Black Water and Roaring Thunder

BLACK WATER AND ROARING THUNDER


INTRODUCTION

Hi everybody, I’m Joe Master4 on Pokemon Showdown and I like to share one of my successful team for Gen 6 OU. I started playing Pokemon competitively in Gen 5 with the username MJoe4 and learned a lot since then. Black Water and Roaring Thunder theme is utilizing the tag team duo Crawdaunt and Mega-Manectric offensive capabilities. This team has done wonders and surprise how well it performed on Pokemon Showdown. Please leave any suggestions and open to any changes.

TEAM PREVIEW

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Crawdaunt
@ Expert Belt

Ability: Adaptability

EVs: 252 HP / 252 Atk / 4 Spd

Adamant Nature

- Aqua Jet

- Knock Off

- Crunch

- Waterfall

Crawdaunt is my team Physical Sweeper and Wall Breaker. Adaptability is an extremely powerful on Crawdaunt giving the necessary damage needed to take down the opponent. Instead of getting 1.5x to its STAB moves, it gets 2.0x with the help of its base 120 Atk and Adamant Nature. This pokemon power is no joke. I tried Choice Band, which made him extra scary, but I felt that Crawdaunt already had enough power and gave it Expert Belt for versatility and ensure whatever is weak to Dark and Water. Aqua Jet is a great choice for this Pokemon. Especially, when its base speed is 55 so having a priority move makes it a real threat. Knock Off is amazing in this Gen since it got a buff by getting 50% increase in damage and removing its item except for certain items that can’t be removed by Knock Off (Mega Stones -_-). Crunch is a good alternative to Knock Off. It has consistent damage and 20% lowering defense of the opponent make it more deadly. I chose Waterfall over Crabhammer for its reliability of its accuracy even though Crabhammer got a buff and real nasty damage with a high critical ratio when it hits. Only problem with this set up is Crawdaunt has no sustainability so it won’t last long especially with entry hazards on the field.​


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Amoonguss @ Black Sludge

Ability: Regenerator

EVs: 4 SAtk / 252 Def / 252 HP

Modest Nature

- Sludge Bomb

- Giga Drain

- Hidden Power [Fire]

- Spore

Amoonguss is my team Physical Wall. Its main goals are to put things to sleep, counter-check Azumarill and other Grass Type pokemons. In this Gen, Grass Type pokemon has gotten a buff, which is immunity to powder moves like Sleep Powder and Spore. Amoonguss grass great bulk with EV investment in Hp and Def. The ability Regenerator and combo with the Black Sludge as it item gives it great sustainability to last very long in battle. Modest Nature helps in doing a little more damage with its okay SpA stat of 85 and making Foul Play less effective because I feel it has enough bulk and needs a little power. Sludge Bomb used mostly for STAB damage and Fairy Type with a 30% chance of poisoning the opponent. Giga Drain helps in keeping Amoonguss healthy which is another addition to its sustainability plus it is also STAB. The reason for Hidden Power Fire is because people love to switch in Grass Type pokemon to take the Spore specifically Ferrothorn who can completely wall Amoonguss. Finally, Spore just like I said earlier is to put something to sleep. The problems I ran into is that opponent love to set up on Amoonguss especially if they a carrying the Lum Berry and potentially Substitute.


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Heatran @ Leftovers

Ability: Flash Fire

EVs: 252 HP / 252 Def / 4 SAtk

Modest Nature

IVs: 0 Atk

- Lava Plume

- Ancient Power

- Roar

- Stealth Rock

Heatran is my team Stealth Rocker. The majority of my team wouldn’t like taking a priority Bravebird from Talon Flame. Heatran is a real good solution to that problem. It Fire/Steel typing blocks whatever Talon Flame does and respond back with Stealth Rock, which can add residual damage every time the opponent switches. The EV spread gives it a good physical defensive bulk and decent special defensive bulk. Modest Nature helps in doing a little more damage with its great SpA stat of 130 and making Foul Play less effective because I feel it has enough bulk and needs a little power. I went with the ability of Flash Fire to be immune to fire attacks because Mega-Charizard X and Y are a threat to my team. This handles Mega-Charizad Y better due to most of them carry Fire Blast, Solar Beam, Air Slash and Roost. Lava Plume is used for damage and 30% Burn plus STAB. Ancient Power is to take out Mega-Charizard X/Y and Talon Flame. If lucky, I might get the 10% stat boost from Ancient Power. Roar is to stop any setups and shuffle the opponent team around while Stealth Rocks is up. Potential issues is pretty much Latios and Latias if they carry the Surf.


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Manectric @ Manectite

Ability: Lightningrod

EVs: 252 Spd / 252 SAtk / 4 HP

Timid Nature

- Flamethrower

- Thunderbolt

- Hidden Power [Ice]

- Volt Switch

Manectric is my team Special Sweeper. First of all, Electric Type pokemons has gotten a buff, which is immunity to Paralysis that includes Thunder Wave and Body Slam. Manectric has good base speed of 105, but with the Manectite item Mega-Manectric has an awesome base speed of 135 out speeding many threats in the OU Tier like Greninja only if Mega-Manectric is Timid Nature. Also, its ability changes from Lightningrod to Intimidate lowering the Atk stat of the opponent. Mega-Manetric has great SpA of 135 and good coverage with Flamethrower, Thunderbolt, and Hidden Power Ice. These three moves cover Bug, Grass, Steel, Ice, Water, Flying, Dragon, and Ground. Volt Switch gives my team some momentum especially if there is no pokemon on the opponent side that’s immune to electric. Manectric doesn’t like special walls like Goodra, Chansey, and Blissey. They wall him good.


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Gliscor @ Toxic Orb

Ability: Poison Heal

EVs: 252 HP / 252 Def / 4 Atk

Impish Nature

- Earthquake

- Knock Off

- Toxic

- Protect

Gliscor is my team Physical Wall. Gliscor job is to be the most annoying pokemon to the opponent team as possible. I fully invested in Gliscor Hp, Def and with Impish Nature. With threats like Mega-Garchomp, Mega-Lucario, and Mega-Scizor, I’m going to need to take some hits. Poison Heal is useful for recovery and block other status once Toxic Orb is activated. Earthquake is just for STAB damage not to special with that. Knock Off on the other hand is to disarm the opponent from any items that they hold. Toxic just ruins the opponent pokemons day, which gradually weakens the opponent over time. Protect helps scout the opponent action. For example, it is useful to figure out whether the opponent has a Mega-Charizard X/Y. Also, Protect can stall more turns for Toxic to rack up and restore some Hp with the ability Poison Heal. The potential problem is another Gliscor that’s more offensively orientated especially carrying the Sword Dance with a move that’s either neutral/super-effective.


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Blissey (F) @ Leftovers

Ability: Natural Cure

EVs: 4 SDef / 252 Def / 252 HP

Bold Nature

IVs: 0 Atk

- Seismic Toss

- Toxic

- Aromatherapy

- Soft-Boiled

Blissey is my team Special Wall and Support. Same as Gliscor, Blissey duty is to be the most annoying pokemon to the opponent team as possible. Seismic Toss is just for flat damage. I know kind of lame description. Toxic just ruins the opponent pokemons day, which gradually weakens the opponent over time. Aromatherapy is for the unwanted status like Burn and Paralysis either on Blissey or any other pokemon on my team that doesn’t appreciate it having these statuses. Soft Boiled is for the reliable recovery and sometime like Protect stalls for turns. The problems identified are usually Psychic Type pokemons with Psyshock like Espeon, Latios and Latias especially if they have Substitute and/or Calm Mind.

IMPORT

Crawdaunt @ Expert Belt
Ability: Adaptability
EVs: 252 HP / 252 Atk / 4 Spd
Adamant Nature
- Aqua Jet
- Knock Off
- Crunch
- Waterfall

Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 4 SAtk / 252 Def / 252 HP
Modest Nature
- Sludge Bomb
- Giga Drain
- Hidden Power [Fire]
- Spore

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 252 Def / 4 SAtk
Modest Nature
IVs: 0 Atk
- Lava Plume
- Ancient Power
- Roar
- Stealth Rock

Manectric @ Manectite
Ability: Lightningrod
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Flamethrower
- Thunderbolt
- Hidden Power [Ice]
- Volt Switch

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 252 Def / 4 Atk
Impish Nature
- Earthquake
- Knock Off
- Toxic
- Protect

Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 4 SDef / 252 Def / 252 HP
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Toxic
- Aromatherapy
- Soft-Boiled​
 
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