
Robqq
Guest






LUCARIO'S REVENGE

BW/BW2 gave Lucario justified, sadly it was not enough to cement Lucario as one of OU's top threats. It's underwhelming speed along with his paperthin defenses caused many to overlook Lucario. But Ben Kenobi has given Luke a new hope with the Lucarionite, and now he's back for more than just the death star.

Lucario @ Lucarionite
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Close Combat
- Bullet Punch
- Ice Punch
- Swords Dance
BW/BW2 wasn't good to Lucario. As you can see Luke is very sad and that sadness has turned into anger. Adaptability raises Close Combat's BP to 240 and is Lucario's staple fighting stab. It is fearful without a boost and at +2 it's a threat to tear through most teams. I use bullet punch to pick off weakened foes and KO fairy types(besides Azumarill & Klefki). Ice punch is mainly used against pokemon who are 4x weak to ice & flying types. Landorus, Gliscor, Thundurus, etc. SD is self explanatory.

Azumarill @ Splash Plate
Ability: Huge Power
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Aqua Jet
- Waterfall
- Superpower
- Play Rough
Azumarill is pretty peeved as well. The huge power princess is back in gen VI with a dual water/fairy typing, which added 3 resist and one immunity to it's superb bulk. Azumarill servs as the teams mid/late game terror. I always bluff band in order to force opponents into switches they think are in their favor and smack weakened foes around with it's stab waterfalls + aqua jets. Super power is for Ferrothorn, Blissey and Chansey. And play rough is its wonderful fairy stab I use for fighting types, dragon types, and bulky water types. Splash Plate to increase the power of those water stabs.

Tentacruel @ Black Sludge
Ability: Liquid Ooze
Shiny: Yes
EVs: 252 HP / 240 Def / 16 Spd
Bold Nature
- Giga Drain
- Knock Off
- Rapid Spin
- Scald
Tentacruel is 1/3 of the team's defensive backbone and it's responsible for removing hazards. It's a great aegislash(if it doesn't run shadow ball) and azumarill wall. Tentacruel's a very bulky mon and it's poison typing allows it to absorb many Fairy attacks. Knock off is a useful move in gen VI and it allows me to infuriate opps when I knock off their items. Scald is its status inducing attack that scares off physical attackers.

Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 48 Def / 208 SDef
Relaxed Nature
IVs: 0 Spd
- Power Whip
- Spikes
- Thunder Wave
- Gyro Ball
The other third of the teams defensive core and my counter to Mega-Kangaskhan. I'll switch in Landorus-T on the obvious power up punch, then back to ferrothorn on the equally obvious return. The double hit and added damage from rocky helmet + iron barbs leaves Kang in pretty bad shape. Ferrothorn passes around paralysis with t-wave. Spikes is self explanatory. Power whip and gyro ball are staple stabs for ferrothorn.
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 172 Def / 88 Spd
Naive Nature
- Earthquake
- Stealth Rock
- Hidden Power [Ice]
- U-turn
Landorus-T is the last piece to the teams defensive core. It intimidates threats that don't carry ice or water type moves(like Talonflame, Aegislash, Breloom). Lando-T punishes physical threats. It's also useful in stopping Mega-Kang's rampages. Stealth Rock is self explanatory. Earthquake stab is a must to pick off weak mons. Hp Ice is for pokemon that are 4x weak to it like Gliscor and Garchomp. And U-turn is used to keep up momentum as well as escape unfavorable match-ups(I only use it if I out-speed).

Kyurem-Black @ Leftovers
Ability: Teravolt
EVs: 56 HP / 216 SAtk / 236 Spd
Mild Nature
- Substitute
- Fusion Bolt
- Ice Beam
- Earth Power
Kyurem-b is a monster, it only needs a substitute and a few coverage moves in order to cause havoc. Kyurem-b is also the teams check to rotom-w. I switch in on obvious hydro pumps, set up a sub on the obvious will-o-wisp, and then 2hko with earth power. Ice Beam is its staple stab that hits most things for neutral damage. Earth Power and Fusion bolt are for pokemon that resist Ice Beam.
The team is not perfect and I would love suggestions on how it can be improved.
Lucario @ Lucarionite
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Close Combat
- Bullet Punch
- Ice Punch
- Swords Dance
Tentacruel @ Black Sludge
Ability: Liquid Ooze
Shiny: Yes
EVs: 252 HP / 240 Def / 16 Spd
Bold Nature
- Giga Drain
- Knock Off
- Rapid Spin
- Scald
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 172 Def / 88 Spd
Naive Nature
- Earthquake
- Stealth Rock
- Hidden Power [Ice]
- U-turn
Kyurem-Black @ Leftovers
Ability: Teravolt
EVs: 56 HP / 216 SAtk / 236 Spd
Mild Nature
- Substitute
- Fusion Bolt
- Ice Beam
- Earth Power
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 48 Def / 208 SDef
Relaxed Nature
IVs: 0 Spd
- Power Whip
- Spikes
- Thunder Wave
- Gyro Ball
Azumarill @ Splash Plate
Ability: Huge Power
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Aqua Jet
- Waterfall
- Superpower
- Play Rough
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Close Combat
- Bullet Punch
- Ice Punch
- Swords Dance
Tentacruel @ Black Sludge
Ability: Liquid Ooze
Shiny: Yes
EVs: 252 HP / 240 Def / 16 Spd
Bold Nature
- Giga Drain
- Knock Off
- Rapid Spin
- Scald
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 172 Def / 88 Spd
Naive Nature
- Earthquake
- Stealth Rock
- Hidden Power [Ice]
- U-turn
Kyurem-Black @ Leftovers
Ability: Teravolt
EVs: 56 HP / 216 SAtk / 236 Spd
Mild Nature
- Substitute
- Fusion Bolt
- Ice Beam
- Earth Power
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 48 Def / 208 SDef
Relaxed Nature
IVs: 0 Spd
- Power Whip
- Spikes
- Thunder Wave
- Gyro Ball
Azumarill @ Splash Plate
Ability: Huge Power
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Aqua Jet
- Waterfall
- Superpower
- Play Rough
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