Using teams where it takes one turn to be completely screwed over is so exhilarating. And very, very stressful.
A UU team that revolves around Shedinja. Note that this team is meant for the OU Metagame.
Omastar (M) @ Leftovers
Trait: Swift Swim
EVs: 252 HP / 142 Spd / 116 SAtk
Bold Nature (+Def, -Atk)
- Ice Beam
- Rain Dance
- Spikes
- Surf
I never really liked Omastar as a lead, but its the best lead in my team. It has a shitload of responsibility on the team (second only to Vileplume): stopping Snorlax, laying down Spikes, getting rid of Sandstorm, AND is this team's most dangerous sweeper. Best bet against Weezing as well. 181 Speed to beat no speed base 70's and base 115's in the rain.
Vileplume (M) @ Leftovers
Trait: Chlorophyll
EVs: 244 HP / 38 Atk / 228 SDef
Sassy Nature (+SDef, -Spd)
- Aromatherapy
- Hidden Power [Fire]
- Leech Seed
- Sludge Bomb
I don't know if this team's actually good, or if its just because I use Vileplume. By far the most important part of my team, this thing supports the team like a champ. Leech Seed is the only healing move on my team, and it is vital to keeping this team in the game and allows for switch-ins against Waters. Walls HP Grass Electrics, Sceptile, and drains the hell out of Blissey (which should be switching in a lot with double Rain Dancers). Sludge Bomb is a must against Raikou and Zapdos, while HP Fire is chosen over Giga Drain to give Plume a chance against Gengar and Maggy, both of which are trouble to my team.
Hitmontop (M) @ Leftovers
Trait: Intimidate
EVs: 252 HP / 56 Atk / 192 Def / 10 Spd
Impish Nature (+Def, -SAtk)
- Bulk Up
- Hi Jump Kick
- Hidden Power [Ghost]
- Rapid Spin
Spinner that doubles as a Ttar counter. A Hitmontop without Bulk Up + Hi Jump Kick won't be threatening anything. Hidden Power Ghost to nail nasty spinblockers and, to a lesser extent, Psychics. Helps wall Fighters and Snorlax.
Mantine (M) @ Leftovers
Trait: Swift Swim
EVs: 252 HP / 38 Def / 44 Spd / 176 SAtk
Calm Nature (+SDef, -Atk)
- Ice Beam
- Rain Dance
- Surf
- Toxic
Switches in on Waters to scout for Toxic. Laughs at Fire attacks. Rids Sandstorm. Offensively oriented because there's a lack of offense on this team, though having so little Defense can backfire.
Solrock @ Leftovers
Trait: Levitate
EVs: 156 HP / 188 Atk / 156 Def / 10 Spd
Adamant Nature (+Atk, -SAtk)
- Earthquake
- Explosion
- Reflect
- Rock Slide
Another key player in this team. It counters non-special Mence and is my only hope against Gyara, and Reflect is crucial in keeping the rest of the team alive. Heavy investment in Attack because Rock Slide off of less than 300 Attack is pitiful. Explosion is always nice.
Shedinja @ Choice Band
Trait: Wonder Guard
EVs: 1 HP / 252 Atk / 252 Spd / 1 SAtk / 1 SDef
Adamant Nature (+Atk, -SAtk)
- Baton Pass
- Hidden Power [Fighting]
- Shadow Ball
- Silver Wind
Finally, the thing that made me butcher the rest of the team. Its most important role is beating Metagoss and Waters, namely Suicune and Starmie. Can also beat Electrics, though that's much riskier. Baton Pass is a must for scouting counters, and if the opponent's smart enough to not switch their counter in, things get ugly. Or if they just predict a switch to Sheddy and send in Ttar that turn.
The strategy of this team is to use Shedinja to force enough switches onto spikes to wear the opponent down. Strategy is a bit flawed though because as you can see, if this team loses one Pokemon, the rest is bound to topple over very quickly. Has no answer to CM/Psychic/Fire Punch/HP Grass Zam, and has trouble with any type of Zam in general. Rev/Flail weakness, BP weakness, HP Fire Maggy weakness, etc. etc.
So... what's your guys' opinions?
A UU team that revolves around Shedinja. Note that this team is meant for the OU Metagame.
Omastar (M) @ Leftovers
Trait: Swift Swim
EVs: 252 HP / 142 Spd / 116 SAtk
Bold Nature (+Def, -Atk)
- Ice Beam
- Rain Dance
- Spikes
- Surf
I never really liked Omastar as a lead, but its the best lead in my team. It has a shitload of responsibility on the team (second only to Vileplume): stopping Snorlax, laying down Spikes, getting rid of Sandstorm, AND is this team's most dangerous sweeper. Best bet against Weezing as well. 181 Speed to beat no speed base 70's and base 115's in the rain.
Vileplume (M) @ Leftovers
Trait: Chlorophyll
EVs: 244 HP / 38 Atk / 228 SDef
Sassy Nature (+SDef, -Spd)
- Aromatherapy
- Hidden Power [Fire]
- Leech Seed
- Sludge Bomb
I don't know if this team's actually good, or if its just because I use Vileplume. By far the most important part of my team, this thing supports the team like a champ. Leech Seed is the only healing move on my team, and it is vital to keeping this team in the game and allows for switch-ins against Waters. Walls HP Grass Electrics, Sceptile, and drains the hell out of Blissey (which should be switching in a lot with double Rain Dancers). Sludge Bomb is a must against Raikou and Zapdos, while HP Fire is chosen over Giga Drain to give Plume a chance against Gengar and Maggy, both of which are trouble to my team.
Hitmontop (M) @ Leftovers
Trait: Intimidate
EVs: 252 HP / 56 Atk / 192 Def / 10 Spd
Impish Nature (+Def, -SAtk)
- Bulk Up
- Hi Jump Kick
- Hidden Power [Ghost]
- Rapid Spin
Spinner that doubles as a Ttar counter. A Hitmontop without Bulk Up + Hi Jump Kick won't be threatening anything. Hidden Power Ghost to nail nasty spinblockers and, to a lesser extent, Psychics. Helps wall Fighters and Snorlax.
Mantine (M) @ Leftovers
Trait: Swift Swim
EVs: 252 HP / 38 Def / 44 Spd / 176 SAtk
Calm Nature (+SDef, -Atk)
- Ice Beam
- Rain Dance
- Surf
- Toxic
Switches in on Waters to scout for Toxic. Laughs at Fire attacks. Rids Sandstorm. Offensively oriented because there's a lack of offense on this team, though having so little Defense can backfire.
Solrock @ Leftovers
Trait: Levitate
EVs: 156 HP / 188 Atk / 156 Def / 10 Spd
Adamant Nature (+Atk, -SAtk)
- Earthquake
- Explosion
- Reflect
- Rock Slide
Another key player in this team. It counters non-special Mence and is my only hope against Gyara, and Reflect is crucial in keeping the rest of the team alive. Heavy investment in Attack because Rock Slide off of less than 300 Attack is pitiful. Explosion is always nice.
Shedinja @ Choice Band
Trait: Wonder Guard
EVs: 1 HP / 252 Atk / 252 Spd / 1 SAtk / 1 SDef
Adamant Nature (+Atk, -SAtk)
- Baton Pass
- Hidden Power [Fighting]
- Shadow Ball
- Silver Wind
Finally, the thing that made me butcher the rest of the team. Its most important role is beating Metagoss and Waters, namely Suicune and Starmie. Can also beat Electrics, though that's much riskier. Baton Pass is a must for scouting counters, and if the opponent's smart enough to not switch their counter in, things get ugly. Or if they just predict a switch to Sheddy and send in Ttar that turn.
The strategy of this team is to use Shedinja to force enough switches onto spikes to wear the opponent down. Strategy is a bit flawed though because as you can see, if this team loses one Pokemon, the rest is bound to topple over very quickly. Has no answer to CM/Psychic/Fire Punch/HP Grass Zam, and has trouble with any type of Zam in general. Rev/Flail weakness, BP weakness, HP Fire Maggy weakness, etc. etc.
So... what's your guys' opinions?