Why is it that whenever I get back into competitive battling, I have entirely different interests?
Well, here goes nothing.
+A Battle Hymn for Innocence+
Reimi Sugimoto Best JoJo girl 2k17
+Team Lineup+
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+The Team+
Magearna @ Steelium Z
Ability: Soul-Heart
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
Flash Cannon
Aura Sphere
Thunderbolt
Shift Gear
The cleanup crew of the team, Magearna's usually only brought in when all of it's checks and counters are weakened or when I know it can take a couple of hits. But when that time comes, Magearna sets up Shift Gear and pretty easily sweeps. With Steelium Z, Flash Cannon becomes a whopping 160 power Corkscrew Crash, and after that hits, it's over. Aura Sphere hits any Steel types that would give Magearna trouble, while Thunderbolt hits bulky Waters as well as the premier defensive walls of the tier, Celesteela and Skarmory.
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 216 Def / 24 SpD / 16 Spe
Impish Nature
Earthquake
U-turn
Stone Edge
Stealth Rock
This team's SR setter and half of the VoltTurn core, Landorus T takes it's place as one of SM OU's finest for good reason, as it can reliably switch in on a reliable portion of the metagame and set up, while still being able to pack a punch. Earthquake is a must-have for good STAB, and while Stone Edge isn't as accurate as HP Ice, it does deal some pretty good damage to tankier opponents.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 240 Def / 20 SpD
Bold Nature
IVs: 0 Atk
Volt Switch
Hydro Pump
Will-O-Wisp
Pain Split
Rotom-Wash is one of my favorite defensive pivots, with great defensive typing and a good ability in Levitate, leaving it with only a Grass type weakness and resistances to some of the more common types in the metagame. Volt Switch is a vital move for switching out of possible threats, but it's also a good STAB move, while Hydro Pump is to take out what Rotom-Wash usually pivots into, Fire and Ground Types. Will-O-Wisp and Pain Split only make Rotom tankier, giving it an alright recovery move and more defensive capiability, and just a little bit of chip damage to make the opposing team's day that little bit worse.
Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
Psychic
Moonblast
Focus Blast
Hidden Power [Fire]
Tapu Lele's this team's revenge killer and secondary late game cleanup crew, if Megearna fails in it's job. With a Timid nature and Choice Scarf, Tapu Lele can outspeed and take out faster Pokemon like Tapu Koko, Greninja and Weavile. Because of Psychic Terrain, a lot of the time, Tapu Lele will use Psychic to sweep, although Moonblast is also a viable, but slightly weaker option if there are still Dark types. Focus Blast and HP Fire are mostly just coverage for Steel types, but it can partially deal with other threats as well.
Kyurem-Black @ Choice Band
Ability: Teravolt
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
Outrage
Fusion Bolt
Dragon Claw
Iron Head
Sweet Arceus, can this thing put out damage. Kyurem is this teams wallbreaker, and for VERY good reason. Choice Band gives this already menacing wallbreaker a terrifying 723 base Attack. Outrage annihilates pretty well everything that doesn't resist it while Fusion Bolt gives some pretty good coverage against Water and maybe Steel types. Dragon Claw is decent STAB if confusion from Outrage is too risky, and Iron Head covers Fairies that can take a hit from Magearna easily.
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 132 HP / 252 SpA / 124 Spe
Modest Nature
IVs: 0 Atk
Volt Switch
Hidden Power [Fire]
Flash Cannon
Thunderbolt
Steel types are a pretty big problem for this team resistance-wise, so Magnet Pull Magnezone fits pretty well on this team. Choice Specs adds that little extra punch to deal with tankier mons, like Celesteela. Volt Switch can be used to dodge threatening potential switches and gain much needed momentum and HP Fire OHKOs Scizor and Ferrothorn. Flash Cannon and Thunderbolt are just basic STAB moves, which admittedly aren't used that often outside of Magnezone's niche.
+Importable+
Magearna @ Steelium Z
Ability: Soul-Heart
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flash Cannon
- Aura Sphere
- Thunderbolt
- Shift Gear
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 216 Def / 24 SpD / 16 Spe
Impish Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 240 Def / 20 SpD
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Focus Blast
- Hidden Power [Fire]
Kyurem-Black @ Choice Band
Ability: Teravolt
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Outrage
- Fusion Bolt
- Dragon Claw
- Iron Head
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 132 HP / 252 SpA / 124 Spe
Modest Nature
IVs: 0 Atk
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt
I'll probably add a threat list later.
Feel free to criticize!
Well, here goes nothing.
+A Battle Hymn for Innocence+
+Team Lineup+
+
+The Team+
Magearna @ Steelium Z
Ability: Soul-Heart
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
The cleanup crew of the team, Magearna's usually only brought in when all of it's checks and counters are weakened or when I know it can take a couple of hits. But when that time comes, Magearna sets up Shift Gear and pretty easily sweeps. With Steelium Z, Flash Cannon becomes a whopping 160 power Corkscrew Crash, and after that hits, it's over. Aura Sphere hits any Steel types that would give Magearna trouble, while Thunderbolt hits bulky Waters as well as the premier defensive walls of the tier, Celesteela and Skarmory.
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 216 Def / 24 SpD / 16 Spe
Impish Nature
This team's SR setter and half of the VoltTurn core, Landorus T takes it's place as one of SM OU's finest for good reason, as it can reliably switch in on a reliable portion of the metagame and set up, while still being able to pack a punch. Earthquake is a must-have for good STAB, and while Stone Edge isn't as accurate as HP Ice, it does deal some pretty good damage to tankier opponents.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 240 Def / 20 SpD
Bold Nature
IVs: 0 Atk
Rotom-Wash is one of my favorite defensive pivots, with great defensive typing and a good ability in Levitate, leaving it with only a Grass type weakness and resistances to some of the more common types in the metagame. Volt Switch is a vital move for switching out of possible threats, but it's also a good STAB move, while Hydro Pump is to take out what Rotom-Wash usually pivots into, Fire and Ground Types. Will-O-Wisp and Pain Split only make Rotom tankier, giving it an alright recovery move and more defensive capiability, and just a little bit of chip damage to make the opposing team's day that little bit worse.
Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
Tapu Lele's this team's revenge killer and secondary late game cleanup crew, if Megearna fails in it's job. With a Timid nature and Choice Scarf, Tapu Lele can outspeed and take out faster Pokemon like Tapu Koko, Greninja and Weavile. Because of Psychic Terrain, a lot of the time, Tapu Lele will use Psychic to sweep, although Moonblast is also a viable, but slightly weaker option if there are still Dark types. Focus Blast and HP Fire are mostly just coverage for Steel types, but it can partially deal with other threats as well.
Kyurem-Black @ Choice Band
Ability: Teravolt
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
Sweet Arceus, can this thing put out damage. Kyurem is this teams wallbreaker, and for VERY good reason. Choice Band gives this already menacing wallbreaker a terrifying 723 base Attack. Outrage annihilates pretty well everything that doesn't resist it while Fusion Bolt gives some pretty good coverage against Water and maybe Steel types. Dragon Claw is decent STAB if confusion from Outrage is too risky, and Iron Head covers Fairies that can take a hit from Magearna easily.
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 132 HP / 252 SpA / 124 Spe
Modest Nature
IVs: 0 Atk
Steel types are a pretty big problem for this team resistance-wise, so Magnet Pull Magnezone fits pretty well on this team. Choice Specs adds that little extra punch to deal with tankier mons, like Celesteela. Volt Switch can be used to dodge threatening potential switches and gain much needed momentum and HP Fire OHKOs Scizor and Ferrothorn. Flash Cannon and Thunderbolt are just basic STAB moves, which admittedly aren't used that often outside of Magnezone's niche.
+Importable+
Magearna @ Steelium Z
Ability: Soul-Heart
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flash Cannon
- Aura Sphere
- Thunderbolt
- Shift Gear
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 216 Def / 24 SpD / 16 Spe
Impish Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 240 Def / 20 SpD
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Focus Blast
- Hidden Power [Fire]
Kyurem-Black @ Choice Band
Ability: Teravolt
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Outrage
- Fusion Bolt
- Dragon Claw
- Iron Head
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 132 HP / 252 SpA / 124 Spe
Modest Nature
IVs: 0 Atk
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt
I'll probably add a threat list later.
Feel free to criticize!