Team Name: 2nd Coming
Introduction:- I am HasKal, and this is my first RMT post. I have been playing pokemon since I was 9-10 years old, but only recently started playing competetively on PS. This team, called 2nd Coming, is my second attempt at building a viable OU team. The first one was an all offense team, which did not work out very well in the long run. I made this team from the mistakes that I learnt of from the first one, and it actually includes two pokemon I previously had trouble dealing with. So here goes....
Alakazam @ Choice Scarf
Ability: Magic Guard
Nature: Timid (+Spe,-Atk)
EVs: 252 SpA, 252 Spe, 4 HP
Moves: Trick / Psyshock/ Focus Blast / Shadow Ball
Description: One of my two choices for a lead generally, this guy has a lot of surprise value. Very few expect Alakazam to be carrying a Choice Scarf given its high speed, but this set has few very amazing uses, all due to one move, Trick. Although not so common nowadays, it can completely shutdown Smeargle leads on Baton Pass teams. Also cripples most defensive walls, Eviolite users, setup sweepers (if used on the turn they use to setup). A very limited but effective use is to stop a Volcarona after it has used 1 Quiver Dance, as Alakazam is still faster due to Choice Scarf, and the Volcarona will be most probably be locked into Bug Buzz at the end of the turn. Alakazam dies in the process, though it can be pivotal in emergency situations.
The remaining three moves are standard fare, Psyshock is preferred so as to OHKO Terrakion in sandstorm. Timid nature is preferred over Modest, as after tricking away the Choice Scarf, Timid Gengar will outrun Alakazam and KO with Shadow Ball otherwise. The power drop is significant though, this Alakazam cannot OHKO Tyranitar in sandstorm.
******** EDIT ************
I forgot to add this part in the first post. Choice Scarf also lets Alakazam check Chlorophyll Venasaur in the sun and lands a clean OHKO with Psyshock. Also works as a good check to Bulk Up Toxicroak in rain, as most people blindly click Sucker Punch as soon as I bring out Alakazam.
Plus with a little bit of prediction, can be used to mess up Trick Room users, especiallu Reuniclus. Its true Alakazam cannot OHKO Reuniclus, but in my experience it doesn't have to after Trick
Rotom-W @ Leftovers
Ability: Levitate
Nature: Modest
EVs: 232 HP, 56 SpA, 220 Spe
Moves: Hydro Pump / Volt Switch / Pain Split / Will-o-wisp
Description: This is the standard bulky attacker set of Rotom-W, taken from Smogon. My other choice for a lead in most situations, and the one I prefer in more number of cases. The HP investment is important, as it allows to take powerful hits from many pokemon such as +0 Outrage from Garchomp,Dragonite and Salamence, and burn them in return with Will-o-wisp. Hydro Pump is pure power, and puts the hurt on most pokemon under the rain, which is pretty ubiquitous considering the number of rain teams in use. Volt Switch is pretty good, and helps preserve momentum. Pain Split fits really well, as it gives very decent recovery, and despite the investment in HP, still works likes a charm against most pokemon. The 220 speed EVs are crucial as it allows Rotom to cripple Gliscor leads with Will-o-wisp, if the opponent does not use Protect on the first turn.
Ferrothorn @ Leftovers
Ability: Iron Barbs
Nature: Relaxed
EVs: 252HP, 88 Def, 168 SpD
Moves: Power Whip / Leech Seed / Spikes / Gyro Ball
Description: Again, the standard set from smogon. The nature and EV spread make Ferrothorn an amazing mixed wall, although I mostly use it against special attackers. Leftovers and Leech Seed provide just enough recovery to function in all but very few cases. Spikes is pretty self explanatory, while Power Whip and Gyro Ball are used for offense. The exclusion of Protect / Thunder Wave might raise questions, but the merits of using Gyro Ball justify the decision in my eyes. At full or near full health (>= 88%), Ferrothorn survives a Focus Blast from Alakazam and Gengar, and can OHKO in return with Gyro Ball. Plus it generally works well on many other pokemon, due to Ferrothorn's abysmal speed. Ferrothorn is my go-to-guy to counter most Outraging Dragons, and in general a very good defensive pivot.
Forretress @ Leftovers
Ability: Sturdy
Nature: Relaxed
EVs: 252 HP, 252 Def, 4 Atk/SpD
Moves: Rapid Spin / Stealth Rock / Pain Split / Gyro Ball
Description: A lot of people might question the use Forretress on a team which already has Ferrothorn, but I have seen a lot of positives to doing so. Forretress is physical wall, being able to resist near about anything physical not named Fire Punch / Flare Blitz. Also the ability lay down both Spikes and Stealth Rock is helpful to rack up passive damage. Pain Split is a good recovery move just like on Rotom-W. It also has a niche against Life Orb users as at full health Sturdy will leave Forretress with 1 HP against any attack, allowing Pain Split to bring the opponent down to near 50% health, hence reducing their time on the field. Gyro Ball, like on Ferrothorn, is used to smack faster users, especially Choice Scarf Terrakion.
Volcarona @ Life Orb
Ability: Flame Body
Nature: Timid
EVs: 252 SpA, 252 Spe, 4 Spd
Moves: Quiver Dance / Fiery Dance / Bug Buzz / HP Rock
Description: My special attacker, the offensive Quiver Dance variant of Volcarona. After just one Quiver Dance, which is essential, it can sweep entire teams on its own, if they do not possess the very few specific counters to this set. Life Orb provides the necessary attack boost, hence Timid nature is preferred. Fiery Dance is used partly due to its secondary effect of raising Sp Atk and partly because I think it goes nicely with Quiver Dance aesthetically. Bug Buzz provides amazing coverage alongside Fiery Dance, nailing Psychic and Dark types. HP Rock is used to deal with Dragonite, Salamence and Gyarados in particular, and flying types in general. HP Rock is also a good move to smack opposing Volcarona, especially in the rain. The way this set works is to switch in on opposing Forretress, Scizor or any pokemon that cannot threaten Volcarona, then setup and sweep. This set has its limitations though. It is walled to hell by Blissey / Chansey, while Terrakion, Heatran and Keldeo get a free switch in as it can do nothing to any one of them. Status is the bane of this set, as any kind will almost completely cripple Volcarona.
Haxorus @ Choice Band
Ability: Mold Breaker
Nature: Jolly
EVs: 252 Atk, 252 Spe, 4 HP
Moves: Outrage / Earthquake / Superpower / Dual Chop
Description: I chose Haxorus over Salamence or Dragonite for one reason only, I think it looks so much cooler than the other two. Over time the choice has proved useful functionally as well, Choice Band Haxorus is insanely powerful. Jolly nature is crucial for me, as it allows to Haxorus to outspeed non-Choice Scarf Hydreigon, +0 Dragonite and Ninetales which are not invested in speed(which they usually are not). Haxorus is my lead against almost every sun team, netting a KO on the first turn itself. Superpower lets it take on Heatran, Ferrothorn and +0 Lucario(even +1 Lucario at full health). Earthquake is awesome as always, particularly allows Haxorus to beat non-Scarf variants of Rotom-A due to Mold Breaker. Dual Chop is just barely passable, but I use it to counter SubPunch users(read Breloom), who would otherwise decimate my team.
Extra Remarks: This team is by no means perfect, not even close in my opinion. In fact one pokemon who can completely destroy it is Conkeldurr, as after one Bulk Up, nothing on this team can touch it. There are few good things too, one is the weather-independence, allowing me to beat sun, rain and sandstorm teams with relative ease. Another good thing is the surprise factor, as although I run many standard sets, there are a few personal tweaks which work pretty well in my opinion.
Conclusion: I would absolutely love feedback. I am currently in the process of testing my 3rd team, which I will post soon.
Introduction:- I am HasKal, and this is my first RMT post. I have been playing pokemon since I was 9-10 years old, but only recently started playing competetively on PS. This team, called 2nd Coming, is my second attempt at building a viable OU team. The first one was an all offense team, which did not work out very well in the long run. I made this team from the mistakes that I learnt of from the first one, and it actually includes two pokemon I previously had trouble dealing with. So here goes....
Alakazam @ Choice Scarf
Ability: Magic Guard
Nature: Timid (+Spe,-Atk)
EVs: 252 SpA, 252 Spe, 4 HP
Moves: Trick / Psyshock/ Focus Blast / Shadow Ball
Description: One of my two choices for a lead generally, this guy has a lot of surprise value. Very few expect Alakazam to be carrying a Choice Scarf given its high speed, but this set has few very amazing uses, all due to one move, Trick. Although not so common nowadays, it can completely shutdown Smeargle leads on Baton Pass teams. Also cripples most defensive walls, Eviolite users, setup sweepers (if used on the turn they use to setup). A very limited but effective use is to stop a Volcarona after it has used 1 Quiver Dance, as Alakazam is still faster due to Choice Scarf, and the Volcarona will be most probably be locked into Bug Buzz at the end of the turn. Alakazam dies in the process, though it can be pivotal in emergency situations.
The remaining three moves are standard fare, Psyshock is preferred so as to OHKO Terrakion in sandstorm. Timid nature is preferred over Modest, as after tricking away the Choice Scarf, Timid Gengar will outrun Alakazam and KO with Shadow Ball otherwise. The power drop is significant though, this Alakazam cannot OHKO Tyranitar in sandstorm.
******** EDIT ************
I forgot to add this part in the first post. Choice Scarf also lets Alakazam check Chlorophyll Venasaur in the sun and lands a clean OHKO with Psyshock. Also works as a good check to Bulk Up Toxicroak in rain, as most people blindly click Sucker Punch as soon as I bring out Alakazam.
Plus with a little bit of prediction, can be used to mess up Trick Room users, especiallu Reuniclus. Its true Alakazam cannot OHKO Reuniclus, but in my experience it doesn't have to after Trick
Rotom-W @ Leftovers
Ability: Levitate
Nature: Modest
EVs: 232 HP, 56 SpA, 220 Spe
Moves: Hydro Pump / Volt Switch / Pain Split / Will-o-wisp
Description: This is the standard bulky attacker set of Rotom-W, taken from Smogon. My other choice for a lead in most situations, and the one I prefer in more number of cases. The HP investment is important, as it allows to take powerful hits from many pokemon such as +0 Outrage from Garchomp,Dragonite and Salamence, and burn them in return with Will-o-wisp. Hydro Pump is pure power, and puts the hurt on most pokemon under the rain, which is pretty ubiquitous considering the number of rain teams in use. Volt Switch is pretty good, and helps preserve momentum. Pain Split fits really well, as it gives very decent recovery, and despite the investment in HP, still works likes a charm against most pokemon. The 220 speed EVs are crucial as it allows Rotom to cripple Gliscor leads with Will-o-wisp, if the opponent does not use Protect on the first turn.
Ferrothorn @ Leftovers
Ability: Iron Barbs
Nature: Relaxed
EVs: 252HP, 88 Def, 168 SpD
Moves: Power Whip / Leech Seed / Spikes / Gyro Ball
Description: Again, the standard set from smogon. The nature and EV spread make Ferrothorn an amazing mixed wall, although I mostly use it against special attackers. Leftovers and Leech Seed provide just enough recovery to function in all but very few cases. Spikes is pretty self explanatory, while Power Whip and Gyro Ball are used for offense. The exclusion of Protect / Thunder Wave might raise questions, but the merits of using Gyro Ball justify the decision in my eyes. At full or near full health (>= 88%), Ferrothorn survives a Focus Blast from Alakazam and Gengar, and can OHKO in return with Gyro Ball. Plus it generally works well on many other pokemon, due to Ferrothorn's abysmal speed. Ferrothorn is my go-to-guy to counter most Outraging Dragons, and in general a very good defensive pivot.
Forretress @ Leftovers
Ability: Sturdy
Nature: Relaxed
EVs: 252 HP, 252 Def, 4 Atk/SpD
Moves: Rapid Spin / Stealth Rock / Pain Split / Gyro Ball
Description: A lot of people might question the use Forretress on a team which already has Ferrothorn, but I have seen a lot of positives to doing so. Forretress is physical wall, being able to resist near about anything physical not named Fire Punch / Flare Blitz. Also the ability lay down both Spikes and Stealth Rock is helpful to rack up passive damage. Pain Split is a good recovery move just like on Rotom-W. It also has a niche against Life Orb users as at full health Sturdy will leave Forretress with 1 HP against any attack, allowing Pain Split to bring the opponent down to near 50% health, hence reducing their time on the field. Gyro Ball, like on Ferrothorn, is used to smack faster users, especially Choice Scarf Terrakion.
Volcarona @ Life Orb
Ability: Flame Body
Nature: Timid
EVs: 252 SpA, 252 Spe, 4 Spd
Moves: Quiver Dance / Fiery Dance / Bug Buzz / HP Rock
Description: My special attacker, the offensive Quiver Dance variant of Volcarona. After just one Quiver Dance, which is essential, it can sweep entire teams on its own, if they do not possess the very few specific counters to this set. Life Orb provides the necessary attack boost, hence Timid nature is preferred. Fiery Dance is used partly due to its secondary effect of raising Sp Atk and partly because I think it goes nicely with Quiver Dance aesthetically. Bug Buzz provides amazing coverage alongside Fiery Dance, nailing Psychic and Dark types. HP Rock is used to deal with Dragonite, Salamence and Gyarados in particular, and flying types in general. HP Rock is also a good move to smack opposing Volcarona, especially in the rain. The way this set works is to switch in on opposing Forretress, Scizor or any pokemon that cannot threaten Volcarona, then setup and sweep. This set has its limitations though. It is walled to hell by Blissey / Chansey, while Terrakion, Heatran and Keldeo get a free switch in as it can do nothing to any one of them. Status is the bane of this set, as any kind will almost completely cripple Volcarona.
Haxorus @ Choice Band
Ability: Mold Breaker
Nature: Jolly
EVs: 252 Atk, 252 Spe, 4 HP
Moves: Outrage / Earthquake / Superpower / Dual Chop
Description: I chose Haxorus over Salamence or Dragonite for one reason only, I think it looks so much cooler than the other two. Over time the choice has proved useful functionally as well, Choice Band Haxorus is insanely powerful. Jolly nature is crucial for me, as it allows to Haxorus to outspeed non-Choice Scarf Hydreigon, +0 Dragonite and Ninetales which are not invested in speed(which they usually are not). Haxorus is my lead against almost every sun team, netting a KO on the first turn itself. Superpower lets it take on Heatran, Ferrothorn and +0 Lucario(even +1 Lucario at full health). Earthquake is awesome as always, particularly allows Haxorus to beat non-Scarf variants of Rotom-A due to Mold Breaker. Dual Chop is just barely passable, but I use it to counter SubPunch users(read Breloom), who would otherwise decimate my team.
Extra Remarks: This team is by no means perfect, not even close in my opinion. In fact one pokemon who can completely destroy it is Conkeldurr, as after one Bulk Up, nothing on this team can touch it. There are few good things too, one is the weather-independence, allowing me to beat sun, rain and sandstorm teams with relative ease. Another good thing is the surprise factor, as although I run many standard sets, there are a few personal tweaks which work pretty well in my opinion.
Conclusion: I would absolutely love feedback. I am currently in the process of testing my 3rd team, which I will post soon.