Gary
Can be abrasive at times (no joke)
FINAL TEAM COMING SOON!
TEAM LAYOUT BEFORE
CURRENT TEAM LAYOUT
Lancelot (Dragonite) (M) @ Choice Band
Trait: Multiscale
EVs: 60 HP / 252 Atk / 196 Spe
Adamant Nature (+Atk, -SpA)
-Outrage
-Extremespeed
-Earthquake
-Fire Punch
Previously, my Dragonite was centered around increasing it's already Bulky defenses and having to setup before setting him off on a sweep. After a few fights and quite a few recommendations, I have decided to up his already great Attack by Maxing it out and giving him a Choice Band! Since Multiscale already boosts his above average defenses, I feel like I should focus less on his bulk and more on his power. A STAB Outrage can tear a huge hole in almost any team, and can even 2HKO some Heatran. Basically Pokemon that don't resist Outrage will be OHKO by it unless they have very bulky defenses. Extremespeed is very important, since Dragonite has problems outspeeding many OU threats. It's most important for taking out already damaged Pokemon that could potentially outspeed it, and opponents may not expect Dragonite to have this move. Earthquake is by far his most important move, as Sun Teams can be quite a problem to most of my team, so Earthquake is a great move that will OHKO almost any Fire Type bulky or not. It's also a good counter to a Specially Defensive Heatran which Starmie has problems taking out. Fire Punch is very nice for getting rid of Grass, Ice, and Steel threats, the biggest being Ferrothorn, Jirachi, and Celebi. The biggest thing I love about a Choice Banded Dragonite is that it is unpredictable. Since Bulky and Offensive Dancing Dragonites are very common, many might not be expecting that my Dragonite is Choice Banded and has moves such as Fire Punch, EQ, and Extremespeed.
Gonzalez (Jolteon) (M) @ Choice Specs
Trait: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature (+Spe, -Atk)
-Thunderbolt
-Shadow Ball
-Volt Switch
-Hidden Power Ice
Jolteon is by far one of my favorite Pokemon, because of it's amazing ability to sweep! The fact that few can outspeed it, and it's SpA combined with Choice Specs is very hard to wall, this Pokemon can leave opponents teams in shambles. Thunderbolt is a must, as it is an amazing STAB move that OHKO pretty much anything that is weak against it, and even 2HKO Pokemon that do resist it. Shadow Ball is the main reason as to why Ice Punch took the place of Night Slash on Weavile, as it takes down Ghost and Psychic types like Latios, Chandelure, Victini, and Reuniclus with ease. Volt Switch is a great scouting move as it can work similar to a U-Turn Scizor in getting out of trouble while still doing decent damage at the same time. Hidden Power Ice is the main answer to Pokemon that try to trap him in like Gliscor. Although HP grass was also recommended to take out bulky Water/Ground, HP Ice seems to be all around more helpful.
Bad Trip (Breloom) (M) @ Life Orb
Trait: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature (+Atk, -SpA)
-Mach Punch
-Stone Edge
-Bullet Seed
-Spore
Behold, the almighty Techniloom. After months of not being available, Technician Breloom has now finally been released from its cage. I've been waiting a long time for a Techniloom to be on my team, and now I finally have it! Mach Punch is one of the best moves to have due to the priority, Technician boost, and it's nice STAB. This move alone will counter a Scarfed Terrakion, which is one of the deadliest scarfed Pokemon in OU. Stone Edge helps get rid of Flying types such as Zapdos and Staraptor, and it's just a really nice move to have due to it's power and high flinching ability. Bullet Seed is another one of his most dangerous moves as it can hit multiple times, and it's also a boosted STAB move. If it can hit up to 5 times, it can deal almost the same damage as two Seed Bombs! Simply amazing. Of course, we can't forget about the almighty Spore which gave Breloom it's reputation. A 100% accuracy sleeping move and 3 amazing moves with 2 TechniSTABBED, is extremely hazardous, and makes Breloom one of the most dangerous Pokemon in OU. When Bad Trip comes along, it'll be the worst trip you'll ever have.
Shuriken (Starmie) @ Life Orb
Hax (Jirachi) @ Leftovers
Trait: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature (+SpD, -SpA)
-Iron Head
-Body Slam
-Wish
-Stealth Rock
Jirachi, one of the most annoying Pokemon to deal with in the entire metagame. Jirachi is the reason why I have only one real supporter on my team due to the fact of almost all of his moves being able to piss the opponent off immensely. With the ability Serene Grace, the chances of a moves secondary effect working is doubled, which means more HAX! Iron Head is one of his most annoying moves by far. Iron Head's 30% Flinching is now increased to 60% thanks to Serene Grace, and that means that the opponent will only be getting a move off less than half of the time. Now that's annoying. Anyways, Iron Head is a great STAB move for stalling out teams, and taking care of a few Ice and Rock types I guess. It's mostly just used for the Flinching. Same goes with his next move Body Slam. Body Slam has yet again a 60% of a status condition, this time Paralysis. A Body Slam Paralysis and Iron Head flinching combo can lead to the opponent frustrated out of his mind! Especially since Jirachi will be able to take most hits with ease. To add to the annoyance, Wish is added to not only help teammates, but to be able to continue his stall parade for even longer periods of time. Stealth Rocks is one of Jirachis biggest asset to my team for obvious reasons, as it is a great entry hazard, and with Jirachi opponents will find themselves in a sticky situation. The situation is what you say? Well, it quite simple. Would you rather be battered to death with nonstop Paraflinch, or switch out and take Stealth Rock damage? You decide.
CURRENT TEAM LAYOUT
IN DEPTH LOOK
Icy Chill (Weavile) (M) @ Life Orb
Trait: Pressure
EVs: 32 HP / 252 Atk / 224 Spe
Jolly Nature (+Spe, -SpA)
-Pursuit
-Ice Shard
-Low Kick
-Ice Punch/Night Slash
I found myself always keeping Weavile on all my teams due to the fact that he's a great revenge killer, has killer Attack and Speed, and can use the almighty Pursuit. Pursuit is great for catching many Pokemon off guard, especially Psychic types such as Gengar, Latios, and Starmie. The reason I love Pursuit so much is that it literally traps them, and they are either forced to deal with Weavile while taking multiple STAB Life Orbed Pursuits, or to risk the switch and hope that Pursuit wont KO them. Ice Shard is great for Dragon types, especially Outraging ones. Since most Dragon types Weavile will be seeing are Dragon/Flying, Ice Shard has a possibility of almost OHKO them on it's own. If not, that's when the PursuitShard combo will come into play. Low Kick is one of his best moves, as it OHKO heavy Rock types such as Terrakion, Tyranitar, and Heatran. The hardest choice on Weavile was to choose between Ice Punch or Night Slash. My team does have other Ice coveraging moves then Dark, but there are so many more Rock, Ground, Dragon, and Flying types out there in OU that Ice Punch seemed to be the better choice.
Trait: Pressure
EVs: 32 HP / 252 Atk / 224 Spe
Jolly Nature (+Spe, -SpA)
-Pursuit
-Ice Shard
-Low Kick
-Ice Punch/Night Slash
I found myself always keeping Weavile on all my teams due to the fact that he's a great revenge killer, has killer Attack and Speed, and can use the almighty Pursuit. Pursuit is great for catching many Pokemon off guard, especially Psychic types such as Gengar, Latios, and Starmie. The reason I love Pursuit so much is that it literally traps them, and they are either forced to deal with Weavile while taking multiple STAB Life Orbed Pursuits, or to risk the switch and hope that Pursuit wont KO them. Ice Shard is great for Dragon types, especially Outraging ones. Since most Dragon types Weavile will be seeing are Dragon/Flying, Ice Shard has a possibility of almost OHKO them on it's own. If not, that's when the PursuitShard combo will come into play. Low Kick is one of his best moves, as it OHKO heavy Rock types such as Terrakion, Tyranitar, and Heatran. The hardest choice on Weavile was to choose between Ice Punch or Night Slash. My team does have other Ice coveraging moves then Dark, but there are so many more Rock, Ground, Dragon, and Flying types out there in OU that Ice Punch seemed to be the better choice.
Lancelot (Dragonite) (M) @ Choice Band
Trait: Multiscale
EVs: 60 HP / 252 Atk / 196 Spe
Adamant Nature (+Atk, -SpA)
-Outrage
-Extremespeed
-Earthquake
-Fire Punch
Previously, my Dragonite was centered around increasing it's already Bulky defenses and having to setup before setting him off on a sweep. After a few fights and quite a few recommendations, I have decided to up his already great Attack by Maxing it out and giving him a Choice Band! Since Multiscale already boosts his above average defenses, I feel like I should focus less on his bulk and more on his power. A STAB Outrage can tear a huge hole in almost any team, and can even 2HKO some Heatran. Basically Pokemon that don't resist Outrage will be OHKO by it unless they have very bulky defenses. Extremespeed is very important, since Dragonite has problems outspeeding many OU threats. It's most important for taking out already damaged Pokemon that could potentially outspeed it, and opponents may not expect Dragonite to have this move. Earthquake is by far his most important move, as Sun Teams can be quite a problem to most of my team, so Earthquake is a great move that will OHKO almost any Fire Type bulky or not. It's also a good counter to a Specially Defensive Heatran which Starmie has problems taking out. Fire Punch is very nice for getting rid of Grass, Ice, and Steel threats, the biggest being Ferrothorn, Jirachi, and Celebi. The biggest thing I love about a Choice Banded Dragonite is that it is unpredictable. Since Bulky and Offensive Dancing Dragonites are very common, many might not be expecting that my Dragonite is Choice Banded and has moves such as Fire Punch, EQ, and Extremespeed.
Gonzalez (Jolteon) (M) @ Choice Specs
Trait: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature (+Spe, -Atk)
-Thunderbolt
-Shadow Ball
-Volt Switch
-Hidden Power Ice
Jolteon is by far one of my favorite Pokemon, because of it's amazing ability to sweep! The fact that few can outspeed it, and it's SpA combined with Choice Specs is very hard to wall, this Pokemon can leave opponents teams in shambles. Thunderbolt is a must, as it is an amazing STAB move that OHKO pretty much anything that is weak against it, and even 2HKO Pokemon that do resist it. Shadow Ball is the main reason as to why Ice Punch took the place of Night Slash on Weavile, as it takes down Ghost and Psychic types like Latios, Chandelure, Victini, and Reuniclus with ease. Volt Switch is a great scouting move as it can work similar to a U-Turn Scizor in getting out of trouble while still doing decent damage at the same time. Hidden Power Ice is the main answer to Pokemon that try to trap him in like Gliscor. Although HP grass was also recommended to take out bulky Water/Ground, HP Ice seems to be all around more helpful.
Trait: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature (+Atk, -SpA)
-Mach Punch
-Stone Edge
-Bullet Seed
-Spore
Behold, the almighty Techniloom. After months of not being available, Technician Breloom has now finally been released from its cage. I've been waiting a long time for a Techniloom to be on my team, and now I finally have it! Mach Punch is one of the best moves to have due to the priority, Technician boost, and it's nice STAB. This move alone will counter a Scarfed Terrakion, which is one of the deadliest scarfed Pokemon in OU. Stone Edge helps get rid of Flying types such as Zapdos and Staraptor, and it's just a really nice move to have due to it's power and high flinching ability. Bullet Seed is another one of his most dangerous moves as it can hit multiple times, and it's also a boosted STAB move. If it can hit up to 5 times, it can deal almost the same damage as two Seed Bombs! Simply amazing. Of course, we can't forget about the almighty Spore which gave Breloom it's reputation. A 100% accuracy sleeping move and 3 amazing moves with 2 TechniSTABBED, is extremely hazardous, and makes Breloom one of the most dangerous Pokemon in OU. When Bad Trip comes along, it'll be the worst trip you'll ever have.
Shuriken (Starmie) @ Life Orb
Trait: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature (+Spe, -Atk)
-Hydro Pump
-Rapid Spin
-Psychic
-Thunderbolt
Starmie is a great addition to my team as he not only has great type coverage but he also has Rapid Spin to get rid of Spikes and Stealth Rock hazards. Hydro Pump is an amazing STAB move which works really well to get rid of many bulky Pokemon that don't resist it. Since my team seems to have a larger weakness to fire types, it comes in a lot of handy. Rapid Spin is for obvious reasons, as it eliminates switch in hazards laid out by Ferrothorn and Forretress. Psychic is another great STAB move that can pretty much OHKO most Fighting threats, and at least 2HKO Conkeldurr. Thunderbolt is another great move to get rid of other Water types and Flying types such as Moltres. There really isn't too much to say about Starmie, other than that he is a great answer to entry hazards, and can cover a plethora of types. Although Leftovers would have been a great choice on Starmie seeing that he has poor defenses and this moveset lacks Recover, Starmie with Life Orb has found a new found role, dealing with an offensive Jirachi. Offensive Jirachi as you can probably tell, can murk half my team due to its insane coverage. Starmie can 2HKO max HP Jirachi and almost OHKO a Naive Nature Jirachi. Starmie combined with Jolteon and Weavile, can easily take down any Jirachi that can outspeed Dragonite.
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature (+Spe, -Atk)
-Hydro Pump
-Rapid Spin
-Psychic
-Thunderbolt
Starmie is a great addition to my team as he not only has great type coverage but he also has Rapid Spin to get rid of Spikes and Stealth Rock hazards. Hydro Pump is an amazing STAB move which works really well to get rid of many bulky Pokemon that don't resist it. Since my team seems to have a larger weakness to fire types, it comes in a lot of handy. Rapid Spin is for obvious reasons, as it eliminates switch in hazards laid out by Ferrothorn and Forretress. Psychic is another great STAB move that can pretty much OHKO most Fighting threats, and at least 2HKO Conkeldurr. Thunderbolt is another great move to get rid of other Water types and Flying types such as Moltres. There really isn't too much to say about Starmie, other than that he is a great answer to entry hazards, and can cover a plethora of types. Although Leftovers would have been a great choice on Starmie seeing that he has poor defenses and this moveset lacks Recover, Starmie with Life Orb has found a new found role, dealing with an offensive Jirachi. Offensive Jirachi as you can probably tell, can murk half my team due to its insane coverage. Starmie can 2HKO max HP Jirachi and almost OHKO a Naive Nature Jirachi. Starmie combined with Jolteon and Weavile, can easily take down any Jirachi that can outspeed Dragonite.
Hax (Jirachi) @ Leftovers
Trait: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature (+SpD, -SpA)
-Iron Head
-Body Slam
-Wish
-Stealth Rock
Jirachi, one of the most annoying Pokemon to deal with in the entire metagame. Jirachi is the reason why I have only one real supporter on my team due to the fact of almost all of his moves being able to piss the opponent off immensely. With the ability Serene Grace, the chances of a moves secondary effect working is doubled, which means more HAX! Iron Head is one of his most annoying moves by far. Iron Head's 30% Flinching is now increased to 60% thanks to Serene Grace, and that means that the opponent will only be getting a move off less than half of the time. Now that's annoying. Anyways, Iron Head is a great STAB move for stalling out teams, and taking care of a few Ice and Rock types I guess. It's mostly just used for the Flinching. Same goes with his next move Body Slam. Body Slam has yet again a 60% of a status condition, this time Paralysis. A Body Slam Paralysis and Iron Head flinching combo can lead to the opponent frustrated out of his mind! Especially since Jirachi will be able to take most hits with ease. To add to the annoyance, Wish is added to not only help teammates, but to be able to continue his stall parade for even longer periods of time. Stealth Rocks is one of Jirachis biggest asset to my team for obvious reasons, as it is a great entry hazard, and with Jirachi opponents will find themselves in a sticky situation. The situation is what you say? Well, it quite simple. Would you rather be battered to death with nonstop Paraflinch, or switch out and take Stealth Rock damage? You decide.
LAST STATEMENTS
Thanks for those of you who stuck around and let me talk about my team! Again, if you see anything that I should change then please don't be afraid to say it. Thanks again!