Cynthetik is back, but with a new revamped OU Team.
After reviewing several comments from multiple sites. I decided to rearrange the team a little to help counter the many common threats in the OU Metagame, while still keeping the FWG core and the Synergy of all 6 teams. Instead of having a full team of sweepers, I set it up so each pokemon plays a specific role in playing their synergy. I may need assistance from RMT Raters to help me make sure all 6 pokemon work together and cover for each other's threats, and take advantage of all 3 entry hazards on the field.
Team Cynthetik 2 – At a Glance
Dr. Pain (Machamp) (M) @ Lum Berry
Ability: No Guard
EVs: 240 HP/248 Atk/4 Spd/16 SDef
Adamant Nature(+Atk,-SpA)
Ability: No Guard
EVs: 240 HP/248 Atk/4 Spd/16 SDef
Adamant Nature(+Atk,-SpA)
- Dynamicpunch
- Bullet Punch
- Ice Punch
- Payback
- Bullet Punch
- Ice Punch
- Payback
Oh great, another Machamp. Booooring…but wait. Let me explain why Machamp is in the team. Machamp acts as the Anti lead, able to easily halt the opponent’s leads from setting up entry hazards, and not at all affected by sleep inducers such as Roserade and Smeargle. Azelf and Aerodactyl can forget about setting up a SR, after being 2HKO with Payback and Bullet Punch respectively. I actually was given a selection of leads. I was down to 3 leads, Attacking Lead Metagross, which was similar to Lead Machamp, except it was one of the very few able to counter Lead Machamps while at the same time, overpower the same leads this featured Machamp can, but Metagross will just add to a Fire Weakness. Icy Wind Gengar, was given to me by a friend was also designed to counter almost every lead in the metagame, except ScarfJirachi.
The main reason Machamp was chosen over the other two was because the idea behind this team is the Synergy. This guy is also designed to take care of TTar, and Dragonite, and Flygon, that is of course, if he survives. Machamp is also needed to counter Blissey, if Infernape isn’t there to take it out.
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MonkeyFist (Infernape) (M) @ Life Orb
Ability: Blaze
EVs: 252 Atk/64 SpA/192 Spd
Naive nature (+Spd, -SDef)
Ability: Blaze
EVs: 252 Atk/64 SpA/192 Spd
Naive nature (+Spd, -SDef)
- Close Combat
- Grass Knot
- Mach Punch
- Overheat
- Grass Knot
- Mach Punch
- Overheat
The Fire Type in my FWG core. My last Infernape was a SDApe, this is now the Physically based MixApe. The reason I changed this set is because Infernape is too frail and there won’t be enough time to set up on even the Pokemon he’ll usually counter. So MixApe is going to be the late game clean-up sweeper. Infernape’s job is to cover for my special sweepers, and clear up some of Roserade’s most notable threats. Overheat is able to sweep most Steels, namely Scizor, Skarmory, and Lucario, that Roserade probably can’t take down. Mach Punch and Close Combat for Blissey and TTar. Grass Knot for Bulky waters. He also acts as a cover up for Swampert’s 4x weakness to grass.
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Mudfish (Swampert) (M) @ Leftovers
Ability: Torrent
EVs: 240 HP/216 Atk/52 SDef
Relaxed nature (+Def, -Spd)
- Stealth Rock
- Earthquake
- Ice Beam
- Roar
- Earthquake
- Ice Beam
- Roar
I’m always a huge fan of bulky pokemon, and I mean huge. This baby can take a hit. Especially from boosted DDNite’s Outrage. Stealth Rock is a primary entry hazard, and Roar takes full advantage of the effects of its Stealth Rock, and Roserade’s Spikes and TSpikes, and not to mention to scout for the opponents other Pokes. Earthquake to cover for Heatran, since MixApe and SpikesRose, and Jirachi can’t counter it themselves. IceBeam for DDNite and Flygon.
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Beauty (Roserade) (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP/120 Def/136 SDef
Calm nature (+SDef, -Atk)
Ability: Natural Cure
EVs: 252 HP/120 Def/136 SDef
Calm nature (+SDef, -Atk)
- Toxic Spikes
- Spikes
- Energy Ball
- Hidden Power [Fire]
- Spikes
- Energy Ball
- Hidden Power [Fire]
The once beautiful Dancing sweeper, now becomes a Bulky Spiker. Rose’s job is simple, switch her in on a grass type attack due to her 4x resistance to grass. Watch the opponents switch out, allowing her to set up Spikes and T-Spikes. Her EV Spread and her calm nature allows Rose to take 50% damage from Starmie’s IceBeam and 50% Damage from Blissey’s elemental attacks. Energy Ball counters water types like Starmie and Swampert, while HP Fire keeps Forretress, Scizor and Skarmory from ruining the fun. Jirachi, MixPert, and Dusknoir all benefit greatly from Rose’s spikes support, since their sweeping capabilities aren’t the best.
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Dusknoir (M) @ Leftovers
Ability: Pressure
EVs: 252 HP/28 Atk/228 Def
Relaxed nature (+Def, -Spe)
Ability: Pressure
EVs: 252 HP/28 Atk/228 Def
Relaxed nature (+Def, -Spe)
- Will-o-wisp
- Pain Split
- Thunderpunch
- Fire Punch
- Pain Split
- Thunderpunch
- Fire Punch
I would have chosen Rotom-W instead. But just this morning Rotom reverted back to its normal form in a Wi-fi match. So I decided to choose a pokemon that already outclasses it in terms of bulk.
This is the typical spin blocker. I couldn’t decide what to use Dusknoir for, after seeing the Gravity Moveset, which would add to Spikes and Toxic Spikes effectiveness by Spiking Dragonite, and Flygon. Gravity would greatly be a benefit to the team as a whole, but it lacks the Spin Blocker tools to take care of Starmie and Forretress. It’s a hard decision though. So for now I decided to use the Tank set, because it’s movesets provide coverage for the most common Rapid Spinners in OU: Forretress, Starmie and Tentacruel. Due to Dusknoir’s crappy attack stat, this is where Toxic Spikes and Spikes support come into play. Will-O-Wisp is there to cripple most threatening physical attackers, such as Gyarados, and Tyranitar, not to mention out stall the stalls.. Pain Split as the only viable recovery move besides rest.
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Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 Def / 32 Spe
Bold Nature(+Def, -Atk)
EVs: 252 HP / 224 Def / 32 Spe
Bold Nature(+Def, -Atk)
- Calm Mind
- Wish
- Thunderbolt
- Flash Cannon
- Wish
- Thunderbolt
- Flash Cannon
Mismagius’ replacement. In addition to gaining benefit from [T]Spikes support.(Jirachi really needs it for Celebi counters.) Jirachi is chosen because it covers the whole team’s main weakness – Psychic and Flying. Switch Jirachi in on steels, and psychics and stand by for switching. As the opponent switches, begin setting up Calm Mind. Thunderbolt covers the Gyarados and LO Starmie threat. Flash Cannon is greatly welcomed as it deals with Celebi and TTar counters, and with a 40% chance of lowering special defense. Swampert and Dusknoir are my two bulkiest pokemon, but both of them lack a good recovery move, so Jirachi is there to save the day with Wish. With the ability to both set up Calm Mind and Wish, Jirachi can be quite the annoyance to deal with.
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I created and revamped my team to cover as many threats as possible and have every pokemon play a role in working with each other as a whole group.
There's one thing I need help with though, in addition to the team rate. Dusknoir's movesets.
I am not sure whether or not to use the Gravity set over the Tank set, so Dusknoir can add to the full effectiveness of Toxic Spikes and Spikes. Or if I should keep the tank set and make Dusknoir the standard spin blocker.
I am not sure whether or not to use the Gravity set over the Tank set, so Dusknoir can add to the full effectiveness of Toxic Spikes and Spikes. Or if I should keep the tank set and make Dusknoir the standard spin blocker.
This is the set found on Smogon's analysis.
Dusknoir@Leftovers
Bold Nature
252 HP / 252 Def / 4 SpD