Hey everyone! Synthetic Frost here, looong time player but new to the forums. I played competitively back in the days of R/B/Y/G/S/C winning several local tournaments, but got out of the game as I got older and went through college. But I always kept playing the games for fun.
However, I've recently found myself in a position with a lot of spare time, so I've been working on reviving my old team. However, needless to say, the metagame in OU has changed pretty significantly, so I needed to give my team a new breath of life, swapping out sub-par pokemon for their current equivalents, while keeping my old favorite staples, and trying to preserve the core goal of my team.
So, here we go:
________
Scizor
Ability: Technician
Nature: Adamant
Item: Life Orb
EVs: 128 Atk /128 HP / 252 Spe
Bug Bite
Bullet Punch
Swords Dance
Baton Pass
My lead. I realize this is an odd EV spread, and truthfully I went with the cookie-cutter Scizor sets first, and none of them quite fit with what I was trying to accomplish with him. Scizor isn't so much a "lead" in the traditional sense as it is a scare tactic. Most people I've battled against just assume he's either Choice-banded or scarfed, and therefore usually switch out into something to retaliate with.
8 times out of 10, this gives me the free first move to Swords Dance right off the bat. And if they don't, the 128HP EVs allow me to take most priority hits. Then I just Baton Pass the swords dance to one of my other pokemon, usually ...
Hippowdon
Ability: Sandstream
Nature: Impish
Item: Leftovers
EVs: 252 HP / 152 Def / 104 Atk
Earthquake
Ice Fang
Stealth Rock
Slack Off
My physical wall. This slot used to be filled with my old Sandslash. The 104 attack EVs give him the ability to strike back in a pinch should the need arise. Hippowdon is my wall for all the fighting types that fill the OU metagame. He's also able to set up stealth rock pretty early in the game. His sandstream sandstorm works beautifully to set up early-game weather, and has great synergy with Scizor too.
As mentioned, by the time I bring him in, I usually have a swords dance already up, so Hippowdon's naturally high attack is perfect for taking on Scizor's usual counters.
Starmie
Ability: Natural Cure
Nature: Timid
Item: Choice Scarf
EVs: 252 SpA / 4 SpD / 252 Spe
Surf
Ice Beam
Psychic / Thunderbolt
Recover/Rapid Spin
Ah, my old Starmie. Starmie was on my team very early on in R/B/Y, and single handedly won me the tournaments of the time. I noticed his absurd speed and special stats before i'd even finished the game for the first time. Only later on did I find out he was by far the fastest water pokemon. He's been with me ever since.
As of now, he serves as my mid-game special sweeper/rapid spinner. I very frequently change his last two move slots back and forth, depending on if I think I'll be dealing with a lot of entry hazards and/or fighting types.
With the current EV spread, he's much weaker defensively than the Starmie I used back in the day, but he's so fast that I rarely ever have trouble switching him out. Natural Cure is also a godsend. Starmie also has the dual roll of being a counter for the many dragon types in OU, with Hippowdon's Ice Fang as a last ditch back up, as well as a counter for threats to Scizor.
Jolteon
Ability: Volt Absorb
Nature: Timid
Item: Choice Specs
EVs: 252 SpA / 4 SpD / 252 Spe
Thunderbolt
Shadow Ball
Thunder Wave
Baton Pass
My answer to my team's relative weakness (keep reading, the following pokemon explain it) to flying types. Jolteon has been with me about as long as Starmie has, and has worked absolute miracles for me in the past. Between Jolteon's Volt Absorb and Hippowdon's typing, I'm pretty well set up to defend against electric threats, especially Volt Switch.
I have Baton Pass on a Jolteon without a stat buffing move for two reasons. One, my team has a lot of physical prowess that I need to pass on, and don't always get the opportunity to pass directly from one physical attacker to the next, and two, the Charge Beam buffs can easily be passed to Starmie.
Infernape
Ability: Blaze
Nature: Naive
Item: Life Orb
EVs: 252 Atk / 4 SpA / 252 Spe
Overheat
Close Combat
Stone Edge
U-turn/Mach Punch
My late-game sweeper and counter to my team's inability to handle steel and dark types. Ever since R/B/Y, I've LOVE the concept of fire types, but never the role they ended up serving. My old Charizard was immune to earthquake, but weak to what seemed like everything else. Infernape doesn't completely solve this problem, but he's got what are in my mind, the perfect stats for what a fire-type pokemon "should" have. He's fast, he's extremely versatile on both the physical and special side, and he's got about the best move pool I've ever seen on a fire pokemon. Plus, I'll admit, I love the Chinese Zodiac/Journey To The West "wise ape" theme he's got going on.
Infernape also often switches lead spots with Scizor on my team, which is why he has U-Turn. In the games where he's not, I give him Mach Punch for priority. Stone Edge, while cliche on Infernape, helps very much with my team's weakness to flying types late game.
Umbreon
Ability: Syncronize
Nature: Careful
Item: Leftovers
EVs: 252 HP / 128 Def / 128 SpD
Heal Bell
Mean Look
Baton Pass
Wish
My special wall and cleric. The 128 Def EVs are for when I take that unexpected surprise hit from a priority fighting type move. I realize that Umbreon is outclassed by many others as a special wall, especially with all the new fighting types in Gen 5, but I just can't part with him. He was a BEAST as my wall in Gen 2, and like Starmie and Jolteon, has been a special part of my team ever since. Plus, there is one thing Umbreon still does best...
This particular set does exactly what it looks like. Traps my opponent and baton passes Mean Look. Umbreon is the base I've crafted the rest of my team on.
I realize that this is very much an older-feeling team in the sense that it doesn't very well handle newer gen strategies like trick room or weather, but what can I say? I'm a romantic for oldschool.
As always, any help, suggestions, or criticism is welcome and appreciated. Thank you for your time.
However, I've recently found myself in a position with a lot of spare time, so I've been working on reviving my old team. However, needless to say, the metagame in OU has changed pretty significantly, so I needed to give my team a new breath of life, swapping out sub-par pokemon for their current equivalents, while keeping my old favorite staples, and trying to preserve the core goal of my team.
So, here we go:
________
Ability: Technician
Nature: Adamant
Item: Life Orb
EVs: 128 Atk /128 HP / 252 Spe
Bug Bite
Bullet Punch
Swords Dance
Baton Pass
My lead. I realize this is an odd EV spread, and truthfully I went with the cookie-cutter Scizor sets first, and none of them quite fit with what I was trying to accomplish with him. Scizor isn't so much a "lead" in the traditional sense as it is a scare tactic. Most people I've battled against just assume he's either Choice-banded or scarfed, and therefore usually switch out into something to retaliate with.
8 times out of 10, this gives me the free first move to Swords Dance right off the bat. And if they don't, the 128HP EVs allow me to take most priority hits. Then I just Baton Pass the swords dance to one of my other pokemon, usually ...
Ability: Sandstream
Nature: Impish
Item: Leftovers
EVs: 252 HP / 152 Def / 104 Atk
Earthquake
Ice Fang
Stealth Rock
Slack Off
My physical wall. This slot used to be filled with my old Sandslash. The 104 attack EVs give him the ability to strike back in a pinch should the need arise. Hippowdon is my wall for all the fighting types that fill the OU metagame. He's also able to set up stealth rock pretty early in the game. His sandstream sandstorm works beautifully to set up early-game weather, and has great synergy with Scizor too.
As mentioned, by the time I bring him in, I usually have a swords dance already up, so Hippowdon's naturally high attack is perfect for taking on Scizor's usual counters.
Ability: Natural Cure
Nature: Timid
Item: Choice Scarf
EVs: 252 SpA / 4 SpD / 252 Spe
Surf
Ice Beam
Psychic / Thunderbolt
Recover/Rapid Spin
Ah, my old Starmie. Starmie was on my team very early on in R/B/Y, and single handedly won me the tournaments of the time. I noticed his absurd speed and special stats before i'd even finished the game for the first time. Only later on did I find out he was by far the fastest water pokemon. He's been with me ever since.
As of now, he serves as my mid-game special sweeper/rapid spinner. I very frequently change his last two move slots back and forth, depending on if I think I'll be dealing with a lot of entry hazards and/or fighting types.
With the current EV spread, he's much weaker defensively than the Starmie I used back in the day, but he's so fast that I rarely ever have trouble switching him out. Natural Cure is also a godsend. Starmie also has the dual roll of being a counter for the many dragon types in OU, with Hippowdon's Ice Fang as a last ditch back up, as well as a counter for threats to Scizor.
Ability: Volt Absorb
Nature: Timid
Item: Choice Specs
EVs: 252 SpA / 4 SpD / 252 Spe
Thunderbolt
Shadow Ball
Thunder Wave
Baton Pass
My answer to my team's relative weakness (keep reading, the following pokemon explain it) to flying types. Jolteon has been with me about as long as Starmie has, and has worked absolute miracles for me in the past. Between Jolteon's Volt Absorb and Hippowdon's typing, I'm pretty well set up to defend against electric threats, especially Volt Switch.
I have Baton Pass on a Jolteon without a stat buffing move for two reasons. One, my team has a lot of physical prowess that I need to pass on, and don't always get the opportunity to pass directly from one physical attacker to the next, and two, the Charge Beam buffs can easily be passed to Starmie.
Ability: Blaze
Nature: Naive
Item: Life Orb
EVs: 252 Atk / 4 SpA / 252 Spe
Overheat
Close Combat
Stone Edge
U-turn/Mach Punch
My late-game sweeper and counter to my team's inability to handle steel and dark types. Ever since R/B/Y, I've LOVE the concept of fire types, but never the role they ended up serving. My old Charizard was immune to earthquake, but weak to what seemed like everything else. Infernape doesn't completely solve this problem, but he's got what are in my mind, the perfect stats for what a fire-type pokemon "should" have. He's fast, he's extremely versatile on both the physical and special side, and he's got about the best move pool I've ever seen on a fire pokemon. Plus, I'll admit, I love the Chinese Zodiac/Journey To The West "wise ape" theme he's got going on.
Infernape also often switches lead spots with Scizor on my team, which is why he has U-Turn. In the games where he's not, I give him Mach Punch for priority. Stone Edge, while cliche on Infernape, helps very much with my team's weakness to flying types late game.
Ability: Syncronize
Nature: Careful
Item: Leftovers
EVs: 252 HP / 128 Def / 128 SpD
Heal Bell
Mean Look
Baton Pass
Wish
My special wall and cleric. The 128 Def EVs are for when I take that unexpected surprise hit from a priority fighting type move. I realize that Umbreon is outclassed by many others as a special wall, especially with all the new fighting types in Gen 5, but I just can't part with him. He was a BEAST as my wall in Gen 2, and like Starmie and Jolteon, has been a special part of my team ever since. Plus, there is one thing Umbreon still does best...
This particular set does exactly what it looks like. Traps my opponent and baton passes Mean Look. Umbreon is the base I've crafted the rest of my team on.
I realize that this is very much an older-feeling team in the sense that it doesn't very well handle newer gen strategies like trick room or weather, but what can I say? I'm a romantic for oldschool.
As always, any help, suggestions, or criticism is welcome and appreciated. Thank you for your time.