Hello, first time poster but I have been consulting this page the past few months. Played Blue version as a kid, stopped, and picked up White 2. Got my dream team with the help of some friends, please let me know what you think.
Note - Though I previously said I don't rely on legendary Pokemon, I really do appreciate the recommendations. In the end, as long as the boys are OU, its all the same competitive bracket anyways IMO. Besides, I must admit that given all the choices to pick your team with, some personal bias can be allowed. I see the appeal of Jirachi and Keldeo, but I don't like them because they don't look "manly" enough. There....I said it :P (no offense to those that use em).
Alakazam - Psychic
Nature: Timid
EV: 252 Spd / 252 SAtk / 4 HP
Ability: Magic Guard
Item: Focus Sash
Psyshock
Focus Blast
Shadowball
Hidde Power Fire
My personal favorite Pokemon that just happens to be OU and is extremely versatile. Fast and can hit like a tank, especially with a Calm Mind use. With my Starmie having a second psychic STAB move with Psychic, Alakazam gives psychic versatility with the effects of Psyshock. A great counter to special defense walls and Fighting/Poison types.
Normal, Ice, Rock, Dark, Steel types are covered with Focus Blast, and Shadow Ball counters opposing Psychics and Ghosts, allowing Alakazam to be SE against a variety of opponents.
HP fire is to primarily combat any bug and steel types, like dispatching any pesky Ferrothorn/Scizor with ease.
Will not be used as my starting Pokemon, more-so a counter in the middle to end of the battle.
Starmie - Water/Psychic
Nature: Timid
EV: 252 Spd / 252 SAtk / 4 SDef
Ability: Analytic
Item: Life Orb
Hydro Pump
Ice Beam
Psychic
Rapid Spin
My second psychic sweeper. Fast and has a great special attack, magnified with Life Orb. STAB Psychic provides the Fighting/Poison coverage, as well as opponents with weak special defense that Alakazam can't get through.
Grass/ground/flying/dragon is covered through Ice Beam, and Hydro Pump is the mostly-accurate secondary STAB move with great type coverage. Finally Rapid Spin makes Starmie my signature hazard remover.
***I thought of Thunderbolt, but decided that a Psychic STAB move was more important, given the prominence of fighting types in today's competitive battle scene, and I can't rely just on my Alakazam, given that I have no flying types to counter them.***
Magnezone - Electric/Steel
Nature: Modest
EV: 252 SAtk / 252 HP / 4 SDef
Ability: Magnet Pull
Item: Focus Sash
Flash Cannon
Hidden Power Fire
Volt Switch
Thunderbolt
My 4th gen SpA with OG roots, he specializes in trapping steel types and finishing them off with HP fire. Volt Switch STAB damages and gets him out of tight spots, thunderbolt is his primary attack, and flash cannon deals with pesky rock/ice opponents.
Focus sash will be a nice surprise to any opponent looking for a quick ground attack KO.
Garchomp - Dragon/Ground
Nature: Adamant
EV: 252 Spd / 252 Atk / 4 HP
Ability: Rough Skin
Item: Choice Scarf
Outrage
Earthquake
Iron Head
Stone Edge
My teams resident Dragon and physical attacker, made much faster with Choice Scarf. Higher then average speed allows him to move first more often then not, using his versatile attacks to put a quick dent in the opening parts of the battle (I see Garchomp as a solid starter to this team).
Has the signature STAB outrage and earthquake coverage. Stone edge is for countering flying and especially ice types, and iron head will be a nice counter to the emerging fairy type.
Volcarona - Bug/Fire
Nature: Timid
EV: 252 Spd / 252 SAtk / 4 HP
Ability: Flame Body
Item: Life Orb
Quiver Dance
Bug Buzz
Fiery Dance
Giga Drain
A solid powerhouse with excellent type coverage and stat boosters. I chose timid over modest nature because Life Orb all ready provides enough of a power boost, and edging out another speedy opponent can mean all the difference in a tight match.
To compensate for Life Orb's drawback, that is where Giga Drain comes in, providing Volcarona with the perfect mix of speed, power, and HP recovery, while at the same time dealing with water/rock/ground counters. Beautiful combo if I do say so.
Bug Buzz is the signature STAB and deals with pesky Psy/Dark types. Fiery Dance is more accurate then a Fire Blast, and if the stat boost occurs, the damage gap between the two is thus immediately closed. And in opportune times, a quiver dance can be a serious game changer and turn Volcarona into a nice sweeper.
Lucario - Fighting/Steel
Nature: Adamant
EV: 252 Atk / 252 Spd / 4 HP
Ability: Justified
Item: Lucarionite
Close Combat
Bullet Punch
Ice Punch
Power-up Punch
A cliche choice, but necessary to fit my needs of a staple fighting type with the effectiveness of steel. This would be my sole Mega of my 6, designed to be constantly bringing the pain with no let-up.
Power-up punch is a personal and probably controversial choice to have instead of swords dance. Damage comes in while still getting a boost and not using a precious turn to set up.
The rest is self explanatory where Ice punch combats the ground threats, priority bullet punch now packs the power of an extremespeed, and close combat is the primary attack to take advantage of the attack that the Mega evolution provides.
Note - Though I previously said I don't rely on legendary Pokemon, I really do appreciate the recommendations. In the end, as long as the boys are OU, its all the same competitive bracket anyways IMO. Besides, I must admit that given all the choices to pick your team with, some personal bias can be allowed. I see the appeal of Jirachi and Keldeo, but I don't like them because they don't look "manly" enough. There....I said it :P (no offense to those that use em).
Alakazam - Psychic
Nature: Timid
EV: 252 Spd / 252 SAtk / 4 HP
Ability: Magic Guard
Item: Focus Sash
Psyshock
Focus Blast
Shadowball
Hidde Power Fire
My personal favorite Pokemon that just happens to be OU and is extremely versatile. Fast and can hit like a tank, especially with a Calm Mind use. With my Starmie having a second psychic STAB move with Psychic, Alakazam gives psychic versatility with the effects of Psyshock. A great counter to special defense walls and Fighting/Poison types.
Normal, Ice, Rock, Dark, Steel types are covered with Focus Blast, and Shadow Ball counters opposing Psychics and Ghosts, allowing Alakazam to be SE against a variety of opponents.
HP fire is to primarily combat any bug and steel types, like dispatching any pesky Ferrothorn/Scizor with ease.
Will not be used as my starting Pokemon, more-so a counter in the middle to end of the battle.
Starmie - Water/Psychic
Nature: Timid
EV: 252 Spd / 252 SAtk / 4 SDef
Ability: Analytic
Item: Life Orb
Hydro Pump
Ice Beam
Psychic
Rapid Spin
My second psychic sweeper. Fast and has a great special attack, magnified with Life Orb. STAB Psychic provides the Fighting/Poison coverage, as well as opponents with weak special defense that Alakazam can't get through.
Grass/ground/flying/dragon is covered through Ice Beam, and Hydro Pump is the mostly-accurate secondary STAB move with great type coverage. Finally Rapid Spin makes Starmie my signature hazard remover.
***I thought of Thunderbolt, but decided that a Psychic STAB move was more important, given the prominence of fighting types in today's competitive battle scene, and I can't rely just on my Alakazam, given that I have no flying types to counter them.***
Magnezone - Electric/Steel
Nature: Modest
EV: 252 SAtk / 252 HP / 4 SDef
Ability: Magnet Pull
Item: Focus Sash
Flash Cannon
Hidden Power Fire
Volt Switch
Thunderbolt
My 4th gen SpA with OG roots, he specializes in trapping steel types and finishing them off with HP fire. Volt Switch STAB damages and gets him out of tight spots, thunderbolt is his primary attack, and flash cannon deals with pesky rock/ice opponents.
Focus sash will be a nice surprise to any opponent looking for a quick ground attack KO.
Garchomp - Dragon/Ground
Nature: Adamant
EV: 252 Spd / 252 Atk / 4 HP
Ability: Rough Skin
Item: Choice Scarf
Outrage
Earthquake
Iron Head
Stone Edge
My teams resident Dragon and physical attacker, made much faster with Choice Scarf. Higher then average speed allows him to move first more often then not, using his versatile attacks to put a quick dent in the opening parts of the battle (I see Garchomp as a solid starter to this team).
Has the signature STAB outrage and earthquake coverage. Stone edge is for countering flying and especially ice types, and iron head will be a nice counter to the emerging fairy type.
Volcarona - Bug/Fire
Nature: Timid
EV: 252 Spd / 252 SAtk / 4 HP
Ability: Flame Body
Item: Life Orb
Quiver Dance
Bug Buzz
Fiery Dance
Giga Drain
A solid powerhouse with excellent type coverage and stat boosters. I chose timid over modest nature because Life Orb all ready provides enough of a power boost, and edging out another speedy opponent can mean all the difference in a tight match.
To compensate for Life Orb's drawback, that is where Giga Drain comes in, providing Volcarona with the perfect mix of speed, power, and HP recovery, while at the same time dealing with water/rock/ground counters. Beautiful combo if I do say so.
Bug Buzz is the signature STAB and deals with pesky Psy/Dark types. Fiery Dance is more accurate then a Fire Blast, and if the stat boost occurs, the damage gap between the two is thus immediately closed. And in opportune times, a quiver dance can be a serious game changer and turn Volcarona into a nice sweeper.
Lucario - Fighting/Steel
Nature: Adamant
EV: 252 Atk / 252 Spd / 4 HP
Ability: Justified
Item: Lucarionite
Close Combat
Bullet Punch
Ice Punch
Power-up Punch
A cliche choice, but necessary to fit my needs of a staple fighting type with the effectiveness of steel. This would be my sole Mega of my 6, designed to be constantly bringing the pain with no let-up.
Power-up punch is a personal and probably controversial choice to have instead of swords dance. Damage comes in while still getting a boost and not using a precious turn to set up.
The rest is self explanatory where Ice punch combats the ground threats, priority bullet punch now packs the power of an extremespeed, and close combat is the primary attack to take advantage of the attack that the Mega evolution provides.
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