- Double Wish Wall Stall -
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- Introduction -
One of my most successful mixed tier OU team, it splits into two halves; hard hitters and support. Keldeo, Megagross and Kyurem do most of the attack throwing whilst not really worried about HP or status with two wish healers and heal bell support.
Replays:
A very long battle showing this teams survivability.
An example of how tossing wishes around keeps the two Wish mons alive.
- Team Analysis -
Umbreon @ Leftovers
Ability: Synchronize
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
Moves: Foul Play • Heal Bell • Wish • Yawn
Move-Set: A Pokemon that can be impossible to knock out with a few threatening Pokes out of the way. Foul play is a given to deal damage to any physical Pokemon that wants to switch in or just to deal decent damage. Heal Bell is to get rid of the pesky Toxic on the two main walls and burns/par on the damage dealers. Wish, is mainly what this team is based on, Umbreon can switch on a special attack to force a switch, wish, and get that wish to Alomomola when the probable physical attacker comes in and cripple/switch accordingly. Finally, a strange, unexpected move is 'Yawn', and it's not just there for the element of surprise, this is another reason to induce a forced switch from the opponent, therefore giving great opportunities to set up wishes at tight spots. (I used to run toxic on this Umbreon, and found out it's a great check for Mega Sableye, as M-Sableye can't even touch Umbreon at +6 SpA.)





- Introduction -
One of my most successful mixed tier OU team, it splits into two halves; hard hitters and support. Keldeo, Megagross and Kyurem do most of the attack throwing whilst not really worried about HP or status with two wish healers and heal bell support.
Replays:
A very long battle showing this teams survivability.
An example of how tossing wishes around keeps the two Wish mons alive.
- Team Analysis -

Umbreon @ Leftovers
Ability: Synchronize
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
Moves: Foul Play • Heal Bell • Wish • Yawn
EV Spread: Max SpD to take any Physical attack thrown at Mola's way, 248 HP to keep it odd and 8 in Def to make Umbreon's pretty good natural bulk slightly better.

Alomomola @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
Moves: Scald • Mirror Coat • Wish • Protect
EV Spread: Much like Umbreon; max Def to take any Physical attack thrown at Umbreon's way, 248 HP to keep it odd and 8 in SpD to take volt-switches and other low base Special Attacks.

Zapdos @ Expert Belt
Ability: Pressure
EVs: 252 HP / 196 SpA / 60 SpD
Calm Nature
Moves: Roost • Volt Switch • Heat Wave • Defog
EV Spread: Again, 196 SpA to OHKO a Ferro, and the rest went into HP and SpD as Zapdos usually receives the wishes from Mola to take the electric and grass moves.

Keldeo @ Life Orb
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
Moves: Scald • Hydro Pump • Secret Sword • Icy Wind
EV Spread: Pretty obvious, max speed to use that lovely base 108 speed, and SpA just to make Keldeo's life-orb hits even more powerful.

Kyurem-Black @ Assault Vest
Ability: Teravolt
EVs: 248 HP / 252 Atk / 8 SpA
Brave Nature
Moves: Dragon Claw • Ice Beam • Iron Head • Fusion Bolt
EV Spread: I may be just lazy with the spread there, as the aforementioned scenario could be done with as little as 8 EVs in attack, however, I do like max attack as it's pretty good when it comes to dealing damage in general. However, a more Wall-Break suitable spread could be something like;
EVs: 248 HP / 80 Atk / 180 SpA
to ensure 2HKOing a defensive Skarmory with an ice beam, however I'd like to see what the forums think, not necessarily with that spread, but just the choice between: Max Attack to do a lot of damage with Dragon Claw/Iron Head. Or a more specific spread.

Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
Moves: Meteor Mash • Zen Headbutt • Earthquake • Bullet Punch
and it being STAB can also hurt any switch-in. Earthquake is there as a good coverage move aaand Bullet Punch is great at times, but useless at every other time (Maybe I'm just under-estimating it and not using it as often however, this is my first time using Metagross, let alone Megagross, so help would be appreciated.)
EV Spread: Max speed is to make use of Megagross' 110 Base Speed, tried switching that for HP instead, but I found myself requiring speed more often than I needed bulk when it came to Megagross. The case with Attack is the same with Kyurem's, but I think Megagross access to EQ makes Max Attack a great thing to make the most of it.
- THREATS -
Most set-up mons. Walling something doesn't really work when they can DDance or Swords Dance all up your face as you try to stop them, at an earlier stage of this team, it got to the point where I used Whimsicott to encore trap set-up mons or tricking a scarf into a mon. These mainly include:


Mega Altaria is mainly an issue as I can't decide its set to switch accordingly, and, when I do it already had cotton guard or a dd up. Gardevoir becomes a serious issue when Megagross is gone as one calm-mind wrecks my team pretty much.
Grass mons are a usual issue due to not having great coverage against them, specially when it's mons like;


Venusaur, dear lord, where do I start. Thick-fat makes Keldeo's icy winds do nothing, so do Zapdos' heat-wave, leaving only Kyurem-B to deal with it, however, I've never faced 'saur after adding Megagross which can zen-headbutt it. Chesnaught is a threat mainly because its main STAB moves kill my wish duo, which sucks when I need to wish something and that thing is still alive.
[possibly more threats to come as I battle more with Megagross]
- Summary -
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