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My "variety" team

Discussion in 'BW OU Teams' started by PlatinumMage, Apr 19, 2011.

  1. PlatinumMage


    Oct 1, 2010
    Ferrothorn@Occa Berry
    Ability: Iron Barbs
    Nature: Sassy
    IV's: 31/x/31/x/31/x
    EV's: 252 HP, 128 Def, 128 Sp.Def
    -Power Whip
    -Stealth Rock
    -Leech Seed

    The obvious lead. Ferrothorn's defense stats of 252 HP, 330 Defense, and 330 Sp.Def accompanied by it's
    steel type make it the perfect role to start out a match. But what about Fire-types? Well, the occa berry
    is here to give Ferrothorn time to set up whatever it needs to, being a lead with stealth rock. Besides,
    two of my other Pokemon are resistant to fire anyway. Another interesting thing I gave Ferrothorn is
    payback. Gyro ball is alright, but there's really gotta be something Ferrothorn can have that can take
    care of chandelure. It's slow enough for payback to function the way it does best. The nerf they gave it
    is sad, but I don't want to really rely on Ferrothorn to be taking out psychic/ghost types that switch in
    to it. Leech seed is my recovery method, and stacked with iron barbs that should give a lot of fighting
    move users trouble.
    Ability: Pressure
    Nature: Bold
    IV's: 31/x/31/x/31/x/
    EV's: 252 HP, 68 Def, 188 Sp.Def
    -Pain Split

    Dusclops has the awesome profession of shutting many, many things down. With his eviolite acting almost
    like steroids to his defenses, and a method of recovery via pain split, this thing's going to be hard
    to take out without it crippling it's opponents. Will-o-wisp and taunt are it's key moves. Will-o-wisp
    will shut down the physical moves of haxorus, conkeldurr, scizor, and the whole bunch. Those powerful
    fighting types don't have much it can do it Dusclops with it's ghost typing, which also shuts down the
    use of rapid spinning. Taunt's usefulness is simple, shut down anything that uses non-attack moves. So
    toxic stallers, nasty plot users, entry hazard users, and the like can't get much done with taunt around.
    Dusclops's low HP gives Pain split a good reason for existing as a reliable method of recovery, though it
    works best when dusclops is facing another opponent with full HP when dusclops has been worn down quite
    a bit. Hex, the only legitimate sweeping move, works hand-in-hand with will-o-wisp, and will still get
    amazing coverage, only reisted by dark types, and inneffecive against normal-types.

    Ability: Torrent
    Nature: Careful
    IV's: 31/31/x/x/31/x
    EV's: 252 HP, 4 Def, 252 Sp.Def
    -Ice Punch

    Swampert's the special tank of this team, the only defensive pokemon I have that isn't proficient in
    both defenses. That's the reason for curse. With a will-o-wisp from dusclops to cripple a physical threat,
    swampert can buff up even further with curse, and be prepared for some amazing tanking. It's other three
    moves are for coverage's sake along with two great STAB moves. Now, there's a great number of grass threats
    that will come swampert's way, so ice punch could help with that, in addition to most of them using specially
    oriented moves that swampert's 306 Sp.Def and 404 HP could help with. There's not much more about my
    bulky water Pokemon that needs to be said here.
    Darmanitan@Choice Scarf
    Ability: Sheer Force
    IV's: x/31/x/x/x/31
    EV's: 4 HP, 252 Atk, 252 Speed
    -Flare Blitz
    -Stone Edge

    My physical sweeper. It's better than most speed stat is good, but requires a choice scarf if it's going to be anything like Infernape's. Which is why It's got U-turn, for when Darmanitan alone can't deal with a threat. This set is pretty basic. Flare Blitz, Stone Edge, SuperPower for coverage, (which should take care of a lot, honestly), U-turn for scouting, you know the drill. It may not take full advantage of the 140 base attack, but with sheer force, that's not so much a problem anyway.

    Galvantula@Life Orb
    IV's: x/x/x/31/x/31
    EV's: 4 HP, 252 Sp.Atk, 252 Speed
    -Bug Buzz
    -Volt Switch
    -Energy Ball

    A bit of the same routine as Darmanitan. Coverage, and scouting. Galvantula's role is the special spectrum of Darmanitan's, but there are a few changes. Life Orb is to help with that 97 Sp.Atk, stat, which Galvantula needs help with if it's going to sweep with energy ball and bug buzz as alternatives to Thunder. Speaking of, Compoundeyes really helps contribute to an amazing STAB for Galvantula - Thunder. Now at 91%, while not 100%, it's still more reliable than Stone Edge.


    Mandibuzz@Rocky Helmet
    Ability: Overcoat
    IV's: 31/x/31/x/31/x
    EV's: 4 HP, 252 Def, 252 Sp.Def
    -Brave Bird

    Mandibuzz is the last member of this party. Another annoyer Pokemon alongside Dusclops. But Mandibuzz works
    a little differently. Whirlwind's the key to Mandibuzz's role, as a PHazer, and can help distribute a toxic
    and stealth rock damage to all members of a team with this move. Toxic's the real way to go for Mandibuzz to
    deal damage, and Brave Bird otherwise. If I'm dealing with a steel type, I can always just whirlwind it away.
    Brave Bird is the typical STAB move for Mandibuzz, just so it can't be taunted into uselessness. But wait,
    what about that recoil damage? Well, Mandibuzz's last trick is Roost. Having 361/309/317 defenses (when at
    level 100), alongside reliable recovery is very annoying for sweepers to deal with. Finally, Mandibuzz's
    ability, Overcoat. It's not the best thing ever, but being able to block sandstorm and hail damage is
    a plus, especially for Gen. 5's obessession with weather.

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