Whenever I play Pokemon showdown, I usually just use teams people post on the RMTs, cause I'm too lazy to build my own squad. However, I decided one day to finally build a team centered around my two favorite sweepers in Showdown: Zard X and Azumarill . Those two are absolute monsters when properly used, so its not hard to see why they're in OU and UUBL. I think this is a hyper offense team, but I'm really not certain. I've been playing with mostly this team for about a few days, and so far its been pretty good, I'm sitting at a 1503 rating (it might drop by the time you see this). however, I can't seem to reach any higher, so I'm thats why I'm asking yall how I should improve the team.
Rating:
Team:
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Aqua Jet
- Knock Off
- Play Rough
- Belly Drum
I honestly don't think there's a pokemon thats better than Azumarill at causing a forfeit or a rage quit. With Belly Drum, this thing's Huge Power Boosted attack stat is around 1700. And with a priority move in Aqua Jet, theres is essentially nothing stopping Azumarill from taking down your opponent's entire team, or at least 2 or 3 members. Even resisted hits still leave the opposing pokemon with only about 20 or 10 percent health. Knock Off is there so that Azumarill can have some utility, and it OHKOs Walls such as Ferrothorn and Toxapex at +6 after stealth rocks damage. Play Rough is there to be Azumarill's Fairy STAB option, to hit pokemon who resist Aqua Jet such as dragon types and opposing water types.
Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Thunder Punch
- Fire Punch
- Dragon Claw
Mega Charizard X's main role is to be the late-game cleaner, after Azumarill finishes wrecking the opposing team (although sometimes its the other way around, depending on the opponent). Because Charizard needs to sweep, I'm using Fire Punch because the recoil from Flare Blitz can do massive damage to Charizard and stop it from sweeping. Dragon Claw is there to be your STAB move to hit dragons and pokemon that resist Fire Punch. Finally, I'm using Thunder Punch over Earthquake, because it gets a Tough Claws boost, and I want the coverage against Water-fairy types, and I have other pokemon to hit Heatran
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Heart Stamp
- Iron Head
- U-turn
- Healing Wish
Jirachi's main role is to be a switch in to Tapu Lele and other hard hitting fairy types, because scarf Lele destroys Charizard x and stops Azumarill's Aqua Jet because of psychic terrain. A choice scarf ensures it outspeeds most of the game, so that it can flinch cheese with Iron Head. Heart Stamp is a second STAB option to hit poison and fighting types like Mega Lopunny and Mega Venusaur. U-turn is to gain some momentum, and finally Healing Wish is there to restore a stronger pokemon to full health, however Fire Punch is also an option to hit Ferrothorn and Scizor.
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Ice Shard
- Knock Off
- Low Kick
Weavile's combination of speed and power make it as good as any ice type in OU, if not better. A base 125 Speed stat makes it faster than powerful threats such as Greninja and Alakazam, and base 120 attack with a life orb hits very hard. It's main role on my team is to revenge kill or scare off pokemon such as Landorus, garchomp, or dragonite. Knock Off is its Dark STAB, which hits hard and removes items. Icicle Crash is there to hit dragons and ground types, and thanks to Weavile's high speed you can also flinch the opponent. Ice Shard is to pick off Focus Sash users, and finally Low Kick's main purpose is to OHKO Tyranitar.
Rotom-Mow @ Grassium Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Leaf Storm
- Defog
- Will-O-Wisp
Rotom-Mow's job is to remove stealth rocks with Defog so that Charizard can come in safely. I also needed a pokemon that could deal with Quagsire, who stops both Azumarill and Charizard with Unaware. Leaf Storm is its main Grass STAB, to not only hit Quagsire but to hit Swampert. And with Grassium Z, it can break through bulky water types. Thunderbolt is its main Electric STAB to hit flying types like Celesteela and Skarmory. Finally, I'm packing Will-O-Wisp because if I predict that the opponent is going to switch in a ground type like Garchomp or Gliscor, I can burn those pokemon on the switch, which severely handicaps them.
Landorus-Therian @ Iapapa Berry
Ability: Intimidate
EVs: 252 HP / 240 Def / 16 Spe
Impish Nature
- Stealth Rock
- U-turn
- Hidden Power [Ice]
- Earthquake
Landorus-T is ranked S+ in OU, because its able to fit on any team, including this one. Its ability Intimidate allows it to switch into powerful attackers like Scizor, Garchomp, and Mega Mawile. Stealth Rock causes chip damage and breaks any focus sashes/Sturdies, which makes Azumarill's and Charizard's jobs much easier. U-turn is to gain some momentum if the opponent switches out, and HP-Ice hits Garchomp and opposing Landorus-T. Lastly, Earthquake is its last move, and needs no explanation because its probably the best move in the game.
Bad Matchups:
Scarf Lele defeats Mega Charizard X as well as Azumarill. Also Psychic Terrain cripples Azumarill because it stops it from spamming Aqua Jet.
These two can wall both of my sweepers thanks to Unaware. And in Quagsire's case it can burn Azumarill or badly poison Charizard, which is why I need Rotom-M .
If Volcarona manages to get up a quiver dance, it can easily take out 2-3 members of my team. Shattered Psyche at +1 swiftly OHKOs charizard, Giga Drain hits Azumarill, and Fire Blast at +1 destroys Rotom, Jirachi, and Weavile
Thnks for reading, and let me know any criticism or suggestions
Rating:
Team:
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Aqua Jet
- Knock Off
- Play Rough
- Belly Drum
I honestly don't think there's a pokemon thats better than Azumarill at causing a forfeit or a rage quit. With Belly Drum, this thing's Huge Power Boosted attack stat is around 1700. And with a priority move in Aqua Jet, theres is essentially nothing stopping Azumarill from taking down your opponent's entire team, or at least 2 or 3 members. Even resisted hits still leave the opposing pokemon with only about 20 or 10 percent health. Knock Off is there so that Azumarill can have some utility, and it OHKOs Walls such as Ferrothorn and Toxapex at +6 after stealth rocks damage. Play Rough is there to be Azumarill's Fairy STAB option, to hit pokemon who resist Aqua Jet such as dragon types and opposing water types.
Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Thunder Punch
- Fire Punch
- Dragon Claw
Mega Charizard X's main role is to be the late-game cleaner, after Azumarill finishes wrecking the opposing team (although sometimes its the other way around, depending on the opponent). Because Charizard needs to sweep, I'm using Fire Punch because the recoil from Flare Blitz can do massive damage to Charizard and stop it from sweeping. Dragon Claw is there to be your STAB move to hit dragons and pokemon that resist Fire Punch. Finally, I'm using Thunder Punch over Earthquake, because it gets a Tough Claws boost, and I want the coverage against Water-fairy types, and I have other pokemon to hit Heatran
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Heart Stamp
- Iron Head
- U-turn
- Healing Wish
Jirachi's main role is to be a switch in to Tapu Lele and other hard hitting fairy types, because scarf Lele destroys Charizard x and stops Azumarill's Aqua Jet because of psychic terrain. A choice scarf ensures it outspeeds most of the game, so that it can flinch cheese with Iron Head. Heart Stamp is a second STAB option to hit poison and fighting types like Mega Lopunny and Mega Venusaur. U-turn is to gain some momentum, and finally Healing Wish is there to restore a stronger pokemon to full health, however Fire Punch is also an option to hit Ferrothorn and Scizor.
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Ice Shard
- Knock Off
- Low Kick
Weavile's combination of speed and power make it as good as any ice type in OU, if not better. A base 125 Speed stat makes it faster than powerful threats such as Greninja and Alakazam, and base 120 attack with a life orb hits very hard. It's main role on my team is to revenge kill or scare off pokemon such as Landorus, garchomp, or dragonite. Knock Off is its Dark STAB, which hits hard and removes items. Icicle Crash is there to hit dragons and ground types, and thanks to Weavile's high speed you can also flinch the opponent. Ice Shard is to pick off Focus Sash users, and finally Low Kick's main purpose is to OHKO Tyranitar.
Rotom-Mow @ Grassium Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Leaf Storm
- Defog
- Will-O-Wisp
Rotom-Mow's job is to remove stealth rocks with Defog so that Charizard can come in safely. I also needed a pokemon that could deal with Quagsire, who stops both Azumarill and Charizard with Unaware. Leaf Storm is its main Grass STAB, to not only hit Quagsire but to hit Swampert. And with Grassium Z, it can break through bulky water types. Thunderbolt is its main Electric STAB to hit flying types like Celesteela and Skarmory. Finally, I'm packing Will-O-Wisp because if I predict that the opponent is going to switch in a ground type like Garchomp or Gliscor, I can burn those pokemon on the switch, which severely handicaps them.
Landorus-Therian @ Iapapa Berry
Ability: Intimidate
EVs: 252 HP / 240 Def / 16 Spe
Impish Nature
- Stealth Rock
- U-turn
- Hidden Power [Ice]
- Earthquake
Landorus-T is ranked S+ in OU, because its able to fit on any team, including this one. Its ability Intimidate allows it to switch into powerful attackers like Scizor, Garchomp, and Mega Mawile. Stealth Rock causes chip damage and breaks any focus sashes/Sturdies, which makes Azumarill's and Charizard's jobs much easier. U-turn is to gain some momentum if the opponent switches out, and HP-Ice hits Garchomp and opposing Landorus-T. Lastly, Earthquake is its last move, and needs no explanation because its probably the best move in the game.
Bad Matchups:
Scarf Lele defeats Mega Charizard X as well as Azumarill. Also Psychic Terrain cripples Azumarill because it stops it from spamming Aqua Jet.
These two can wall both of my sweepers thanks to Unaware. And in Quagsire's case it can burn Azumarill or badly poison Charizard, which is why I need Rotom-M .
If Volcarona manages to get up a quiver dance, it can easily take out 2-3 members of my team. Shattered Psyche at +1 swiftly OHKOs charizard, Giga Drain hits Azumarill, and Fire Blast at +1 destroys Rotom, Jirachi, and Weavile
Thnks for reading, and let me know any criticism or suggestions
Landorus-Therian @ Iapapa Berry
Ability: Intimidate
EVs: 252 HP / 240 Def / 16 Spe
Impish Nature
- Stealth Rock
- U-turn
- Hidden Power [Ice]
- Earthquake
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Heart Stamp
- Iron Head
- U-turn
- Healing Wish
Rotom-Mow @ Grassium Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Leaf Storm
- Defog
- Will-O-Wisp
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Ice Shard
- Knock Off
- Low Kick
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Aqua Jet
- Knock Off
- Play Rough
- Belly Drum
Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Thunder Punch
- Fire Punch
- Dragon Claw
Ability: Intimidate
EVs: 252 HP / 240 Def / 16 Spe
Impish Nature
- Stealth Rock
- U-turn
- Hidden Power [Ice]
- Earthquake
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Heart Stamp
- Iron Head
- U-turn
- Healing Wish
Rotom-Mow @ Grassium Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Leaf Storm
- Defog
- Will-O-Wisp
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Ice Shard
- Knock Off
- Low Kick
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Aqua Jet
- Knock Off
- Play Rough
- Belly Drum
Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Thunder Punch
- Fire Punch
- Dragon Claw