Current team build:
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 62 HP/252 Atk/196 Spd
Adamant nature (+Atk, -SAtk)
- Body Slam
- Trick
- Stealth Rock
- Iron Head
---
Ursaring (M) @ Toxic Orb
Ability: Quick Feet
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Swords Dance
- Facade
- Crunch
- Close Combat
---
Starmie @ Life Orb
Ability: Natural Cure
EVs: 14 HP/244 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Surf
- Recover
- Rapid Spin
- Thunderbolt
---
Heracross (M) @ Choice Band
Ability: Guts
EVs: 6 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Pursuit
- Close Combat
- Megahorn
- Stone Edge
---
Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP/220 Def/36 Spd
Bold nature (+Def, -Atk)
- Thunderbolt
- Roost
- Hidden Power [Ice]
- Heat Wave
---
Salamence (M) @ Choice Scarf
Ability: Intimidate
EVs: 6 HP/252 Atk/252 Spd
Naughty nature (+Atk, -SDef)
- Outrage
- Stone Edge
- Earthquake
- Fire Blast
---
Original thread:
When I was making this team, I through together a lot of pokemon that I thought may work decently together, and that I personally haven't had much experience with, or aren't that common (particularly with Ursaring-my favorite pokemon, which is one that I've been wanting to get to work).
Some of the main issues I will outline while and after posting the team; if you notice anything else, or having any other advice to offer, please do so!
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 182 HP/108 Atk/220 Spd
Jolly nature (+Spd, -SAtk)
- Body Slam
- Zen Headbutt
- Wish
- U-turn
Probably fairly standard.
I'm really uncertain about the evs, however. I didn't spend much time running it through a damage calculator.
Speed is for outrunning neutral base 110s and positively natured 95s.
Quite useful for paralyzing things before u-turning out; zen headbutt and wish are natural extensions of this.
Sturdy enough, with 100/100/100 defenses to survive quite a bit. I could potentially use a different lead however, although it has met respectable success.
With skymin running around for now, jirachi's aren't the most common (but still not the most creative or interesting pokemon), but it appears effective.
---
Ursaring (M) @ Leftovers
I wish...
Although, while not a living tank, he is still a badass bear:
Ability: Guts
EVs: 252 HP/16 Atk/242 Def
Adamant nature (+Atk, -SAtk)
- Rest
- Sleep Talk
- Return
- Hammer Arm
First and foremost, hammer arm, while the though of such a move is a really cool one, is not a move I'm entirely certain is the best choice. A speed drop may occasionally be annoying-especially as hammer arming skarmories as they roost doesn't do over 50% with this ev spread-although I can stall out gyro balling bronzongs with it without problem.
Any suggestions for moves that would be better when considering the context (rest of the team)?
Now, the set is very simple; I added enough attack evs to get the first free point (which coincidentally required the same for ursaring's base 130 attack as gyarados's 125), and pumped up it's HP and defese with the rest. With an ev investment as heavy as this, alongside 90/75 HP/Def and resttalk, it can be quite durable, and still pack a heavy enough punch simply due to the fact that it has 130 base attack, often aided by guts from the status he absorbs, or from being asleep. Shame facade doesn't activate through sleep.
An idea of his defensive capabilities:
He survived an outrage from a kingdra with two dragon dances with about 40% remaining after leftovers (which came as a shock to me; I haven't run a damage calculation, but I'm sure that must have been a very offense-light kingdra, as otherwise I can't imagine how he survived; in fact, I thought he wouldn't, and was granting him the fun of sweeping my team, actually bringing ursaring out last after it OHKOed the rest of my team. It also survived the flail from a 1 HP gyarados with 5% remaining.
Damage calculators hold more ground then anecdotes, however, and I haven't sat down seriously with one yet, although, for more general examples, from many of the common weeker physical attackers (note: not sweepers) he takes ~36% or less, which means he is capable of repeatedly resting and then firing off random sleep talks. Unfortunately, sandstorm obviously really dampers his ability to do this, requiring the physical attackers to be of a much weaker sort, eliminating the potential for ursaring to really be able to wall most standard swampert. Perhaps an even heavier defense investment is in order, but I'd rather not butcher his attack any more then necessary.
Not quite on the level of other physical tanks when it comes to physical tanking, but quite useful due to the relative ease with which I can bring it on many common pokemon, especially those who generally ward others away with threatening status.
---
Starmie @ Life Orb
Ability: Natural Cure
EVs: 14 HP/244 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Surf
- Recover
- Rapid Spin
- Thunderbolt
Unfortunately I also have a Starmie on my primary team as well. Unfortunately Starmie is also extremely OU, as is the case with all decent rapdid spinners. I think I've come close to failing both of my ideas behind the team here. Suggestions appreciated.
At least the set is interesting, being geared a lot more to offense. I really don't like having something that is so weak that it is set up fodder. I want something that can hit hard enough to not be, and I don't mind if it dies immediately at the same time to let me switch. Can still takes hits well enough (especially from the likes of blissey) to make recover be useful; necessary, in fact, if I want to be able to bring it in again repeatedly.
---
Heracross (M) @ Choice Scarf
Ability: Guts
EVs: 6 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Pursuit
- Close Combat
- Megahorn
- Stone Edge
From my experience looks a little like the star of the team. Very useful for sweeping; he hits extremely hard. What happened to him? Why don't we see him anymore?
Haven't used heracross much, and he isn't used much anymore by others either, so I think he satisfies the requirements.
Very standard, however-although I am far more fond of it then the last two:
---
Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP/96 Spd/162 SDef
Timid nature (+Spd, -Atk)
- Heat Wave
- Roost
- Thunderbolt
- Hidden Power [Grass]
Boring...
I haven't used zapdos much, but being at number 4 for October, I think something much more interesting could be run instead, although special walling is something I've never been the best at; smashing things is the main thing I've always practiced, so I don't know to many things that could take a special hit and hit back with a respectable amount of force, while still covering some of the other weaknesses of the team (Skymin can hit most of the team for super effective, for example, and the likes of an infernape isn't a pokemon much loved by most of the team).
---
Salamence (M) @ Choice Scarf
Ability: Intimidate
EVs: 6 HP/252 Atk/252 Spd
Naughty nature (+Atk, -SDef)
- Outrage
- Stone Edge
- Earthquake
- Flamethrower
---
Standard scarfmence-unexciting. Perhaps I should try something more creative like Scarfnite, or some other form of dragonite? Or perhaps some other pokemon. Having numbers 3 and 4 make it hard to make the claim I'm attempting to make, especially as I use a salamence on my primary team as well.
I have no stealth rock user, and do not have much when it comes to a central strategy, other then simply trying to paralyze and revenge kill enemies.
That could use some work.
My lead probably isn't the best, as it must switch from the ever common infernape, and should switch from many of the other ground and fire users I often risk leaving it in again to take a hit before switching on the hope of scoring a paralyzasis.
All help is apreciated.
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 62 HP/252 Atk/196 Spd
Adamant nature (+Atk, -SAtk)
- Body Slam
- Trick
- Stealth Rock
- Iron Head
---
Ursaring (M) @ Toxic Orb
Ability: Quick Feet
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Swords Dance
- Facade
- Crunch
- Close Combat
---
Starmie @ Life Orb
Ability: Natural Cure
EVs: 14 HP/244 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Surf
- Recover
- Rapid Spin
- Thunderbolt
---
Heracross (M) @ Choice Band
Ability: Guts
EVs: 6 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Pursuit
- Close Combat
- Megahorn
- Stone Edge
---
Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP/220 Def/36 Spd
Bold nature (+Def, -Atk)
- Thunderbolt
- Roost
- Hidden Power [Ice]
- Heat Wave
---
Salamence (M) @ Choice Scarf
Ability: Intimidate
EVs: 6 HP/252 Atk/252 Spd
Naughty nature (+Atk, -SDef)
- Outrage
- Stone Edge
- Earthquake
- Fire Blast
---
Original thread:
When I was making this team, I through together a lot of pokemon that I thought may work decently together, and that I personally haven't had much experience with, or aren't that common (particularly with Ursaring-my favorite pokemon, which is one that I've been wanting to get to work).
Some of the main issues I will outline while and after posting the team; if you notice anything else, or having any other advice to offer, please do so!
Jirachi @ Leftovers

Ability: Serene Grace
EVs: 182 HP/108 Atk/220 Spd
Jolly nature (+Spd, -SAtk)
- Body Slam
- Zen Headbutt
- Wish
- U-turn
Probably fairly standard.
I'm really uncertain about the evs, however. I didn't spend much time running it through a damage calculator.
Speed is for outrunning neutral base 110s and positively natured 95s.
Quite useful for paralyzing things before u-turning out; zen headbutt and wish are natural extensions of this.
Sturdy enough, with 100/100/100 defenses to survive quite a bit. I could potentially use a different lead however, although it has met respectable success.
With skymin running around for now, jirachi's aren't the most common (but still not the most creative or interesting pokemon), but it appears effective.
---
Ursaring (M) @ Leftovers

I wish...
Although, while not a living tank, he is still a badass bear:

Ability: Guts
EVs: 252 HP/16 Atk/242 Def
Adamant nature (+Atk, -SAtk)
- Rest
- Sleep Talk
- Return
- Hammer Arm
First and foremost, hammer arm, while the though of such a move is a really cool one, is not a move I'm entirely certain is the best choice. A speed drop may occasionally be annoying-especially as hammer arming skarmories as they roost doesn't do over 50% with this ev spread-although I can stall out gyro balling bronzongs with it without problem.
Any suggestions for moves that would be better when considering the context (rest of the team)?
Now, the set is very simple; I added enough attack evs to get the first free point (which coincidentally required the same for ursaring's base 130 attack as gyarados's 125), and pumped up it's HP and defese with the rest. With an ev investment as heavy as this, alongside 90/75 HP/Def and resttalk, it can be quite durable, and still pack a heavy enough punch simply due to the fact that it has 130 base attack, often aided by guts from the status he absorbs, or from being asleep. Shame facade doesn't activate through sleep.
An idea of his defensive capabilities:
He survived an outrage from a kingdra with two dragon dances with about 40% remaining after leftovers (which came as a shock to me; I haven't run a damage calculation, but I'm sure that must have been a very offense-light kingdra, as otherwise I can't imagine how he survived; in fact, I thought he wouldn't, and was granting him the fun of sweeping my team, actually bringing ursaring out last after it OHKOed the rest of my team. It also survived the flail from a 1 HP gyarados with 5% remaining.
Damage calculators hold more ground then anecdotes, however, and I haven't sat down seriously with one yet, although, for more general examples, from many of the common weeker physical attackers (note: not sweepers) he takes ~36% or less, which means he is capable of repeatedly resting and then firing off random sleep talks. Unfortunately, sandstorm obviously really dampers his ability to do this, requiring the physical attackers to be of a much weaker sort, eliminating the potential for ursaring to really be able to wall most standard swampert. Perhaps an even heavier defense investment is in order, but I'd rather not butcher his attack any more then necessary.
Not quite on the level of other physical tanks when it comes to physical tanking, but quite useful due to the relative ease with which I can bring it on many common pokemon, especially those who generally ward others away with threatening status.
---

Starmie @ Life Orb
Ability: Natural Cure
EVs: 14 HP/244 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Surf
- Recover
- Rapid Spin
- Thunderbolt
Unfortunately I also have a Starmie on my primary team as well. Unfortunately Starmie is also extremely OU, as is the case with all decent rapdid spinners. I think I've come close to failing both of my ideas behind the team here. Suggestions appreciated.
At least the set is interesting, being geared a lot more to offense. I really don't like having something that is so weak that it is set up fodder. I want something that can hit hard enough to not be, and I don't mind if it dies immediately at the same time to let me switch. Can still takes hits well enough (especially from the likes of blissey) to make recover be useful; necessary, in fact, if I want to be able to bring it in again repeatedly.
---

Heracross (M) @ Choice Scarf
Ability: Guts
EVs: 6 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Pursuit
- Close Combat
- Megahorn
- Stone Edge
From my experience looks a little like the star of the team. Very useful for sweeping; he hits extremely hard. What happened to him? Why don't we see him anymore?
Haven't used heracross much, and he isn't used much anymore by others either, so I think he satisfies the requirements.
Very standard, however-although I am far more fond of it then the last two:
---

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP/96 Spd/162 SDef
Timid nature (+Spd, -Atk)
- Heat Wave
- Roost
- Thunderbolt
- Hidden Power [Grass]
Boring...
I haven't used zapdos much, but being at number 4 for October, I think something much more interesting could be run instead, although special walling is something I've never been the best at; smashing things is the main thing I've always practiced, so I don't know to many things that could take a special hit and hit back with a respectable amount of force, while still covering some of the other weaknesses of the team (Skymin can hit most of the team for super effective, for example, and the likes of an infernape isn't a pokemon much loved by most of the team).
---

Salamence (M) @ Choice Scarf
Ability: Intimidate
EVs: 6 HP/252 Atk/252 Spd
Naughty nature (+Atk, -SDef)
- Outrage
- Stone Edge
- Earthquake
- Flamethrower
---
Standard scarfmence-unexciting. Perhaps I should try something more creative like Scarfnite, or some other form of dragonite? Or perhaps some other pokemon. Having numbers 3 and 4 make it hard to make the claim I'm attempting to make, especially as I use a salamence on my primary team as well.
I have no stealth rock user, and do not have much when it comes to a central strategy, other then simply trying to paralyze and revenge kill enemies.
That could use some work.
My lead probably isn't the best, as it must switch from the ever common infernape, and should switch from many of the other ground and fire users I often risk leaving it in again to take a hit before switching on the hope of scoring a paralyzasis.
All help is apreciated.