This team has an interesting story. It was meant to be used in the last OU Mini-Tour, which had two rules: Knock Off and mega evolutions banned. So it was built with that ruleset in mind. It had a decent sucess in the tournament, getting me to round 3 (and winning both battles I had to play in round 2), but what surprised me was how effective this team was in the regular game. It got me suspect reqs in the Baton Pass ladder, and today, it got me to the 1800 in the main ladder for the first time since I've started playing this game. So I guess it's time to share it to the community.
My initial goal was to use Gengar, my favorite pokemon. Since I needed something to deal with Dark moves, Breloom was the next one, another pokemon I like to use. The rest of the team was built with a balanced mindset, like I usually do. It didn't take me long to realize it wasn't working, because the very two pokemon I wanted to use were incompatible with the bulky mindset I was relying on. So I decided to venture into uncharted waters and make my first HO team. After many changes, before, during and after building it for the tournament, here's the final result. The name of the team was based on one of the main groups of villains from One Piece (which are, obviously, based on a famous pirate crew):
El Mamut @ Focus Sash
Ability: Oblivious
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- Stealth Rock
- Earthquake
- Endeavor
- Ice Shard
The kamikase mammoth that will lay point rocksor and die trying. Also, hopefully, kill something with either Earthquake, or the infamous F.E.A.R. combo. It's often the first pokemon to go down, but if it doesn't, it may become an useful source of priority later. Or a sacrifice to give a free switch to something else. Still, Endeavor is incredibly scary and this pokemon will hardly go down without giving my team the head start to attack.
The nickname was based on a Spanish video that became an internet meme about a decade ago, about a mammoth with self-destructive tendencies (everyone should watch it, it's hilarious).
Danny Phantom @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Taunt
- Destiny Bond
The oldest and most baddass ghost of the game, ripping apart teams non-stop for six generations, and being incredibly annoying to kill. This is an offensive set, but it's also meant to give stall a headache, with Taunt. Shadow Ball + Sludge Wave is everything I need (the choice of Wave over Bomb is to lure Chesnaught against stall teams), to come in after something goes down and then start spamming, and Destiny Bond is a nasty surprise against offense. It's another pokemon who won't last long, but it deals a ridiculous amount of damage before it goes down, ripping apart defensive and offensive cores alike.
The nickname was based on a Nickelodeon cartoon about a ghost superhero boy.
1UP @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- Spore
- Mach Punch
- Bullet Seed
- Rock Tomb
I swear, LO Breloom is one of the most underrated sets in existance. This pokemon is one of the best wallbreakers I know. Bullet Seed hits so hard its hilarious, being able to OHKO and 2HKO so many unexpected things (not even Gliscor is safe from it, specially if it tries to switch into Spore). Mach Punch also makes it an amazing revenge killer, and my main answer to Bisharp, Excadrill, and Greninja, being easily able to OHKO them (and most of them don't expect it because the Sash set, which is more common, can't). Rock Tomb is to be used specially after the Spore, against those cocky flying pokemon who think they can counter it. Finally, Spore is the overpowered move that required a clause just to keep it under control, putting enormous pressure on any slower pokemon on a team that lacks things immune to it. Or making double switches easy if there is something immune to it. It has saved my ass a lot of times. This pokemon is versatile, resourceful, very hard to wall and can troll the opposing team in numerous ways.
The nickname was a based on a certain green mushroom that gives you an extra life if you collect it.
Shen Long @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
-Thunderbolt HP Fire
- Roost
The nuke. The pokemon that once comes in and puts the opponent into a lot of pressure to switch in. The number of things that can safely switch into it is limited (heck, the number of things who can check it is also very limited). For some reason, it's often the last, or one of the last, pokemon to go down, so it kind of acts like a sweeper, though it's originally meant as a wallbreaker. It's probably because Roost helps its longevity, and because I never want to sack something with such a high speed and ability to OHKO things in a pinch. Draco Meteor + Psyshock is the standard stab combo, and Thunderbolt is pretty good against Skarmory and Azumarill (having saved me many times against the belly drum set), and making Latios often the best answer to rain teams.
Update: I've replaced Thunderbolt with HP Fire, in an attempt of dealing with Scizor. So far it seems to be working.
The nickname was based on the wish fulfilling dragon from Dragon Ball Z (and it fits it because I use it as shiny).
Amidamaru @ Spell Tag
Ability: Stance Change
EVs: 252 HP / 252 SAtk / 4 Atk
Quiet Nature
IVs: 0 Spd
- King's Shield
- Shadow Ball
- Shadow Sneak
- Sacred Sword
I swear, I always try to make a team without Aegislash in it, but I just can't. There isn't a limit to what this pokemon can do, and it adds so many versatility to my teams it's ridiculous. It's hard to define its role, being able to check many different teams, spam powerful attacks, revenge kill, and pivot. It does everything, and keeping it alive for a long time is often the difference between winning or losing. The set is the standard bulky attacker one. I've used Iron Head on the fourth slot for most of this team's history, but lately I changed to Sacred Sword, for the opportunity to troll things like Bisharp and Heatran who tend to switch in, and it hasn't disappointed me. The null speed IVs allow me to outslow things like opposing Aegislash and Azumarill, which can be vital for the success of this team.
The nickname is based on the ghost swordsman from Shaman King.
Godzilla @ Choice Scarf
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spd
Naive Nature
- Pursuit
- Stone Edge
- Ice Beam
- Earthquake
Finally, the surprise revenge killer. It relies on the fact that it's impossible to predict whether it will be scarfed and what moves it will use. Pursuit is the main attraction, giving me a free kill against opposing Lati@s and Gengar, and many more if I feel bold and predict a switch. Stone Edge is the strongest stab. Earthquake is the classic, "check everything" move. Finally, Ice Beam is the evil surprise, being able to OHKO, or deal ridiculous damage to things like Garchomp, Gliscor and both formes of Landorus. In the end, I decided not to use Crunch, because I noticed I was often using Pursuit in situations I would normally use Crunch, so I decided to use Ice Beam instead for the surprise factor. The Naive nature was chosen instead of Jolly to ensure maximum Ice Beam damage, though with the loss of part of its amazing special bulk. I've tried to replace it for its mega-evolution, but it's just impossible. The ability to troll things like Landorus and Thundurus is to good to pass by.
Nickname based on the famous Japanese dinosaur.
In the end, this team works without a mega evolution, and attempts to introduce one have been futile. But boy, how it works. It does struggle against a few things, though. Mega Scizor is the main offender, since this thing lacks a steel resist other than Aegislash, who is weak to Knock Off, and often needs to be sacrificed to make the bug easier to revenge kill. Opposing Aegislash are also a major problem, and nothing is guaranteed to beat it, which my own Aegislash being often the best check, and Tyranitar/Mamoswine/Breloom helping to take it down (the third one with Spore). Finally, Conkeldurr also tends to give me issues, with the fighting/dark combo giving problems to my team. As you can see filling my team with things weak to ghost/dark (because of the OU minitour) was somewhat detrimental, but it provided me with a lot of offensive power that allowed this team to succeed, and ultimately, have a good fighting chance against everything.
Thanks for reading. If you have any suggestions that could improve this team, feel free to post them.
My initial goal was to use Gengar, my favorite pokemon. Since I needed something to deal with Dark moves, Breloom was the next one, another pokemon I like to use. The rest of the team was built with a balanced mindset, like I usually do. It didn't take me long to realize it wasn't working, because the very two pokemon I wanted to use were incompatible with the bulky mindset I was relying on. So I decided to venture into uncharted waters and make my first HO team. After many changes, before, during and after building it for the tournament, here's the final result. The name of the team was based on one of the main groups of villains from One Piece (which are, obviously, based on a famous pirate crew):
Ability: Oblivious
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- Stealth Rock
- Earthquake
- Endeavor
- Ice Shard
The kamikase mammoth that will lay point rocks
The nickname was based on a Spanish video that became an internet meme about a decade ago, about a mammoth with self-destructive tendencies (everyone should watch it, it's hilarious).
Ability: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Taunt
- Destiny Bond
The oldest and most baddass ghost of the game, ripping apart teams non-stop for six generations, and being incredibly annoying to kill. This is an offensive set, but it's also meant to give stall a headache, with Taunt. Shadow Ball + Sludge Wave is everything I need (the choice of Wave over Bomb is to lure Chesnaught against stall teams), to come in after something goes down and then start spamming, and Destiny Bond is a nasty surprise against offense. It's another pokemon who won't last long, but it deals a ridiculous amount of damage before it goes down, ripping apart defensive and offensive cores alike.
The nickname was based on a Nickelodeon cartoon about a ghost superhero boy.
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- Spore
- Mach Punch
- Bullet Seed
- Rock Tomb
I swear, LO Breloom is one of the most underrated sets in existance. This pokemon is one of the best wallbreakers I know. Bullet Seed hits so hard its hilarious, being able to OHKO and 2HKO so many unexpected things (not even Gliscor is safe from it, specially if it tries to switch into Spore). Mach Punch also makes it an amazing revenge killer, and my main answer to Bisharp, Excadrill, and Greninja, being easily able to OHKO them (and most of them don't expect it because the Sash set, which is more common, can't). Rock Tomb is to be used specially after the Spore, against those cocky flying pokemon who think they can counter it. Finally, Spore is the overpowered move that required a clause just to keep it under control, putting enormous pressure on any slower pokemon on a team that lacks things immune to it. Or making double switches easy if there is something immune to it. It has saved my ass a lot of times. This pokemon is versatile, resourceful, very hard to wall and can troll the opposing team in numerous ways.
The nickname was a based on a certain green mushroom that gives you an extra life if you collect it.
Ability: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
-
- Roost
The nuke. The pokemon that once comes in and puts the opponent into a lot of pressure to switch in. The number of things that can safely switch into it is limited (heck, the number of things who can check it is also very limited). For some reason, it's often the last, or one of the last, pokemon to go down, so it kind of acts like a sweeper, though it's originally meant as a wallbreaker. It's probably because Roost helps its longevity, and because I never want to sack something with such a high speed and ability to OHKO things in a pinch. Draco Meteor + Psyshock is the standard stab combo, and Thunderbolt is pretty good against Skarmory and Azumarill (having saved me many times against the belly drum set), and making Latios often the best answer to rain teams.
Update: I've replaced Thunderbolt with HP Fire, in an attempt of dealing with Scizor. So far it seems to be working.
The nickname was based on the wish fulfilling dragon from Dragon Ball Z (and it fits it because I use it as shiny).
Ability: Stance Change
EVs: 252 HP / 252 SAtk / 4 Atk
Quiet Nature
IVs: 0 Spd
- King's Shield
- Shadow Ball
- Shadow Sneak
- Sacred Sword
I swear, I always try to make a team without Aegislash in it, but I just can't. There isn't a limit to what this pokemon can do, and it adds so many versatility to my teams it's ridiculous. It's hard to define its role, being able to check many different teams, spam powerful attacks, revenge kill, and pivot. It does everything, and keeping it alive for a long time is often the difference between winning or losing. The set is the standard bulky attacker one. I've used Iron Head on the fourth slot for most of this team's history, but lately I changed to Sacred Sword, for the opportunity to troll things like Bisharp and Heatran who tend to switch in, and it hasn't disappointed me. The null speed IVs allow me to outslow things like opposing Aegislash and Azumarill, which can be vital for the success of this team.
The nickname is based on the ghost swordsman from Shaman King.
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spd
Naive Nature
- Pursuit
- Stone Edge
- Ice Beam
- Earthquake
Finally, the surprise revenge killer. It relies on the fact that it's impossible to predict whether it will be scarfed and what moves it will use. Pursuit is the main attraction, giving me a free kill against opposing Lati@s and Gengar, and many more if I feel bold and predict a switch. Stone Edge is the strongest stab. Earthquake is the classic, "check everything" move. Finally, Ice Beam is the evil surprise, being able to OHKO, or deal ridiculous damage to things like Garchomp, Gliscor and both formes of Landorus. In the end, I decided not to use Crunch, because I noticed I was often using Pursuit in situations I would normally use Crunch, so I decided to use Ice Beam instead for the surprise factor. The Naive nature was chosen instead of Jolly to ensure maximum Ice Beam damage, though with the loss of part of its amazing special bulk. I've tried to replace it for its mega-evolution, but it's just impossible. The ability to troll things like Landorus and Thundurus is to good to pass by.
Nickname based on the famous Japanese dinosaur.
In the end, this team works without a mega evolution, and attempts to introduce one have been futile. But boy, how it works. It does struggle against a few things, though. Mega Scizor is the main offender, since this thing lacks a steel resist other than Aegislash, who is weak to Knock Off, and often needs to be sacrificed to make the bug easier to revenge kill. Opposing Aegislash are also a major problem, and nothing is guaranteed to beat it, which my own Aegislash being often the best check, and Tyranitar/Mamoswine/Breloom helping to take it down (the third one with Spore). Finally, Conkeldurr also tends to give me issues, with the fighting/dark combo giving problems to my team. As you can see filling my team with things weak to ghost/dark (because of the OU minitour) was somewhat detrimental, but it provided me with a lot of offensive power that allowed this team to succeed, and ultimately, have a good fighting chance against everything.
Thanks for reading. If you have any suggestions that could improve this team, feel free to post them.
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