Intro:
Greetings, Smogonites. As a frequent reader of RMT posts and spectator of the OU meta I decided to try my hand at team construction and competitive play. I have noticed that the metagame is overrun by common themes such as weather, hazards, and the ever-present behemoths such as Genesect and Garchomp. I came across Stoutland, a Pokemon once used in the UU meta who is now employed in OU sand teams. I constructed a team based around sand and this dog with a mustache.
Le Team Construction process
I started with Stoutland as my main attacker. Of course, Stout is nothing without perma-sand, so I included Tyranitar as my weather inducer.
Next I added Genesect. Cliche, yes, but useful in the eradication of physical walls and competing weather inducers alike.
I had some problems with Rain teams and their bulky water-types so Ferrothorn was included. I found it is quite effective at providing defensive purposes and staying power.
I needed a way to clear entry hazards, so I turned to Starmie, who could not only clear hazards but also provide Special attacking prowess as well.
I need a spin blocker to block those attempting to clear hazards set up by Ferro and T-Tar. I tried Gengar, who just wasn't cutting it. I finally went with Chandelure, who was not only stronger, but had more defense (if that's saying anything, considering the frailty of both Pokes) and better coverage options.
However, Chandelure wasn't proving to be any good, so by suggestion, I replaced it with Heatran, who proved to be more useful, especially in the handling of Sun teams.
Le Team
Clifford (Stoutland) @ Lum Berry
Ability: Sand Rush
Adamant Nature 4 HP 252 Atk 252 Spd
~Return
~Wild Charge
~Superpower
~Crunch
Stoutland is my sweeper, usually during late-game when the opposing team is trimmed down in size or when threats are weakened or eliminated. I admit to using a generic set and EV spread because they work. I'm not sure about the item, though; I'm torn between CBand (for power), Life Orb (power without the move lock), or Lum Berry (to shrug off the occasional Thunder Wave or Will-O-Wisp). I will be testing Stoutland with a Choice Band and Pursuit in lieu of Crunch (to hit switch-outs). I will report my observations in time.
Mr. Bubbles (Tyranitar) @ Leftovers
Adamant Nature 248 HP 40 Atk 110 SpD
~Earthquake
~Stone Edge
~Stealth Rock
~Pursuit
The weather inducer. T-Tar is typically my lead if the opposing side does not have a weather inducer on their side (other than a Sandstorm creator, which contributes to my strategy anyway). EdgeQuake is a very good attack pairing in my opinion, able to hit most threats neutrally or super-effectively. Pursuit is to surprise Psychic and Ghost-types that try to switch out (I'm considering switching it for something to help set-up), while Stealth Rock is for hazard set up. I usually use rocks when I predict a switch or an ineffective attack.
R2-D2 (Genesect) @ Choice Scarf
Hasty Nature 4 Atk 252 SpA 252 Spd
~U-Turn
~Flamethrower
~Ice Beam
~Thunderbolt
Genesect serves the role of the special sweeper. Sect serves to punch holes in the opposing team so that Stoutland can step in later and KO with ease. U-Turn is to maintain momentum or to switch out if Genesect receives an Attack boost from Download. The other three attacks create the paragon of offensive coverage; Fire, Ice, and Electric types cover a large portion of the meta super-effectively.
Farrah (Ferrothorn) @ Leftovers
Impish Nature 252 HP 92 Def 164 SpD
~Thunder Wave
~Power Whip
~Leech Seed
~Spikes
Ferrothorn is my wall Pokemon.. I usually use Stealth Rock (changed to Spikes) for hazard set up. Changed Stealth Rocks to Spikes for a different hazard option. Also, the EV spread is revised, courtesy of Jirachi. I kept Left Overs because I felt the extra recovery is helpful.
Coraline (Starmie) @ Life Orb
Ability: Natural Cure
Timid Nature 252 Hp 4 SpA 252 Spd
~Rapid Spin
~Scald
~Psyshock
~Recover
Starmie spins Rocks and Spikes away while hitting switch-ins with Scald and Psyshock. The investment in HP and Recover is to ensure Starmie has staying power. Starmie now has a Timid Nature so it can outpace more threats
I Lava U (Heatran) @ Shed Shell
Calm Nature 252 HP 4 Def 252 SpD
~Protect
~Roar
~Lava Plume
~Earth Power
Replaced the rather irrelevant Chandelure with a more fitting Heatran. Shed Shell is to evade being trapped by the occasional Magnet Pull, Shadow Tag, or Arena Trap (which I don't see much of, so I'm considering forgoing it in lieu of Leftovers). Roar helps rack up hazard damage quite nicely, and the defensive EV build helps with Heat's staying power (not that it stays in long due to the tendency for common threats to switch in).
Le Conclusion
I am welcome to any comments and *constructive* criticism. This team has been fun to make and test and I hope I've created something that has potential.
(Note: I didn't want to make it importable until I am sure the team is perfect. I hope that is okay and within acceptable conduct)
Le Final Glance
Greetings, Smogonites. As a frequent reader of RMT posts and spectator of the OU meta I decided to try my hand at team construction and competitive play. I have noticed that the metagame is overrun by common themes such as weather, hazards, and the ever-present behemoths such as Genesect and Garchomp. I came across Stoutland, a Pokemon once used in the UU meta who is now employed in OU sand teams. I constructed a team based around sand and this dog with a mustache.
Le Team Construction process
I started with Stoutland as my main attacker. Of course, Stout is nothing without perma-sand, so I included Tyranitar as my weather inducer.
Next I added Genesect. Cliche, yes, but useful in the eradication of physical walls and competing weather inducers alike.
I had some problems with Rain teams and their bulky water-types so Ferrothorn was included. I found it is quite effective at providing defensive purposes and staying power.
I needed a way to clear entry hazards, so I turned to Starmie, who could not only clear hazards but also provide Special attacking prowess as well.
I need a spin blocker to block those attempting to clear hazards set up by Ferro and T-Tar. I tried Gengar, who just wasn't cutting it. I finally went with Chandelure, who was not only stronger, but had more defense (if that's saying anything, considering the frailty of both Pokes) and better coverage options.
However, Chandelure wasn't proving to be any good, so by suggestion, I replaced it with Heatran, who proved to be more useful, especially in the handling of Sun teams.
Le Team
Clifford (Stoutland) @ Lum Berry
Ability: Sand Rush
Adamant Nature 4 HP 252 Atk 252 Spd
~Return
~Wild Charge
~Superpower
~Crunch
Stoutland is my sweeper, usually during late-game when the opposing team is trimmed down in size or when threats are weakened or eliminated. I admit to using a generic set and EV spread because they work. I'm not sure about the item, though; I'm torn between CBand (for power), Life Orb (power without the move lock), or Lum Berry (to shrug off the occasional Thunder Wave or Will-O-Wisp). I will be testing Stoutland with a Choice Band and Pursuit in lieu of Crunch (to hit switch-outs). I will report my observations in time.
Mr. Bubbles (Tyranitar) @ Leftovers
Adamant Nature 248 HP 40 Atk 110 SpD
~Earthquake
~Stone Edge
~Stealth Rock
~Pursuit
The weather inducer. T-Tar is typically my lead if the opposing side does not have a weather inducer on their side (other than a Sandstorm creator, which contributes to my strategy anyway). EdgeQuake is a very good attack pairing in my opinion, able to hit most threats neutrally or super-effectively. Pursuit is to surprise Psychic and Ghost-types that try to switch out (I'm considering switching it for something to help set-up), while Stealth Rock is for hazard set up. I usually use rocks when I predict a switch or an ineffective attack.
R2-D2 (Genesect) @ Choice Scarf
Hasty Nature 4 Atk 252 SpA 252 Spd
~U-Turn
~Flamethrower
~Ice Beam
~Thunderbolt
Genesect serves the role of the special sweeper. Sect serves to punch holes in the opposing team so that Stoutland can step in later and KO with ease. U-Turn is to maintain momentum or to switch out if Genesect receives an Attack boost from Download. The other three attacks create the paragon of offensive coverage; Fire, Ice, and Electric types cover a large portion of the meta super-effectively.
Farrah (Ferrothorn) @ Leftovers
Impish Nature 252 HP 92 Def 164 SpD
~Thunder Wave
~Power Whip
~Leech Seed
~Spikes
Ferrothorn is my wall Pokemon.. I usually use Stealth Rock (changed to Spikes) for hazard set up. Changed Stealth Rocks to Spikes for a different hazard option. Also, the EV spread is revised, courtesy of Jirachi. I kept Left Overs because I felt the extra recovery is helpful.
Coraline (Starmie) @ Life Orb
Ability: Natural Cure
Timid Nature 252 Hp 4 SpA 252 Spd
~Rapid Spin
~Scald
~Psyshock
~Recover
Starmie spins Rocks and Spikes away while hitting switch-ins with Scald and Psyshock. The investment in HP and Recover is to ensure Starmie has staying power. Starmie now has a Timid Nature so it can outpace more threats
I Lava U (Heatran) @ Shed Shell
Calm Nature 252 HP 4 Def 252 SpD
~Protect
~Roar
~Lava Plume
~Earth Power
Replaced the rather irrelevant Chandelure with a more fitting Heatran. Shed Shell is to evade being trapped by the occasional Magnet Pull, Shadow Tag, or Arena Trap (which I don't see much of, so I'm considering forgoing it in lieu of Leftovers). Roar helps rack up hazard damage quite nicely, and the defensive EV build helps with Heat's staying power (not that it stays in long due to the tendency for common threats to switch in).
Le Conclusion
I am welcome to any comments and *constructive* criticism. This team has been fun to make and test and I hope I've created something that has potential.
(Note: I didn't want to make it importable until I am sure the team is perfect. I hope that is okay and within acceptable conduct)
Le Final Glance