I have little to say about this team, really. I'd just love to know what more experienced battlers think of it.
I made this team in Gen 5, and have been replacing the pokemon as the Gen 6 meta has been evolving. At one time or another this team held Keldeo, Thundurus, Thundurus-T, Landorus, Latios, Latias, Heatran, Toxicroak, Tentacruel, Breloom, Scizor, Medicham-Mega, Ampharos-Mega, Aegislash, Blissey, Jirachi, Kyurem-B, Volcarona, Quagsire, Gliscor, Clefable, Gengar, Altaria-Mega, Glalie-Mega and Infernape. Is it done? Maybe. This is by far the best it's been, and I've learned with this team, so it feels like a part of me.
Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Quick Attack
- Return
- Earthquake
Designated Clean-up crew, I rarely send him in before there's 3 or fewer pokemon left on the opponent's team. QA is 99% of the move used here, mostly because I'm a pansy and I'm terrified of being outsped by random choice scarfs. Return is used for huge hits, Frustration does the same thing. EQ is there primarily for Metagross-- which it will always outspeed, and usually OHKO. Magnezone and Mawile are also great pokemon for Pinsir to hit with Earthquake, as otherwise they can do a number on the team
Gardevoir @ Choice Scarf
Ability: Trace
EVs: 140 Def / 140 SpA / 228 Spe
Timid Nature
- Moonblast
- Psyshock
- Hyper Voice
- Healing Wish
I based this Gardevoir off of my VGC Gardevoir-- my baby. With 140 defense, she can more easily tank EQs from Chomp, and most priority moves and proceed to Moonblast back. Her speed is enough at 417 to outspeed almost anything without a scarf, while her typing is defensive enough that anything with a scarf is locked into a move that most of the rest of my pokemon can resist, and then set up with. Psyshock is for obvious STAB, as most Poison types take Special Defense higher than defense. Hyper Voice is for taking down Sub-stallers, and using the 25% HP cut against them, and Healing Wish allows for Garde to be a Quick Sac to bring back another user who could clean up the team-- like Greninja or Pinsir
Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 132 HP / 176 SpD / 200 Spe
Timid Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Trick
My 99.9% lead, a choice-scarfed Volt Switch is excellent scout which often passes to Gliscor: getting the end of move Toxic turn 1. But, Trick comes to play just as often, crippling any rock/hazard users, set-up and other Rotom sets. There's no magic about the EVs, no calcs I did, I just kept constantly adjusting the Special defense and speed until I felt like I outspeed anything I needed to, and could live 2 hits from most leads. This pokemon often becomes a designated wisper after turn 3 or so, and is the first to become designated fodder. Other than that, it's only purpose is to outspeed and Volt Switch.
Ferrothorn @ Rocky Helmet
EVs: 252 HP / 252 Def / 4 Att
Ability: Iron Barbs
Impish Nature
- Leech Seed
- Stealth Rock
- Power Whip
- Thunder Wave
I think T-wave Ferrothorn is really underrated. 3 status and one attacking is perfect for Ferro. I think Spikes are too finicky, and I don't like feeling like I need to use them. Having recovery options, and crippling their speed (which is my best Keldeo counter) makes this obnoxious monster even more of a threat to things that rely on speed creep against my other teammates. It also does pretty well against Physically oriented Mega-Mences, Mega-CroBro, and locked Excadrill. Watch for Magnezone, however.
Greninja @ Life Orb
Ability: Protean
EVs: 252 HP / 4 Atk / 252 Spe
Hasty Nature
- Gunk Shot
- Scald
- Dark Pulse/Ice Beam
- U-turn
Greninja getting Gunk Shot only made it a higher staple in OU. With access to Volt-Turn cores, LO Greninja becomes a massive threat to any team that cannot instantly deal with it. Gunk Shot deals with the increase of Fairy types ramaging OU, while Scald is base 80 STAB with a chance to burn, giving both physical and special access for Greninja. Ice Beam may be used over Dark Pulse for Special Mence, but Dark Pulse hits common switch ins for neutral damage just as often, and prevents Quagsire and CroBro from coming in for free. U-turn is to complete the core with Rotom-Wash when the going looks sour.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn
Triple Scarf--- you read right. Lando creates a third variation in the U-turn Scarf Core, making it less predictable, helping Ferrothorn deal with physical threats without having Ferrothorn do it all himself and allowing for excellent scouting, for megas (with knock off) as well as ice-shard abusers like Mamoswine which come to counter Mega-Mence.. Intimidate is the main reason, but Knock Off is a spectacular move, hitting non-mega Latios and Latias hard, while Earthquake and Stone Edge create near perfect coverage.
I have some trouble against opposing Ferrothorn, as well as any mon who has set up [read Cro-bro, DD Altaria, SD Pinsir ect]. Scolipede BP tends to be a problem as well, giving typical mons that I have no trouble with the boost they need to sweep. Often I'll use Lando against Scolipede, but Levitate and Flying are becoming more and more common, and defeat scarfed Lando locked into Earthquake.
oh, and aim is my hero. I'd be honored if you even look at this team, much less comment.
I made this team in Gen 5, and have been replacing the pokemon as the Gen 6 meta has been evolving. At one time or another this team held Keldeo, Thundurus, Thundurus-T, Landorus, Latios, Latias, Heatran, Toxicroak, Tentacruel, Breloom, Scizor, Medicham-Mega, Ampharos-Mega, Aegislash, Blissey, Jirachi, Kyurem-B, Volcarona, Quagsire, Gliscor, Clefable, Gengar, Altaria-Mega, Glalie-Mega and Infernape. Is it done? Maybe. This is by far the best it's been, and I've learned with this team, so it feels like a part of me.
Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Quick Attack
- Return
- Earthquake
Designated Clean-up crew, I rarely send him in before there's 3 or fewer pokemon left on the opponent's team. QA is 99% of the move used here, mostly because I'm a pansy and I'm terrified of being outsped by random choice scarfs. Return is used for huge hits, Frustration does the same thing. EQ is there primarily for Metagross-- which it will always outspeed, and usually OHKO. Magnezone and Mawile are also great pokemon for Pinsir to hit with Earthquake, as otherwise they can do a number on the team
Gardevoir @ Choice Scarf
Ability: Trace
EVs: 140 Def / 140 SpA / 228 Spe
Timid Nature
- Moonblast
- Psyshock
- Hyper Voice
- Healing Wish
I based this Gardevoir off of my VGC Gardevoir-- my baby. With 140 defense, she can more easily tank EQs from Chomp, and most priority moves and proceed to Moonblast back. Her speed is enough at 417 to outspeed almost anything without a scarf, while her typing is defensive enough that anything with a scarf is locked into a move that most of the rest of my pokemon can resist, and then set up with. Psyshock is for obvious STAB, as most Poison types take Special Defense higher than defense. Hyper Voice is for taking down Sub-stallers, and using the 25% HP cut against them, and Healing Wish allows for Garde to be a Quick Sac to bring back another user who could clean up the team-- like Greninja or Pinsir
Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 132 HP / 176 SpD / 200 Spe
Timid Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Trick
My 99.9% lead, a choice-scarfed Volt Switch is excellent scout which often passes to Gliscor: getting the end of move Toxic turn 1. But, Trick comes to play just as often, crippling any rock/hazard users, set-up and other Rotom sets. There's no magic about the EVs, no calcs I did, I just kept constantly adjusting the Special defense and speed until I felt like I outspeed anything I needed to, and could live 2 hits from most leads. This pokemon often becomes a designated wisper after turn 3 or so, and is the first to become designated fodder. Other than that, it's only purpose is to outspeed and Volt Switch.
Ferrothorn @ Rocky Helmet
EVs: 252 HP / 252 Def / 4 Att
Ability: Iron Barbs
Impish Nature
- Leech Seed
- Stealth Rock
- Power Whip
- Thunder Wave
I think T-wave Ferrothorn is really underrated. 3 status and one attacking is perfect for Ferro. I think Spikes are too finicky, and I don't like feeling like I need to use them. Having recovery options, and crippling their speed (which is my best Keldeo counter) makes this obnoxious monster even more of a threat to things that rely on speed creep against my other teammates. It also does pretty well against Physically oriented Mega-Mences, Mega-CroBro, and locked Excadrill. Watch for Magnezone, however.
Greninja @ Life Orb
Ability: Protean
EVs: 252 HP / 4 Atk / 252 Spe
Hasty Nature
- Gunk Shot
- Scald
- Dark Pulse/Ice Beam
- U-turn
Greninja getting Gunk Shot only made it a higher staple in OU. With access to Volt-Turn cores, LO Greninja becomes a massive threat to any team that cannot instantly deal with it. Gunk Shot deals with the increase of Fairy types ramaging OU, while Scald is base 80 STAB with a chance to burn, giving both physical and special access for Greninja. Ice Beam may be used over Dark Pulse for Special Mence, but Dark Pulse hits common switch ins for neutral damage just as often, and prevents Quagsire and CroBro from coming in for free. U-turn is to complete the core with Rotom-Wash when the going looks sour.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn
Triple Scarf--- you read right. Lando creates a third variation in the U-turn Scarf Core, making it less predictable, helping Ferrothorn deal with physical threats without having Ferrothorn do it all himself and allowing for excellent scouting, for megas (with knock off) as well as ice-shard abusers like Mamoswine which come to counter Mega-Mence.. Intimidate is the main reason, but Knock Off is a spectacular move, hitting non-mega Latios and Latias hard, while Earthquake and Stone Edge create near perfect coverage.
I have some trouble against opposing Ferrothorn, as well as any mon who has set up [read Cro-bro, DD Altaria, SD Pinsir ect]. Scolipede BP tends to be a problem as well, giving typical mons that I have no trouble with the boost they need to sweep. Often I'll use Lando against Scolipede, but Levitate and Flying are becoming more and more common, and defeat scarfed Lando locked into Earthquake.
oh, and aim is my hero. I'd be honored if you even look at this team, much less comment.
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