6th Tryout Company

Okay I haven't played much later gens (only by fun) and this is my 1st OU Tryout team. It seems to work pretty well, alas has some weaknesses that are rising in usage (notably Bisharp, Keldeo). I generally like to use less used pokés that work if handled correctly, also it brings surprise factor that wins you games against solid, common standard teams. At the moment I am at 1900+ with this team.
Anyway to the point:

073.png

Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 248 HP / 244 Def / 16 Spd
Jolly Nature
- Rapid Spin
- Toxic
- Knock Off
- Protect


Okay here we begin, later you notice that I have a couple things very annoyed by Stealth Rocks, thus spinner is mandatory (since defog didn't really cut it out for me). EV Spread is pretty standard and I have noted that with protect and Toxic our favorite squid can have surprisingly good survivability and stalling potential. I run Jolly instead of Timid that I began with, solely when I realized that without Scald Tentacruel doesn't have any special moves to begin with. Knock Off is something that still catches things off guard and can really cripple spin blockers such as Gengar or Harvest Trevenant removing their item in process making them a lot vulnerable and easier to deal with.

146.png

Moltres @ Leftovers
Ability: Pressure
EVs: 248 HP / 8 Def / 252 SDef
Calm Nature
- Roost
- Substitute
- Hidden Power [Ground]
- Fire Blast


The second player on the field, and notably the one that really requires Tentacruel's spin support is Moltres. I made this specially defensive due to problems Lucarios (and especially Nasty Plot variants) caused to my earlier tryouts. As long as Stealth Rocks are off Moltres can freely switch into anything Special (or even Physical) Lucario has to offer, excluding rare Thunder Punch, and threaten them by OHKOing with Fire Blast. I earlier ran Toxic instead of HP Ground but generally due to how much problems Heatrans were causing I switched that around to surprise them by being able to hit them hardish (in perfect world they have their leftovers or air balloons already knocked off too) and due to realizing Tentacruel can most likely Toxic anything that I want before going down. In addition, due to SDef investment this thing can also freely switch in Rotom-Ws cause them failing to OHKO Moltres with Hydro Pump and losing 2 PPs on every hit they try, it doesn't take long before they find themselves unable to continue spamming Hydros and realize now they got nothing for Lando-T. Also I am not using Zapdos because of I want to be a hipster.

354.png
354-m.png

Banette @ Banettite
Ability: Cursed Body
EVs: 252 HP / 252 SDef / 4 Spd
Careful Nature
- Knock Off
- Taunt
- Destiny Bond
- Magic Coat


I tell you what, people have been speaking of Banette being worst mega there is but I really assure you they are wrong and use it wrongly. The main selling point with Banette for me is its low usage and thus many people don't really know what it is about to do. The harsh thing for me is 4SS it got since I have been debating which two of the three really good moves I use are most favorable, the 3 moves being Thunder Wave, Taunt and Magic Coat. Thunder Wave mainly because I really haven't had problems with Physical Attackers rather with fast things. After Experimenting with different sets I have come to conclusion this works best for me as I tend to use Banette as a lead breaker and often also as a life insurance. I usually tend to lead with this thing and mega on 1st turn, which move I go first depends on situation – if it is something that most likely Volturns out I proceed to knock off the item of switchin, if it is something that sets up hazards or taunts or statuses there is Priority Magic coat before getting prankster rolling, after that I can proceed taunting the entry hazard setter/status user to force switch which I can then again Knock Off. Destiny Bond is the reason why Banette is annoying, accidentally slip and let something to set up? Let Banette take care of it with priority destiny bond and knock off, due to its speed most things are going to hit before Banette if it goes to Knock Off activating Destiny Bond, also if they keep on setting up there is always taunt for that matter. EV Spread is, as I said before, mostly due to how much problems occassional special sweepers cause to this team thus Banette can just barely switch in any special attack and proceed to DB or do whatever if I feel them being too threatening.

091.png

Cloyster @ Choice Scarf
Ability: Skill Link
EVs: 252 Spd / 252 Atk / 4 Def
Jolly Nature
- Icicle Spear
- Ice Shard
- Rock Blast
- Razor Shell

I assure you, Scarf Cloyster is dangerous even if people tend to laugh at it. It is so uncommon people tend to expect the usual Shell Smash on switchin leaving a lot of stuff in instead of switching out only then realizing they get outsped and destroyed by 125BP STAB coming from 289 Attack which isn't too shabby. Cloysters great base defense of 150 allows it to take most of the priorities without problem since them being mostly physical. Really, this thing catches more people off guard than syphilis. Allowing to easily remove things like Dragonites, Gengars, Thundurs, Landoruses, Zapdoses, basically anything that doesn't resist it by OHKOing right away. Also many things like to switch into it expecting the common Shell Smash and just find themselves getting 2HKOed by the said Icicle Spear. Then there is Rock Blast, this thing outspeeds Charizard-Ys and OHKO them, it revenge kills Talonflames, taking even CB Brave Bird easily and if instead a flare blitz is chosen, outright outspeeding them. Heatrans don't like Razor Shells nor do many other things. There is also the ice shard to finish off faster, weakened things if need be.

645-s.png

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 84 Spd / 172 Def / 248 HP / 4 Atk
Jolly Nature
- Earthquake
- Stealth Rock
- U-turn
- Superpower


Only really common thing in this team is namely old good Landorus-T, intimitade is handy if there is no Bisharp around and U-Turn + Stealth Rocks are kinda self-explanatory. EQ is there to threaten Heatrans and Excadrils or basically anything not immune to it. I chose Superpower over Rock Slide because I really don't have problems hitting Flying stuff anyway and Super Power basically OHKOs eg. Tyranitars. Sometimes if people think that Landorus doesn't want to stay in for, say, Mamoswines or think Lando will just U-Turn they find themselves taking massive damage from Superpower, Ice Shard doesn't OHKO, nor does it always even 2HKO Lando after intimitade. Generally this thing is good utility pokémon helping me with all kind of physical threats, most notably SD Lukes since +1 fails to OHKO Landorus while they get wrecked by EQ.

462.png

Magnezone @ Assault Vest
Ability: Magnet Pull
EVs: 200 SDef / 252 HP / 56 SAtk
Modest Nature
- Flash Cannon
- Thunderbolt
- Hidden Power [Fire]
- Volt Switch


OK, the last and maybe least is Magnezone. This thing will most likely be altered as soon as Genesect is suspected and most likely banned – or atleast EVs are to be altered. EVs are tailored to take easily even LO Genesect's Flamethrower while OHKOing back with HP Fire after Rocks. Scarf Bluff doesn't work against this guy. After experimenting I really think Magnezone is one of the best Assault Vest users there is, basically tanking anything hitting special side. I have to back this up with some calcs on this thing tho. Azumarils (unless seemingly now rare Superpower is used) are not problem to this guy, nor are any Steel Types (Unless Scizor packs Superpower which still is rare by my experience). If Azumaril doesn't go for Aqua Jet this usually outspeeds them due to our favorite water fairy rarely running speed EVs. Only thing I don't like with this guy tho is that some Ferrothorns manage to outstall it with Protect/Leech Seed

+1 252 SpA Expert Belt Genesect Flamethrower vs. 252 HP / 200 SpD Assault Vest Magnezone: 199-235 (57.8 - 68.3%) -- guaranteed 2HKO after Stealth Rock

56+ SpA Magnezone Hidden Power Fire vs. 0 HP / 0 SpD Genesect: 264-312 (93.2 - 110.2%) -- guaranteed OHKO after Stealth Rock
-
252+ SpA Adaptability Mega Lucario Aura Sphere vs. 252 HP / 200 SpD Assault Vest Magnezone: 244-288 (70.9 - 83.7%) -- guaranteed 2HKO after Stealth Rock

56+ SpA Magnezone Volt Switch vs. 0 HP / 4 SpD Mega Lucario: 145-172 (51.6 - 61.2%) -- guaranteed 2HKO after Stealth Rock
-
+6 252+ Atk Huge Power Azumarill Aqua Jet vs. 252 HP / 0 Def Magnezone: 282-333 (81.9 - 96.8%) -- 18.8% chance to OHKO after Stealth Rock
56+ SpA Magnezone Thunderbolt vs. 252 HP / 4 SpD Azumarill: 336-396 (83.1 - 98%) -- 68.8% chance to OHKO after Stealth Rock

Note on Azumaril that if I Volt Switchs after Aqua Jet I just kill it with Cloyster on the following turn.

Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 248 HP / 244 Def / 16 Spd
Jolly Nature
- Rapid Spin
- Toxic
- Knock Off
- Protect

Moltres @ Leftovers
Ability: Pressure
EVs: 248 HP / 8 Def / 252 SDef
Calm Nature
- Roost
- Substitute
- Hidden Power [Ground]
- Fire Blast

Banette @ Banettite
Ability: Cursed Body
EVs: 252 HP / 252 SDef / 4 Spd
Careful Nature
- Knock Off
- Taunt
- Destiny Bond
- Magic Coat

Cloyster @ Choice Scarf
Ability: Skill Link
EVs: 252 Spd / 252 Atk / 4 Def
Jolly Nature
- Icicle Spear
- Ice Shard
- Rock Blast
- Razor Shell

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 84 Spd / 172 Def / 248 HP / 4 Atk
Jolly Nature
- Earthquake
- Stealth Rock
- U-turn
- Superpower

Magnezone @ Assault Vest
Ability: Magnet Pull
EVs: 200 SDef / 252 HP / 56 SAtk
Modest Nature
- Flash Cannon
- Thunderbolt
- Hidden Power [Fire]
- Volt Switch

http://replay.pokemonshowdown.com/ou-74745591 – Banette doing work
http://replay.pokemonshowdown.com/ou-74769405

I will add more once I get more where I can demonstrate.

Thanks Serebii for 6th gen pics.

Comments? Thoughts? I know this works at least for me, but as said especially Keldeo is something that kinda is instant lose for this team unless I manage to take it out with DB and currently for Mega Manectric I have no answers.
 
Last edited:
Back
Top