nor they don't do chansey a great damage enough for using soft-boiled. The ability natural cure is to be right even if someone sleeps or freezes her.
Conkeldurr @ Life Orb
Ability: Iron Fist
EVs: 96 HP/252 Atk/80 Def/80 SpD
Nature: Brave
- Drain Punch
- Knock Off
- Mach Punch
- Detect
Conkeldurr is the principal physical sweeper, but can be a revenge killer if the enemy has low life, thanks to mach punch. Drain punch let him to gain some health and avoid a bit life orb's effect, also, has STAb. Detect let's him know if he's going to recieve a big attack, and knock off is for psychic pokemons and the utility of removing opposite's item.
Espeon @ Colbur Berry
Ability: Magic BounceEVs: 4 Def/252 SpA/252 Spe
IVs: 0 Atk
Nature: Timid
- psychic
- shadow ball
- dazzling gleam
- calm mind
Espeon's role is special sweeper. Has psychic because of the STAB, shadow ball to deal with psychic or ghost type pokemons, dazzling gleam, principally for tyranitar or others dark type pokemons and calm if you think the enemy is going to change. Colbur berry allows espeon to reduce the damage of physical dark type moves and be able to hit the enemy with a dazzling gleam. Magic bounce allows espeons to avoid all kind of stat changes moves (toxic, thunde wave...)
Latios @ Life Orb
Ability: LevitateEVs: 252 SpA/4 SpD/252 Spe
IVs: 0 Atk
Nature: Timid
- Draco meteor
- Psyshock
- Hidden power fire
- Defog
Latios is one of the best defogers in actual meta-game. Psyshock allows to destroy special walls and has STAB, while with draco meteor is able to do revenge kills or eliminate dragon type pokemon thanks to his 350 speed. He has 0 IVs on attack to be less damaged by foul play, the same reason is for espeon.
Ferrothorn @ Leftovers
ability: iron barbsev's 252 HP, 172 Atk, 84 Def
iv's 30 HP
nature: brave
- Power whip
- Gyro ball
- Leech seed
- Protect
Ferrothorn is a mix between a physical wall and a physical sweeper. Power whip is basically for STAB, while gyro ball allos him to hit with maximum damage fairy type as clefable, that usually has fire blast/flamethrower. If a water type enters when shuckle is in battle, i change to ferrothorn and i use or leech seed in case i predict a change or protect in case the enemy pokemon is able to use blizzard/ice beam. Iron barbs is just if i predict a knock off to chansey.
Thank you for your time.
PS: All time a pokemon has 30 IVs in hp is to be in an odd number
Shuckle @ Grip Claw
Ability: Contrary
Nature: Bold
EVs: 252 HP/252 Def/4 SpD
IVs 30 HP
- Stealth rock
- Toxic
- Protect
- Infestation
That's the one whose principal point is putting the stalth rocks, but can deal a great damage because he can poison enemy team with toxic and use infestation to deal 1/6 of the maximum hp thanks to the grip claw. Protect is only to obtain a free turn or for knowing what the enemy pokemonis going to do. Contrary is to avoid enemy team decreses the defense or special defense.
I usually start with him because i prefer to put the stealth rocks as soon as posible, but if i think any water type pokemon is going to be first, i use ferrothorn as lead.
Chansey @ Eviolite
Ability: Natural Cure
EVs: 252 HP/4 Def/252 SpD
Nature: Calm
IVs: 30 HP
- Soft-Boiled
- Heal Hell
- Thunder Wave
- Seismic Toss
Chansey with eviolite is the principal special wall, it's suposed to enter after Shuckle dies or is changed, or when someone in the team with more than 50% of hp has his status changed (poison, paralysis, sleep or frozen). Her main role, apart from special wall, is a support and still alive until a poisoned pokemon dies, for doing that, she has soft-boiled. The utility of thunder wave is stopping pokemons like mega-scizor, mega-lucario or mega-pinsir, but i use this move when shuckle dies, as a substite of toxic. Seismic toss is to avoid being useless if someone taunts her and for doing a near 30% of maximum hp if they are not poisoned nor they don't do chansey a great damage enough for using soft-boiled. The ability natural cure is to be right even if someone sleeps or freezes her.
Conkeldurr @ Life Orb
Ability: Iron Fist
EVs: 96 HP/252 Atk/80 Def/80 SpD
Nature: Brave
- Drain Punch
- Knock Off
- Mach Punch
- Detect
Conkeldurr is the principal physical sweeper, but can be a revenge killer if the enemy has low life, thanks to mach punch. Drain punch let him to gain some health and avoid a bit life orb's effect, also, has STAb. Detect let's him know if he's going to recieve a big attack, and knock off is for psychic pokemons and the utility of removing opposite's item.
Espeon @ Colbur Berry
Ability: Magic BounceEVs: 4 Def/252 SpA/252 Spe
IVs: 0 Atk
Nature: Timid
- psychic
- shadow ball
- dazzling gleam
- calm mind
Espeon's role is special sweeper. Has psychic because of the STAB, shadow ball to deal with psychic or ghost type pokemons, dazzling gleam, principally for tyranitar or others dark type pokemons and calm if you think the enemy is going to change. Colbur berry allows espeon to reduce the damage of physical dark type moves and be able to hit the enemy with a dazzling gleam. Magic bounce allows espeons to avoid all kind of stat changes moves (toxic, thunde wave...)
Latios @ Life Orb
Ability: LevitateEVs: 252 SpA/4 SpD/252 Spe
IVs: 0 Atk
Nature: Timid
- Draco meteor
- Psyshock
- Hidden power fire
- Defog
Latios is one of the best defogers in actual meta-game. Psyshock allows to destroy special walls and has STAB, while with draco meteor is able to do revenge kills or eliminate dragon type pokemon thanks to his 350 speed. He has 0 IVs on attack to be less damaged by foul play, the same reason is for espeon.
Ferrothorn @ Leftovers
ability: iron barbsev's 252 HP, 172 Atk, 84 Def
iv's 30 HP
nature: brave
- Power whip
- Gyro ball
- Leech seed
- Protect
Ferrothorn is a mix between a physical wall and a physical sweeper. Power whip is basically for STAB, while gyro ball allos him to hit with maximum damage fairy type as clefable, that usually has fire blast/flamethrower. If a water type enters when shuckle is in battle, i change to ferrothorn and i use or leech seed in case i predict a change or protect in case the enemy pokemon is able to use blizzard/ice beam. Iron barbs is just if i predict a knock off to chansey.
Thank you for your time.
PS: All time a pokemon has 30 IVs in hp is to be in an odd number
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