Balanced OU RMT

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At a Glance:
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machamp.png

Machamp (M) @ Choice Scarf
Ability: No Guard
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Dynamicpunch
- Earthquake
- Ice Punch
- Fire Punch

This Machamp has been been thoroughly tested against most common leads in the OU metagame, it is the epitome of the term anti-lead.

Common Leads:

[Azelf]: Switch to Hippo, yawn to force switch.

[Metagross]: Opponent will expect a Fire Punch or Dynamicpunch, but EQ is a sure 2-3HKO. If I am feeling lucky I will go with Dynamicpunch and hope for confusion to make a clean 2HKO.

[Infernape]: EQ. Next. (If sashed will likely switch to a ghost so switch in Hippowdon)

[Jirachi]: Dynamicpunch. Will outrun unless 'rachi is scarfed.

[Aerodactyl]: Most try to Taunt expecting encore from the standard anti-lead Machamp. Dynamicpunch will spell the end of this thing.

[Swampert]: Most lead Swamperts will set up SR's allowing a Dynamicpunch. Generally I will switch out to Salamance next turn to evade EQ.

[Bronzong]: Dynamicpunch is my preference due to possible heatproof.

[T-tar]: Will likely switch so I will use a Ice Punch to hit ghost looking for Dynamicpunch or Flyers looking for an EQ.


If an unexpected lead likely packs a dangerous move (50-100%) then switch to the following:

Psychic=Jirachi

Flying=Hippowdon

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Salamence (M) @ Choice Band
Ability: Intimidate
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Aqua Tail
- Crunch
- Earthquake
- Outrage

I use this beast as my midgame/lategame sweeper, no set up required (or allowed) with CB. I like this set over the standard due to the increased coverage allowed by Crunch. EQ over FireBlast to eliminate need for Spa EV's. Most CB Sally's will be running naïve or naughty. Jolly increases defenses in comparison to these more standard sets.

Nothing resists all four attacks so generally it is switch ins that make these necessary. All of theses assume that the new poke resists the move, or is capable of surviving more of the same move, or can 0HKO Salamence. If I am below 25% when SR's are up I will not switch because he would die as soon as put in.

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Azelf @ Focus Sash
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Nasty Plot
- Psychic
- Thunderbolt
- Flamethrower

My variation of the Nasty Plot Azelf, after I lose a Pokemon I switch this “little” guy in. NP on a possible switch and then sweep. There is not a whole lot to this guy other than how most people will underestimate the power of this thing and try to set up on it. Bad idea...

jirachi.png

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Iron Head
- Thunderpunch
- Ice Punch
- Fire Punch

Plain and simple revenge killer. Choice scarf for speed, adamant for Atk, Elemental Punches for coverage while Iron Head takes full advantage of serene grace.

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Hippowdon (F) @ Leftovers
Ability: Sand Stream
EVs: 176 HP/84 Def/248 SDef
Adamant nature (+Atk, -SAtk)
- Stockpile
- Yawn
- Slack Off
- Roar

An amazing scout that can damage pokes with sandstorm. Yawn and then Stockpile on the switch, Roar out Sleep Talkers and learn about the other team. This generates a lot of ragequits due to how hard this thing is to take down once it has a couple of stockpiles under its belt. Main problems are Toxic and Trick.

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Regirock @ Chesto Berry
Ability: Clear Body
EVs: 252 HP/60 Def/196 SDef
Careful nature (+SDef, -SAtk)
- Curse
- Rest
- Sleep Talk
- Stone Edge

Even though rarely seen in UU it is in OU that Regirock truly shines. I have never seen a Regirock before and I have no clue why. With Sand Stream Regi's SpD is boosted to a massive 470. The sheer power of this set is unbelievable with some easily attainable curses that raise his Atk to 944 and his Def to an astronomical 1804. Ev's are to maximize initial survivability against special attackers
 
Please fix up your Jirachi description or I am going to have to lock this.

Thank you in advance.
 
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