Meet the A-Team
[youtube]_MVonyVSQoM[/youtube]
[youtube]_MVonyVSQoM[/youtube]
Introduction
After a period of time playing OU I was building all sorts of teams from sun to sand stall to HO. While these team's Pokes were good and the Pokes did their jobs, the teams didn't seem to go anywhere meaning I wasn't going anywhere. I grew frustrated by this. Thus, I decided to sit down and put some deep thought and focus into the team building. Needless to say, I got farther than I ever did before and peaked #17 on the ladder, which was good enough by my standards [too bad PO is trolling me and not letting me enter my PW right to go any farther :(]. With Keldeo looming around the corner, and the amount I've played with this team, I feel it is a good time to show everyone. This team has been my go-to team for awhile now, deserving the title of being the A-Team. I put a lot of thought into this team and I hope you get something out of this. Now meet the A-team!
Note: Words in Blue denote something changed
Edit: Thanks guys, with the changes I peaked #4 @ 1466
The Team-Building Process
Tabula Rasa. I knew when I began I wanted to begin with a very strong attacker, specifically one that had strong priority. The first thing that popped in my head was Mamoswine. However, I like Pokes that can act as a team player and can switch in easily, which definitely was not the case with Mamoswine due to its amount of weaknesses. Dragonite fell in a similar boat since it almost entails Rapid Spin support. I then settled on our forgotten friend Conkeldurr. He sports an awesome base 140 attack and it shows he means business. Guts makes him a team player by making him a status absorber and he has priority Mach Punch, exactly what I am looking for.
Meet the Team
Conkeldurr
Baracus (Conkeldurr) (M) @ Leftovers
Trait: Guts
EVs: 120 HP / 252 Atk / 136 SDef (3 Speed IV's)
Brave Nature (+Atk, -Spd)
- Drain Punch
- Payback
- Mach Punch
- Bulk Up
Baracus (Conkeldurr) (M) @ Leftovers
Trait: Guts
EVs: 120 HP / 252 Atk / 136 SDef (3 Speed IV's)
Brave Nature (+Atk, -Spd)
- Drain Punch
- Payback
- Mach Punch
- Bulk Up
Conkeldurr is the main sweeper of this team and a massively underrated one as well. Conkeldurr serves many important roles on the team apart from being a nasty sweeper, particularly when the opponent's team is paralyzed. Guts allows Conkeldurr to be the team's designated status absorber and should the opponent status it, they will pay a mighty price. Status puts Conkeldurr's attack to 624 from his already massive 416 attack. At that point, Mach Punch becomes more powerful than my CB Scizor's I believe and it could prove crucial in a sweep where he needs to power through something. Conkeldurr's second role is acting as my primary Tyranitar switch-in, which my other team mates would have difficulty to switch into without full knowledge of its moveset.
What I like about Conkeldurr so much is that he often finds the opportunity to set up more than once a match. He can always create havoc for the opponent. The moveset and the EV's are the ones on-site and they prove great. The three speed IV's are for outspeeding base 110's and Terrakion if they are paralyzed (I lost a game to a paralyzed terrakion that was faster lol). Drain Punch is the reliable STAB which provides crucial health and does good damage even when unboosted. Payback was chosen simply because it actually means Conkeldurr can beat Jellicent; an important defensive threat to beat for Scizor, Heatran, and Ferrothorn. Mach Punch plays an important role on this team for being the second string of defense against Terrakion and for providing a way to beat boosted threats. Oftentimes, I find Conkeldurr less bulky than I think him to be, but that is an issue on my end. Overall he is a great poke and provides a lot of utility with priority, sweeping, and status absorption.
Gengar
Murdock (Gengar) (M) @ Leftovers
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Shadow Ball
- Focus Blast
- Substitute
- Disable
Murdock (Gengar) (M) @ Leftovers
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Shadow Ball
- Focus Blast
- Substitute
- Disable
Gengar is often a poke that finds itself on my teams. I don't know whether it is a predisposition of him being one of my favorite Pokes or him being good which makes him so common. That aside, Gengar is probably the most dynamic Poke on my team by combining the defensive and offensive aspects of the team. It is pretty surprising since without the Disable buff, this team wouldn't be possible. Gengar is aimed to beat every Gliscor out there for Conkeldurr and the SubDisable set does just that. TauntSD, Acrobatics, or SubToxic are the most common Gliscor sets and if Gengar comes in on a well timed Earthquake he shuts them all down. Gengar isn't here just to beat Gliscor for Conkeldurr, but to hammer the Psychic types that threaten Conkeldurr. Lati@s, Reuniclus, Slowbro and Celebi all fear Gengar's Shadow Ball. Oftentimes, if Conkeldurr isn't the one to sweep it is Gengar. Hazards make up for his lack of power with Leftovers instead of Life Orb. His high speed coupled with his good coverage behind a Substitute may spell the end of a game for an opponent (especially since free subs come so often).
Apart from Gengar's offensive duties, his tie to the defensive part of the team is to block Rapid Spin. SubDisable is potent in doing so since the spinners become helpless in front of Gengar and are forced out to take another round of hazards. Of course SubDisable also aids with walling certain threats such as Terrakion and Breloom. On my team, Gengar has proven very valuable. So good I think he is irreplaceable.
Latias
Brains (Latias) (F) @ Leftovers
Trait: Levitate
EVs: 252 HP / 4 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Dragon Pulse / Psyshock
- Roar
- Recover
- Thunder Wave
Brains (Latias) (F) @ Leftovers
Trait: Levitate
EVs: 252 HP / 4 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Dragon Pulse / Psyshock
- Roar
- Recover
- Thunder Wave
If you want a good example of glue this is it. Latias has a few perks compared to her paralysis spreading cousin Dragonite. Latias lacks a Stealth Rock weakness making her much easier to switch in and to heal up. The lack of a Rock weakness also helps, particularly against Terrakion and Landorus. Speaking of those two, speed is a very big difference. I wish I could see the look on people's faces when Latias outspeeds and T-waves their Terrakion. That being said that high speed helps a lot versus other phazers and higher speed threats. Latias does a very good job at spreading paralysis, the set being unorthodox really catches people off guard. Roar is the crux of this set and is a key component of utilizing the entry hazards provided by Ferrothorn and Heatran. Of course it also helps against stat boosters.
Defensively Latias is interesting since it can shut down sun and rain teams. Sun has nightmares dealing with Latias+Heatran and rain with Latias+Ferrothorn. In a way she acts as the centerpiece of the defensive aspect of the team. Sorta like a Bulky water from 4th Gen she can pretty much take a hit from anything. However, I have thought about replacing Latias with the Dragonite I have mocked before due to two reasons: Volcarona and Pursuit. I have found it very annoying how she can have he life cut short due to the ridiculous amount of Scizor's and Ttar's running around. My team is also weak to Volc and Dnite is one of the best checks against it.
The choice between Psyshock and Dragon Pulse is hard, but it seems Psyshock patches up a few issues. The first is now I have a way to reliably take out Tentacruel. The chance to get it in on Tentacruel isn't far fetched. As my phazer if Latias brings Tentacruel it will be tempted to spin the hazards away. Second it gives a decent way to deal with unboosted Conkeldurr besides Gengar. However, Psyshock isn't as good as finishing off weakened Pokemon from hazards and doesn't let me hit slower Dragons super-effectively. Right now the nod is towards Psyshock but both are equally good.
Ferrothorn
The Faceman (Ferrothorn) (F) @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 88 Def / 168 SDef
Relaxed Nature (+Def, -Spd)
- Power Whip
- Leech Seed / Stealth Rock
- Protect / Gyro Ball
- Spikes
This is the set I use on Ferrothorn even though it looks a bit strange. On this team Ferrothorn needs to stick around which is where Leech Seed+Protect comes in. Leech Seed+Protect turns Ferrothorn from an obstacle to a full on wall which is very annoying to take down. Oftentimes the course of action against Dragon's is to Leech Seed them and Protect accordingly. If I get an opposing Dragon to Outrage, Leech Seed+Iron Barbs will start to slowly deplete the opponents health. Ferrothorn's ability to take Dragon attacks from both spectrum is imperative to the success of the team. However, to deal with Volcarona more easily, Stealth Rock could be incorporated over The Faceman (Ferrothorn) (F) @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 88 Def / 168 SDef
Relaxed Nature (+Def, -Spd)
- Power Whip
- Leech Seed / Stealth Rock
- Protect / Gyro Ball
- Spikes
I really enjoy protect on Ferrothorn mostly to scout opposing Choiced pokes. It is a very powerful tool to see what opposing Latios', Hydreigon's, Rotom-W's, and Landorus' will do a switch accordingly to an immunity. Power Whip was chosen to smack the Rapid Spinners (specifically Starmie)/waters that might stand in Ferrothorn's way and trouble any TR Reuniclus'. Spikes of course is the main reason to use Ferrothorn as it makes playing defensively or sweeping much easier.
The Luxury of Leech Seed+Protect was given up to put in Stealth Rock on Ferrothorn. Spikes+SR+Leech Seed is illegal so Leech Seed has now been replaced by Gyro Ball. I guess now I have Gyro Ball to harm Dragons instead of residual damage, but the luxury of scouting choiced moves will be missed. I will say that Gyro Ball has helped a lot against Lum DD Dragonite and it is so satisfying to take 67% off of it. It also is a bit harder to SR up on Sun teams, but then again it is now easier to set up on Rain (I can handle sun much easier anyway offensively). While Ferrothorn's longevity is shortened, it is a necessary step to take on Volcarona.
Scizor
Bullets (Scizor) (F) @ Choice Band
Trait: Technician
EVs: 248 HP / 72 Atk / 188 SDef
Adamant Nature (+Atk, -SAtk)
- Bullet Punch
- U-turn
- Pursuit
- Superpower
Bullets (Scizor) (F) @ Choice Band
Trait: Technician
EVs: 248 HP / 72 Atk / 188 SDef
Adamant Nature (+Atk, -SAtk)
- Bullet Punch
- U-turn
- Pursuit
- Superpower
The most popular set in the game makes a return on this team. When I first used it I thought Scizor was overrated weaksauce considering the amount I did to a Salamence (at that point I never used CB Scizor before). I then noticed I was using Swarm :naughty: and the flip to Technician made it show its true colors. In a metagame were Terrakion and Dragons reign supreme, Scizor remains the first line of offensive presence to stop them. Bullet Punch allows me to revenge most things that get too out of hand for my team to handle. It also proves crucial in late game situations where cleanup is necessary. Scizor is able to accomplish this due to the amount of hazards provided by his teammates. Hazards also makes Scizor's use of U-turn very effective in racking up damage.
You may be curious as to why Scizor is invested so heavily into Special Defense. The special defense EV's allow Scizor to combat and trap Reuniclus much more comfortably, whether it be the threatening TR version or the Calm Mind variant. It can be used to switch into Latios' Draco Meteor or Surf and proceed to trap it, a necessary task in order for Conkeldurr and Latias to function properly. The specific EV's are for surviving two Focus Blasts from Lefties Gengar after SR.
Heatran
Hannibal (Heatran) (M) @ Air Balloon
Trait: Flash Fire
EVs: 4 Def / 252 SAtk / 252 Spd
Modest Nature (+SAtk, - Atk) / Rash Nature (+SAtk, - SpD)
- Flamethrower
- Earth Power
- Dragon Pulse
- Stealth Rock / Rock Slide
Hannibal (Heatran) (M) @ Air Balloon
Trait: Flash Fire
EVs: 4 Def / 252 SAtk / 252 Spd
Modest Nature (+SAtk, - Atk) / Rash Nature (+SAtk, - SpD)
- Flamethrower
- Earth Power
- Dragon Pulse
- Stealth Rock / Rock Slide
Heatran was the last Pokemon added to the team and ties up any previous issues. Heatran is the designated Stealth Rock setter and a very good one, capitalizing on all the switches he forces. It is the standard set with Air Ballon and Dragon Pulse. Air Balloon was chosen as it provides a secondary means to combat Gliscor should I keep it intact. It also has a defensive purpose: with an intact Air Ballon physical Dragons are forced to Outrage. The forced Outrage means that I can switch to Ferrothorn or if I am at high health I can kill them with Dragon Pulse. Speaking of Dragon Pulse, it was chosen due to the being the better move overall (IMO). It hits Latios and Latias much harder (HP Ice only does 37% to Latias!) while still hitting Dnite and Salamence hard. Both are KO'ed after SR anyway making HP Ice unnecessary. It also gives an option to hit Rotom-W (paralyzed or on the switch), which I have found occurs often. The Modest Nature was chosen to hit as hard as possible since Balloon bypasses the Speed against other Heatran and because of the paralysis support from Latias.
Heatran's main defensive duty is to disrupt Sun teams and to take Volcarona. While Heatran is great against Sun team, it struggles against Volcarona that repeatedly Quiver Dance. An unorthodox solution is to use HP Rock to hit Volcarona hard. Even at +2, HP Rock still manages to deal 50% to Bulky Morning Sun Volcarona.
As per suggestion, Rock Slide was put in over Stealth Rock on Heatran's moveset. Rock Slide can take on and 2HKO any Volcarona unlike Hidden Power Rock that gets weaker after every boost. A Rash nature was chosen since Heatran often tanks physical hits from Dragons and the special moves he does stay in on to resist are either 4x resisted or have no effect at all (Fire). Like Hannibal himself, Heatran just makes the team work and has unorthodox moves. He wraps it up: "I love it when a plan comes together".
Importable
Conkeldurr (M) @ Leftovers
Trait: Guts
EVs: 120 HP / 252 Atk / 136 SDef
Brave Nature (+Atk, -Spd)
- Drain Punch
- Payback
- Mach Punch
- Bulk Up
Gengar (M) @ Leftovers
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Shadow Ball
- Focus Blast
- Substitute
- Disable
Latias (F) @ Leftovers
Trait: Levitate
EVs: 252 HP / 4 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Psyshock
- Thunder Wave
- Roar
- Recover
Ferrothorn (F) @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 48 Def / 208 SDef
Relaxed Nature (+Def, -Spd)
- Power Whip
- Gyro Ball
- Stealth Rock
- Spikes
Scizor (F) @ Choice Band
Trait: Technician
EVs: 248 HP / 72 Atk / 188 SDef
Adamant Nature (+Atk, -SAtk)
- Bullet Punch
- U-turn
- Pursuit
- Superpower
Heatran (M) @ Air Balloon
Trait: Flash Fire
EVs: 4 Def / 252 SAtk / 252 Spd
Rash Nature (+SAtk, -SDef)
- Flamethrower
- Earth Power
- Dragon Pulse
- Rock Slide
Trait: Guts
EVs: 120 HP / 252 Atk / 136 SDef
Brave Nature (+Atk, -Spd)
- Drain Punch
- Payback
- Mach Punch
- Bulk Up
Gengar (M) @ Leftovers
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Shadow Ball
- Focus Blast
- Substitute
- Disable
Latias (F) @ Leftovers
Trait: Levitate
EVs: 252 HP / 4 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Psyshock
- Thunder Wave
- Roar
- Recover
Ferrothorn (F) @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 48 Def / 208 SDef
Relaxed Nature (+Def, -Spd)
- Power Whip
- Gyro Ball
- Stealth Rock
- Spikes
Scizor (F) @ Choice Band
Trait: Technician
EVs: 248 HP / 72 Atk / 188 SDef
Adamant Nature (+Atk, -SAtk)
- Bullet Punch
- U-turn
- Pursuit
- Superpower
Heatran (M) @ Air Balloon
Trait: Flash Fire
EVs: 4 Def / 252 SAtk / 252 Spd
Rash Nature (+SAtk, -SDef)
- Flamethrower
- Earth Power
- Dragon Pulse
- Rock Slide
Conclusion
True balance is something that I think is becoming increasingly rare in BW: a playstyle incorporating walls, a sweeper, and utility pokes. Sand Volt-Turn, rain stall, and HO seem to be the big boys on the ladder. It is hard for balance to succeed with all of that pressure, but it can be done with thoughtful decisions.
If there is one thing that I would want you to take away from this RMT, it is if you want to build successful teams just think through each choice of a team mate. Sometimes the thing that might make your team succeed is a slight EV adjustment or an unorthodox move change, think/be outside the box (not too outside though)! If you can do it and succeed, maybe your team, can be like the A-team!