ASDF: The Second Trial
Bulky Offense
When I originally created this team, my very first, I was aiming for Heavy/Hyper Offense. However, being a beginning player at that time, the team did not achieve what it was intended for, and as I made revisions, shifted from being HO to Bulky Offense. Since then, this team has become my favorite one out of the few I've played, and I'd like to seek advice from Smogon once again in the post-Latias age. The title of the RMT comes from the fact that this is the second time it's being RMTed by Smogon.
You'll notice that I'm a bit OCD on getting EVs to add up to 510 despite only 508 being effective, but it's just a personal thing.
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First up: A brief look onto the six members of the team.
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Second Up: The Weakness/Resistance Modifiers chart.
This chart takes into account that Gengar has Levitate.
Looking at this chart, there is no type weakness that stands out. Not much to be said about the chart.
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Third up: Analyzing the members.
Aerodactyl (M) @ Focus Sash
Ability: Pressure
EVs: 252 Atk/252 Spe/6 HP
Nature: Jolly (Spe+/SpA-)
- Earthquake
- Rock Slide
- Taunt
- Stealth Rock
Aerodactyl is the ideal suicide lead for this team. Boasting the highest non-Scarfed speed in OU bar Ninjask and Electrode, which aren't very common leads, Aerodactyl is able to shut down a few leads with Taunt. Stealth Rock is an obvious choice on Aerodactyl, as it functions as an entry hazard that only needs one turn of setup, helpful for almost any team. Jolly Nature and the EV spread are fairly simple; it gives it enough kick to do damage if it has set up Stealth Rock, and time after time, Aerodactyl has actually come back to the field to do some sweeping, given that I take it off the field if it is not needed after setting up. Focus Sash is also self explanatory, letting it survive potential Scarfed 1-HKOs. If I happen to be facing a Trick lead, TTar can take the Choice item or even Iron Ball, which will be explained under TTar's analysis.
Scizor (M) @
Choice Band
Ability: Technician
EVs: 244 HP/ 252 ATK/ 8 Spe
Nature: Adamant (Atk+/SpA-)
- U-Turn
- Brick Break
- Bug Bite/Pursuit/Quick Attack
- Bullet Punch
Yeah, Scizor. You see these on quite a bit of teams, since it gained its glory with the acquisition of Bullet Punch. Unlike other Scizors, this one does not sport a Choice item, which lets it freely switch between Bullet Punch and Brick Break to handle the situation. The EVs make it bulky, which allows it to handle more situations, and makes its sub-par 70/100/80 defenses much better. Technician is an obvious choice, as well as Adamant Nature. Life Orb gives more kick to the attacks without being locked into one move like Choice Band. Roost gives damage recovery without removing any vital defenses, and Swords Dance is the obvious Bulky Offense set-up move for Scizor.
Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP/252 Def/6 Spe
Nature: Bold (Def+/Atk-)
- Surf
- Ice Beam
- Sleep Talk
- Rest
Originally Suicune was a CroCune, but I had few ways of taking down Salamence and other dragons, and they were causing problems for me. After giving Suicune Ice Beam while retaining the ResTalk moves, things became easier. Leftovers gives Suicune some lasting power, and ResTalk makes it a great status absorber. Suicune is one of the guys I use to check TTar and dragons, which makes it invaluable to this team, which can be stopped by those guys. It also helps take down Zapdos that switch in to this, possibly expecting a CroCune, which has happened a few times already. Suicune can also act as a semi-wall, because of its EVs in HP and Def, as well as its Def boosting nature. Beyond the extra EVs in Spe allocated to outspeed other Suicune and possible Heracross, there isn't much to explain, since there are few base 85s used in OU. I would say that the 6
Gengar (M) @
Leftovers
Ability: Levitate
EVs: 252 SpA/252 Spe/6 HP
Nature: Timid (Spd+/Atk-)
- Pain Split
- Substitute
- Focus Blast
- Shadow Ball
Gengar's great. Pain Split Gengar's really great. I began using this set when it first came out on the StrategyDex page, and it hasn't let me down yet. Although it's frail, it nets at least one kill per match, and takes down Blissey like nobody's business. Unlike the other Pokemon, the EVs are more oriented towards Heavy/Hyper Offense, but serves its purpose well in revenge killing and sometimes even Spin Blocking. Regardless, I would rather let my Stealth Rock be spun away rather than switch into a potential Payback from a Forretress or take a Psychic/TBolt/Surf/HydroPump from a Starmie. Although its defenses are frail, Sub+PS give it more durability than it normally would have, and Focus Blast and Shadow Ball are unresisted together.
Zapdos @ Leftovers
Ability: Pressure
EVs: 228 SpA/34 Spe/248 HP
Nature: Bold (Def+/Atk-)
- HP Ice or Grass
- Thunderbolt
- Heat Wave
- Roost
I've been told that Zapdos is outclassed in the metagame of today, but it works fine for me. The Spe EVs let it outpace Spe+ Nature Base 90s, the SpA gives it more kick to its attacks, and the HP gives it more bulk. I'll be honest. This guy has worked great as a Scizor counter for me, and can even act as a dragon counter, bar Flygon, with its TBolt and Heat Wave. Roost removes its Ice and Rock weakness temporarily, which can catch people off guard, although it can be hit by a Super Effective Ground move if the opponent predicts it. Roar is mostly a filler move, as it was suggested a while back with the SubRoar set to rack up Stealth Rock damage. I ended up just going with no Sub since Substitute just wasn't cutting it, and I needed Heat Wave. Roar mainly functions as pushing away stuff that I can't take, if Zapdos can survive with the -5 priority on Roar.
Tyranitar (F) @
Choice Scarf
Ability: Sand Stream
EVs: 2
52Atk/252Spe/6HP
Nature: Adamant
- Crunch
- Pursuit
- Stone Edge
- Earthquake
Ah, good ol' TTar. Originally a CB Snorlax was in this position, but it was removed after Plus suggested this Specially Defensive TTar, which can take a Will-o-Wisp that a Rotom-A might throw out, and Pursuit it. Payback acts as a STAB move that is almost sure to be 100 Base Power because of Sassy Nature. Fire Blast takes care of Scizor switch-ins and other Steels that try to counter TTar, although a misprediction Fire Blast onto something like a Heatran can be costly. Stone Edge, as always, can take care of partial Flying types. Plus had originally given this set to take care of Latias, but with the disappearance of Latias, this set seemed to hold less value. However, after playing some post-Latias matches, I realized that with the EV spread, this guy could easily sponge quite a few Water attacks such as Surf, which gave it more value that I originally thought it had. Payback/Pursuit is probably the most iffy thing on this set, as having two Dark type moves seems a bit redundant, and Earthquake seems appealing, being a 100 Base Power move and all.
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Final Notes:
Now that the analysis is done with, I have a top 50 OU threat list on the next post. This list was taken from Philip7086's Mighty Morphin' Power Rangers RMT, with Latias marked out due to its removal from OU. Even though it may be slightly outdated, I still believe it holds some merit. As of now, the threat list isn't completely filled out, since I only have time to think and fill out about two Pokemon on the list per day.
This is really my favorite team, and most successful team I've made, peaking at around 1350 CRE, if I remember correctly. I'd really like some opinions on how to best refine it, without dramatically altering the Bulky Offense theme or changing members. For all you raters, thank you very much.