You should have given it second thought!

OK. Another OU team. This one is very good, even if I do say so myself.
Anyway, here goes.

Latios @ Life Orb
Trait: Levitate
Nature: Timid
252 SpA / 252 Spe / 4 HP

Dragon Pulse
Thunderbolt
Shadow Ball
Psychic

OK. So first up, we've got Latios. I decided on an all out offensive team, seeing as power is his strong point. Dragon Pulse, gives good STAB, and is useful against any other Dragon-types that may be seen in OU, for example Garchomp. Thunderbolt next, and it's mainly for type coverage, in case I am against something like Jellicent, where Thunderbolt would be my first choice of move as it has the highest base power. Also, it enables me to hit Dark-types for good damage, which would be difficult otherwise. Shadow Ball, also for type coverage, particularly for Ghost-types that may cripple the team if left for too long. Finally, we have Psychic. Like Dragon Pulse, it gives good STAB, and it has the same base power of 90, which can take a huge chunk out of the foe's health.

Ninetales @ Leftovers
Trait: Drought
Nature: Timid
252 SpA / 252 Spe / 4 HP

SolarBeam
Flamethrower
Toxic
Nasty Plot

Ok, here we go. SolarBeam, used for the obvious weakness of Water-types. Paired up with the sun, I don't have to wait for it to charge for a turn, which is useful, especially as I have seen some Swamperts in my time, and if there was no sun, well, Ninetales would be screwed. Flamethrower next, and it is the STAB move that she needs. Ninetales has quite a bit of power anyway, but in the sun, Flamethrower is a move not to be messed with. Toxic is there to help with the crippling of the stronger Pokémon. While they go all out in their attacks, their health will be slowly whittled down to nothing, unless they do a Starmie and have Natural Cure. Finally, Nasty Plot. To raise Ninetales' power. No more, no less. Nuff said I think on that one. I have given her Leftovers, because if she switches in on a Stealth Rock, she will want to regain health somehow.

Starmie @ Leftovers
Trait: Natural Cure
Nature: Timid
252 SpA / 252 Spe / 4 SpD

Surf
Ice Beam
Thunderbolt
Rapid Spin

Speaking of Starmie! First off, we have Surf. Obviously for STAB. It is a very powerful move, and Starmie is somewhat of a powerhouse anyway. With the speed it has, Surf can often get rid of the leading threats, as well as some others that decide to poke their heads out. Ice Beam, is not only for Dragon-type threats, like Salamence, but it also is the only move remotely effective against Ferrothorn, who likes his Spikes and his Stealth Rock. I want to get rid of those ASAP, but I need to get rid of Ferro first, so he can't set up any more. Ice Beam also deals with Grass-type threats that come in the form of Breloom. Thunderbolt, is just another move fit for a powerhouse like Starmie, and is a good move to use when a Politoed comes in with the Rain. Finally, we have Rapid Spin. You know I talked of getting rid of the Spikes and floating rocks? Well this is how. Yup. It's power is pretty poor compared to the other moves, and Starmie's attack is much less than satisfying, so it won't do any significant damage, but as long as it does it's job, I will be ok.

Breloom @ Life Orb
Trait: Technician
Nature: Jolly
252 Atk / 252 Spe / 4 HP

Force Palm
Seed Bomb
Stone Edge
Spore

Force Palm first, and it is not too bad if you really think about it. It has a base power of 60, which is upped to 90 thanks to Technician. It also gets STAB, which makes it better, and it even has a chance to Paralyze. That makes it much better. Not to mention how useful it is for wrecking teams that rely on Ferrothorn. Seed Bomb next, and thanks to STAB, becomes a very powerful move. Some teams have used pokes like Politoed, thinking that they are good in rain. They may be right, but with Seed Bomb, the foe will be thinking again. Stone Edge, for the obvious threat of flying types, as they will do serious damage with one hit if they wanted to, which they do. Last but not least, Spore. The most accurate sleep move in the game, and very useful, as I am able to weaken the team, by putting each one in turn to sleep, before making them faint. Cool I think.

Jirachi @ Life Orb
Trait: Serene Grace
Nature: Timid
252 SpA / 252 Spe / 4 SpD

Flash Cannon
Calm Mind
Psychic
Thunderbolt

Flash Cannon first, and is for a good STAB move against Pokémon where Psychic wouldn't hit, for example, Weavile. It also works as a general good move to have, as it has a high base power and does hefty damage to most foes. Calm Mind, good for raising Jirachi's power, which will then enable me to beat most Pokémon that come into contact. Next it's Psychic. The main STAB move and the most effective against others like Ferrothorn, if it's a straight one-on-one. It also works some wonders against a Salamence who would have a hard time beating this midget. Finally, Thunderbolt, for any Flying- or Water-types that make an appearance and want me to give them a good run for their money. Game on!

Dugtrio @ Focus Sash
Trait: Arena Trap
Nature: Jolly
252 Atk / 252 Spe / 4 HP

Earthquake
Stone Edge
Reversal
Sucker Punch

Earthquake first, and it is the only STAB move, but it hits for some pretty hard damage against those without immunity to it. It is useful against Pokémon like Metagross, or even an enemy Jirachi, who would be able to cripple it. Stone Edge, mainly for Ice-type threats, but the high power means it will do significant damage to most others. Reversal, goes well with the Focus Sash, does more damage as the users HP gets less. On 1 HP, it will do maximum damage, meaning that a lot of Pokes will have not as much HP left as they'd hoped. Finally, we come to Sucker Punch, which is mostly useful when Dug is on 1 HP, and wants to go down in style. Also, Sucker Punch can sometimes OHKO a Gengar, which I have experienced.

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