Introduction:
My name is Argue. This is my 3rd RMT. My main goal in my Pokémon career is to achieve the #1 spot on the OU ladder.
Unfortunately, I hit a road block. I need a detour. This is where you guys come in!
Help improve my team with expert advice and insight.
The Team At A Glance:
The Mighty Power Rangers:
Blue Ranger @ Medicham Mega Stone
Ability: Pure Power
EVs: 252 Attack / 252 Speed / 4 Defense
Jolly Nature
- Drain Punch
- Fake Out
- Psycho Cut
- Ice Punch
Summary
- Drain Punch: STAB. My means of recovery for the Blue Ranger. Hits hard. Steel, Dark, and Chansey do not appreciate drain punch. Especially Kuyrem-B. Bisharp is too situational.
- Fake Out: beautiful priority that's always reliable, especially the chance to flinch. Use fake out, then hit again with either of my three moves depending on the situation for cool damage. I have to keep in mind fake out gets negated by gengar so when the opponent switches in hit em' with PC.
- Psycho Cut: Hate Zen Head butt. ZH damage output is gorgeous but PC is much more reliable due to accuracy and the beautiful chance to CRIT!!!
- Ice Punch: Great all around coverage. Great against dragons and ground types, like Lando and the Lat. twins.
- EVs And Nature: Jolly nature to maximize speed, I outspeed base 100's. 252 Atk to maximize out damage and 4 def to take a resisted hit well, then retaliate with DP.
Pink Ranger @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Defense / 4 Special Attack
Bold Nature
- Moonblast
- Soft-Boiled
- Calm Mind
- Flamethrower
Summary
- Moonblast: STAB. A minuscule chance to drop their special attack (I think). It's a fairy move. Dragons, dark, and fighting Pokemon do not appreciate getting hit with a moonblast, especially after a few calm mind boosts.
- Soft-Boiled: excellent means of recovery. Pretty self explanatory.
- Calm Mind: Since I'm defensively invested, it is important I take advantage when the opportunity permits, to boost up with calm mind. If not, I get wrecked hard by strong special attackers like Greninja and Keldeo.
- Flamethrower: My secret weapon. It's funny when my opponent(s) switch in their bisharp or ferrothorn anticipating a MB, to see them get hurt bad by flamethrower. I'm considering HP Ground though, because heatran just walls me so bad. Also, if I'm at full HP I can take a iron head from bisharp, if he isn't life orb. I then attack with FT and that's a dead bisharp. He actually wallsy whole team, I hate him! xD
- Ability, EVs, and Nature: I opted for Magic Guard because I just love switching in on w-o-w, toxic, or leech seed. EVs maximize health and defense to take some physical hits and recover up or set up with CM.
Green Ranger @ Weakness Policy
Ability: Multiscale
EVs: 252 HP/ 252 Attack / 4 Speed
Adamant Nature
- Earthquake
- Dragon Dance
- Extreme Speed
- Dragon Claw
Summary
- Earthquake: Great coverage against the likes of steel types like Excadrill, Bisharp, and TTar.
- Dragon Dance: Here's where my strategy takes place. Supposedly I'm up against a Thundurus with HP ice. New set of turns. I go for DDance, he uses HP ice. He hits me. WP activates. I'm now boosted in speed and have ridiculous physical nuking power. I then proceed to SWEEP with e-speed. However, stealth rock diminishes my use of weakness policy due to multiscale being deemed useless. Also knock-off.
- Extreme Speed: best t-flame counter, IMO. Best priority in the game. Especially, when boosted decently. Dragonite is an excellent e-speed master.
- Dragon Claw. Pure STAB. Great against Char X. Other dragon types as well as other mons who don't resist it.
- Nature And EVs: Adamant nature for pure physical damage. Full health investment to take hits. Full attack investment to abuse the raw physical power D-nite possess.
Red Ranger @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 220 Special Defense / 40 Speed
Calm Nature
- Lava Plume
- Protect
- Stealth Rock
- Roar
Summary
- Lava Plume: STAB. A nice chance to hopefully burn the adjacent target. Love the accuracy. Does great against frail mons too.
- Protect: I use this to scout out my opponent. I also use this to stall back health.
- Stealth Rock: Love this thing. Set hazards to my opponent, then use roar again and again, watching my opponent's team get his/or her's health chipped away.
- Roar: I love seeing other mons set up, taking one or two turns just to get phased out. Don't even try a sub, roar pushes that out too.
- EVs: these EVs are a suggested smogon spread. They actually work well. Takes special hits well, especially weak scalds. Heatran is truly an awesome defensive elite.
White Ranger @ Choice Scarf
Ability: Intimidate
EVs: 140 HP / 156 Attack / 212 Speed
Adamant Nature
- Earthquake
- Rock Slide
- U-Turn
- Knock Off
Summary
- Earthquake: STAB. Hits hard due to my adamant nature. Things who do not resist EQ do not appreciate dying.
- Rock Slide: coverage. I used to have stone miss, but it cost me many important games. It will always miss at the most crucial part of the game. Rock slide has bad accuracy too but not as bad as stone miss. I like the lucky flinch. Great against t-flame and char x/y.
- U-Turn: Switch out on checks and counters. Great against psychic types. Also greninja. Especially shadow tag. When I sense a w-o-w, I u-turn out to clefable.
- Knock Off: great move and important for every team. Knock off opposing scarf users or threats who rely heavily on their valued item.
- EVs: these EVs I use are a standard smogon choice scarf spread. I can take some hits, and live for an extended amount of turns. Adamant to hit hard. Nice speed to outspeed a lot of things.
Yellow Ranger @ Assault Vest
Ability: Huge Power
EVs: 252 HP / 252 Attack / 4 Defense
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Superpower
Summary
- Aqua Jet: STAB. huge power + adamant nature = decently strong priority aqua jet. Great for revenge killing too.
- Play Rough: Great STAB. Hits things like a truck. Great coverage.
- Knock Off: Love knocking off items. Love when I OHKO Gengar too.
- Superpower: I have this over waterfall because I prefer coverage in my play style. For some reason, the opponent switches into ferrothorn predicting a Play Rough, but gets bopped by Superpower. Then dies to Aqua Jet. Bisharp too, and excadrill, chansey. I dislike the stat drop though. Maybe brick break?
- EVs And Item: Standard smogon spread. This spread helps aid assault vest nicely, giving azumarill an excellent defensive presence.
Conclusion
That's pretty much my team. However, can't break past 1500+. To more experienced players up the ladder, this team is so easily predictable. I need something to make this team unique and talented. I need to break off the standard play style and hit my opponent with that primed surprise.
Thanks for reading,
- Argue
My name is Argue. This is my 3rd RMT. My main goal in my Pokémon career is to achieve the #1 spot on the OU ladder.
Unfortunately, I hit a road block. I need a detour. This is where you guys come in!
Help improve my team with expert advice and insight.
The Team At A Glance:
The Mighty Power Rangers:
Blue Ranger @ Medicham Mega Stone
Ability: Pure Power
EVs: 252 Attack / 252 Speed / 4 Defense
Jolly Nature
- Drain Punch
- Fake Out
- Psycho Cut
- Ice Punch
Summary
- Drain Punch: STAB. My means of recovery for the Blue Ranger. Hits hard. Steel, Dark, and Chansey do not appreciate drain punch. Especially Kuyrem-B. Bisharp is too situational.
- Fake Out: beautiful priority that's always reliable, especially the chance to flinch. Use fake out, then hit again with either of my three moves depending on the situation for cool damage. I have to keep in mind fake out gets negated by gengar so when the opponent switches in hit em' with PC.
- Psycho Cut: Hate Zen Head butt. ZH damage output is gorgeous but PC is much more reliable due to accuracy and the beautiful chance to CRIT!!!
- Ice Punch: Great all around coverage. Great against dragons and ground types, like Lando and the Lat. twins.
- EVs And Nature: Jolly nature to maximize speed, I outspeed base 100's. 252 Atk to maximize out damage and 4 def to take a resisted hit well, then retaliate with DP.
Pink Ranger @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Defense / 4 Special Attack
Bold Nature
- Moonblast
- Soft-Boiled
- Calm Mind
- Flamethrower
Summary
- Moonblast: STAB. A minuscule chance to drop their special attack (I think). It's a fairy move. Dragons, dark, and fighting Pokemon do not appreciate getting hit with a moonblast, especially after a few calm mind boosts.
- Soft-Boiled: excellent means of recovery. Pretty self explanatory.
- Calm Mind: Since I'm defensively invested, it is important I take advantage when the opportunity permits, to boost up with calm mind. If not, I get wrecked hard by strong special attackers like Greninja and Keldeo.
- Flamethrower: My secret weapon. It's funny when my opponent(s) switch in their bisharp or ferrothorn anticipating a MB, to see them get hurt bad by flamethrower. I'm considering HP Ground though, because heatran just walls me so bad. Also, if I'm at full HP I can take a iron head from bisharp, if he isn't life orb. I then attack with FT and that's a dead bisharp. He actually wallsy whole team, I hate him! xD
- Ability, EVs, and Nature: I opted for Magic Guard because I just love switching in on w-o-w, toxic, or leech seed. EVs maximize health and defense to take some physical hits and recover up or set up with CM.
Green Ranger @ Weakness Policy
Ability: Multiscale
EVs: 252 HP/ 252 Attack / 4 Speed
Adamant Nature
- Earthquake
- Dragon Dance
- Extreme Speed
- Dragon Claw
Summary
- Earthquake: Great coverage against the likes of steel types like Excadrill, Bisharp, and TTar.
- Dragon Dance: Here's where my strategy takes place. Supposedly I'm up against a Thundurus with HP ice. New set of turns. I go for DDance, he uses HP ice. He hits me. WP activates. I'm now boosted in speed and have ridiculous physical nuking power. I then proceed to SWEEP with e-speed. However, stealth rock diminishes my use of weakness policy due to multiscale being deemed useless. Also knock-off.
- Extreme Speed: best t-flame counter, IMO. Best priority in the game. Especially, when boosted decently. Dragonite is an excellent e-speed master.
- Dragon Claw. Pure STAB. Great against Char X. Other dragon types as well as other mons who don't resist it.
- Nature And EVs: Adamant nature for pure physical damage. Full health investment to take hits. Full attack investment to abuse the raw physical power D-nite possess.
Red Ranger @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 220 Special Defense / 40 Speed
Calm Nature
- Lava Plume
- Protect
- Stealth Rock
- Roar
Summary
- Lava Plume: STAB. A nice chance to hopefully burn the adjacent target. Love the accuracy. Does great against frail mons too.
- Protect: I use this to scout out my opponent. I also use this to stall back health.
- Stealth Rock: Love this thing. Set hazards to my opponent, then use roar again and again, watching my opponent's team get his/or her's health chipped away.
- Roar: I love seeing other mons set up, taking one or two turns just to get phased out. Don't even try a sub, roar pushes that out too.
- EVs: these EVs are a suggested smogon spread. They actually work well. Takes special hits well, especially weak scalds. Heatran is truly an awesome defensive elite.
White Ranger @ Choice Scarf
Ability: Intimidate
EVs: 140 HP / 156 Attack / 212 Speed
Adamant Nature
- Earthquake
- Rock Slide
- U-Turn
- Knock Off
Summary
- Earthquake: STAB. Hits hard due to my adamant nature. Things who do not resist EQ do not appreciate dying.
- Rock Slide: coverage. I used to have stone miss, but it cost me many important games. It will always miss at the most crucial part of the game. Rock slide has bad accuracy too but not as bad as stone miss. I like the lucky flinch. Great against t-flame and char x/y.
- U-Turn: Switch out on checks and counters. Great against psychic types. Also greninja. Especially shadow tag. When I sense a w-o-w, I u-turn out to clefable.
- Knock Off: great move and important for every team. Knock off opposing scarf users or threats who rely heavily on their valued item.
- EVs: these EVs I use are a standard smogon choice scarf spread. I can take some hits, and live for an extended amount of turns. Adamant to hit hard. Nice speed to outspeed a lot of things.
Yellow Ranger @ Assault Vest
Ability: Huge Power
EVs: 252 HP / 252 Attack / 4 Defense
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Superpower
Summary
- Aqua Jet: STAB. huge power + adamant nature = decently strong priority aqua jet. Great for revenge killing too.
- Play Rough: Great STAB. Hits things like a truck. Great coverage.
- Knock Off: Love knocking off items. Love when I OHKO Gengar too.
- Superpower: I have this over waterfall because I prefer coverage in my play style. For some reason, the opponent switches into ferrothorn predicting a Play Rough, but gets bopped by Superpower. Then dies to Aqua Jet. Bisharp too, and excadrill, chansey. I dislike the stat drop though. Maybe brick break?
- EVs And Item: Standard smogon spread. This spread helps aid assault vest nicely, giving azumarill an excellent defensive presence.
Conclusion
That's pretty much my team. However, can't break past 1500+. To more experienced players up the ladder, this team is so easily predictable. I need something to make this team unique and talented. I need to break off the standard play style and hit my opponent with that primed surprise.
Thanks for reading,
- Argue