Copy that! (Standard OU)

*changes in Bold
COPY THAT!

649.gif
479-wash.gif
485.gif
121.gif
286.gif
132.gif


I've recently come back to see how the competitive scene has shaped up with the advent of B2/W2, and have tried constructing a decent team that can manage to get itself to at least a 1800 rating on PS. Most of my previous teams involved some sort of weather or another, all of which managed to just stay around the 1600 mark, so I planned on making a weatherless team this time around. Noteworthy (while I was gone) was the release of the (arguably) best revenge killer the game has to offer, Ditto. I wanted to incorporate the (other) pink blob into an effective team. The results are shown below, with this team managing 1750 (not much, I know, considering standard OU's player base) within just two days on PS.

Teambuilding Process:
I started off with Ditto, seeing as it was the Pokemon I wanted the team to have.
132.png

I decided that since I wanted to go weatherless, I'd need a Pokemon that can handle weather effectively. Swords Dance Breloom came into mind, as it sets up easily against Sand and Rain teams.
132.png
286.png

I needed something to lay down Stealth Rock. Standard Specially Defensive Heatran was the first thing I thought of. It counters Sun teams as well.
132.png
286.png
485.png

I now needed a revenge killer, which was also capable of taking out Breloom's counters with ease. I chose Genesect, with it's only weakness allowing Heatran to switch in easier and lay rocks.
132.png
286.png
485.png
649.png

I needed something that could come in on EQs aimed at Heatran, as well as a Water resist as Breloom was too frail to take repeated special hits. Rotom-W seemed like a perfect fit as it had all these traits, along with Volt Turn to keep up the offensive pressure.
132.png
286.png
485.png
649.png
479-wash.png

Finally, I needed a spinner, seeing VoltTurn and Ditto required frequent switching. I chose Starmie as its coverage meant it could take advantage of its teammates' VoltTurning. It was also the only Rapid Spinner with enough offensive presence to not stop the momentum of the team.
132.png
286.png
485.png
649.png
479-wash.png
121.png

190px-649Genesect.png

@Choice Scarf|Download
Hasty Nature (+Spe,-Def)
252 SpA/252 Spe/4 HP

Bug Buzz|Flamethrower|Ice Beam|U-turn

This guy is number 1 most used for a reason. It is what I usually lead with (Ditto and Rotom are my other options to lead with if Genesect seems impractical to start with), as the momentum he gives from turn 1 is what, I believe makes this team successful. Lack of defensive Pokemon mean I must rely on smart switching and predicting to minimize damage dealt to me. This team is very reactive, and who becomes most expendable depends on what type of team I'm facing. When facing sand teams, I can usually afford to let Genesect die earlier as its other teammates are better equipped with dealing with Sand. I opted forgoing Thunderbolt/Thunder because the bulky water Pokemon that are hit by it are handled by Breloom easily. Otherwise, standard Genesect. Hasty nature to make sure opposing Genesect don't get a Download boost.

30139c2.png

@Leftovers|Flash Fire
Calm Nature (+SpD,-Atk)
248 HP/252 SpD/8 Spe

Stealth Rock|Lava Plume|Protect|Will-O-Wisp

Heatran is my answer to Sun teams and Genesect. With Genesect and Rotom, it becomes so much easier for Heatran to setup rocks, simply switching in on something that can't harm it. Stealth Rock is essential asap as this team forces a lot of switches with Ditto/Genesect/Rotom. Protect is needed for scouting enemy sets. I chose burn as my status because most Heatran checks that are hit by Poison (Jellicent, Politoed, Hippowdon) are handled by Breloom easily. Burn lets me hinder physical sweepers who try to set up on Heatran. Lava Plume for obligatory STAB. Heatran is the most expendable team member. He is also the team's status absorber, with immunity to Toxic and Burn, as well as not minding paralysis that much. His primary goal is to get rocks up to benefit the rest of the team. The only times I play super defensively with him are if I am facing Sun teams or against sweepers who are hard countered by him (most of which, are found on Sun teams).

2lm6r6s.png

@Leftovers|Natural Cure
Timid Nature (+Sped, -Atk)
252 SpA/252 Spe/4 SpD

Hydro Pump|Thunderbolt|Psychic|Rapid Spin

With VoltSwitch teams being hindered more by hazards because of more switching, I needed a rapid spinner. Starmie was the only one that fit with the team's fast and offensive nature. It also acts as a revenge killer, OHKOing or forcing out many Pokemon that are threatened to be OHKOed by its moves. I used to run Ice Beam on it, but instead opted for Psychic to mitigate the team's weakness to Conkeldurr. Against offensive teams, spinning isn't that much of a priority, but against more balanced/defensive teams, spinning becomes essential as the residual damage does pile on with repeated switches. The rest of its moves are for coverage, Hydro Pump hits things harder, and is the preferred option given Starmie's decent, but average base 100 SpA stat.

1op1z9.png

@Choice Scarf|Imposter
Serious Nature
252 HP/252 SpD/4 Def

Transform|-|-|-

Ditto is the star of the team. Its mere presence alone limits setup sweepers and allows the other team members to punch holes through the opposing team with their STAB attacks. Various threats in the meta become much less threatening knowing Ditto can easily revenge kill (if they setup) or simply KO because it is faster. It also forces out most weather abusers (Venusaur, Tornadus, etc) as Ditto outspeeds and KOs said threats. It also makes any Dragon type a liability to have. Dragons which setup can't, allowing them to be easily KOed by Starmie or Genesect, while Ditto also forces out Dragons locked on their STAB moves allowing it to severely maim the opposing team's Dragon check. Ditto also acts as a late game sweeper. Many matches have gone from 4-2 to 2-0 thanks to its godsend ability, Imposter. Another advantage to having Ditto is for scouting. If my opponent carries at least 3 Pokemon with super effective moves on itself, I can safely lead with Ditto and gain information on the opponent's team. One disadvantage however, is that I face a coin toss against opposing Choice Scarf users. I try to avoid these situations through smart switching and sacrificing teammates. This is key to playing with Ditto, and it is the one team member I cannot afford to lose early game. Nature doesn't really matter, as I copy everything outside of HP. EVs are for the rare occasion I face a Zoroark, as well as not boosting Genesect's Special Attack (in the event of a double switch). Ditto always gains Hidden Power Ice with the given Nature, which gives it a decent coverage move that can net surprise KOs on some teams.

2hwimpk.png

@Choice Scarf|Levitate
Modest Nature (+SpA, -Atk)
252 SpA/136 Spe/116 HP/4 SpD

Volt Switch|Hydro Pump|Hidden Power (Ice)|Trick

A third choice scarfer might seem redundant, but the frequent switching this team requires make the one move limit of Choice Scarf not as hindering. The team being quite fast also keeps pressure on the opponent, punching enough holes in it for Breloom to sweep late game. Rotom is the other half of the VoltSwitch combo, and serves as a secondary revenge killer, as well as a useful defensive pivot. Its resistances and immunity to key attacking types (Water, Fire, Ice, Ground) let it come easily and take back momentum from the enemy team. Trick screws over any Chansey or Blissey trying to sponge my attacks, while HP Ice lets Rotom revenge kill all of the OU dragons. The EVs may seem odd, but they allow me to outspeed all positive natured Base 115s, while retaining maximum power and bulk. I don't worry too much about not outspeeding things like Dragonite or Gyarados at +1, as Ditto easily revenge kills any boosting sweepers anyway.


2rhs46p.png

@Leftovers|Technician
Adamant Natue (+Atk, -SpA)
252 Atk/252 Spe/4 HP

Spore|Swords Dance|Mach Punch|Bullet Seed

My late game sweeper and cleaner. The other team members serve to weaken and kill Breloom's counters to make sweeping with it much easier. Breloom also serves as anti-weather, being able to setup easily on key members of both Rain and Sand. Given that I have 3 special attackers who handle Breloom's counters well (all 3 OHKO or force out Gliscor), I decided to go for maximum power. Max speed allows me to outspeed and OHKO non-choice Politoed, though aside from that, it doesn't really outspeed anything significant. Breloom is easy to bring in thanks to VoltTurn, allowing it to Spore something early in the game. Breloom is quite frail though, and even resisted special hits 2HKO it. VoltTurn eases the prediction, and allows Breloom to come in walls like Blissey and Ferrothorn and proceed to wreck havoc on the opposing team. The trio of special attackers forces switches a lot, and wears down on the opposing team till its members are at a low enough HP to be swept by Breloom.

Conclusion: This is one of the most fun teams I have built. With no clear defensive Pokemon, as well as no recovery moves to help the team, it requires a lot of prediction and not just mindless spamming of VoltTurn to be successful. With everyone bar Heatran being quite fast or having priority, I realized the team uses this to its advantage, allowing it to easily setup (SR/Spore), or simply punch holes through the team. Ditto is also the key Pokemon in this teams success, as, it provides information, allowing me to predict better, as well as turning all deadly setup sweepers into slower, unboosted Pokemon that my other sweepers can KO. The very threat of Ditto revenge killing often forces opponents to avoid setting up, thus allowing me to continue chipping away at the opponent's team with VoltSwitch.

Threat List:
534.png
: Probably the biggest threat to this team. I usually have to play around it, either sacking Rotom as it Hydro Pumps it, or switching in Starmie on a Drain Punch and forcing it out. Boosting variants can be handled by Ditto, as long as they have been dealt prior damage. *Edit: Psychic on Starmie now lets me check this thing.
373.png
: Only the Choice Scarf Mence is a real problem. Lock it on Outrage and burn it with Heatran, or switch in Rotom while it EQs. Worst case scenario is I'm at a 50/50 with Ditto.
392.png
: Again, only Scarf variants are troublesome. Heatran can scout/sack with Protect, Starmie isn't 2HKOed by Close Combat with Leftovers, Breloom can KO after a Close Combat defense drop and SR.
448.png
: SD Lucario needs to be worked around, Genesect can take a boosted Extremespeed and KO, Ditto can take it on at full HP.
445.png
: Just like Salamence, prediction beats this thing. Heatran can take an Outrage and burn it, Rotom can come in on EQ, Breloom can KO weakened ones with Mach Punch.


One last look:

649.gif
479-wash.gif
485.gif
121.gif
286.gif
132.gif

Importable:
Breloom @ Leftovers
Trait: Technician
EVs: 252 Atk / 252 Spd / 4 HP
Adamant Nature
- Spore
- Swords Dance
- Mach Punch
- Bullet Seed

Ditto @ Choice Scarf
Trait: Imposter
EVs: 252 HP / 252 SDef / 4 Def
IVs: 30 Spd
- Transform

Heatran @ Leftovers
Trait: Flash Fire
EVs: 8 Spd / 248 HP / 252 SDef
Calm Nature
IVs: 30 Atk / 30 Def
- Stealth Rock
- Lava Plume
- Protect
- Will-O-Wisp

Genesect @ Choice Scarf
Trait: Download
EVs: 4 Atk / 252 Spd / 252 SAtk
Hasty Nature
- Bug Buzz
- Flamethrower
- Ice Beam
- U-turn

Starmie @ Leftovers
Trait: Natural Cure
EVs: 252 SAtk / 252 Spd / 4 SDef
Timid Nature
- Hydro Pump
- Ice Beam
- Thunderbolt
- Rapid Spin

Rotom-Wash @ Choice Scarf
Trait: Levitate
EVs: 116 HP / 252 SAtk / 136 Spd / 4 Spd
Modest Nature
- Volt Switch
- Hydro Pump
- Thunder Wave
- Trick

All comments and critique will be very much appreciated. Thanks!
 
Hey,

A few suggestions. You might be better of running Hidden Power [Ice] > Thunderwave on Rotom-w. This way, Rotom-w can easily revenge kill Salamence and Garchomp, seeing as a +0 Outrage fails to KO Rotom. Keep in mind that if Salamence gets a Moxie Boost Rotom-w will get outsped and KO'd though. Next up, you might want to change Starmie's set. You have a pretty big weakness to scarfed Keldeo. Scarf Keldeo is able to 2hko Starmie with Hydro Pump after Stealth Rock damage, even without Stealth Rock damage in Rain. Running a bulkier ev spread and a small switch up on moves might help. Changing the ev spread to Timid with 252 HP / 4 SpAtk / 252 Spe with Psyshock > Ice Beam and Recover > Thunderbolt will make handling Keldeo a lot easier. This change of moves and evs will also help you handle Infernape and Conkeldurr better. Beware that Starmie still takes around 50-60% from a scarfed Hydro Pump coming from Keldeo in rain. As long as you don't switch into it directly or force it to go for Secret Sword by threatening to switch in Ditto you should be good. Psyshock is able to ohko Keldeo after its switched into Stealth Rocks twice. You can also decide to run 92 Sp Def evs on Starmie. That would make it able to switch into Keldeo in rain. However the loss of speed isn't really worth it since Specs Keldeo can then outspeed and 2hko the set.
 
Thanks for the rate. Sorry I only got to this now, I was out for most of the week due to school. I did the said replacements, and have stuck with HP Ice on Rotom. However, I've had problems with the Starmie set as without the SpAtk EVs, it doesn't quite hit things hard enough. Psychock also means boosting Conkeldurr still aren't OHKOed after some boosts. I decided to go for Psychic instead of Ice Beam given that Rotom revenged dragons (+Ditto and Genesect too), while sticking to Thunderbolt as it dents some bulky waters enough to put them into KO range for my other pokemon if Breloom is dead. Any more comments or rates will be appreciated. :D
 
Back
Top