So, let's get some things straight before we move on to the juicy stuff. The origin of the somehow fancy title and nickname of mine is a indie-rock-track from the danish band Mew. Besides sharing name with one of the greatest Pokémon of all time, the band also keeps themselves busy pushing out outstandig prog-pop-tracks. One of them, or even maybe the best of them, is named Introducing Palace Players, so a few years ago i decided to have my online nickname after it - so my alias is Palace Players. Now it's time for me to introduce MY players, so here goes my fifth gen OU team. Oh, and it's fucking non-weather.
( Here's the track, for the sake of being completely unrelated in the introduction: http://www.youtube.com/watch?v=5JoUQ8ty3m0 )
About the Palace Players
When I started working with this team, I decided to try make a balanced team where I could switch safely most of the time. The reason I went for this play style is mainly because my best team from the past generation worked wonders like that. However, one can always argue that things have changed since the glorious days of gen IV. Not only have we got team preview, we also have some immensely powerful Pokémon to rip holes through almost any balanced core. Walls aren't what they once were.
With that in mind I still believe there are room for balanced teams in this metagame, as new unique typings and abilities makes interesting contenders to a balanced team. And with the recent ban of Garchomp, things went a little easier, at least. Giddy up, here's a quick clance at the players.
I don't want to bother you guys with how I ended up with these six Pokémon, as the process was quite long and the only Pokémon that has been a part of the whole time is Jirachi and Forretress Let's get to the part where it gets fun.
Introducing Palace Players
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk | 4 Def | 252 Spd
Jolly Nature (+Spd, -SpA)
- Iron Head
- U-Turn
- Ice Punch
- Trick
We all know what this little bastard does, and therefore most of us hate it more than anything. Jirachi functions as my lead Pokémon most of the time due his ability to either flinchhax, trick or just aid my prediction with U-Turn. However I try to keep it alive as long as possible, as it often can pick up some revenge kills or do some paraflinchsweeping lategame. Ice Punch is pretty much essential on my team as it helps me deal with the likes of Latios, Dragonite, Flygon and even Haxorus after one Dragon Dance. Trick is there for messing up stall and Reuiniclus who otherwise would have an easy time wearing me down.
Synergy:
- Ground: Latias, Rotom-W, Gliscor
- Fire: Latias, Rotom-W, Quagsire
Latios @ Life Orb
Ability: Levitate
EVs: 4 HP | 252 SpA | 252 Spd
Timid Nature (+Spd, -Atk)
- Draco Meteor
- Surf
- Hidden Power Fire
- Recover
Though Latias did great for my team from the very beginning, I decided to switch her out and let her brother Latios do the job instead. The main reason was that this team, although quite balanced defensively, lacked offensive power. With Latios on the team I got the key resistances the team needed, as well as the sheer power of a 130 base Sp. Attack Draco Meteor powered by a Life Orb and STAB. Nothing to scoff at.
The set is rather simple. Draco Meteor is to deal immense amounts damage to almost anything in the OU metagame, and therefore is my main attacking move. Surf is for coverage, and to pick up a nice 2HKO on the ever-common Tyranitar. With Ferrothorn being the most used Pokémon in the entire OU-metagame, HP Fire is almost obligatory for the sake of not being completely walled by the thorn fellow. Recover was chosen for keeping Latios alive, but I will consider Psyshock if BlissChan gets annoying. Right now I don't see any of them too often.
Synergy:
- Dragon: Jirachi, Forretress
- Ghost: Forretress
- Dark: Conkeldurr, Forretress
- Bug: Forretress, Gliscor
- Ice: Jirachi, Rotom-W, Forretress
Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP | 4 Def | 252 SpD
Careful Nature (+SpD, -SpA)
- Curse
- Recover
- Earthquake
- Waterfall
After discovering that my team had some huge problems dealing with set-uppers like Volcarona and Thundurus, backflip suggested I replaced Conkeldurr with Quagsire. After some testing, it seems like a smart choice. Conkeldurr had some important roles on my team, however Quagsire can do most of them pretty good. What he misses out is the raw power from 140 base attack, and even after some Curses, his power can't really be compared to what Conkeldurr possessed. Still, he can do quite some damage with some Curses under his belt, and the ability to stop Thundurus cold is practically win or lose for my team.
Curse and Recover are self-explanatory: Curse up and Recover off damage. Originally I ran Stone Edge for Thundurus, but as Porii Sames pointed out, Waterfall does nearly as much damage in the rain, where you'll normally find Thundurus.
Synergy:
- Grass: Latias, Jirachi, Forretress
Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP | 176 Def | 80 SpD
Relaxed Nature (+Def, -Spd)
- Stealth Rock
- Spikes
- Rapid Spin
- Volt Switch
One might argue that Skarmory could do better on this spot, but the ability to spin away rocks is pretty essential when your team is based on a lot of switching. Especially Rotom-H appreciates a clear field when he's doing his Volt Switch-thing. This Forretress-set is pretty much the standard physically defence one, however with Stealth Rock over Spikes. The reason for that is mainly because I'm giving Volcarona a pretty easy job sweeping my without the rocks up. Also, I can't say I've ever been that much of a fan of the Toxic Spikes ever, as it turns out quite a big share of the OU tier is either immune or actually benefits from the spikes.
Volt Switch is there because Forretress won't be hurting much anyways, and it really helps my teammates doing their jobs.
Synergy:
- Fire: Rotom-W, Latias, Quagsire
Rotom-W @ Life Orb
Ability: Levitate
EVs: 4 HP | 252 SpA | 252 Spd
Timid Nature (+Spd, -Atk)
- Hydro Pump
- Volt Switch
- Pain Split
- Hidden Power Fire
Rotom-W's role is to put pressure on the opponent from the beginning, even though the team is defensive oriented. I originally had Rotom-H in this spot, but after you guys pointed out I was Chandelure and Excadrill-weak, I decided to run Rotom-W instead. After running Expert Belt for a while (faking Specs) I decided to go Life Orb and Pain Split instead, just for the sake of hitting harder every time Rotom-W gets the chance. Also, Pain Split makes stallbreaking a lot easier.
Hydro Pump is obligatory STAB and hits most of those pesky sandstorm-abusers pretty hard, while Volt Switch is used mostly for scouting. As Jirachi and Rotom-W cover each other weaknesses I'm finding myself Uturning and Volt Switching a lot between those two, especially effective if Forretress has been able to set up entry hazards. As mentioned Pain Split is for stallbreaking as well as recovering Life Orb damage, while HP Fire is there for coverage (read: Ferrothorn)
Synergy:
- Grass: Latias, Jirachi, Forretress
Gliscor @ Poison Orb
Ability: Poison Heal
EVs: 252 HP | 180 Def | 76 Spd
Impish Nature (+Def, -Spd)
- Swords Dance
- Earthquake
- Ice Fang
- Taunt
I originally had Jellicent on this spot for spinblocking and some key resistances, but after comments on how that was unnecessary, I changed it to Gliscor, on PokeManiacBill's advice. Gliscor functions as a stallbreaker and my Excadrill-killer. Swords Dance is there for setup against taunted enemies, while Earthquake is the obligatory STAB-move and my main way of attacking. Ice Fang is there to catch those dragons and flying types making the life harder for me. The spread is defensively oriented to make Gliscor able to wall many important physical threats such as Tyranitar, Haxorus, Mienshao, Excadrill etc..
Synergy:
- Ice: Jirachi, Forretress, Rotom-W
- Water: Latias, Rotom-W
Closing words
With this team I am trying to find out if there is room for defensively oriented balanced teams even though the metagame finds itself in a middle of a weather war where one weather abuser tears apart another. So far it's working wonders, but I'm looking for ratings, comments and suggestions on how this team could be better. If it turns out to continue to do its job I might start to make a in game-copy for WiFi-battles. So, one last look?