Don't push the brake pedal ! A balanced OU team

Hello boys and girls, welcome to my RTM !

Since Genesect and Mega Luke where banned I got myself struggling trying to do a new team that actually works (maybe that is exactly why they got banned, they made any team better by their presence). The principal idea of this team was to make good use of Bisharp, although maybe I failed at making him the center of the team, considering he did lost his spot at some points between the building process.


The Team:

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Power Ranger (Bisharp) (M) @ Life Orb
Ability: Defiant
EVs: 200 HP / 252 Atk / 56 Spd
Adamant Nature
- Swords Dance
- Sucker Punch
- Iron Head
- Knock Off

Basic Bisharp set that I only see working because of his teammates, although not directly working for him, make his job at sweeping easier. He see much opportunity to come in and get a free boost when the opponent uses defog, which he has to use multiples times because Skarmory, bulkier as he is, can set SR multiple times. He can free switch to counter opposing Psychic-type attack who are becoming more common in the metagame. Or he can just come to face a not really threatening foe to boost himself before sweeping, due to his great typing.
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Angry Bird (Skarmory) (M) @ Leftovers
Ability: Sturdy
EVs: 224 HP / 252 Def / 32 SDef
Impish Nature
- Brave Bird
- Whirlwind
- Roost
- Stealth Rock

Skarmory, physical wall of the team and the second chosen pokemon, yet the only that have been here since the start of the team building process as he hardly lets me down. Stealth rock over Spikes because it seems more important to set up rocks over spikes in the current metagame full of Talonflames and Charizards, both who are serious threats for my team. Roost and Whirlwind are basic and self explanatory. I like Brave Bird over Taunt so I don't become myself a taunt bait, and it has proven itself really useful, killing some Deoxys-S, Mega Pinsir and Conkeldurr.
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Poison Ivy (Venusaur) (F) @ Venusaurite
Ability: Overgrow -> Thick Fat
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature
- Sludge Bomb
- Giga Drain
- Synthesis
- Leech Seed

At some point the special wall of the team was Togekiss yet she never did prove herself of being worth the spot, sharing Electric weakness with Skarmory, not really functioning as an effective wall but only being nice at paraflinch killing enemies. Since I didn't had a mega on the team I tried Mega Venusaur and saw how awesome this thing is, she just won't die ! It has nice sinergy with Skarmory, but only because of Thick Fat, as they don't share weaknesses while Skarmory can take Flying and Psychic attacks and M-Venusaur can take Electric or anything specially based that is not Char Y in the sun. His poison-typing that once was not so useful in past times is something that even improves his effectiveness in the team, as he can take Fairy-type attacks real easily, saving Latios and Infernape from huge troubles against fairys. I guess Synthesis and Leech are standard on a defensive M-Venu. Giga Drain is the main attack as is also recover health. Sludge Bomb is used to hit other M-Venu, Fairys and Grass-types. The big problems I face with her are against most Stell-type pokemon as I can only hope to make damage with Leech Seed, maybe something ground or fire based might seem a good choice to her yet I still debate if it would be more effective than the moves she already has.
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Skywalker (Latios) (M) @ Choice Specs
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Draco Meteor
- Psyshock
- Thunderbolt
- Defog

Latios came to team for no real particular reason, to be honest. I was looking for a defoger as I didn't wanted to have any Rapid Spin and he seemed like a good choice as special-based offensive presence with Draco Meteor. Psyshock also STAB and to hit fairys, which are most specially defensive oriented, real hard. Thunderbolt came as a nice choice since the team didn't had any Electric-type attack and also I didn't find any other move to be much better than that in the present team, really looking for suggestions on this third move. Although he has Defog I don't use it that much, only if someway he manages to set multiple spikes or so, I would like to be considered if a forth attacking move would be a good choice to substitute Defog, as the team doesn't have any SR weakness it does not really suffer from having it on the field. Specs was the item of choice to immediate power and after Draco Meteor he has to switch anyway so it is not a bad choice at all, specially because Defog isn't a priority on his set.

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Easter Bunny (Azumarill) (F) @ Leftovers
Ability: Huge Power
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Belly Drum

After I decided to have Latios on the team it seemed a good choice to have a Fairy-type to counter opposing Dragons who are dragged in the field to revenge kill Latios. Azumarill did fit nice in the team, adding priority, Fairy and Water attacks. Since Aqua Jet, Waterfall and Play Rough are standard and don't need explanation I'm gonna focus on Belly Drum. It is a risky move but and I don't use it on most games but it is still a better choice than Superpower or Knock Off given my present team. I already have Infernape to shut down Ferrothorn and bring powerful Fighting-type presence for the team and Bisharp to use Dark-type attacks and so. Belly Drum being very situacional isn't bad and can make late game sweeps specially due to free turn caused by Azumarill being able to counter choiced Dragons, Conkeldurr (if not Thunderpunch) and other common threats. Would appreciate tips on how to make a better EVs distribution as it seems to need speed at times yet I don't know how much.

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Donkey Kong (Infernape) (M) @ Life Orb
Ability: Iron Fist
EVs: 252 Spd / 180 Atk / 76 SAtk
Naive Nature
- Close Combat
- Overheat
- ThunderPunch
- Mach Punch

Infernape came at least but is already a dear member in the team. It makes great impact when come in right time. I opt for a mixed set to break wall like gliscor with Overheat and to kill Aegislash effectively not being afraid of King's Shield. Close Combat is main STAB. ThunderPunch is useful to kill flying and water-types who are eager to come in and try to wall Infernape. Mach Punch is chosen over U-turn and Hidden power Ice because it is useful when killing Bisharps and is one more priority to the team, that reaches a decent 72BP after STAB and Iron Fist. About the EVs: max speed and Jolly seems self explanatory as he needs as much speed as possible. 180Atk is to OHKO max HP Heatran that comes to take Overheat and max DEF and HP Blissey, the other EVs are in SPATK to accomplish as much damage as possible with Overheat which has about 70% chance to OHKO Aegislash after Stealth Rock.

Final comments:

Thanks for reading my topic !
This team has suffered huge changes since the start but I fell like I'm stuck at the moment so I would like an outside opinion on that since I am still looking to improve it. I fell like Azumarill and Latios could be easily switched if the suggestions are good. And about Infernape: at times I fell like he is lost on the team, specially if he isn't going to be needed to kill any specific threat in the opponent's team, although that may be my lack of ability since I am new to all this competitive way of playing Pokémon. As an overall it seriously struggles against Talonflame and Charizard (X and Y) if rocks aren't on the field.

Venusaur (F) @ Venusaurite
Ability: Overgrow
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature
- Sludge Bomb
- Giga Drain
- Synthesis
- Leech Seed

Bisharp (M) @ Life Orb
Ability: Defiant
EVs: 200 HP / 252 Atk / 56 Spd
Adamant Nature
- Swords Dance
- Sucker Punch
- Iron Head
- Knock Off

Azumarill (F) @ Leftovers
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Belly Drum

Skarmory (M) @ Leftovers
Ability: Sturdy
EVs: 224 HP / 252 Def / 32 SDef
Impish Nature
- Brave Bird
- Whirlwind
- Roost
- Stealth Rock

Infernape (M) @ Life Orb
Ability: Iron Fist
EVs: 180 Atk / 76 SAtk / 252 Spd
Naive Nature
- Close Combat
- Overheat
- ThunderPunch
- Mach Punch

Latios (M) @ Choice Specs
Ability: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Draco Meteor
- Psyshock
- Thunderbolt
- Defog
 
Hey! Good team by the first glance of it. There are a few changes I would make, however...

1. Make megasaur's EV spread 200 DEF/ 200 SDEF/ rest in HP. That allows it to eat up a lot of other hits that would fly its way.

2. Swap Latios for Latias. This would be you spread:

Latias (F) @ Leftovers
Ability: Levitate
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Defog
- Roost
- Dragon Pulse
- Surf

This set allows you to reap the better Special Defense of Latias and still clear hazards. It also helps you deal with Talonflame/Zard as Surf takes down those threats.


3. If you feel like Infernape is lost as you mentioned, you could always try special victini?

E (Victini) @ Expert Belt
Ability: Victory Star
EVs: 252 Spd / 252 SAtk / 4 Atk
Hasty Nature
- Fusion Flare
- Psychic
- U-turn
- Thunderbolt

This set allows you to handle other Megasaurs w/ Psychic and give you the special power that Latios previously gave you. While this does add a second Psychic type to the team, Azumarill still resists dark.


Feel free to try these changes (or completely ignore them) if you'd like. Up to you.
 
I am going to tell you what i tell everyone who runs bellyjet azumarill, Super power > waterfall aquajet does everything waterfall does, superpower takes care of ferrothorns that will wall you to no end and force you to have wasted that belly drum
 
There are some tips I can give from personal experience, I've recently tested a team with bisharp because another team sparked my interest in this pokemon and I'd suggest this set:

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 76 HP / 180 Spd
Adamant Nature
- Sucker Punch
- Iron Head
- Swords Dance
- Taunt

The EV in speed are to outspeed 44 Spd Rotom because you really don't want to take a will'o'whisp and without a burn a +2 is often enough to do lots of damage with just sucker punch.

The reason that make Bisharp shine is defiant that give you a free SD on reckless Defogger so have yourself a defogger on latios is a little weird because you want to force defog(adding spike could be an idea) or at least I'd give defog to skarmory so he can replace SR(or Spikes) the turn after defog but probably a rapid spinner would be better because it's not specular.

But still Latios is a very good teammate for Bisharp that is weak to ground(Levitate), fire and fighting that are resisted by the dragon while latios is weak to fairy and bug that are neutral to bisharp and ghost, dark, dragon and ice that are resisted by the power ranger.

I think the set of your M-Venusaur should be changed a little because as it is now is walled hard by any steel so I'll change it in:

Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 68 Def / 188 SDef
Relaxed Nature
- Synthesis
- Giga Drain
- Earthquake
- Roar/HP:fire/Sludge Bomb

Roar can be whatever you like but roar can be useful if you predict some nasty switch in or just to phaze out things you don't like or do some extra residual damage with entry hazard, or you can have roar on m-Venu and give taunt at skarmory in the place of whirlwind.

If you feel Infernape is a burden sometimes you can try to replace it with a Rotom-W/H, it's a little mainstream, but it is for a reason. It help check both Talonflame and Charizard(s) and can be switch in to alleviate some of the other member weaknesses, fire-ground for Bsharp, ice(and bug for H) for Latios, fly-fire-ice for m-Venu, electric-fire for Skarm.

As 6th member you can try also Mamoswine(even with SR so you can have Spikes on Skarmory) or Greninja that can set up a volt-turn with Rotom and even place Spikes if needed. Or a spinner.
 
Ok, first thanks for everyone to have taken your time into trying to improve my team.

To Policy Debater: 1 - This Venusaur EV spread indeed worked and is still working, thanks for the advice. 2 - After testing I could see that this Latias is nice to make the team more defensive oriented, making him the special defensive wall and making Venusaur an counter to the counters of my team. It fit nice and is a real option, yet making it more defensively isn't usually something that I like. 3 - Tried this Victini instead of Infernape because that was something that felt really a good option but in the end Infernape is a better option at punching holes for the two sweepers to do their job easily at mid-late game.

To ninjawhitetiger: Thanks for the advice, I made this change and do not regret it. Azumarill has way less counters/checks now after Belly Drum.

To Atamaz: This speed in Bisharp is a good option, already added it, as in this case I won't have to bother to kill Rotom-W with M-Venu before getting him on the field but that Taunt doesn't seems right because as Rotom-W resists Iron Head two times (making only 1/4 in effectiveness) and as he will Will-o-Wisp my Sucker Punch won't work, how am I gonna hit it before it burns me ? Ok, I would Taunt but then it is an obvious Sucker Punch and he can just get a free switch. Knock off seems a must to spam on obvious switches, taking item off even if damage is not really significant. About your suggestion on M-Venu I will be testing it in a while, probably using Roar and getting Taunt on Skarmory instead of Whirlwind. I will be keeping Infernape as for the time, when he isn't on the team he is missed :(. A spinner really is a better option and I was thinking about Excadrill but he would just add more of the same weaknesses.
 
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