With some similarities ofcorse. But a pretty successful offensive team, trying to bring a few new things to the other ones going around.
Deoxys-e @ Light Clay
Ability: Pressure
EVs: 248 HP/8 Def/252 Spd
Timid nature (+Spd, -Atk)
- Reflect
- Light Screen
- Stealth Rock
- Taunt
The advantage double screen Deoxys gives me right from the start is truly amazing. Often has a game ended with a screen still in play. Deoxys's fast taunt is a godsend to Yanmega, who won't have to worry about coming in on stealth rock. This is one of the most important reasons for the addition of this on the team. All the moves here are vital, so there is little room for replacement. I have however played around with utilising spikes and recover, however this gave me overall the most advantage. Sometimes I keep him for late game, be it for setting up the screens again or sacrificing. 8 Def isn't just a piss take for 'being different', it gives a uneven HP number, for rounding down residue damage.
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Metagross @ Lum Berry
Ability: Clear Body
EVs: 112 HP/144 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Meteor Mash
- Earthquake
- Bullet Punch
- Explosion
Metagross is ridiculous hard to take down with the screens up. And once he starts spamming attack raises with meteor mash, there's little stopping him. He also attracts bulky waters like magnet, allowing me to Exlplode and clear the way for the rest of the team. This makes using CB Ice Shards/Waterfall far less risky. Meteor Mash over Pursuit because without it he can't cause too much damage, and attack raises are fun. Also Pursuit just doesn't hit anything else hard enough, due to the lack of stab or boosting item. And most Gengar won't flee anyway. Meteor Mash helps a lot against opposing Deoxys. Max speed and Jolly hits a very useful number, as he outspeeds max speed adamant gyara. Something I can't allow to set up. Also insures outspeeding timid magnezone, something very scary to this team with a sub and magnet Rise. And 112 HP for garenteed survival against a EQ from a jolly chomp.
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Yanmega (M) @ Life Orb
Ability: Speed Boost
EVs: 104 HP/152 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Protect
- Hypnosis
- Bug Buzz
- Air Slash
Yanmega tears apart offensive teams like no other. And due to recent drop of usage of Blissey, this has become much scarier. And thanks to deoxys he doesn't have to pay every time he switches in. Stealth Rock also turns many 3KOs into 2KOs. Metagross also helps with weakening/taking out bulky waters, and nailing steels thinking he could be CB'd. I've tested HP Ground over Air Slash, among other things, but hitting gengar was too important. 104 HP because Yanmega doesn't need max speed, as with these EVs he will outspeed the base 130s after a speed boost, and Timid ScarfGar after 2. Adding more speed would not change this, and he still outspeeds max speed adamant gyara without a protect. Yanmega also is suprisingly bulky on the physical side, with 86/86 defences. And survives a +2 Extremespeed from LO Luke with ease.
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Mamoswine (M) @ Choice Band
Ability: Snow Cloak
EVs: 252 Atk/20 Def/236 Spd
Jolly nature (+Spd, -SAtk)
- Earthquake
- Ice Shard
- Ice Fang
- Stone Edge
A safe switch in into Zapdos is suprisingly hard to find on offensive teams. And so many teams have a weak to him. He cause's switches and weakens teams. He also takes care of dragons, namely DDmence, something I have trouble with otherwise. Outspeeds Adamant Luke, and takes little from ES. CB over LO for the extra power against Bulky Waters and for making Ice Shard hurt more. I also don't like trading off his bulkiness for versitality, as he can get into lukes ES zone too quickly. Considering moving the def Evs to speed, but 'whatever'.
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Celebi @ Life Orb
Ability: Natural Cure
EVs: 8 HP/4 Def/244 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Calm Mind
- Grass Knot
- Psychic
- Hidden Power [Fire]
The sheer unexpectedness of this leads to so much fun. A way to punish her main switch in, Heatran, is dissapointing. But nailing some thing that would normally think they can set up on her is cool (think skarm/forre) Shes also so hard to revenge kill. As after a Calm Mind, OHKOing with a special attack is near impossible. Outspeeds Jolly max speed hera. max SAtk and rest in HP, and 4 Def for Uneven HP number. Modest for some crucial kos. I may just a well max out speed to tie with specsmence, but i seem to be kinda bad in winning ties ^^. Kinda a end gamer.
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Vaporeon (M) @ Leftovers
Ability: Water Absorb
EVs: 60 HP/252 Def/44 Spd/152 SDef
Bold nature (+Def, -Atk)
- Surf
- Hidden Power [Electric]
- Wish
- Protect
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Vaporeon protects the team from the ever threatening Gyarados. As wel as Heatran and Infernape. 44 Spd is to outspeed skarm, somthing I have problems with. Wish helps heal the rest of the team. Vaporeon helps a lot against Trick Room teams and Rain Dance teams.
---
When I look at this team I see most threats can be taken care of. However, typwise I have a horrifying quad fire weak. However, this has never been a problem, due to how little strong fire types there are in OU. So with sacrifices this can be dealt with. And Azumarill OHKOs most with Aqua Jet. I have 3 strong priority moves, coming off bulky pokemon. So it is not often that a pokemon can go though large parts of the team.
Deoxys-e @ Light Clay
Ability: Pressure
EVs: 248 HP/8 Def/252 Spd
Timid nature (+Spd, -Atk)
- Reflect
- Light Screen
- Stealth Rock
- Taunt
The advantage double screen Deoxys gives me right from the start is truly amazing. Often has a game ended with a screen still in play. Deoxys's fast taunt is a godsend to Yanmega, who won't have to worry about coming in on stealth rock. This is one of the most important reasons for the addition of this on the team. All the moves here are vital, so there is little room for replacement. I have however played around with utilising spikes and recover, however this gave me overall the most advantage. Sometimes I keep him for late game, be it for setting up the screens again or sacrificing. 8 Def isn't just a piss take for 'being different', it gives a uneven HP number, for rounding down residue damage.
---
Metagross @ Lum Berry
Ability: Clear Body
EVs: 112 HP/144 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Meteor Mash
- Earthquake
- Bullet Punch
- Explosion
Metagross is ridiculous hard to take down with the screens up. And once he starts spamming attack raises with meteor mash, there's little stopping him. He also attracts bulky waters like magnet, allowing me to Exlplode and clear the way for the rest of the team. This makes using CB Ice Shards/Waterfall far less risky. Meteor Mash over Pursuit because without it he can't cause too much damage, and attack raises are fun. Also Pursuit just doesn't hit anything else hard enough, due to the lack of stab or boosting item. And most Gengar won't flee anyway. Meteor Mash helps a lot against opposing Deoxys. Max speed and Jolly hits a very useful number, as he outspeeds max speed adamant gyara. Something I can't allow to set up. Also insures outspeeding timid magnezone, something very scary to this team with a sub and magnet Rise. And 112 HP for garenteed survival against a EQ from a jolly chomp.
---
Yanmega (M) @ Life Orb
Ability: Speed Boost
EVs: 104 HP/152 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Protect
- Hypnosis
- Bug Buzz
- Air Slash
Yanmega tears apart offensive teams like no other. And due to recent drop of usage of Blissey, this has become much scarier. And thanks to deoxys he doesn't have to pay every time he switches in. Stealth Rock also turns many 3KOs into 2KOs. Metagross also helps with weakening/taking out bulky waters, and nailing steels thinking he could be CB'd. I've tested HP Ground over Air Slash, among other things, but hitting gengar was too important. 104 HP because Yanmega doesn't need max speed, as with these EVs he will outspeed the base 130s after a speed boost, and Timid ScarfGar after 2. Adding more speed would not change this, and he still outspeeds max speed adamant gyara without a protect. Yanmega also is suprisingly bulky on the physical side, with 86/86 defences. And survives a +2 Extremespeed from LO Luke with ease.
---
Mamoswine (M) @ Choice Band
Ability: Snow Cloak
EVs: 252 Atk/20 Def/236 Spd
Jolly nature (+Spd, -SAtk)
- Earthquake
- Ice Shard
- Ice Fang
- Stone Edge
A safe switch in into Zapdos is suprisingly hard to find on offensive teams. And so many teams have a weak to him. He cause's switches and weakens teams. He also takes care of dragons, namely DDmence, something I have trouble with otherwise. Outspeeds Adamant Luke, and takes little from ES. CB over LO for the extra power against Bulky Waters and for making Ice Shard hurt more. I also don't like trading off his bulkiness for versitality, as he can get into lukes ES zone too quickly. Considering moving the def Evs to speed, but 'whatever'.
---
Celebi @ Life Orb
Ability: Natural Cure
EVs: 8 HP/4 Def/244 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Calm Mind
- Grass Knot
- Psychic
- Hidden Power [Fire]
The sheer unexpectedness of this leads to so much fun. A way to punish her main switch in, Heatran, is dissapointing. But nailing some thing that would normally think they can set up on her is cool (think skarm/forre) Shes also so hard to revenge kill. As after a Calm Mind, OHKOing with a special attack is near impossible. Outspeeds Jolly max speed hera. max SAtk and rest in HP, and 4 Def for Uneven HP number. Modest for some crucial kos. I may just a well max out speed to tie with specsmence, but i seem to be kinda bad in winning ties ^^. Kinda a end gamer.
---
Vaporeon (M) @ Leftovers
Ability: Water Absorb
EVs: 60 HP/252 Def/44 Spd/152 SDef
Bold nature (+Def, -Atk)
- Surf
- Hidden Power [Electric]
- Wish
- Protect
---
Vaporeon protects the team from the ever threatening Gyarados. As wel as Heatran and Infernape. 44 Spd is to outspeed skarm, somthing I have problems with. Wish helps heal the rest of the team. Vaporeon helps a lot against Trick Room teams and Rain Dance teams.
---
When I look at this team I see most threats can be taken care of. However, typwise I have a horrifying quad fire weak. However, this has never been a problem, due to how little strong fire types there are in OU. So with sacrifices this can be dealt with. And Azumarill OHKOs most with Aqua Jet. I have 3 strong priority moves, coming off bulky pokemon. So it is not often that a pokemon can go though large parts of the team.