Introduction
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Hey guys, I'm Tangy. I've posted a few teams on Smogon so far and they've successfully drawn some sort of feedback, so I figured I'd do another one. I'm not a fan of writing (or reading, for that matter) long rmts that just yap on and on about pointless stuff, so I'll try to keep this short and sweet.
This team was built around
That's basically it.
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Team
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Mew @ Choice Scarf
Trait: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature (+Spe, -Atk)
- Ice Beam
- Flamethrower
- Psychic
- Trick
Easily the most versatile and cute poke in OU, Mew can run anything. Mew is usually the lead but it was the last one added. The team was relatively slow (mainly because for the first few weeks of this team's inception I was set on keeping it all bands/specs), so in the end I added this little guy. This set is mainly to surprise
The moveset could be adjusted a ton of ways. Volt Switch gets momentum, and unlike U-Turn it actually hits some useful stuff like Gyara, but I don't use it simply because a lot of the time I'd like to stay in. Shadow Ball and Dark Pulse can hit Jellicent, but Trick cripples it anyways. Psyshock over Psychic is doable but I find hitting most things harder better than hitting Terrakion in sand harder (you still 2HKO with Psychic).
Before Mew I had a Xatu in this slot. It was alright vs Stall and stuff but it didn't really fit the theme of the team: hit hard. Mew doesn't exactly hit hard, but at least it hits.
Heracross @ Choice Band
Trait: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature (+Atk, -SpA)
- Close Combat
- Megahorn
- Night Slash
- Stone Edge
This right here is the scariest thing in Pokemon. Moxie CB Hera gets a kill basically every time it comes in once Gliscor is gone. 2HKOs Ferro and Skarm easily with CC. I mean, this monster has a chance to 2HKO Scizor with Megahorn. The majority of teams aren't prepared for something this powerful. Early game this thing comes in and just dominates the field. Something to note is that the meta is slowing down a lot from what it was. Lati@s and a lot of scarf pokes are in decline (fuck you gene). If you don't have anything that can outspeed Hera, than it's pretty much an instalose. Stall without a Ghost or Gliscor have huge issues with this guy.
One thing you may be asking is, "Why use this over Terrakion?". One of the key factors of Heracross is that Hera actually has a decent set of resistances to come in on. Ground, fighting, grass, etc. Not to mention it isn't weak to any priority move. Terrakion's speed gives it a slight advantage over offensive teams, but those teams almost always have priority or a scarf mon, where Terrakion's speed isn't as important. Hera dominates stall and the majority of pokes on balance teams.
Dragonite @ Choice Band
Trait: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature (+Atk, -SpA)
- Outrage
- Fire Punch
- Waterfall
- ExtremeSpeed
The final CBer is a staple mon on a lot of teams, Dragonite. DNite is the glue of this team and functions as the line of defense against stuff like Volcarona, etc. Without this guy I'd get wrecked by a TON of stuff. DNite typing, although weak to SR, is key to playing this team. Don't be afraid use Multiscale on resisted hits. Avoiding using DNite is basically asking to lose something else important. Even with SR on the field, I'd rather have DNite KO'd than have 3 others KO'd because I avoided switching it in. Another important thing DNite does is act as a secondary check to Rain and Sun.
The main selling point of DNite (for me) is the best priority in the game, ESpeed. I basically check the majority of fast things with DNite's ESpeed. It's especially good late game after Hera has done it's job and basically brought everything into kill range for a swift ESpeed. Infact, after Hera has worked through the steels, Outrage is basically GG for stall teams.
Gastrodon @ Choice Specs
Trait: Storm Drain
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature (+SpA, -Atk)
- Surf
- Earth Power
- Ice Beam
- Hidden Power [Grass]
The first and only specs user is a very underrated one that has dropped in usage quite a bit since the beginning of 5th gen. Specs Gastrodon absolutely wrecks once it gets the Storm Drain boost. It's mainly here so I can absorb Scalds (worst move in the game). It's always nice to have an Electric immunity as well. Thundurus w/o Grass Knot is checked pretty well. The way I play Gastrodon is rarely switching due to it being hit by all hazards. Gastrodon is also the thing I go to for unboosted hits I don't know if anyone else can live.
A change I've been considering is switching HP Grass to HP Fire or Recover. Ferrothorn isn't really a problem (infact it's switch in fodder for Hera), but HP Fire is always nice to have if Hera ever dies early. Recover is something that has a bit more of a use. It'd be easy to bluff a defensive set by using Recover after taking a few hits. It's also nice because hazards really stack on Gastro.
Metagross @ Leftovers
Trait: Clear Body
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature (+Atk, -SpA)
- Stealth Rock
- Meteor Mash
- Bullet Punch
- Pursuit
The first defensive pivot on the team: Metagross. It's still an AMAZING mon and I don't see what people don't like about it. What drove me to use Metagross was this thread. Putting Metagross behind basically everything is injustice. I guarantee that whoever did that either used Metagross early Gen 5, used it badly, lied, or didn't use it at all. Metagross mainly in this slot for stuff like like Tornadus and Zam. It's really important to keep alive if the opp has a Gengar. It's a great utility mon with good bulk. It's most important job, however, is coming in on Outrages / Dracos from Lati@s, DNite, etc. Unlike similar mons who do this (like other steels), Metagross is actually a threat and can hit for damage. It also sets up SR, so that's pretty nice, but the lack of EQ can be a pain sometimes.
Probably obvious to most people, it seems like Tyranitar could do this job just as well. However Metagross has a few important things TTar doesn't. Firstly, it doesn't induce sandstorm. For a team full of mons weak to hazards and lacking a spinner, more residual damage from sand would be problematic. Next, already touched on earlier, is that Metagross tanks dragon hits. Unlike TTar, Metagross stops Gengar, and isn't deadly weak to fighting.
Rotom-H @ Leftovers
Trait: Levitate
EVs: 248 HP / 168 SpD / 92 Spe
Calm Nature (+SpD, -Atk)
- Pain Split
- Volt Switch
- Overheat
- Thunder Wave
The last member of the team, also one of the 2 defensive pivots, is an amazing mon: SpD Rotom-H. This thing has so many jobs that without it my team couldn't function. Previously, I ran a Specs set that, although moderately powerful, wasn't that great due to the sr weakness and it needing to switch-in on a ton of threats. It also takes a lot of pressure off Metagross tanking hits from the likes of Tornadus(-T) and Gengar (Volt Switch is great vs SubDisable). Another thing is Thunder Wave. A team like this, which focuses on slow powerhouses LOVES paralysis support.
Using this over something like Heatran requires an explanation. Heatran, although having a nice set of resistances and no sr weakness, doesn't have a lot of tools Rotom has, like Volt Switch and Thunder Wave. Heatran also lacks 3 helpful things resistance wise: The ground immunity (all around helpful; spikes), an electric resist (not useless against rain), and no fighting weakness (fuck you Superpower Tornadus-T!).
Great mon who needs more love.
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Threats
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Problem pokes can usually be played around, but they are RP Genesect lategame (Rotom-H covers this pretty well though, not to mention the majority don't even run Bug Buzz for some stupid reason) and sometimes DD Gyara variants give me trouble. Baton Pass in general is a pain in the ass, and well played Deo-D, well not really a threat, set up a ton of hazards. Specs Hydreigon is annoying because it can't be pursuited and EBelt / Lefties Icy Wind Keldeo hurts pretty bad.
Hooray for the good sprites!