A standard OU

So I haven't really been that active on this site since I lost my AR and Diamond about a 6 months ago[Had all my bred pokes in it]. But recently I've gotten into Shoddy and had some success with this team and would like some feedback on it.
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Indepth
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Metagross@Occa Berry
Clear Body
EV's: 252 HP, 236 Atk, 12 Def, 10 Spd.
Nature-Adamant
-Stealth Rocks
-Bullet Punch
-Meteor Mash
-Explosion

Description-Overall a great lead sets up rocks around 80% of the time. It's amazing attack stat 2HKO's most leads except for of course Heatran, Swampy and other Metas. Bullet Punch works great in conjunction with Meteor Mash. Most leads will either Taunt or set up Rocks thinking that I'd do the same but are surprised to get hit but a strong MM followed up by Bullet Punch which most of the time takes out the opposing lead without taking damage which allows for set up on the next incoming Pokemon. Occa Berry Allows it to take a Flamethrowers/Fire Blast from leadtrans and Azelfs ensuring Steath Rocks.

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Salamence@Life Orb
Intimidate
EV's: 86 Atk, 216 Sp.Atk, 208 Spd.
Nature-Mild
-Draco Meteor
-Earthquake
-Fire Blast
-Roost

Description-What pokemon really wants to come into a Stabed+Life Orbed Draco Meteor other than Blissey and Steels who still take a hefty amount of damage from it. This set is great for mind games screws over the momentum of the opponent. All EQ really does is take down Heatrans and does some damage to Blissey. Fire Blast take out steels like Forretress that thinks Sally isnt running a fire move after either seeing a Draco Meteor or EQ. Fire Blast always OHKO's Forretress and Scizors even after a draco meteor. Overal a basic mixmence.

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Machamp@Leftovers
No Guard
EV's: 252 HP, 252 Attack, 6 Spd.
Nature-Adamant
-Dynamic Punch
-Stone Edge
-Sleep Talk
-Rest

Description-Machamp is beast and the only real thing standing in it's way is Rotom. Machamp works great as a status absorber since it can just rest it off. Dynamic Punch that in actuality no Pokemon ever wants to switch into unless your a ghost. Machamp's beast Attack stat allows it to OHKO a salamance after an intimidate with SR damage with Stone Edge. Stone Edge's main goal is to take care of everything Dynamic Punch can't handle. Restalk+Machamps Bulkiness+Attack makes it extremely hard to take down and is a real staple to the team.

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Zapdos@Leftovers
Pressure
EV's: 248 HP, 228 Defense, 32 Spd.
Nature-Bold
-Thunderbolt
-Hidden Power [Grass]
-Heat Wave
-Roost

Description-One of walls that takes most moves like a bitch and Roosts it right back. Not really meant to PP stall but it does the job either way with Pressure+Roost. HP Grass 2HKO's the standard relaxed Swampy. Thunderbolt does good deal amount of damage with a neutral nature and no EV boost and takes care of bulky waters and Flyings. Heatwave is primarily there so that it could take out steels that it walls and other pokemons that Tbolt and HP Grass cant do much damage too and the only one that comes to mind is again Rotom-A. Otherwise it's a standard Bold Zappy. BTW the HGSS sprite is freaking awesome brings back some of that nostalgia.

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Latias@Flame Orb
Levitate
EV's: 140 HP, 154 Defense, 216 Spd.
Nature-Calm
-Dragon Pulse
-Psycho Shift
-Trick
-Recover

Description-Psycho shift Latias shouldn't be taken for granted. You could burn at least half the team if used properly and could take a Leftovers in the process. Just like Zapdos it takes moves exceptionally well and and inflicts residual damage to the other team. I was thinking toxic orb but my in a mostly physically based metagame my team could benefit from the other team burned.

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Rotom-W@Leftovers
Levitate
EV's: 252 HP, 168 Defense, 88 Spd.
Nature-Bold
-Shadow Ball
-Thunderbolt
-Reflect
-Will-o-Wisp

Description-One would say why WoW and Reflect, because they are awesome together. Why not cripple a t-tar that thinks it could take you out with crunch and set up Reflect that supposed crunch will do just around 20% if I'm not mistaken. Rotom is a great pokemon all around and prevents Rapid Spin which is kinda getting popular from what I have experienced. I might get rid of tbold for HP Ice when Shadowball does the job better than Thunderbolt.​

Problems
  • 252 Sp.Atk,252 Spd. Rotom-A since I really cant do that much damage too it except for Mence which is still outsped by it.
    Otherwise I really have no idea what threats I have which is why I have you guys for.
 
Ok ill rate your team as I'm bored and don't have much else to do.

Metagross looks OK and is standard so i don't have anything to change on it. Mence is kinda looking like its just thrown in there and your team isn't keeping the whole bulky offense theme going well as the synergy isn't great either so you might wanna switch to standard DDmence to at least have something to statboost and prove as more of a threat to some things that your team doesn't like.

Standard smogon ddmence set;

Salamence @ Life orb
Naive (+ Spe, - Sp def)
232 Atk / 24 SpA / 252 Spe
Intimidate
-Fire blast
-Outrage
-Dragon dance
-Earthquake

Everyone hates DD mence. Probably not as much as standard CBscizor but wether they like it or not; it works and has great synergy with the other members so there's no reason you shouldn't have it on this team. 26 Sp atk evs are there for OHKOing impish skarmory most of the time and 232 atk / 252 spe is standard. I vouched for naive max spe to outspeed most scarfers after a DD excluding things like timid scarfmie which you would at least need two boosts to outspeed. Life Orb is the preferred item because its 30% power boost offers Salamence the opportunity to OHKO many Pokémon it otherwise wouldn't be able to, such as Zapdos and Gyarados.

Next thing on your team is Machamp, he looks good as he's covering Tyranitar which is one of the biggest threats to this team.

Zapdos @ Leftovers
248 hp / 84 sp atk / 176 spe
Timid
Pressure
-Thunderbolt
-Toxic
-Heat wave
-Roost

Zapdos needs to cover luke better as well as just other things. To decently fix the luke weak you could use this zapdos which actually survives a +2 e-speed and Kos back with heatwave/tbolt. 176 speed beats jolly luke and ties with jolly 216 spe gliscor. 80 Sp atk is there to ensure a ko most of the time on luke and 100% of the time on even bulky scizors with heat wave. 248 hp survives a +2 e-speed as well as makes it so you can switch into SR 5 times instead of 4. That partially solves your luke problem and gives you a better spread overall.

Latias looks okay but i say something like scarfmie to revenge ddmence/ddgyara would fit this team very nicely over latias as you currently are weak to both of those at +1 or +2 which they can easily get on your team.

Starmie @ Choice scarf
Modest
252 Sp atk / 252 spe / 6 hp
Natural cure
-Hydro pump/Surf
-Thunderbolt
-Ice beam
-Trick/Grass knot

Modest with scarf still beats +1 gyara/mence who can be a big threat especially sub dd bounce gyara and just plain old ddmence. Thunderbolt is for gyara, ice beam for dragonite/mence/flygon. Trick or grass knot is your decision as you can either pick GK for pert/cune or pick trick to beat stall/blissey etc. Ev spread is standard and i doubt needs any explanation.

Rotom wants this spread as it just does a better job overall;

Rotom-h @ Leftovers
Levitate
252 HP / 160 Def / 96 Sp Atk
Bold nature (+Def, -Atk)
- Will-o-wisp
- Thunderbolt
- Rest
- Sleep Talk

Overheat/Scarf are the downfall to rotom being a spin blocker as he then becomes massive pursuit bait when he's supposed to be a check to scizor. Will-O-Wisp and Thunderbolt were essential to be an effective check to Scizor and Metagross. By utilizing Resttalk, it can absorb status and outstall Blissey if need be. Even though it cannot be hit with Thunderbolt. WoW works well for still dealing with scizor and TTar.

As for the Ev's, 252 were placed in Hp because Rotom needs all the Hp he can get. At 304, this is Leftovers number, but also a Sandstorm number. Since Stealth Rock will not be on the field too often, the extra damage that would result from it is not a concern. A Bold nature and 160 Ev's were used so that Scizor and others can be dealt with more efficiently before the WoW. It also gives a bonus point with the nature. The rest was placed into SAtk for more power (enough to OHKO 4 Hp Starmie from full health with Thunderbolt) and a confident 2HKO on Vaporeon. You can consider placing the extra Ev's in special defense to absorb water attacks better, but the Ev's currently had to spare along with the physical defense needed for Rotom to perform his duty made this an impractical goal.

Credit to this set goes to Kingdrom.

I hope this helps and GL with your team.
 
Hey, pretty cool team, but there are a few changes that I would make. First of all, I would suggest using Earthquake instead of Meteor Mash on Metagross. Earthquake is a great move for hitting other common leads that Metagross would otherwise have trouble with, such as opposing Metagross and Jirachi. Meteor Mash is certainly a good strong STAB, but it really doesnt get very good coverage (especially not with no other reliable attacking moves). Now, on MixMence, I would suggest changing it to a Dragon Dance Salamence variant. I know that it is standard and boring and blah blah blah, but hey, it gets the job done; plus your team has no set up sweeper, and looks like it could have trouble keeping its shit together in the late-game. I suggest using a spread of 232 Atk / 24 SpA / 252 Spe and a Naive nature, and a moveset of Dragon Dance (of course), Fire Blast, Outrage, and Earthquake.

Maximizing speed on Salamence is very important, as it allows it to outspeed many threats such as Jolly Lucario (before a Dragon Dance). After a Dragon Dance, it gets a speed tie with Ice Punch Choice Scarf Jirachi, a common counter to Dragon Dance Salamence. The 24 Special Attack EVs allow Salamence to 2HKO standard Bronzong after Stealth Rock damage; the rest is put in Attack to let Salamence run rampant. Dragon Dance is an awesome boosting move, and raises the two stats that Salamence most needs to sweep in one turn. Fire Blast is a move that gets great coverage with Outrage, and lets you hit the many Earthquake-immune steels in OU (such as Skarmory and Bronzong). Outrage is ridiculously powerful STAB, and after a Dragon Dance, KOes most anything that doesnt resist it. If getting locked into Outrage is unappealing to you (plus the confusion chance), then Dragon Claw is a fine option, and still packs plenty of power after a few DDs. Earthquake is a move that gets great coverage with Outrage, and hits Pokes like Jirachi like a bitch.

I'm not at all a fan of your current Latias set. While it no doubt has its uses, Rotom-W can already inflict burns with Will-O-Wisp. Latias can instead be used as a multitude of offensive roles, but I'm suggesting a Choice Scarf Latiasset. Your team is greatly in need of a good strong revenge killer, as it has massive problems with Dragon Dance Salamence and Gyarados. Latias can easily remedy this, though, as with a Choice Scarf, it outspeeds both after a Dragon Dance. I would use a spread of 4 Hp / 252 SpA / 252 Spe and a Modest nature, then a set of Draco Meteor, Thunderbolt, Surf, Trick. The spread ensures you enough speed to outrun max speed +1 Salamence and Gyarados, while getting loads of power. Draco Meteor is a move that can get ridiculous power, and maul anything that switches in that isnt named Blissey or a steel type. Thunderbolt is a OHKO on any and all Gyarados, plus most Starmie. Surf is a move that gets great neutral damage on things that Draco Meteor doesnt hit very well, as well as scoring an occasional 2HKO on Scizor after Stealth Rock damage. Trick is an awesome move for crippling stall teams, whom your team might otherwise have some problems with.

Anyway, I hope I helped, and good luck! =)
 
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