Hey guys! I'm back for another whirl on the team building process. Last team, I focused on using some pokes in different ways than they already were. This team, I decided to roll with some more standard stuff that sometimes gets forgotten due the vast number of threats in OU. Without further ado, let's jump into the team!
[CHANGES IN RED]
Ares (Talonflame) @ None
Ability: Gale Wings
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Acrobatics
- Roost
- Swords Dance
- Flare Blitz
Every Talonflame runs the same- what? Even though its not my set, I love the work that this thing puts in. Natural GIft with Liechi Berry means that Talonflame's biggest check- Rotom-W - takes TONS of damage after a SD. Calc here: +2 252 Atk Liechi Berry Talonflame Natural Gift (100 BP Grass) vs. 252 HP / 252 Def Rotom-W: 240-284 (78.9 - 93.4%) -- 43.8% chance to OHKO after Stealth Rock. That power. That means that it KO's after 2 SR switches, and can free up talonflame. If your opponent doesn't bring Rotom-W, then you can just switch into SR and then Flare Blitz until you get below 25%, which activates your berry and gives you +1 attack. That also means that acrobatics' power doubles and it moves first. This is the best compliment to my team, and serves the purpose of my primary physical sweeper. Changed the set to allow Talonflame to pack more power. I like this set a lot more so far, and look forward to using it more in the future. This set should be prefered over the Liechi Berry set because Megasaur can still deal with Wash, allowing this winged beast to run free.
Qui (Staraptor) @ Choice Scarf
Ability: Reckless
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Brave Bird
- Close Combat
- U-turn
- Double Edge
Scarf Staraptor is SLEPT ON! Its ability to scout is really good, and Brave Bird does major damage to tons of things that give my team problems with Reckless.Pretty standard set, but I threw Quick Attack on for Priority. This works well with a large chunk of my team because of its ability to take out psychic types that would give Megasaur trouble, and dark types which could otherwise slip through the cracks.
Volcan (Heatran) @ Air Balloon
Ability: Flash Fire
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Will-O-Wisp
- Roar
Heatran serves as my primary special wall and is my ice/rock resist, which would otherwise tear my offensive half to shreds. I can easily hurt other grass/steel types that stand in my way, and Flash Cannon allows me to get rid of any fairies that wander astray. 0 IVs in Attack because it helps with confusion damage. Pretty standard after that. It works well as it gives me an immunity to fire as well as stopping super effective shots towards my main physical attackers. It's ground weakness is covered by my birds, so there is not much else to be worried about on that front. Will-o-Wisp allows me to cripple physical attackers, and Roar prevents me from being destroyed by set up sweepers.
Big Bones (Venusaur) @ Venusaurite
Ability: Overgrow
EVs: 200 SDef / 200 Def / 108 HP
Relaxed Nature
- Synthesis
- Earthquake
- Leech Seed
- Giga Drain
My mixed wall, Mega Venusaur, is (in my opinion) one of the best walls in the game atm. I run 200 EVs in both defenses to help me shield if one of my other main walls goes down. This bad boy often sticks around for a long time in matches, and helps me win stall wars. This poke absorbs any ground type attacks that are meant for Heatran, as well as stop the likes of Jolteon and Gyarados dead in their tracks. It compliments Heatran well as they resist almost every type in the game, and they are the basis of my 3-headed defensive core. #peacelovemegasaur
Perceus (Manaphy) @ Leftovers
Ability: Hydration
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
IVs: 0 Atk
- Tail Glow
- Surf
- Energy Ball
- Ice Beam
My special attacker (and rounder out of my FWG core) is Manaphy. If I can get some momentum and get a tail glow, this prince of the sea is mighty hard to take down. This Poke helps me deal with Gastrodon, assorted dragons, rogue Excadrills, and other pesky rock types that would stop me from sweeping with either one of my birds. Standard EVs, 0 IVs in ATK to prevent massive confusion damage. Rock types and those with access to stone edge are quickly scared out by Manaphy. I really like the variety of moves on this mon, and it is a formidable member of my team.
Knox (Forretress) @ Leftovers
Ability: Sturdy
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
- Rapid Spin
- Stealth Rock
- Spikes
- Volt Switch
Rounding out my team with a spinner, this powerful Poke also helps me complete VoltTurn on my team. He serves as my primary defensive wall, and can make life miserable for other VoltTurn teams with Hazards. Standard EVs and what not. While it does have a major weakness to fire, Heatran can help that. Also, it prevents me from getting smacked around by any powerful stone edge users and stops DD-Outrage D-nite fairly well barring the fire punch.
HARDEST THINGS TO DEAL WITH
Import to showdown (Post Changes via Rafael):
Ares (Talonflame)
Ability: Gale Wings
EVs: 208 Spd / 252 Atk / 48 HP
Jolly Nature
- Acrobatics
- Roost
- Swords Dance
- Flare Blitz
Qui (Staraptor) @ Choice Scarf
Ability: Reckless
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Brave Bird
- Close Combat
- U-turn
- Double-Edge
Volcan (Heatran) @ Air Balloon
Ability: Flash Fire
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Will-O-Wisp
- Roar
Big Bones (Venusaur) @ Venusaurite
Ability: Overgrow
EVs: 200 SDef / 200 Def / 108 HP
Relaxed Nature
- Synthesis
- Earthquake
- Leech Seed
- Giga Drain
Perceus (Manaphy) @ Leftovers
Ability: Hydration
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
IVs: 0 Atk
- Tail Glow
- Surf
- Energy Ball
- Ice Beam
Knox (Forretress) @ Leftovers
Ability: Sturdy
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
- Rapid Spin
- Stealth Rock
- Spikes
- Volt Switch
[CHANGES IN RED]
Ares (Talonflame) @ None
Ability: Gale Wings
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Acrobatics
- Roost
- Swords Dance
- Flare Blitz
Qui (Staraptor) @ Choice Scarf
Ability: Reckless
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Brave Bird
- Close Combat
- U-turn
- Double Edge
Scarf Staraptor is SLEPT ON! Its ability to scout is really good, and Brave Bird does major damage to tons of things that give my team problems with Reckless.
Volcan (Heatran) @ Air Balloon
Ability: Flash Fire
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Will-O-Wisp
- Roar
Heatran serves as my primary special wall and is my ice/rock resist, which would otherwise tear my offensive half to shreds. I can easily hurt other grass/steel types that stand in my way
Big Bones (Venusaur) @ Venusaurite
Ability: Overgrow
EVs: 200 SDef / 200 Def / 108 HP
Relaxed Nature
- Synthesis
- Earthquake
- Leech Seed
- Giga Drain
My mixed wall, Mega Venusaur, is (in my opinion) one of the best walls in the game atm. I run 200 EVs in both defenses to help me shield if one of my other main walls goes down. This bad boy often sticks around for a long time in matches, and helps me win stall wars. This poke absorbs any ground type attacks that are meant for Heatran, as well as stop the likes of Jolteon and Gyarados dead in their tracks. It compliments Heatran well as they resist almost every type in the game, and they are the basis of my 3-headed defensive core. #peacelovemegasaur
Perceus (Manaphy) @ Leftovers
Ability: Hydration
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
IVs: 0 Atk
- Tail Glow
- Surf
- Energy Ball
- Ice Beam
My special attacker (and rounder out of my FWG core) is Manaphy. If I can get some momentum and get a tail glow, this prince of the sea is mighty hard to take down. This Poke helps me deal with Gastrodon, assorted dragons, rogue Excadrills, and other pesky rock types that would stop me from sweeping with either one of my birds. Standard EVs, 0 IVs in ATK to prevent massive confusion damage. Rock types and those with access to stone edge are quickly scared out by Manaphy. I really like the variety of moves on this mon, and it is a formidable member of my team.
Knox (Forretress) @ Leftovers
Ability: Sturdy
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
- Rapid Spin
- Stealth Rock
- Spikes
- Volt Switch
Rounding out my team with a spinner, this powerful Poke also helps me complete VoltTurn on my team. He serves as my primary defensive wall, and can make life miserable for other VoltTurn teams with Hazards. Standard EVs and what not. While it does have a major weakness to fire, Heatran can help that. Also, it prevents me from getting smacked around by any powerful stone edge users and stops DD-Outrage D-nite fairly well barring the fire punch.
HARDEST THINGS TO DEAL WITH
- Mega Manectric. Spikes basically the rest of my team if Heatran is gone.
- Mega-Scizor runs rampant when Heatran departs.
- I got 6-0'd by a Trick Room Ramparados. lol
- Whatever you guys tell me needs to be covered
Import to showdown (Post Changes via Rafael):
Ares (Talonflame)
Ability: Gale Wings
EVs: 208 Spd / 252 Atk / 48 HP
Jolly Nature
- Acrobatics
- Roost
- Swords Dance
- Flare Blitz
Qui (Staraptor) @ Choice Scarf
Ability: Reckless
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Brave Bird
- Close Combat
- U-turn
- Double-Edge
Volcan (Heatran) @ Air Balloon
Ability: Flash Fire
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Will-O-Wisp
- Roar
Big Bones (Venusaur) @ Venusaurite
Ability: Overgrow
EVs: 200 SDef / 200 Def / 108 HP
Relaxed Nature
- Synthesis
- Earthquake
- Leech Seed
- Giga Drain
Perceus (Manaphy) @ Leftovers
Ability: Hydration
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
IVs: 0 Atk
- Tail Glow
- Surf
- Energy Ball
- Ice Beam
Knox (Forretress) @ Leftovers
Ability: Sturdy
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
- Rapid Spin
- Stealth Rock
- Spikes
- Volt Switch
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