Summer in Medina






Introduction
Introduction
This is my first attempt at building a Natdex OU team, so I did not really know where to start. After playing with a couple of sample teams and watching a few games from NDPL VI, i decided to copy the six mons of a team I saw in a couple of replays. Unfortunately, I did not manage to figure out the sets of the six mons, so I had to improvise. The result is a very offensive team that is able to plow through a lot of teams used on ladder that are not prepared for Choice Scarf
In-Depth

Charizard @ Charizardite Y
Ability: Blaze
Tera Type: Fire
EVs: 252 SpA / 8 SpD / 248 Spe
Modest Nature
IVs: 0 Atk
- Weather Ball
- Solar Beam
- Scorching Sands
- Roost
Charizard @ Charizardite Y
Ability: Blaze
Tera Type: Fire
EVs: 252 SpA / 8 SpD / 248 Spe
Modest Nature
IVs: 0 Atk
- Weather Ball
- Solar Beam
- Scorching Sands
- Roost
Interesting calcs:
A possible change to this set could be dropping Scorching Sands for Dragon Pulse, to better face some tougher matchups (like Z
Heatran @ Choice Scarf
Ability: Flash Fire
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Eruption
- Magma Storm
- Earth Power
- Flash Cannon
Magma Storm could be dropped, since it is an emergency move that is not used until you get to low HP on
A few calculations:
Before moving on to the rest of the team, we need to identify the main threats to this core. The first big problems are hazards: Stealth Rock take 50% of
Hatterene (F) @ Leftovers
Ability: Magic Bounce
Tera Type: Psychic
EVs: 252 HP / 124 Def / 132 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Psychic Noise
- Draining Kiss
- Mystical Fire
I have not thinked much about this mon EVs, its a standard set from Smogon Dex, something better can probably be found.
Great Tusk @ Leftovers
Ability: Protosynthesis
Tera Type: Ground
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Rapid Spin
- Headlong Rush
- Stealth Rock
- Knock Off
Before moving on to the next two mons, it's time to figure out which mons and teams give most trouble to this core.
- Weather teams
: Sand Teams are probably the hardest to deal with, specifically because of specially defensive
. This thing is almost impossible to kill using the special attackers, threatens most of the team, can Pursuit
and
, and a lot of pressure is put on
to deal as much damage with Headlong Rush, even at the cost of losing its Leftovers. Once
is gone, it is only a matter of removing/stalling out Sand and hoping that whatever is left is enough to win the game.
: Rain Teams are a little bit easier to deal with, because
is weak to Stealth Rocks and
's Solar Beam (in Sun) can oneshot most members of a Rain Team. A relevant interaction is
's Weather Ball, which still does a lot of damage in Rain and can KO a weakened
to win the weather war. Still, something else must be added to reliably beat this kind of team.
: HO Veil Teams severely cripple this team, because it lacks defenses and can be exploited. When veil is up,
isn't really a threat anymore, because it cannot take 1HKOs and will be easily chipped. It is important to prevent Veil going up, and if it does it needs to be carefully stalled out.
will probably try to come in on
, so a well placed Knock Off can make the game much easier.
- Dragon types resist most of
's and
attacks, so they are very dangerous. A dragon resist, other than
, is needed
: if the opponent does not immediately sack it to
's Flash Cannon, this thing fries the entire team.
can always run away with the game if the opponent can create the right circumstances. It is also hard to hit once boosted, because other than
we only have special attackers.
Raging Bolt @ Dragonium Z
Ability: Protosynthesis
Tera Type: Electric
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 20 Atk
- Thunderclap
- Volt Switch
- Draco Meteor
- Weather Ball
This last spot is contented between two mons, so I will put both of them and the preferred choice can be used.
Gholdengo @ Choice Scarf
Ability: Good as Gold
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Make It Rain
- Shadow Ball
- Thunderbolt
- Trick
Ceruledge @ Focus Sash
Ability: Weak Armor
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Bitter Blade
- Poltergeist
- Shadow Sneak
Not everything was bad though.
Remaining Threats
After everything we have done, some threats remain
https://pokepast.es/4eb02ce8c5155709 w. Gholdengo
https://pokepast.es/91620c4d73723999 w. Ceruledge
What is next for this team
This mon being able to bypass Magic Bounce, but
is usually able to handle the hazards quite well. Still, annoying to face
This thing is still a threat even with
in the team, so it needs to be carefully handled. With
, hope your opponent forgets that
can hold a Choice Scarf.
Literal opposite of
,
does not help and
can sometimes handle it. This is probably the biggest threat to the Gholdengo version.
In my experience, this is the hardest weather matchup and it is really hard to deal with it. Positioning with
is vital
After sand, this is the second worst weather matchup. Behind screens, a lot of innocent mons become giant threats.
with Substitute is especially tough, you are always one flinch away from losing - Dragons are still tough. I have lost to
more times that I would like to admit
Importable
https://pokepast.es/4eb02ce8c5155709 w. Gholdengo
https://pokepast.es/91620c4d73723999 w. Ceruledge
What is next for this team
I have grown quite tired of this team, so I will stop using it for a while. If anyone wants to improve this, I have left a few suggestions in the analysis. It is left as an exercise to the reader to implement these changes and improve the team
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