Hey all, sharing a team I've been running on Showdown. On paper it seems to have good coverage and resistances, but i keep finding myself outplayed. I could just be getting used to the new team, but i wanted to get a rating and some suggestions.
Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 100 Spd / 156 Atk / 252 HP
Jolly Nature
- Autotomize
- Swords Dance
- Shadow Claw
- Sacred Sword
Setup sweeper. Using Autotomize for countering sweepers and Swords Dance for punching through walls, or both if i can wall the opponent. Weakness policy to ensure a KO on bulky fire/ground types after autotomize. the Speed EV's are there to outspeed Jolteon after +2. I chose Aegis mainly for the versatility he provides. Part of the appeal of this set is simply the fact that very few people expect an Auto set, and even fewer expect it to be DoubleDance without KS. Not having KS can be a burden, but it frees up the slot for a DoubleDance set. He has to be careful around physical bulk with fire or ground type moves, as if he doesn't OHKO he will almost certainly be in return.
Greninja @ Life Orb
Ability: Protean
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Ice Beam
- Spikes
- Dark Pulse
- Hidden Power [Flying]
Lead/Special Support. Spikes for hazard and electric immunity, Ice Beam and dark pulse for reliable damage. HP Flying may seem like an odd choice, but it is there for coverage and to prevent a KO from ground types after Ice Beam. He also synergizes well with Aegislash. I chose Greninja due to the utility power of protean and the need for a lead on my team.
Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Dragon Claw
- Earthquake
- Flare Blitz
- Dragon Dance
Second physical sweeper. Speed EV's and Jolly let him tie with Salamence and get the KO with Dragon Claw. Set up with DD, then Flare Blitz is primary STAB with Dragon Claw as a reliable second. Earthquake rounds out coverage nicely. His bulk is nice to have too, allowing him to potentially take a hit while setting up DD if he needs too, but he is usually best when switched into a stall or wall.
Jellicent @ Leftovers
Ability: Water Absorb
EVs: 4 SAtk / 252 SDef / 246 HP / 4 Spd
Calm Nature
- Scald
- Toxic
- Taunt
- Recover
My special wall. Standard Jellicent set, with Speed EV's to outspeed other base 60's. Toxic or Scald for status, then Taunt+Recover till they die or switch. Ghost typing also makes him an effective spinblocker, and he synergizes nearly perfectly with Gliscor, as they absorb each other's hits most of the time.
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 200 Spd / 244 HP / 64 Def
Impish Nature
- Toxic
- Protect
- Substitute
- Earthquake
Physical wall. Again, standard Toxistall set. Hit with Toxic, then alternate Protect and Substitute to kill them. Earthquake is there so he isn't taunt bait.
Thundurus-Therian (M) @ Choice Scarf
Ability: Volt Absorb
EVs: 252 Spd / 252 SAtk / 4 Atk
Timid Nature
- U-turn
- Thunderbolt
- Focus Blast
- Hidden Power [Ice]
My revenge killer. He outspeeds a lot of the metagame with choice scarf and can hit hard with STAB Tbolt. Focus blast takes care of Dark and Steel types, while HP Ice is there to destroy dragons. U-turn has been more of a filler move for me, may switch it for Volt Switch. I am wondering if there would be a set with better coverage to run on him, seeing as he needs as many super effective hits as possible.
Any rating would be great, especially that that points out flaws. Im aware i dont have any true check or counter to Rotom-W as well as a few other Pokes. I also know i have no priority moves, which can seem a gaping hole sometimes. Im definitely open to suggestions as i am trying to pull together a WiFi team that also conforms to OU.
Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 100 Spd / 156 Atk / 252 HP
Jolly Nature
- Autotomize
- Swords Dance
- Shadow Claw
- Sacred Sword
Setup sweeper. Using Autotomize for countering sweepers and Swords Dance for punching through walls, or both if i can wall the opponent. Weakness policy to ensure a KO on bulky fire/ground types after autotomize. the Speed EV's are there to outspeed Jolteon after +2. I chose Aegis mainly for the versatility he provides. Part of the appeal of this set is simply the fact that very few people expect an Auto set, and even fewer expect it to be DoubleDance without KS. Not having KS can be a burden, but it frees up the slot for a DoubleDance set. He has to be careful around physical bulk with fire or ground type moves, as if he doesn't OHKO he will almost certainly be in return.
Greninja @ Life Orb
Ability: Protean
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Ice Beam
- Spikes
- Dark Pulse
- Hidden Power [Flying]
Lead/Special Support. Spikes for hazard and electric immunity, Ice Beam and dark pulse for reliable damage. HP Flying may seem like an odd choice, but it is there for coverage and to prevent a KO from ground types after Ice Beam. He also synergizes well with Aegislash. I chose Greninja due to the utility power of protean and the need for a lead on my team.
Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Dragon Claw
- Earthquake
- Flare Blitz
- Dragon Dance
Second physical sweeper. Speed EV's and Jolly let him tie with Salamence and get the KO with Dragon Claw. Set up with DD, then Flare Blitz is primary STAB with Dragon Claw as a reliable second. Earthquake rounds out coverage nicely. His bulk is nice to have too, allowing him to potentially take a hit while setting up DD if he needs too, but he is usually best when switched into a stall or wall.
Jellicent @ Leftovers
Ability: Water Absorb
EVs: 4 SAtk / 252 SDef / 246 HP / 4 Spd
Calm Nature
- Scald
- Toxic
- Taunt
- Recover
My special wall. Standard Jellicent set, with Speed EV's to outspeed other base 60's. Toxic or Scald for status, then Taunt+Recover till they die or switch. Ghost typing also makes him an effective spinblocker, and he synergizes nearly perfectly with Gliscor, as they absorb each other's hits most of the time.
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 200 Spd / 244 HP / 64 Def
Impish Nature
- Toxic
- Protect
- Substitute
- Earthquake
Physical wall. Again, standard Toxistall set. Hit with Toxic, then alternate Protect and Substitute to kill them. Earthquake is there so he isn't taunt bait.
Thundurus-Therian (M) @ Choice Scarf
Ability: Volt Absorb
EVs: 252 Spd / 252 SAtk / 4 Atk
Timid Nature
- U-turn
- Thunderbolt
- Focus Blast
- Hidden Power [Ice]
My revenge killer. He outspeeds a lot of the metagame with choice scarf and can hit hard with STAB Tbolt. Focus blast takes care of Dark and Steel types, while HP Ice is there to destroy dragons. U-turn has been more of a filler move for me, may switch it for Volt Switch. I am wondering if there would be a set with better coverage to run on him, seeing as he needs as many super effective hits as possible.
Any rating would be great, especially that that points out flaws. Im aware i dont have any true check or counter to Rotom-W as well as a few other Pokes. I also know i have no priority moves, which can seem a gaping hole sometimes. Im definitely open to suggestions as i am trying to pull together a WiFi team that also conforms to OU.
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