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The Wrath of Carbrink

Discussion in 'ORAS OU Teams' started by MisterFistyy, Nov 5, 2013.

  1. MisterFistyy


    Nov 5, 2013
    Alright everyone, I'm MisterFistyy, and this is my first X and Y RTM and actually my first overall. (Jeez I feel like I'm about to give some sort of damn lecture) I've battled competitively since about the start of BW2, and have made a fair share of teams, but I'm the kind of person who plays with one team for a day or two then tosses it because it loses my interest, so I've never made a real serious team that had a lot of staying power throughout the course of the metagame. Sure I've had real successful teams, but nothing I laddered a whole bunch with.

    After that little into, lets just get into the team:
    Pebbles (Carbrink) @ Leftovers
    Ability: Sturdy
    EVs: 252 HP / 252 Def / 4 SpA
    Bold Nature
    - Power Gem
    - Moonblast
    -Stealth Rock
    - Protect

    First off, this thing is cute as shit, just look at it, I'd keep it as a pet. Anyways, this guy basically has two main jobs. First one, is be a stealth rock setter that can also take a hit or two when needed. Granted it gets worn down easily, but it generally takes a few hits before I sack it, which is fine enough for me. Secondly, its next job it to take on Talonflame. This little piece of dynamite can live a hit, and OHKO back with power gem, It doesn't care for priority Brave Birds or Flare Blitzes, and it doesn't care for any TalonFlame running Bulk Up either, since Power Gem hits special defense instead. Of course after a few SDs or bulk ups things can get a little hairy, and Steel Wing can pose a problem (haven't seen one run it yet), but with stealth rock on the field, I have other means of getting past that annoying shit with wings.


    Pointy (Bisharp) Leftovers
    Ability: Defiant
    EVs: 252 HP / 252 Atk / 4 Spe
    Adamant Nature
    - Substitute
    - Swords Dance
    - Iron Head
    - Sucker Punch

    I've always loved this guys badass design, but his viability it just as good. He may not always be the star player, but I love what he does for this team. His main job is to take on any Aegislash I see in the preview. Granted I have other methods of dealing with it, but Bisharp is a fun way to harass it. Thanks to defiant, King's Shield does basically nothing to him, as the drop in attack from contact with just give him +2, negating the original effect. Sure Sacred Sword hurts, but since Bisharp normally outspeeds, I can sub up first to avoid any massive damage, and just have the sub break. Then mind games start to come in, and they King's Shield while I sub again or attack outright. If this guy gets +2 behind a sub of his own however, it isn't too easy to take down. Sucker Punch is always nice priority, and also can help as a buffer for Talonflame, since generally people will Flare Blitz, thus not having priority of their own to use. (Side Note: Not sure what the EVs here should be, I've never been good them, so if any change would crucially help me, let me know)

    Flying Dishwasher (Rotom - W) @ Choice Scarf
    Ability: Levitate
    EVs: 252 SpA / 252 Spe / 4 SpD
    Timid Nature
    - Hydro Pump
    - Volt Switch
    - Thunderbolt
    - Trick

    After seeing this thing in BW2, and seeing it now in X and Y, I never knew how damn tiny this thing was supposed to be. Despite its small size though, this thing is something I couldn't go without on this team. Volt Switch is obviously there for momentum, and I generally lead off with this thing. A couple common leads I've seen have been Greninja, Smeargle, and Excadrill. For Smeargle and Greninja, I tend to Volt Switch first, and figure a way to deal with them later, generally absorbing a Spore with my next grass friend here soon, and Greninja is nearly OHKO'd if not straight up killed most of the time, and then I switch into another member who can handle it. From my experience, a Hydro Pump straight knocks out Excadrill from full heal, and no one seems to expect it since he's been locked away in Ubers for so long. Also, if I happen to see a ground type on the other team, I Hydro Pump first, since people generally expect a Volt Switch, and then I severely maim their ground type. Not a lot outspeeds this little appliance, and the only things that do are other scarfers, who generally can't knock it out from full heal. The only questions I have are what should I do for the last two moves? I hardly use Thunderbolt at all, and Trick has saved me a couple times, but it seems highly situational, and I'd rather keep the scarf instead. I'd rather not replace this guy, but if a completely better option comes up, I may have to.


    Ent (Trevenant) @ Sitrus Berry
    Ability: Harvest
    EVs: 252 HP / 252 SpD / 4 Atk
    Careful Nature
    - Leech Seed
    - Shadow Claw
    - Substitute
    - Will-O-Wisp

    Another awesome and badass design. Onto this spooky tree, he serves as another check to Aegislash, and works to generally just piss off the other team once behind a sub. With Sitrus Berry, Harvest, and Substitute, this thing can be a royal pain in the ass. Gaining basically 25% back from the Sitrus Berry, it acts as a really nice form of recovery alongside Leech Seed. I also use this thing against Ferrothorn whenever I come across it. Power Whip doesn't break my sub, especially after a Will-O-Wisp, and although I can't Leech Seed it, I can Shadow Claw enough to where Iron Barbs will kick in and I can recover from my Sitrus Berry again. Not the best plan, but once behind a sub, this thing can be annoning as hell to break through. (Just like Bisharp, I don't know exactly how to spread the EVs, any help is appreciated.)


    Marley (Arcanine) Leftovers
    Ability: Intimidate
    EVs: 252 HP / 252 Atk / 4 SpD
    Adamant Nature
    - Flare Blitz
    - Extreme Speed
    - Morning Sun
    - Roar

    As an old favorite from Gen I, this thing has helped me check numerous physical attackers in conjunction with Trevenant, as well as completing a FWG core. The moveset may be a tad unortodox, but each there are reasons for each. I wanted a really powerful STAB move, and Flare Blitz seems to work, especially coming off of max attack. Extreme Speed is there for another form of backup priority in case things go wrong, and it also out-prioritizes Talonflame, giving me the jump on it. Morning Sun is there for instant recovery, and even though I don't use it too often, it still comes in hand. Roar on the other hand seems to be missing its true purpose here. I initially put it there as an emergency against set up sweepers, but I've maybe used the move twice. I'm wondering if I should put another coverage move in place of it, but I am open to ideas for this as well.


    Pew Pew (Blastoise-M) @ Blastoisinite
    Ability: Mega Launcher
    EVs: 252 HP / 252 SpD / 4 SpA
    Calm Nature
    - Aura Sphere
    - Dark Pulse
    - Water Pulse
    - Rapid Spin

    This guy is probably the most expendable one here. It used to be a specs Clawitzer, but I just wasn't feeling it during the early stages of this team, and hazards really screwed me over then. Now however, hazards don't really seem to be prevalent after I switched the two, and it seems to me that Blastoise-M just can't take too many hits, and doesn't hit hard enough back. He only lasts for around 3-5 turns until he kicks the bucket, and I don't really know what to put here to replace him, so help is appreciated. Aura Sphere and Dark Pulse are there for coverage, and I prefer them over Ice Beam and other moves because of the boost from Mega Launcher. Water Pulse is chosen over Hydro Pump for accuracy and confusion chance, and because I already have Rotom-W who has better attributes to spam Hydro Pumps with. Like I said, I'm up for changing this guy since he doesn't seem to pull his weight, even though Rapid Spin is nice. I've been thinking of using a good defog user like Crobat (especially with the new Infiltrator buff) or Gliscor, as well as another Mega more geared towards all out offense instead. Once again, all suggestions are welcome.

    Well that's my team. It isn't the best, but in good hands, it can win games. I don't ladder too often, but I am around 1850 right now, and I tend to win most of my games. When I lose, its mainly to either stupid plays or hax, so I'm actually trying to make this team better and work with it. Feedback is appreciated, and thanks for reading.
    Last edited: Nov 5, 2013
  2. Srn

    Srn I use Focus Punch like I do my women: Unprotected!
    is a Pre-Contributor

    Sep 22, 2013
    This is a pretty cool team overall. I tried a trevenant in my stall team and it did wonders, but it didn't cut it for excadrill, the most common rapid spinner at the time, so I had to forego it for jellicent (which pulls its weight too)
    Either way, if something faster than trevenant gets a sub, it completely kills your momentum. The way to win with this tree is to get leech seed on the switch, be faster, then sub eternally as your opponent keeps losing health and you make subs infinitely with a sitrus. Thus, you should dump a solid 180 evs into speed from sp. def so you can outspeed everything slower than sp. def heatran, which includes stuff like skarmory.
    As for your arcanine, it seems strapped between an offensive and defensive role, and i would suggest just going full defense. Makes more sense to me that you run a physically bulky set with will-o, roar, morning sun, and flamethrower.
    Either way, this is a solid team. Good luck laddering.
  3. MisterFistyy


    Nov 5, 2013
    So you say 180 is the magic number for EVs? And that is the a problem I've seemed to have, but the main one is Gliscor, which I doubt I'd outspeed anyways. I'll give those EVs a try though and hopefully it works, because now that I've noticed, Trevenant has been taking mostly physical attacks.

    As for Arcanine, I love having the power behind Flare Blitz and Espeed, for kind of a more tank role, I'll give that set a try though, because I know it can kick some ass, thanks for the advice though.

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