Dipping my toes

So I thought it was time to dip my toes into 6th gen OU. I was going to wait until I had the safety backup of the wonderful sets smogon provides were published properly but I decided I'd just got in head first. Having watched a few battles and read about a little it seemed to me like Stall was probably the safest bet to go with. I'd barely used Stall previously as I much prefer offence or Ultra offence with several elements of surprise.

This was literally what I chucked together just so I could start playing 6th Gen, I will talk about how it's evolved at the end.

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Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 252 Def / 8 Spd
Bold Nature
- Toxic
- Wish
- Protect
- Roar

Vaporeon provides some needed resistance to both water and ice types, the latter being a real trouble for my team. Wish helps heal up those who have no recovery or simply makes switching in something else easier, recovering the health lost from taking the attack on switch in. Roar is there to take advantage of the hazards and spread toxic. EV's I wasn't entirely sure on so went with bulk on the physical side to make things more even.

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Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 40 Def / 224 Spd
Impish Nature
- Earthquake
- Protect
- Toxic
- Substitute

Gliscor works fairly wonderfully with Skarmory & Vaporeon, it can take both electric attacks aimed at both and to a certain degree fire attacks aimed at Skarmory. His speed if nice to have around, and the set aims to further exploit the toxic and hazards. Fairly basic stuff, once you can get the substitutes running in tandem with protect poison heal replenishes enough health to set up another substitute while toxic eats into them. EQ is there so he's not total taunt bait, and to hit certain steel types who otherwise wall him and the other toxic users.

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Sableye @ Leftovers
Ability: Prankster
EVs: 120 Def / 252 HP / 136 SDef
Calm Nature
- Taunt
- Recover
- Will-O-Wisp
- Foul Play

Due to the nature of my team using hazards, and relying on stalling, I thought Sableye would be a neat edition as a spinblocker but also to help slow down and take out some tricky offensive threats. Taunt really does help to stop boosters and stall teams, recover adds to survivability while Will-o-Wisp acts as a way to hurt physical attackers and provide residual damage. Foul Play means he's not totally reliant on status damage, and can put a dent in the physical attacker stupid enough to stay in.

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Heatran @ Air Balloon
Ability: Flash Fire
EVs: 4 HP / 252 Spd / 252 SAtk
Serious Nature
- Stealth Rock
- Magma Storm
- Earth Power
- Protect

As will be explained, I ditched Celebi so needed another SR user. Heatran provided needed resistance to ice type attacks, and offered some offensive prowess, especially against those pesky steal types who are immune to toxic. Magma storm's used just to catch people out, it gives me opportunities to heal certain pokemon up and get ahead with momentum. Protect again aids to the stalling.
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Skarmory (F) @ Leftovers
Ability: Sturdy
EVs: 252 Def / 224 HP / 32 SDef
Impish Nature
- Spikes
- Whirlwind
- Roost
- Brave Bird

Skarmory was always a pain for me, so I decided to try it out for myself. gives my teams spikes, while providing phazing ability. Roost to recover some health and help avoid those electirc type attacks from slower threats. Brave Bird was added because I felt I needed something to hit back with, not entirely sure on that though.

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Garchomp @ Garchompite
Ability: Sand Veil
EVs: 4 HP / 252 Atk / 252 Spd
Hasty Nature
- Fire Blast
- Outrage
- Dragon Tail
- Earthquake

I'd been trying out different mega evolutions, my team doesn't have massive synergy. Mega Heracross was just too slow and Mega Vensaur didn't offer me enough. I figured I'd give Garchomp a try, not only because with hazards up he would have a fairly enjoyable time smashing through things, but also because of Dragon tail. Lots of people forget you don't HAVE to mega evolve, I've killed countless 100 speed tier pokemon by not mega evolving first turn. The sets fairly simple, Two powerful stabs with Fire Blast to fry Steel types who think they can wall it. Dragon Tail is interesting and was mostly just to see if it worked, given I usually bring chomp in later, He would be dealing hefty damage while shifting around things to take on that extra entry hazard damage. Turns out a lot of stuff carries ice type attacks and Garchomp usually gets caught out.

Changes: I had Blissey in here, both defensive and my favourite surprise set (Charge beam, Flamethrower, Ice beam & Softboiled, you'd be extremely surprised how many kills it nets, was essential in my 5th gen teams), and Celebi running SR, Leech seed, U-turn and Giga drain, but I found he was weak to many common threats so I had to ditch him.

I'm welcome to loads of suggestions, even if most of the team changes, this was more of a trial so i could get into 6th gen and gain an idea of the metagame.
 
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