BW OU <insert catchy name here>

I'm going to come clean with you - I'm an average player. I don't know too much about Gen V, or at least when I think I do something changes. But this team has been the most successful for me thus far. I win about as much as I lose... and I'd like to change that.

A few notes before we get started:
- I tried to put sprites on the post, but for some reason they're not showing up. Sorry.
- I'm planning to build this team on my DS for competitive play once I'm happy with it on PO. So please don't suggest any pokemon that aren't released yet, or DW abilities that will take god knows how long to be available.
- I see the logic in the use of hidden power, but I don't have time to get perfect hidden power IVs for my pokemon. I could get them on my Action Replay, but that would mean I couldn't play on Wi-fi, I'd be cheating, etc. Please don't suggest hidden powers.

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Infernape @ Focus Sash
Ability: Blaze
EVs: 4HP/252Atk/252Spe
Nature: Jolly
Blaze Kick
Close Combat
Mach Punch
Stealth Rock

Infernape's role is as a reliable rocker/anti-lead. Even if he doesn't set up rocks, his sash will allow him to do some damage before going down. Close Combat as STAB is a no brainer, any physical Infernape needs it, amirite? Blaze Kick is the preferable secondary STAB to Fire Punch/Flare Blitz as it hits harder than Fire Punch, and won't break his sash with recoil damage. I could go Fire Blast, but that would mean I would have to change his EVs/nature which would ultimately weaken Close Combat. Mach Punch allows Ape to KO any pokemon that survived his first attack. I've found that this set makes a good suicide counter to Excadrill under sand, as the sash will allow him to survive one Earthquake, KO with Close Combat and then succumb sand damage.
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Slowbro @ Leftovers
Ability: Own Tempo
EVs: 252HP/252Def/4SpA
Nature: Bold
Scald
Flamethrower
Slack Off
Ice Beam

I initially added Slowbro to my team with the expectation that Machamp would still maintain a lot of its popularity, due to No Guard Dynamicpunch. However, I have only seen one Machamp thus far. While playing, I began to appreciate Slowbro's decent movepool and physical bulk in spite of the lack of Machamps to counter. He can come in on just about any physical attack, laugh it off, and attack with one of his moves. Scald is the STAB of choice, as a burn is appreciated given his physcially bulky spread. Flamethrower deals with two of Slowbro's most common switch ins - Scizor and Ferrothorn. Ice beam hits those nasty dragons hard, while Slack Off provides recovery. The EVs provide maximum physical bulk, ensuring those boosting physical sweepers won't knock him out of the game so easy.

Lucario @ Life orb
Ability: Steadfast
EVs: 252Atk/4Def/252Spe
Nature: Jolly
Close Combat
Crunch
Swords Dance
Extreme Speed

A highly unoriginal yet effective set. After one Swords Dance, Lucario ploughs through just about anything. Close Combat is just awesome, especially after a swords dance. Crunch deals with those cocky ghosts who just love to will-o-wisp him into oblivion. Extreme Speed provides priority, yada yada yada... this is basically the same stuff we all knew from Gen 4.

Gengar @ Expert Belt
Ability: Levitate
EVs: 4HP/252SpA/252Spe
Nature: Timid
Giga Drain
Thunderbolt
Shadow Ball
Focus Blast

Gengar's movepool provides him with many options. I opt for Expert Belt to trick the opponent into thinking he's scarfed, then nail the switch in with a different move. Giga Drain is a great move with it's boost this generation, and Gengar does appreciate the recovery. Thunderbolt is there for flyers such as Skarmory and Gyarados, but is also a good option against waters neutral to Giga Drain. Shadow Ball is the obvious STAB, while Focus Blast messes with those dark types that want to pursuit.

Dugtrio @ Choice Band
Ability: Arena Trap
EVs: 4HP/252Atk/252Spe
Nature: Jolly
Earthquake
Stone Edge
Sucker Punch
Night Slash

I find Dugtrio to be a highly effective trapper. Choice Band provides his attacks with the extra oomph they need to KO his prey. Earthquake for STAB; if the opponent can't switch, I don't need to worry about being locked into the wrong move, do I? Stone Edge hits the flyers, Sucker Punch is good against those faster psychics that want you removed, while Night Slash is better for the ones that aren't attacking anytime soon.

Crobat @ Leftovers
Ability: Inner Focus
EVs: 252HP/4SpA/252Spe
Nature: Timid
Air Slash
Taunt
Haze
Sunny Day/Rain Dance

This Crobat serves as a hazer, taunter and weather blocker. Air Slash is also there for that high flinch probability. The main purpose of this set is to haze away bulk ups from the likes of boosters such as Conkeldurr and Scrafty, who I used to have a lot of trouble with. Sunny Day or Rain Dance stops Excadrill sweeps and messes with Rain or Sun teams too. Taunt stops non attacking walls from being useful. The chosen EVs allow Crobat to survive a hit on the switch, and serve its purpose.


I'm having a bit of difficulty seeing exactly where I've gone wrong, so... I thank you in advance for any feedback or suggestions.
 
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