Howdy smogon,
This is a balanced OU team centered around (possibly) my favorite pokemon, krookodile, which is what I believe to be a very underrated threat in the OU metagame. I got the basis of the team from a RMT somewhere (whoever you are, thank you) then changed a couple of mons and sets to suit my fancy. Here's the team!
InAWhile (Krookodile) @ Choice Scarf
Ability: Moxie
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Knock Off
- Pursuit
- Stone Edge
The star of the team. Choice scarf is obvious, as it allows me to outspeed all non-scarfers (other than pokes like megazam, ninjask, etc). Surprisingly, most people don't see it coming. I've KO'd so many weaviles, jirachis, pigdeots, and many others with one hit. The moves allow me to hit nearly all non water and grass types for SE damage: Edgequake combo is pretty obvious, pursuit is to come in on a switch or after a death and get an instant kill. Moxie sweeps can happen on occasion, mostly with knock off. Also is my knockoff switchin if it will preform better without the scarf late game.
Overgrow (Serperior) @ Life Orb
Ability: Contrary
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Leaf Storm
- Giga Drain
- Dragon Pulse
- Hidden Power [Fire]
The main special powerhouse on this squad and a key part of the team. The set is really standard, but it works really well and can sweep an unprepared team. Leaf storm for boosting, giga drain for some recovery if the KO is easy, dragon pulse and HP fire for coverage. I have to get rid of pokes like heatran and torn-t before I start to set up.
Octavius (Scizor) @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 4 Spe
Adamant Nature
- U-turn
- Bullet Punch
- Superpower
- Pursuit
Everyone always seems to be using defensive scizor or SD mega scizor. Personally, I love the choice band set. It hits SO HARD. There have been a few games when my opponent has 3 mons left and I have a half health scizor, and I click BP and win. U-turn and BP are staples, superpower is for steels and other troublesome mons (hello chansey). Pursuit has worked well even with krook on the team, but if there is a better alternative, I will take it.
Midnight (Charizard-Mega-X) @ Charizardite X
Ability: Blaze
EVs: 8 HP / 248 Atk / 252 Spe
Jolly Nature
- Dragon Claw
- Dragon Dance
- Flare Blitz
- Earthquake
Possibly my favorite mega. D-dance char-x is so good simply because after 1 d-dance, it becomes nearly impossible to stop. The only problem I have had with this mon is weather to have EQ or roost. Roost is really nice for recovery so that Char isn't a one use mon, especially if rocks are up. However, EQ allows me to hit other pokes that could stop a sweep otherwise, like heatran, t-tar, azu, etc. I have been going with EQ lately, but it can be changed to suit preferance.
Voltergeist (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Volt Switch
- Hydro Pump
- Pain Split
Really standard phys-def rotom. Not much to say here-WoW for crippling large physical threats, like mega lop, megacham, excadrill, bisharp, etc. Volt/hydro for attacking, pain split for more recovery. 'Bout it here.
Goodyear (Togekiss) @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Roost
- Defog
- Thunder Wave
- Air Slash
Really odd togekiss set, although it works surprisingly well. Togekiss is a surprisingly good special tank, eating up non-SE hits, roosting off the damage, then paraflinching everything to death. (I once paraflinched a skarmory to death with each hit doing about 20% with lefties, lolololol). This is my defogger as choice band defog would kind of wreck scizor. Not much else to say.
That's it! Typically, I choose one of krook, serp, and char-x as my win con and try to whittle down their checks so they can sweep late game. This team has been doing really well lately, but I want to know how to make it better.
Thanks to all who review!
This is a balanced OU team centered around (possibly) my favorite pokemon, krookodile, which is what I believe to be a very underrated threat in the OU metagame. I got the basis of the team from a RMT somewhere (whoever you are, thank you) then changed a couple of mons and sets to suit my fancy. Here's the team!
InAWhile (Krookodile) @ Choice Scarf
Ability: Moxie
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Knock Off
- Pursuit
- Stone Edge
The star of the team. Choice scarf is obvious, as it allows me to outspeed all non-scarfers (other than pokes like megazam, ninjask, etc). Surprisingly, most people don't see it coming. I've KO'd so many weaviles, jirachis, pigdeots, and many others with one hit. The moves allow me to hit nearly all non water and grass types for SE damage: Edgequake combo is pretty obvious, pursuit is to come in on a switch or after a death and get an instant kill. Moxie sweeps can happen on occasion, mostly with knock off. Also is my knockoff switchin if it will preform better without the scarf late game.
Overgrow (Serperior) @ Life Orb
Ability: Contrary
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Leaf Storm
- Giga Drain
- Dragon Pulse
- Hidden Power [Fire]
The main special powerhouse on this squad and a key part of the team. The set is really standard, but it works really well and can sweep an unprepared team. Leaf storm for boosting, giga drain for some recovery if the KO is easy, dragon pulse and HP fire for coverage. I have to get rid of pokes like heatran and torn-t before I start to set up.
Octavius (Scizor) @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 4 Spe
Adamant Nature
- U-turn
- Bullet Punch
- Superpower
- Pursuit
Everyone always seems to be using defensive scizor or SD mega scizor. Personally, I love the choice band set. It hits SO HARD. There have been a few games when my opponent has 3 mons left and I have a half health scizor, and I click BP and win. U-turn and BP are staples, superpower is for steels and other troublesome mons (hello chansey). Pursuit has worked well even with krook on the team, but if there is a better alternative, I will take it.
Midnight (Charizard-Mega-X) @ Charizardite X
Ability: Blaze
EVs: 8 HP / 248 Atk / 252 Spe
Jolly Nature
- Dragon Claw
- Dragon Dance
- Flare Blitz
- Earthquake
Possibly my favorite mega. D-dance char-x is so good simply because after 1 d-dance, it becomes nearly impossible to stop. The only problem I have had with this mon is weather to have EQ or roost. Roost is really nice for recovery so that Char isn't a one use mon, especially if rocks are up. However, EQ allows me to hit other pokes that could stop a sweep otherwise, like heatran, t-tar, azu, etc. I have been going with EQ lately, but it can be changed to suit preferance.
Voltergeist (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Volt Switch
- Hydro Pump
- Pain Split
Really standard phys-def rotom. Not much to say here-WoW for crippling large physical threats, like mega lop, megacham, excadrill, bisharp, etc. Volt/hydro for attacking, pain split for more recovery. 'Bout it here.
Goodyear (Togekiss) @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Roost
- Defog
- Thunder Wave
- Air Slash
Really odd togekiss set, although it works surprisingly well. Togekiss is a surprisingly good special tank, eating up non-SE hits, roosting off the damage, then paraflinching everything to death. (I once paraflinched a skarmory to death with each hit doing about 20% with lefties, lolololol). This is my defogger as choice band defog would kind of wreck scizor. Not much else to say.
That's it! Typically, I choose one of krook, serp, and char-x as my win con and try to whittle down their checks so they can sweep late game. This team has been doing really well lately, but I want to know how to make it better.
Thanks to all who review!