A Fairly Average Team [OU RMT]

There's only one restriction for this team: It must have Wi-Fi feasability as well as Shoddy feasibility. This means no Platinum formes (and most event legends are out of the question as well).

This team has been tested for about two months. So far, it has an estimated win rate of about 70%. Whenever it loses, the opponent has 2 or less Pokemon remaining, or took advantage of Shoddy being unable to comprehend a draw and using Explosion with their last Pokemon for the fatal blow.

Second paragraph only applies to the team the way it was when first posted (available as "Original Team" in the quotes).

From Afar:

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With More Detail:
407Roserade.png


Roserade @ Focus Sash
Ability: Natural Cure
EVs: 6 HP, 252 SpA, 252 Spe
Nature: Timid
- Hidden Power [Fire]
- Leaf Storm
- Sleep Powder
- Toxic Spikes

Roserade works well as a lead. It can still deal big blows to the enemy, regardless of the fact that most of the moveset is not for sweeping. While Azelf leads can be a problem, Swampert leads fall prey to Roserade's Leaf Storm. Toxic Spikes can deal more damage to the enemy than Stealth Rock in some cases, I'm a bit iffy on it. Sleep Powder can cause switches, buying me a turn, or I could put something immune to Toxic Spikes to sleep.

Most leads will die to this, with the exception of Azelf and its Flamethrower. As Azelf is pretty common... That's not a good thing. The Focus Sash is there to ensure that I eliminate the threat before setting up the Toxic Spikes. I'm considering regular Spikes here as well.


130px-212Scizor.png


Scizor @ Choice Band
Ability: Technician
EVs: 248 HP, 252 Att/ 10 SpD
Nature: Adamant
- U-Turn
- Bullet Punch
- Pursuit
- Superpower

Scizor is a very effective Pokemon to use. It comes in on many common move types without issue, and gets easy KO's with STAB Technician priority. It can scout, it can eliminate, give me a good reason not to use this, seriously. The resistance to most of the team's weaknesses is a plus as well.

Scizor's U-Turn is usually useful for scouting, but the Choice Band has actually caused some problems from enemy Magnezone. Aso, the fact that there are 3 choice users in this team has actually made me worry about whether or not to keep this.

170px-462Magnezone.png


Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 6 Att, 252 SpA, 252 Spe
Nature: Naive
- ThunderBolt
- Hidden Power [Fire]
- Flash Cannon
- Explosion


Magnezone can handle most things that can stop an Umbreon sweep. It's also an effective stop to any and all Dragon-type attacks, coming from the likes of opposing Salamence. HP Fire will take down Scizor, and with 2 STABs and Explosion, it will find no problem putting a considerable dent into everything. The Choice Scarf is there because it's simply the best option, though I already have a Scarf'd Salamence.

It has found use KOing any enemy Steel-type that is not named Heatran or Metagross or is not a Scizor that manages to predict and use U-Turn or Superpower on the switch. Overall, Magnezone has been completely useful in every possible way.



150px-373Salamence.png


Salamence @ Life Orb
Ability: Intimidate
EVs: 84 Att, 216 SpA, 210 Spe
Nature: Mild
- Brick Break
- Earthquake
- Flamethrower
- Draco Meteor


Salamence comes out, wakens the enemy, KOs Blissey, actually finding a way to defeat plenty of things. Sure, this has some weaknesses, but that's to be expected. Life Orb and Stealth Rock will kill it quickly, but Roost was given up on this moveset, so there's no way to solve that without re-adding it. Overall, Salamence is my mid-game attacker, and a pretty good one as well.

One use for this is to switch into a Dragon Dancer, lowering its Attack stat. The main problem with attempting to spam this is Stealth Rock. As long as Stealth Rock is around, Salamence has to make the most of every switch in, especially with Life Orb in play as well.



220px-068Machamp.png


Machamp @ Leftovers
Ability: No Guard
EVs: 252 HP, 252 Att, 6 Spe
Nature: Adamant
- Payback
- DynamicPunch
- Rest
- Sleep Talk


A sleep-absorber, and it does Umbreon's job better, being able to simply KO things with STAB DynamicPunch, therefore not dying to steel-types nearly as easily. The main thing that Umbreon does that this doesn't is taking out Latias, which is no issue with most of the other team members where they are. Rest can get rid of Burns as such.

Machamp has defensive stats almost rivaling those of Umbreon, this is nothing but an Upgrade. Note how all of the Fighting-type weaknesses are very uncommon attacking types. Flying and Psychic are only seen if they're the only good STAB move. Even then, still rarely. This thing has an easy time switching into most Pokemon.


150px-145Zapdos.png


Zapdos @ Leftovers
Ability: Pressure
EVs: 250 HP, 228 Def, 32 Spe
Nature: Bold
- Thunderbolt
- Roost
- Heat Wave
- Hidden Power [Grass]


There were a few things that I had a hard time switching into. This was my simple solution. It's helpful for getting rid of any enemy weak to Fire that I can't otherwise take down without revealing Magnezone. This is also helpful to take down Swampert.

Original Team said:
From Afar:

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With More Detail:
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Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP, 228 Def, 30 SpA
Nature: Relaxed
- Earthquake
- Ice Beam
- Stealth Rock
- Roar

Stealth Rock is an obvious choice on a lead. Roar stops the stat-boosters that will cause me problems. Ice Beam defeats the Dragon-types that can easily rip through me. Easy to say, EarthQuake covers quite a few problematic Pokemon, such as Heatran. That is meant to make it useful after set-up of the rocks is complete.

I have noticed many Roserade and Aerodactyl leads, along with leads that have Grass Knot lately. Roserade's response is usually a switch to Umbreon to take Sleep Powder, but there's the issue of Leaf Storm being the move it picks instead of Sleep Powder, and the fact that Umbreon can't KO Roserade before 2 layers of Toxic Spikes are down. Aerodactyl causes no issue. I don't even try to set up rocks on it, I just immediately 2HKO with Ice Beam. Grass Knot leads, however, cause issues.


130px-212Scizor.png


Scizor @ Choice Band
Ability: Technician
EVs: 248 HP, 252 Att/ 10 SpD
Nature: Adamant
- U-Turn
- Bullet Punch
- Pursuit
- Superpower

Scizor is a very effective Pokemon to use. It comes in on many common move types without issue, and gets easy KO's with STAB Technician priority. It can scout, it can eliminate, give me a good reason not to use this, seriously. The resistance to most of the team's weaknesses is a plus as well.

Scizor's U-Turn is usually useful for scouting, but the Choice Band has actually caused some problems from enemy Magnezone. Aso, the fact that there are 3 choice users in this team has actually made me worry about whether or not to keep this.

170px-462Magnezone.png


Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 6 Att, 252 SpA, 252 Spe
Nature: Naive
- ThunderBolt
- Hidden Power [Fire]
- Flash Cannon
- Explosion


Magnezone can handle most things that can stop an Umbreon sweep. It's also an effective stop to any and all Dragon-type attacks, coming from the likes of opposing Salamence. HP Fire will take down Scizor, and with 2 STABs and Explosion, it will find no problem putting a considerable dent into everything. The Choice Scarf is there because it's simply the best option, though I already have a Scarf'd Salamence.

It has found use KOing any enemy Steel-type that is not named Heatran or Metagross or is not a Scizor that manages to predict and use U-Turn or Superpower on the switch. Overall, Magnezone has been completely useful in every possible way.



150px-373Salamence.png


Salamence @ Choice Scarf
Ability: Intimidate
EVs: 180 Att, 252 SpA, 78 Spe
Nature: Naughty
- Outrage
- Earthquake
- Flamethrower
- Draco Meteor


It revenge kills, and can take out some huge threats. Salamence is essentially used as a late-game finisher, picking apart what's left of the enemy, KOing everything that would cause big problems to the remainder of the team, etc. It is usually my last Pokemon, and I lose if it fails to OHKO is that's the case.



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Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 HP, 128 Att, 130 SpD
Nature: Sassy
- Payback
- Curse
- Rest
- Sleep Talk


I've been using Umbreon for a long time before it became OU. I find it quite nice as a Latias counter, something that this team desperately needed. It's also useful because this team has little issue with Steel-type removal. It manages some sweeps, as long as all Steels without Psychic as their second type and Snorlax with Curse are out of the way. It helps lure out Scizor and the like, and it's a sleep-absorber. What's there not to like?


150px-145Zapdos.png


Zapdos @ Leftovers
Ability: Pressure
EVs: 250 HP, 228 Def, 32 Spe
Nature: Bold
- Thunderbolt
- Roost
- Heat Wave
- Hidden Power [Grass]


There were a few things that I had a hard time switching into, such as Fighting-type attacks. This was my simple solution. It's helpful for getting rid of any enemy weak to Fire that I can't otherwise take down without revealing Magnezone. This is also helpful to take down Swampert.
 
you have 3 revenge killers on your team with no mid game sweeper or real early game set up. I support the statement above.

Swampert- Fine Lead

Salamence- I would change into a dd mence as he will set up and clean up with proper preparations

Zone- Perfect with dd mence to kill the steels that prevent his sweep this is preparation number one taking care of the steels

Scizor- good punches wholes through preparation number 2 is scouting while also wearing down the opponent.

I would definately replace umbreon as although I think he is cool he isn't for this metagame. and scizor already handles most latias. As for a replacement I would say a wall breaker of some sort.

Zapdos is good
 
hello,

It is evident that you have put a fair bit of effort and thought into this team and it looks like it has paid off (70% win streek....pretty good can be better). So ill toss up some options for you to consider and tweek.

Firstly i would like to comment on the nice range of bulk and attacking prowess. However i really don't like when people utilise to many/same choice items. Therefore i would suggest keeping magnezone scarfed and changing salamence to a mixmence wall breaker (with a twist). This guy is a feak! and garentees taking down at least one pokemon if not more.

Salamence @life orb
Ability: Intimidate
Nature: Mild
Evs: 84 Atk / 216 SpA / 208 Spe
Moves:
- Draco Meteor
- Earthquake
- Flamethrower
- BRICK BREAK

The usual moveset often encourperates the typical roost or outrage in the brick break position, you will soon realise how effective brick break is on salamence. Personally i love it when the arrogent oppostion switches in a 'damaged' blissey and just expects to T wave and cripple salamence or the pokemon you switch in, to only be surprised by you staying and KOing it.

One other thing i really dont see why you would use umbreon over CurseTar. It shares the same purpose but able to deal greater damage. OR i would also like to see you to have better coverage for blissey, this is easily retified by a rest talk/status absorber, machamp. I think this would also balance out the team immensley and could give you that competitive edge.

Machamp @leftovers
Ability: No Guard
Nature: Adament
Ev's: 252 HP / 252 Atk / 4 Spe
Moves:
- Dynamic Punch
- Payback
- Rest
- Sleep Talk

Anyway i hope it all goes well and good luck.

P.S It would really help if you added a threat list to your RMT for further analysis.
 
Make Machamp an RestTalk Variant. That way you have your status absorber.
Machamp/Leftovers/No Guard/Adamant
Ev's: 252 HP / 252 Atk / 4 Spe
Moves: Dynamic Punch/Payback/Rest/Sleep Talk

And then I would give Umbreon the following moveset. This will make it an easier time sweeping. Only thing is you lose the abilty to get rid of your status but get a more reliable way to set up curses. Since you can choose you own instead of using Sleep talk
Umbreon/Leftovers/Sassy
EV's: 252 Hp/ 200 Atk/ 56 Spe
Moves: Curse/Payback/Wish/Protect
This moveset works extremely well with Toxic Spikes support since that way you can stall Wish-Protect to the oppenent. I think a Toxic Spikes lead on your team would really help the team out. You got magnezone for all that annoying steels who resist the Toxic Spikes. So I would really consider this Roserade over the swampert lead you carry now. Since your team doesn't really force switches
Roserade (M) @ Focus Sash
Ability: Natural Cure
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Hidden Power [Fire]
- Leaf Storm
- Sleep Powder
- Toxic Spikes


Well this was my rate. Hope i've helped
 
Changing Salamence for the one robdogz suggested.

One other thing i really dont see why you would use umbreon over CurseTar. It shares the same purpose but able to deal greater damage. OR i would also like to see you to have better coverage for blissey, this is easily retified by a rest talk/status absorber, machamp. I think this would also balance out the team immensley and could give you that competitive edge.

Machamp @leftovers
Ability: No Guard
Nature: Adament
Ev's: 252 HP / 252 Atk / 4 Spe
Moves:
- Dynamic Punch
- Payback
- Rest
- Sleep Talk

Anyway i hope it all goes well and good luck.

P.S It would really help if you added a threat list to your RMT for further analysis.

Works quite a bit better than Umbreon... I'll add that.

Threat list will come soon, as soon as I brush up again on how to make one.

I tend to stay away from T-Tar when it's not a Sandstorm team. That said, you recommended this when it would make 4 Pokemon immune to the storm.

Make Machamp an RestTalk Variant. That way you have your status absorber.
Machamp/Leftovers/No Guard/Adamant
Ev's: 252 HP / 252 Atk / 4 Spe
Moves: Dynamic Punch/Payback/Rest/Sleep Talk

And then I would give Umbreon the following moveset. This will make it an easier time sweeping. Only thing is you lose the abilty to get rid of your status but get a more reliable way to set up curses. Since you can choose you own instead of using Sleep talk
Umbreon/Leftovers/Sassy
EV's: 252 Hp/ 200 Atk/ 56 Spe
Moves: Curse/Payback/Wish/Protect
This moveset works extremely well with Toxic Spikes support since that way you can stall Wish-Protect to the oppenent. I think a Toxic Spikes lead on your team would really help the team out. You got magnezone for all that annoying steels who resist the Toxic Spikes. So I would really consider this Roserade over the swampert lead you carry now. Since your team doesn't really force switches
Roserade (M) @ Focus Sash
Ability: Natural Cure
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Hidden Power [Fire]
- Leaf Storm
- Sleep Powder
- Toxic Spikes


Well this was my rate. Hope i've helped

Well, I can't have both Machamp and Umbreon here, not enough room.

That said, I'm going with Machamp. Note that Machamp can also take advantage of the much-ignored Defense drop from Poison.

As for the Roserade, there IS a reason to hang onto Stealth Rock instead of Toxic Spikes. While Toxic Spikes works better here, Flying-types and Levitators are also immune to Toxic Spikes, not just Poison and Steel. Things like Gyarados need to be hit on the switch-in to be easier to KO.
 
Tested the team out. Too many people saw the Roserade lead coming. I'm thinking of replacing it with a special lead to counter/OHKO common leads, and adding Foretress to set up Spikes and Rocks late-game.

Any ideas?
 
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