Hey guys, currently i'm sitting at 1550-1600 in the OU Ladder, i usually steal pokeaim OU teams, but this one was totally made by myself and i honestly feel more confortable and got very close to 1700 once using this team. I'm here searching for any advice or change you would make to benefit my team, thank you in advance.
Ninja (Greninja-Ash) @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Surf
- Dark Pulse
- Water Shuriken
- Spikes
A very solid late game sweeper and the only hazard settler on the team, it's not difficult to volt/turn into Greninja in the early game and click spikes when u know your oponent will answer with a wall like Toxapex, Ferrothorn, AV Tangrowth, etc.
Medicham-Mega (M) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Ice Punch
- Fake Out
I use him more often to make holes in the early game, only bulky Psychic types reveal to be annoying to do something against, like Slowbro, Reuniclus, Mew. Again, volt/turning into this Pokémon is the most common way i get this Pokémon in despite sometimes risking predictions or allowing him to take damage, something i don't usually do with Gren. Very good revenge killer also.
Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 224 SpD / 36 Spe
Sassy Nature
- Volt Switch
- Fleur Cannon
- Focus Blast
- Iron Head
She looks to be the best slow pivot in the metagame, with this set she can defeat any opposing Magearna that does not have Iron Head, also being an amazing wall for Ash-Gren and Tapu Lele, this last one very often tends to go for Psychocks in an attempt to weaken her and gets rekt by the not very commonly used Iron Head. The steel type is also very usefull for toxic immunity.
Volcarona (F) @ Buginium Z
Ability: Flame Body
EVs: 248 HP / 124 Def / 136 Spe
Timid Nature
IVs: 0 Atk
- Bug Buzz
- Flamethrower
- Quiver Dance
- Roost
Volcarona was the last Pokémon i changed in the team, she simple fills a lot of stuff i was missing, a solid check for Kartana and Tapu Bulu, a set up to punish certain situations and overall a scary bulky sweeper amazing when her walls go down or against unprepared teams.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
This pokémon is pretty impressive at walling, well, for some reason he is OU despite the lack of sustain, i feel Rotom fits very well in the team, also pivoting into medi and gren, usually he is my lead and since i do not expect for very long games, i think his weak point in sustain is diminished.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 244 Atk / 68 Def / 196 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Defog
Landorus is here both to speed control and provide defog mainly for Volcarona, i usually try to play him as a trump card, not revealing that he is scarfed until i can get some KO like Stone Edge in Tornadus. He is also very usefull in the late game, Stab Earthquake 244 Atk deals lots and U-Turn can simply force out a lot of Pokémon even when the opponent know you will U-Turn for sure, like non locked in Ice Beam Gren or Ash, Latios/as, Tapu Lele.
The most common problem i have that i can remember is dealing with Charizard-Y, always have to sacrifice one mon when he comes in, Hoopa-Unbound as well, but she is not seen that often. Victini is also tough to deal with.
Ninja (Greninja-Ash) @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Surf
- Dark Pulse
- Water Shuriken
- Spikes
A very solid late game sweeper and the only hazard settler on the team, it's not difficult to volt/turn into Greninja in the early game and click spikes when u know your oponent will answer with a wall like Toxapex, Ferrothorn, AV Tangrowth, etc.
Medicham-Mega (M) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Ice Punch
- Fake Out
I use him more often to make holes in the early game, only bulky Psychic types reveal to be annoying to do something against, like Slowbro, Reuniclus, Mew. Again, volt/turning into this Pokémon is the most common way i get this Pokémon in despite sometimes risking predictions or allowing him to take damage, something i don't usually do with Gren. Very good revenge killer also.
Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 224 SpD / 36 Spe
Sassy Nature
- Volt Switch
- Fleur Cannon
- Focus Blast
- Iron Head
She looks to be the best slow pivot in the metagame, with this set she can defeat any opposing Magearna that does not have Iron Head, also being an amazing wall for Ash-Gren and Tapu Lele, this last one very often tends to go for Psychocks in an attempt to weaken her and gets rekt by the not very commonly used Iron Head. The steel type is also very usefull for toxic immunity.
Volcarona (F) @ Buginium Z
Ability: Flame Body
EVs: 248 HP / 124 Def / 136 Spe
Timid Nature
IVs: 0 Atk
- Bug Buzz
- Flamethrower
- Quiver Dance
- Roost
Volcarona was the last Pokémon i changed in the team, she simple fills a lot of stuff i was missing, a solid check for Kartana and Tapu Bulu, a set up to punish certain situations and overall a scary bulky sweeper amazing when her walls go down or against unprepared teams.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
This pokémon is pretty impressive at walling, well, for some reason he is OU despite the lack of sustain, i feel Rotom fits very well in the team, also pivoting into medi and gren, usually he is my lead and since i do not expect for very long games, i think his weak point in sustain is diminished.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 244 Atk / 68 Def / 196 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Defog
Landorus is here both to speed control and provide defog mainly for Volcarona, i usually try to play him as a trump card, not revealing that he is scarfed until i can get some KO like Stone Edge in Tornadus. He is also very usefull in the late game, Stab Earthquake 244 Atk deals lots and U-Turn can simply force out a lot of Pokémon even when the opponent know you will U-Turn for sure, like non locked in Ice Beam Gren or Ash, Latios/as, Tapu Lele.
The most common problem i have that i can remember is dealing with Charizard-Y, always have to sacrifice one mon when he comes in, Hoopa-Unbound as well, but she is not seen that often. Victini is also tough to deal with.