Hey guys. Before I say anything else, this is my first time posting anything on the Smogon Forums, so yeah.
After using an hyper-offensive team in OU for a while (hyper offense is my specialty), I decided to start from scratch again. I'm used to the nature of the 6th gen metagame as of now, but I'm still adjusting to the power creep, thanks to new threats and megas that can cause trouble to many teams.
1-Sableye (Lead)
Ability: Prankster
Item: Leftovers
EV Spread: 252 HP, 4 Def, 252 Sp.Def
Nature: Calm
Moveset:
Will-o-wisp
Protect
Taunt
Foul Play
Here we have your typical Sableye, trolling with the ever-annoying taunt. With past experience of my usual leads being shut down by Taunt, it is surprisingly effective in shutting down other common leads such as Ferrothorn and Blissey. Will-o-wisp is used to weaken physical attackers that would try to KO Sableye with with their powerful moves. Protect works hand-in-hand with Will-o-wisp as it protects me from an incoming attack, lets me heal with leftovers, and allows my opponent’s HP to dwindle even further. As an attacking move, I chose Foul Play. It can unexpectedly do lots of damage to those that try to set up with the likes of Swords Dance and Dragon Dance. Since this set is mostly for screwing with physical attackers, I invested in Special Defense to save me in case something like Dazzling Gleam tries to OHKO it.
Problems-I sometimes see other Sableye outspeed it and use taunt against mine when I won’t use protect. And fairies can easily KO it.
2-Mega Medicham (Wallbreaker)
Ability: Pure Power
Item: Medichamite
EV Spread: 252 Atk, 4 Sp.Def, 252 Spe
Nature: Jolly
Moveset:
High Jump Kick
Bullet Punch
Zen Headbutt
Ice Punch
It didn’t take long for me to realize what a beast this guy is. High Jump Kick is my STAB of choice, which I’ve seen OHKO even Pokemon that resist it. That 10% chance to lose 50% of your max health kid of hurts it, but it’s a reliable move to use. Bullet Punch kills off any weakened Pokemon and helps retaliate against Fairies expecting to KO medicham first, as long as they’ve been damaged already. Zen Headbutt is another STAB move at my disposal with a handy flinch rate as well. My last moveslot has Ice Punch, which is mainly used against Dragons and Flying types that are weak to it. A Jolly nature helps it outspeed the plethora of Pokemon with 100 base speed as well.
Problems-Talonflame easily causes trouble for it, especially now that it’s a staple to many teams.
3-Heatran (Special Mixed Tank)
Ability: Flash Fire
Item: Air Balloon
EV Spread: 252 HP, 252 Sp.Atk, 4 Sp.Def
Nature: Modest
Moveset:
Fire Blast
Earth Power
Dragon Pulse
HP Grass
Heatran is my team’s MVP, being able to counter and check many threats the rest of my team can’t, especially Talonflame. Its a great partner to Medicham as it resists both Flying and Fairy Moves. It hits hard with Fire Blast, despite the questionable accuracy. Earth Power hits multiple types super-effectively, especially walls like Empoleon and Nidoqueen. Dragon Pulse gives superb neutral coverage in the case that the other attacks are ineffective. Finally, HP grass hits two of its weaknesses for SE damage, surprising usual counters like Gastradon.
Problems- Once Air Balloon pops, Earthquake always KOs it afterwards, taking advantage of its low speed.
4-Gengar (Special Powerhouse)
Ability: Levitate
Item: Life Orb
EV Spread: 4 HP, 252 Sp.Atk, 252 Spe
Nature: Modest
Moveset:
Shadow Ball
Dazzling Gleam
Giga Drain
Thunderbolt
Despite Gengarite’s ban, regular Gengar is still as threatening as ever. Levitate helps it switch in on Earthquakes that would otherwise OHKO Heatran. Shadow is a reliable STAB move with a good base power as well that punch holes in the other team. Dazzling Gleam takes down dragons and dark types that threaten to OHKO it with their SE STAB. Giga Drain works against common threats like Terrakion in order to increase its time in battle. Lastly, Thunderbolt dispatches powerful water and flying types.
Problems-The poor bulk means that its longevity in battle is limited, mitigated only slightly by Giga Drain.
5-Lucario (Swords Dance, Revenge Killer)
Ability: Justified
Item: Leftovers
EV Spread: 4 HP, 252 Atk, 252 Spe
Nature: Modest
Moveset:
Swords Dance
Extremespeed
Drain Punch
Ice Punch
Lucario’s movepool and stats allows it to fill two roles at once, beign a physical sweeper and revenge killer. After one Swords Dance boost, Extremespeed becomes really powerful. I might have gone with Bullet Punch, but Extremespeed allows me to get past Talonflame while having a higher base power. Drain Punch helps regain HP while being a reliable STAB move. Ice Punch takes down Ground types that it is weak to, not to mention the common dragons with a Flying sub-type. Justified allows me to switch in on something like Mandibuzz and gain a free boost.
Problems-Ghost types shut this set down, allowing only Ice Punch to hit them for any damage at all. Having low bulk and weaknesses to the three most common attacking types doesn’t help either.
6-Swampert (Physical Tank)
Ability: Torrent
Item: Assault Vest
EV Spread: 252 HP, 252 Atk, 4 Sp.Def
Nature: Adamant
Moveset:
Waterfall
Stone Edge
Earthquake
Ice Punch
The moveset is pretty generic. Waterfall and Earthquake both make powerful STAB moves while Stone Edge and Ice Punch give great SE coverage as well. But what sets this Swampert apart from the rest is its item. With proper EV investment, this thing can tank a Giga Drain from Volcarona. Or an Energy Ball from Alakazam. I don’t expect it to take a Grass Knot anytime soon, but this great bulk will help me get past most special attackers with ease.
Problems-Being the newest addition to my team, its disappointing speed will cost me sometime soon, but other than that, I don’t have any major complaints.
So there you have it. I’m open to any praise, constructive criticism and suggestions.
After using an hyper-offensive team in OU for a while (hyper offense is my specialty), I decided to start from scratch again. I'm used to the nature of the 6th gen metagame as of now, but I'm still adjusting to the power creep, thanks to new threats and megas that can cause trouble to many teams.
1-Sableye (Lead)
Ability: Prankster
Item: Leftovers
EV Spread: 252 HP, 4 Def, 252 Sp.Def
Nature: Calm
Moveset:
Will-o-wisp
Protect
Taunt
Foul Play
Here we have your typical Sableye, trolling with the ever-annoying taunt. With past experience of my usual leads being shut down by Taunt, it is surprisingly effective in shutting down other common leads such as Ferrothorn and Blissey. Will-o-wisp is used to weaken physical attackers that would try to KO Sableye with with their powerful moves. Protect works hand-in-hand with Will-o-wisp as it protects me from an incoming attack, lets me heal with leftovers, and allows my opponent’s HP to dwindle even further. As an attacking move, I chose Foul Play. It can unexpectedly do lots of damage to those that try to set up with the likes of Swords Dance and Dragon Dance. Since this set is mostly for screwing with physical attackers, I invested in Special Defense to save me in case something like Dazzling Gleam tries to OHKO it.
Problems-I sometimes see other Sableye outspeed it and use taunt against mine when I won’t use protect. And fairies can easily KO it.
2-Mega Medicham (Wallbreaker)
Ability: Pure Power
Item: Medichamite
EV Spread: 252 Atk, 4 Sp.Def, 252 Spe
Nature: Jolly
Moveset:
High Jump Kick
Bullet Punch
Zen Headbutt
Ice Punch
It didn’t take long for me to realize what a beast this guy is. High Jump Kick is my STAB of choice, which I’ve seen OHKO even Pokemon that resist it. That 10% chance to lose 50% of your max health kid of hurts it, but it’s a reliable move to use. Bullet Punch kills off any weakened Pokemon and helps retaliate against Fairies expecting to KO medicham first, as long as they’ve been damaged already. Zen Headbutt is another STAB move at my disposal with a handy flinch rate as well. My last moveslot has Ice Punch, which is mainly used against Dragons and Flying types that are weak to it. A Jolly nature helps it outspeed the plethora of Pokemon with 100 base speed as well.
Problems-Talonflame easily causes trouble for it, especially now that it’s a staple to many teams.
3-Heatran (Special Mixed Tank)
Ability: Flash Fire
Item: Air Balloon
EV Spread: 252 HP, 252 Sp.Atk, 4 Sp.Def
Nature: Modest
Moveset:
Fire Blast
Earth Power
Dragon Pulse
HP Grass
Heatran is my team’s MVP, being able to counter and check many threats the rest of my team can’t, especially Talonflame. Its a great partner to Medicham as it resists both Flying and Fairy Moves. It hits hard with Fire Blast, despite the questionable accuracy. Earth Power hits multiple types super-effectively, especially walls like Empoleon and Nidoqueen. Dragon Pulse gives superb neutral coverage in the case that the other attacks are ineffective. Finally, HP grass hits two of its weaknesses for SE damage, surprising usual counters like Gastradon.
Problems- Once Air Balloon pops, Earthquake always KOs it afterwards, taking advantage of its low speed.
4-Gengar (Special Powerhouse)
Ability: Levitate
Item: Life Orb
EV Spread: 4 HP, 252 Sp.Atk, 252 Spe
Nature: Modest
Moveset:
Shadow Ball
Dazzling Gleam
Giga Drain
Thunderbolt
Despite Gengarite’s ban, regular Gengar is still as threatening as ever. Levitate helps it switch in on Earthquakes that would otherwise OHKO Heatran. Shadow is a reliable STAB move with a good base power as well that punch holes in the other team. Dazzling Gleam takes down dragons and dark types that threaten to OHKO it with their SE STAB. Giga Drain works against common threats like Terrakion in order to increase its time in battle. Lastly, Thunderbolt dispatches powerful water and flying types.
Problems-The poor bulk means that its longevity in battle is limited, mitigated only slightly by Giga Drain.
5-Lucario (Swords Dance, Revenge Killer)
Ability: Justified
Item: Leftovers
EV Spread: 4 HP, 252 Atk, 252 Spe
Nature: Modest
Moveset:
Swords Dance
Extremespeed
Drain Punch
Ice Punch
Lucario’s movepool and stats allows it to fill two roles at once, beign a physical sweeper and revenge killer. After one Swords Dance boost, Extremespeed becomes really powerful. I might have gone with Bullet Punch, but Extremespeed allows me to get past Talonflame while having a higher base power. Drain Punch helps regain HP while being a reliable STAB move. Ice Punch takes down Ground types that it is weak to, not to mention the common dragons with a Flying sub-type. Justified allows me to switch in on something like Mandibuzz and gain a free boost.
Problems-Ghost types shut this set down, allowing only Ice Punch to hit them for any damage at all. Having low bulk and weaknesses to the three most common attacking types doesn’t help either.
6-Swampert (Physical Tank)
Ability: Torrent
Item: Assault Vest
EV Spread: 252 HP, 252 Atk, 4 Sp.Def
Nature: Adamant
Moveset:
Waterfall
Stone Edge
Earthquake
Ice Punch
The moveset is pretty generic. Waterfall and Earthquake both make powerful STAB moves while Stone Edge and Ice Punch give great SE coverage as well. But what sets this Swampert apart from the rest is its item. With proper EV investment, this thing can tank a Giga Drain from Volcarona. Or an Energy Ball from Alakazam. I don’t expect it to take a Grass Knot anytime soon, but this great bulk will help me get past most special attackers with ease.
Problems-Being the newest addition to my team, its disappointing speed will cost me sometime soon, but other than that, I don’t have any major complaints.
So there you have it. I’m open to any praise, constructive criticism and suggestions.