Windsong
stumbling down elysian fields
.intro
Hey all, it's Windsong here with my first OU RMT of this generation. The reason for my complete lack of OU teams throughout the entirety is simply because, with the nature of BW OU, I feel that it's pretty much impossible to build a team that effectively covers all the common threats in the metagame effectively and I just haven't really built much worth writing on. However, this team was a spark of inspiration that started as more of a joke than anything else. I was sitting with my SPL team in #scooters a couple days ago when HSA jokingly made some comment about how I should use Vulpix on the OU Suspect ladder. I threw together a half assed sun offense team with Vulpix, which did pretty terribly. After noting that the entire ladder was basically composed of Rain offense/balance using Keldeo, weatherless dragonspam, and bulky Sand with either Tyranitar or Hippowdon. Heavy offense was much less prolific with Deoxys-D gone from the metagame (which is a definite plus, in my opinion) and offensive Rain, offensive Sun, and pretty much any sort of stall was nonexistent on the ladder. Anyways, after noting the fact that all these teams basically died to any sort of stall core that could beat out a few key components (notably Keldeo, the Dragons, Landorus, and Terrakion) I put together a basic Sunstall core, similar to what Stunt ran late BW1. Rather amusingly, it worked very effectively (I was still using Vulpix at this point) and I eventually developed it into a more serious team. It was incredibly effective in getting me voting reqs easily during this suspect round, while also peaking #1 at around 2400 ACRE at the end of the round as .dancin man. Anyways, before anyone can properly rate the team, there are a few very significant things that need to be understood. First and foremost, it's not a perfect stall team capable of countering everything in the meta. Such is simply the nature of Sunstall, as it's more quickstall than any sort of fullstall build. Secondly, the team doesn't play particularly the same as fullstall plays. A lot more emphasis is on eliminating threats to allow for a member of the defensive core to successfully wall the remainder of the opponent's team, and rather than stacking hazard layers and such on free turns, the team focuses heavily on gaining momentum to allow for Dugtrio plays to eliminate Heatran, Tyranitar, and Terrakion. As such, the team isn't really for everyone. I wouldn't recommend it to any dedicated stall player, nor to anyone attempting to learn the game for the first time. You need to be analyzing risk the reward of your actions on literally every turn if you want to make the necessary aggressive plays to beat Sand and Rain teams, but when played effectively, it absolutely will beat them in every scenario simply because it matches up so perfectly against them. And when team matchup is nearly everything in BW, having a team that matches up perfectly against the most common playstyles is exactly the recipe for success.
.team
~
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.blazin**Ninetales @ Leftovers
Trait: Drought
EVs: 152 SDef / 248 HP / 108 Spd
Calm Nature
- Will-O-Wisp
- Roar
- Flamethrower
- Protect
Ninetales set up the good old sun that is basically the one key factor in allowing me to beat other weather teams, while also letting Cresselia wall the living crap out of pretty much everything. Other than that, unlike on offensive Sun, Ninetales actually plays a semi important role on this team beyond setting up weather, oftentimes being my primary switch-in to bulky Calm Mind Latias, some Celebi, and various bulky Steel- and Grass-types that would otherwise be a pain for the team to handle. Ninetales is also insurance against Volcarona on the off chance that I ever run into an offensive sun team. Ninetales will pretty much always outlast opposing weather starters, because offensive starters such as Specs Politoed and Band Tyranitar are either outlasted by Ninetales since I get hazards down while spinning theirs, or can't risk staying in more than a single turn lest they get trapped by Dugtrio. This also lets me play more aggressively with Ninetales, spreading Wisps around as other weather starters have to pivot in and out to avoid being trapped.
My set is naturally defensively geared, but I invest enough Speed to outrun and KO Adamant Breloom, one of the few common Pokemon that is capable of dealing significant amounts of damage to the team if left unchecked, as access to a free Spore is already mildly problematic for the team. I also outrun standard Rocks Landorus-T so I can burn it before it either sets up Rocks or Earthquakes, the former meaning I can proceed to net a 2HKO with Flamethrower while the latter allows me to immediately switch to Forretress after I live the Earthquake and begin setting my hazards up. Roar basically serves as insurance against greedy Dragonite players, SubCM Latias players, and Substitute + Earth Power Heatran. Protect is absurdly good in the metagame right now, and the ability to scout the move being used by Choiced Terrakion, Latios, Keldeo, and Thunderus is really a godsend for the team.
.partyhard**Forretress @ Leftovers
Trait: Sturdy
EVs: 252 Def / 252 HP / 4 Atk
Relaxed Nature
IVs: 0 Spd
- Spikes
- Rapid Spin
- Volt Switch
- Gyro Ball
Forretress has a couple main jobs on the team. First and foremost, it spins away opposing hazards. Having to play games with Rocks, Spikes, or Toxic Spikes up on my side of the field can be extremely difficult for this team, as many of the more defensive Pokemon won't be able to as effectively handle various threats. The second major reason why Forretress fits onto the team is the fact that it is a physically bulky Steel-type. Having a Dragon resist is incredibly important for literally any team in the OU metagame right now, and Forretress fits very nicely into the role. The third major reason why Forretress is an ideal fit for the team is surprisingly not Spikes, but Volt Switch. In tandem with Dugtrio, Volt Switch Forretress lures in a number of threats that are then trapped and easily taken care of. Spikes are, of course, helpful to the team, however, having a defensive Steel-type with both Rapid Spin and Volt Switch is far more important to the success of the team. Forry also serves as a last ditch check against a number of threats if I can keep Sturdy intact, which is always helpful.
I opt with a physically defensive spread of course, because specially defensive Forretress is awful this generation and the physical bulk is incredible in Spinning against many common hazard setters in the OU metagame. I don't really need anything else, just the straight and simple physical bulk.
.dancin**Cresselia (F) @ Leftovers
Trait: Levitate
EVs: 8 SDef / 248 HP / 252 Def
Bold Nature
- Moonlight
- Ice Beam
- Hidden Power [Fire]
- Toxic
Cresselia is a really bloody ridiculous Pokemon right now. She counters basically every significant threat in the metagame with sun up, including the (in my opinion) basically broken Kyurem-B and Landorus-I, two of the most dangerous threats in the metagame right now. Pretty much every physically offensive Dragon-type in OU is also checked effectively by Cresselia, and there have been literally dozens of games where it's simply possible to trap the opponent's weather starter and then just sit on Cresselia the entire game and win. Cressy in tandem with Forretress and Jellicent walls pretty much every physically offensive threat in the metagame right now, single handedly beating Sand offense once I've eliminated their Tyranitar. Cressy's just gonna sit there dancing around everything and smacking offense like no tomorrow, since offense teams nowadays simply don't run anything capable of beating the duck.
My moveset is undoubtably a little bit weird, packing no STAB option but rather Hidden Power Fire and Ice Beam. While Psyshock is undoubtably an excellent move and could/should probably be used over Hidden Power Fire, being able to hit Scizor, Scarf Rachi, Ferrothorn, and opposing Forretress for excellent damage is simply too good to pass up. Toxic is necessary for handling the Lati@s twins, especially the Life Orb Recover sets, which can be devastating for the team, and obviously Ice Beam hits all the Dragons for solid damage. Hitting Landorus as well is another very nice plus. I opt for maximum physical Defense, simply because I need it in order to effectively take on Salamence, Garchomp, Cube, and Dragonite. Cresselia still has absurd special bulk, and easily beats out even powerful special attackers such as Life Orb Latias without much trouble.
.wavin**Jellicent @ Leftovers
Trait: Water Absorb
EVs: 252 HP / 168 Def / 88 Spd
Bold Nature
- Shadow Ball
- Will-O-Wisp
- Taunt
- Recover
Jellicent is a really odd choice for any Sun team, but its ability to beat out pretty much any rain team I play is too good to pass up. Countering core Rain Pokemon such as Keldeo, Politoed, and Starmie make it more valuable than another spinblocker, such as Sableye would be in this slot. Jellicent also puts a lot of pressure on more defensive Sand teams, as it can thoroughly wall significant portions of those teams while also spreading burns around to opposing weather starters and strong physical hitters. However, Jellicent's most important role on the team is switching in on powerful Water-type moves when Rain is up, as well as being one of the most effective switch-ins to any Scald user in the OU tier. Many teams simply do horribly against Jellicent, due to lack of preparation for its unique typing and very solid bulk.
As much as I hate to do it, given that I consider it one of the best moves of this generation, I have to foresake Scald on Jellicent in favor of Shadow Ball, simply because I actually want to be able to hit things for decent damage with Sun up. Shadow Ball also hits significantly harder than Scald versus the Lati@s twins and Starmie, Pokemon that Jellicent is occasionally switching in against throughout the match. I opt for a physically defensive EVspread precisely to handle the previously mentioned mons, as Starmie usually opts for Psyshock over any Electric move in this metagame while the Lati@s twins prefer to Psyshock Jellicent rather than burning a Draco Meteor on what could easily be a specially defensive Jellicent that would simply heal off the damage. I run enough Speed to outpace 4 Speed base 70s, most notably Politoed, and get the Taunt or Wisp off before they can net an attack on me.
.cry**Dugtrio @ Focus Sash
Trait: Arena Trap
EVs: 252 Spd / 252 Atk
IVs: 21 HP
Jolly Nature
- Earthquake
- Stealth Rock
- Reversal
- Stone Edge
Dugtrio is one of the best Pokemon in the OU metagame right now, and basically forever as long as weather teams still hold dominance over the majority of the metagame. Trapping and killing Tyranitar and weakened Politoed makes Dugtrio an incredibly valuable asset to the team, but it has a lot of significance beyond that as well. In fact, Dugtrio is arguably the sole reason that the team functions as well as it does, as if there's ever a sweeper that is troubling my team, it is simply a matter of pivoting to Dugtrio and removing it from the game quickly enough. Notable threats that Dugtrio can trap easily are Heatran, Kyurem-B, and Terrakion. Dugtrio also is useful in trapping and killing basically any weakened Pokemon. Aggressive double-switches allow me to easily trap opposing grounded Spinblockers and Chansey, which can be necessary plays for the team to work. Against opposing Sun teams, in the rare chance that I ever encounter them, I can trap their own Dugtrio with my Dugtrio and then proceed to wall out the remainder of their team with no trouble whatsoever.
I opt for max Attack and Speed on Dugtrio, of course, with a Jolly nature so as to outpace Scarf Tyranitar, with nothing invested in Defenses for the sake of Reversal, and 21 HP IVs so as to make sure that two Seismic Tosses get Duggy down to 1 HP for maximum Reversal damage. While either Sucker Punch or Sunny Day is generally the best option in the last moveslot on more offensive Sun teams, having Sunny day in the last moveslot would be useless for me as if Ninetales has fainted before an opposing weather starter comes out, I've already lost the game, and Sucker Punch simply doesn't help me check any notable threats. Stone Edge, on the other hand, lets Dugtrio check Nasty Plot Thunderus-T, a major threat for the team, and one that I can use Dugtrio's useful Electric resistance to play around and make sure it doesn't damage my core unduly. Overall, Dugtrio is quite possibly the single most important member of the team.
.endin**Heatran @ Leftovers
Trait: Flash Fire
EVs: 252 SDef / 248 HP / 8 SAtk
Calm Nature
- Protect
- Flamethrower
- Toxic
- Roar
The last teamslot of this team is pretty flexible, but after quite a bit of testing it seemed to me that Heatran was the most effective option for it. Specially Defensive Heatran can beat out the majority of powerful Special Attackers in the tier when the Sun's up, such as the Lati@s twins and even powerful Water-types such as Rotom-W and Starmie. Heatran's main roles on the team are as a secondary Steel-type to take Outrages and Draco Meteors, and a nifty counter against uncommon stallbreakers such as Mew that would otherwise floor the team in the rare moments in which I encounter them. Heatran is also really anti metagame now, and is given plenty of free turns against most weatherless teams that struggle to get around it.
Heatran's moveset is pretty much non-negotiable. Protect is, as mentioned when discussing Ninetales, an absurdly good move in this metagame. Heatran is also surprisingly durable because of it, essentially netting an extra 6.5% from Leftovers every time I use it, which is easily enough to make or break some games. Toxic and Roar together let me beat out pretty much all Calm Mind Latias, which is very nifty as it's a really problematic Pokemon for the team to handle if it gets going, and landing the occasional Toxic on a Garchomp or Hippowdon is always nice. Finally, Flamethrower in the Sun hits like a truck, even off no investment being able to beat through even Pokemon that resist it, such as Rotom-W without trouble.
~
.endin
This was a really fun team to build and was one of the most successful OU teams that I've ever played with. It's incredible anti metagame right now, and basically demolishes every standard team template existing right now. However, I couldn't have made this team on my own. Ojama, Lavos Spawn, HSA, and Jayde were all really helpful in helping me build and test this team, and it'd be a travesty not to mention tab. Not because I asked him for help in #RMT once or twice but because Teddiursa is almost as cute as Vulpix. And of course, I couldn't forget that I gotta give a big thank you to Sogeking for starting the trend that will carry on with Smogon for quite some time. Oh, and McMeghan deserves definite creds for having a MUCH sexier voice than Ginku. TFC also needs a shoutout here, both for being the coolest of all westbros and because talking with him was basically the only thing keeping me sane while laddering down to 55 deviation. #TimeForChange. With all that being said, it's time to say bye.
.fin
.endin
This was a really fun team to build and was one of the most successful OU teams that I've ever played with. It's incredible anti metagame right now, and basically demolishes every standard team template existing right now. However, I couldn't have made this team on my own. Ojama, Lavos Spawn, HSA, and Jayde were all really helpful in helping me build and test this team, and it'd be a travesty not to mention tab. Not because I asked him for help in #RMT once or twice but because Teddiursa is almost as cute as Vulpix. And of course, I couldn't forget that I gotta give a big thank you to Sogeking for starting the trend that will carry on with Smogon for quite some time. Oh, and McMeghan deserves definite creds for having a MUCH sexier voice than Ginku. TFC also needs a shoutout here, both for being the coolest of all westbros and because talking with him was basically the only thing keeping me sane while laddering down to 55 deviation. #TimeForChange. With all that being said, it's time to say bye.
.fin
.blazin (Ninetales) @ Leftovers
Trait: Drought
EVs: 152 SDef / 248 HP / 108 Spd
Calm Nature
- Will-O-Wisp
- Roar
- Flamethrower
- Protect
.partyhard (Forretress) @ Leftovers
Trait: Sturdy
EVs: 252 Def / 252 HP / 4 Atk
Relaxed Nature
IVs: 0 Spd
- Spikes
- Rapid Spin
- Volt Switch
- Gyro Ball
.dancin (Cresselia) (F) @ Leftovers
Trait: Levitate
EVs: 8 SDef / 252 HP / 248 Def
Bold Nature
- Moonlight
- Ice Beam
- Hidden Power [Fire]
- Toxic
.wavin (Jellicent) @ Leftovers
Trait: Water Absorb
EVs: 252 HP / 168 Def / 88 Spd
Bold Nature
- Shadow Ball
- Will-O-Wisp
- Taunt
- Recover
.cry (Dugtrio) @ Focus Sash
Trait: Arena Trap
EVs: 252 Spd / 252 Atk
Jolly Nature
IVs: 21 HP
- Earthquake
- Stealth Rock
- Reversal
- Stone Edge
.endin (Heatran) @ Leftovers
Trait: Flash Fire
EVs: 252 SDef / 248 HP / 8 SAtk
Calm Nature
IVs: 30 Atk
- Protect
- Flamethrower
- Toxic
- Roar
Trait: Drought
EVs: 152 SDef / 248 HP / 108 Spd
Calm Nature
- Will-O-Wisp
- Roar
- Flamethrower
- Protect
.partyhard (Forretress) @ Leftovers
Trait: Sturdy
EVs: 252 Def / 252 HP / 4 Atk
Relaxed Nature
IVs: 0 Spd
- Spikes
- Rapid Spin
- Volt Switch
- Gyro Ball
.dancin (Cresselia) (F) @ Leftovers
Trait: Levitate
EVs: 8 SDef / 252 HP / 248 Def
Bold Nature
- Moonlight
- Ice Beam
- Hidden Power [Fire]
- Toxic
.wavin (Jellicent) @ Leftovers
Trait: Water Absorb
EVs: 252 HP / 168 Def / 88 Spd
Bold Nature
- Shadow Ball
- Will-O-Wisp
- Taunt
- Recover
.cry (Dugtrio) @ Focus Sash
Trait: Arena Trap
EVs: 252 Spd / 252 Atk
Jolly Nature
IVs: 21 HP
- Earthquake
- Stealth Rock
- Reversal
- Stone Edge
.endin (Heatran) @ Leftovers
Trait: Flash Fire
EVs: 252 SDef / 248 HP / 8 SAtk
Calm Nature
IVs: 30 Atk
- Protect
- Flamethrower
- Toxic
- Roar