Hello I'm Nick has aids back with another RMT. I built this team around a cool lead skarm set I heard of and then used bish like the classic team. Just a disclaimer I didn't invent SkarmSharp so please don't think I'm some kind of genius but I did invent this team so lets get on with it.
Proof of Peak: (sorry It wouldn't let me upload it for some reason but it's in the attached files if u really need to see it)
I actually used to be at 1751 but I decayed when I got home from school but watever it's 3 points and honestly I prolly could have got to the 1800s but I'm lazy so yea.
I wanted to create a core similar to the DeoSharp core as 1. Bisharp is very underprepared for and 2. entry hazards is gud.
Since this is a hazard based team why not just go all out and get a spinblocker, Gengar is suprisingly hard to switch into and has amazing neutral and SE coverage with its STAB's.
I needed something that could break down some common defensive cores as well as possibly sweep late game. Lando I was chosen because venutran is just annoying af.
Next I just needed some raw power and sweeping potential. Zard x was chosen because 1. I haven't used it in a while and 2. it's really f*ckin good
Looking at my team I needed more priority and a Keldeo switch (albeit not an ideal one) so I chose Azu also after realizing my team outside of Bisharp gets rocked by scarf Lando T.
Ability: Levitate
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Wave
- Focus Blast
- Taunt
Gengar is an extremely underrated mon imo. Its neutral STAB coverage is impeccable and with a Life orb it is very hard to switch into. Gengar's main role on my team is spinblocking as well as dishing out some damage on the free switches it recieves. Gengar's stats may not be as impressive as they used to be but it is still very fast and very deadly. It has a great ability in Levitate and it has some fun mindgames with Scarf Drill. I go with the standard 252 SAtk 252 Spe spread to at least tie with the latis and still hit very hard. as for moves Shadow Ball, Sludge Wave, Focus Blast is perfect neutral coverage and very good SE coverage in OU. I use Taunt to screw over Chansey and other special walls that try to switch in and set up rocks. Gengar's fast Taunt is very important as I actually have no hazard removal and a Charizard so it's key to keep rocks off the field as long as possible.
Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 Def / 252 Spe or 4 Atk / 252 SAtk / 252 Spe
Timid / Naive Nature
- Earth Power
- Psychic
- Hidden Power [Ice]/ Focus Blast / Rock Slide / Knock Off
- Rock Polish
Landorus I while it has lost some shine since its glory days is still a stall breaking threat to more popular semi stall teams. Life Orb in conjunction with Sheer Force is the best item ability combo as it gets a pseudo Specs boost without being locked into a move. My EV's and nature depend on the set I am running but i will always run max speed and a speed boosting nature.
Earth Power and Psychic are mandatory as I couldn't break VenuTran without them. Rock Polish is the crux of this set and is very threatening to scarfers and generally fast mons that can't handle Lando's power. The last move is a toss up, I've used all 4 at one point and I usually switch them around from time to time along with my EVs.
Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost
Literally cookie cutter Zard X. I really believe this is its best overall set and it has won me more games than any other mon my team. This thing is so threatening after its checks have been eliminated and it has absurd bulk for an offensive mon. Tough Claws gives all of its attacks on my set a pseudo Life Orb boost and can really hit hard after just one Dragon Dance boost.
Standard EV's nature and moves not much to say there.
Azumarill @ Choice Band / Assault Vest
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe or 16 HP / 252 Atk / 240 SDef
Adamant Nature
- Aqua Jet
- Play Rough
- Waterfall
- Superpower / Knock Off
Azumarill is my only Keldeo switch and my only other priority user. I have been bouncing around with the sets on this thing too as I have no choiced mons and Azumarill hits like a nuke with band but I also need it to take hits so Assault Vest is perfectly viable as well. Regardless I'm always gonna have Adamant 252 Atk. On the banded set I run 164 speed to outspeed base 70's with no investment (skarm) and put the rest into HP for decent mixed bulk. I use Superpower as it will OHKO most Ferro sets on the switch. On the Assault vest set I run 240 SDef so that I have almost 400 SDef with the Assault Vest. This allows me to better combat the big threats to my team such as Thundurus, Greninja, and Keldeo. I like to run Knock Off on this set as Superpower won't one shot Ferro anyway. The rest of the moves are pretty standard as Aqua Jet, Play Rough, and Waterfall are all mandatory.
Proof of Peak: (sorry It wouldn't let me upload it for some reason but it's in the attached files if u really need to see it)
I actually used to be at 1751 but I decayed when I got home from school but watever it's 3 points and honestly I prolly could have got to the 1800s but I'm lazy so yea.
At A Glance
Teambuilding Process
DA SQUAD
Skarmory @ Mental Herb
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Spikes
- Brave Bird
This is the lead Skarm set that I really like, I did add some modifications to it, it had red card but I put Mental Herb on it to beat the common lead Terrakion and Mew who are both just overall annoyances. Sturdy is guaranteed at the start of the game so it works as a focus sash so i'm guaranteed at least rocks unless magic bounce. Running max speed and HP lets Skarm outspeed most walls and start stacking and can catch some people off guard with its fast Brave Bird. I run Taunt just because it's good for every lead to have and it can prevent opposing Taunts in conjunction with Mental Herb. Rocks and Spikes are for hazard stacking because that is Skarm's main role on the team and Brave Bird is to catch stuff like Breloom and mega Hera off guard.
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Iron Head
Bisharp is my main sweeper and is my main defense against Lando T/ Mega Manectric cores. It can take advantage of a defog from various pokes or set up itself with Swords Dance. Life Orb is my personal Item of choice as it allows Bisharp to be strong even without set up and lets it hit over 1000 attack at +2. Defiant is the only ability that's even viable and provides Sharp with a free +2 boost. I go with the standard spread of 252 Atk 252 Spe with an Adamant Nature to make those Sucker Punches hit extra hard, as well as get some other important KO's. I use the Standard SD set of SD SP KO and IH as it has great neutral coverage in OU and only gets hard walled by Keldeo and mega Gyarados.
Gengar @ Life OrbSkarmory @ Mental Herb
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Spikes
- Brave Bird
This is the lead Skarm set that I really like, I did add some modifications to it, it had red card but I put Mental Herb on it to beat the common lead Terrakion and Mew who are both just overall annoyances. Sturdy is guaranteed at the start of the game so it works as a focus sash so i'm guaranteed at least rocks unless magic bounce. Running max speed and HP lets Skarm outspeed most walls and start stacking and can catch some people off guard with its fast Brave Bird. I run Taunt just because it's good for every lead to have and it can prevent opposing Taunts in conjunction with Mental Herb. Rocks and Spikes are for hazard stacking because that is Skarm's main role on the team and Brave Bird is to catch stuff like Breloom and mega Hera off guard.
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Iron Head
Bisharp is my main sweeper and is my main defense against Lando T/ Mega Manectric cores. It can take advantage of a defog from various pokes or set up itself with Swords Dance. Life Orb is my personal Item of choice as it allows Bisharp to be strong even without set up and lets it hit over 1000 attack at +2. Defiant is the only ability that's even viable and provides Sharp with a free +2 boost. I go with the standard spread of 252 Atk 252 Spe with an Adamant Nature to make those Sucker Punches hit extra hard, as well as get some other important KO's. I use the Standard SD set of SD SP KO and IH as it has great neutral coverage in OU and only gets hard walled by Keldeo and mega Gyarados.
Ability: Levitate
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Wave
- Focus Blast
- Taunt
Gengar is an extremely underrated mon imo. Its neutral STAB coverage is impeccable and with a Life orb it is very hard to switch into. Gengar's main role on my team is spinblocking as well as dishing out some damage on the free switches it recieves. Gengar's stats may not be as impressive as they used to be but it is still very fast and very deadly. It has a great ability in Levitate and it has some fun mindgames with Scarf Drill. I go with the standard 252 SAtk 252 Spe spread to at least tie with the latis and still hit very hard. as for moves Shadow Ball, Sludge Wave, Focus Blast is perfect neutral coverage and very good SE coverage in OU. I use Taunt to screw over Chansey and other special walls that try to switch in and set up rocks. Gengar's fast Taunt is very important as I actually have no hazard removal and a Charizard so it's key to keep rocks off the field as long as possible.
Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 Def / 252 Spe or 4 Atk / 252 SAtk / 252 Spe
Timid / Naive Nature
- Earth Power
- Psychic
- Hidden Power [Ice]/ Focus Blast / Rock Slide / Knock Off
- Rock Polish
Landorus I while it has lost some shine since its glory days is still a stall breaking threat to more popular semi stall teams. Life Orb in conjunction with Sheer Force is the best item ability combo as it gets a pseudo Specs boost without being locked into a move. My EV's and nature depend on the set I am running but i will always run max speed and a speed boosting nature.
Earth Power and Psychic are mandatory as I couldn't break VenuTran without them. Rock Polish is the crux of this set and is very threatening to scarfers and generally fast mons that can't handle Lando's power. The last move is a toss up, I've used all 4 at one point and I usually switch them around from time to time along with my EVs.
Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost
Literally cookie cutter Zard X. I really believe this is its best overall set and it has won me more games than any other mon my team. This thing is so threatening after its checks have been eliminated and it has absurd bulk for an offensive mon. Tough Claws gives all of its attacks on my set a pseudo Life Orb boost and can really hit hard after just one Dragon Dance boost.
Standard EV's nature and moves not much to say there.
Azumarill @ Choice Band / Assault Vest
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe or 16 HP / 252 Atk / 240 SDef
Adamant Nature
- Aqua Jet
- Play Rough
- Waterfall
- Superpower / Knock Off
Azumarill is my only Keldeo switch and my only other priority user. I have been bouncing around with the sets on this thing too as I have no choiced mons and Azumarill hits like a nuke with band but I also need it to take hits so Assault Vest is perfectly viable as well. Regardless I'm always gonna have Adamant 252 Atk. On the banded set I run 164 speed to outspeed base 70's with no investment (skarm) and put the rest into HP for decent mixed bulk. I use Superpower as it will OHKO most Ferro sets on the switch. On the Assault vest set I run 240 SDef so that I have almost 400 SDef with the Assault Vest. This allows me to better combat the big threats to my team such as Thundurus, Greninja, and Keldeo. I like to run Knock Off on this set as Superpower won't one shot Ferro anyway. The rest of the moves are pretty standard as Aqua Jet, Play Rough, and Waterfall are all mandatory.
REPLAYS
http://replay.pokemonshowdown.com/ou-168842114
http://replay.pokemonshowdown.com/ou-168241464
(GREATEST PLAY EVER)
http://replay.pokemonshowdown.com/ou-168886271
http://replay.pokemonshowdown.com/ou-168853114
(I could have won but I choked at the end, you'll see)
http://replay.pokemonshowdown.com/ou-168099403
Final Thoughts
This team is very good imo but it has to be played correctly in order to win. That being said it is very fun to play and please feel free to play with it whenever you please.http://replay.pokemonshowdown.com/ou-168842114
http://replay.pokemonshowdown.com/ou-168241464
(GREATEST PLAY EVER)
http://replay.pokemonshowdown.com/ou-168886271
http://replay.pokemonshowdown.com/ou-168853114
(I could have won but I choked at the end, you'll see)
http://replay.pokemonshowdown.com/ou-168099403
Final Thoughts
IMPORTABLE
Skarmory @ Mental Herb
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Spikes
- Brave Bird
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Iron Head
Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Wave
- Focus Blast
- Taunt
Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Earth Power
- Psychic
- Hidden Power [Ice]
- Rock Polish
Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost
Azumarill @ Choice Band
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Aqua Jet
- Play Rough
- Waterfall
- Superpower
Skarmory @ Mental Herb
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Spikes
- Brave Bird
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Iron Head
Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Wave
- Focus Blast
- Taunt
Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Earth Power
- Psychic
- Hidden Power [Ice]
- Rock Polish
Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost
Azumarill @ Choice Band
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Aqua Jet
- Play Rough
- Waterfall
- Superpower
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