Everyday I'm Shufflin' - OU Weatherless Team

Everyday I'm Shufflin'
(My first RMT)
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Skarmory - Heatran - Jellicent - Amoonguss - Scizor - Rotom-W​

Godspeed (Skarmory) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 252 Def / 4 Spd
Impish Nature
- Roost
- Spikes
- Whirlwind
- Brave Bird

This guy is my main physical wall for the team. Takes hits like a beast while setting up spikes for the team. He also provides a nice immunity to ground which stops Heatran from being decimated. He sets up Spikes for the team, and I usually find it easy to get up a few layers thanks to his bulk and reliable recovery in Roost. Brave Bird is to take out mon like Amoonguss or Breloom that attempt to status him, while stopping him from being taunt bait. Whirlwind helps to rack up Spikes and Stealth Rock damage as well as chase out stuff like Rotom-W on the switch.


James (Heatran) @ Leftovers
Trait: Flash Fire
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature
- Lava Plume
- Roar
- Stealth Rock
- Protect

This guy is really bulky on the special side, and provides a nice fire immunity for Skarmory and Amoonguss. He also sets up Stealth Rocks, which along with Roar can rack up some nice damage. This works well with Skarmory, as both set up hazards and phase. Lava Plume is for damage and a good burn chance, while Protect helps to scout stuff and stall things that have been burned or poisoned.


Moustachio (Jellicent) @ Leftovers
Trait: Water Absorb
EVs: 206 HP / 36 Def / 206 SDef / 60 Spe
Calm Nature
- Scald
- Recover
- Will-O-Wisp
- Taunt

Jelli is the team's spinblocker to stop all the entry hazards being removed. He also acts as a good special sponge, and can heal off damage with Recover. Toxic helps to stall bulkier attackers/walls out. Scald is obligatory water STAB, while Shadow Ball provides more coverage and helps to take on psychics like Reuniclus and Celebi.
EDIT: Will-O-Wisp is mainly for banded threats like Scizor and Terrakion, but also hits steels such as Ferrothorn immune to Toxic. Taunt is a huge improvement over Shadow Ball as it shuts down slower threats like Ferrothorn and stops teams from getting too many entry hazards up.


Panther (Amoonguss) @ Black Sludge
Trait: Regenerator
EVs: 252 HP / 140 Def / 116 SAtk
Bold Nature
- Spore
- Stun Spore
- Giga Drain
- Clear Smog

With Regenerator, Amoonguss has reliable recovery and becomes a bastard to take out. Spore is Spore and can shut down threats to the team. Stun Spore is used after Sleep Clause is activated. Giga Drain helps with recovery while being a strong attack, while Clear Smog shuts down boosting threats.


Wirecutter (Scizor) @ Choice Band
Trait: Technician
EVs: 252 Atk / 8 Spd / 248 HP
Adamant Nature
- Bullet Punch
- U-turn
- Superpower
- Pursuit

To make the most of the entry hazards laid down by Skarmory and Heatran, some offensive presence is needed. Enter part 1 of the infamous Volt-Turn combo. Scizor has priority Bullet Punch to take out stuff like Terrakion, while U-Turn is useful to scout and get the hell out of there. Superpower nails things like Tyranitar while Pursuit is used to nip fleeing threats. Choice Band for more power.


Amylase (Rotom-Wash) @ Choice Scarf
Trait: Levitate
EVs: 252 SAtk / 252 Spd / 4 SDef
Timid Nature
- Trick
- Volt Switch
- Hydro Pump
- Hidden Power [Ice]

Part 2 of the Volt-Turn combo. This guy is the only speedy attacker on the team thanks to choice scarf. Volt Switch helps for scouting and can force switches well. Hydro Pump is powerful STAB. HP Ice takes down threats like Dragonite or Gliscor. Trick is just there to shut down Chansey.

The main goal of the team was originally to have Skarmory and Heatran to set up Spikes and Stealth Rock respectively, with Jellicent aiding as a Spinblocker. As both Hazard setters know Phasing moves, they could easily shuffle the opposing team around, racking up serious damage.
The main defensive core covers each others weaknesses well: Heatran's ground and water weaknesses are covered by Skarmory and Jellicent, Skarmory's fire and electric weaknesses are covered by Heatran and Amoonguss, Jellicent's dark and ghost weaknesses are covered by Skarmory and Heatran, and Amoonguss' psychic and bug weaknesses are also covered by Skarmory and Heatran.
Scizor and Rotom-W were more of an afterthought to the other team members, but they form the infamous Volt-Turn combo, which can easily force switches and cause more hazard damage.
 
Your team seems very centralised around entry hazards, which isn't a definate bad thing.

One problem is Magnezone. While you can phaze him out, he can just keep switching into those steals dealing hefty damage. If it's running HP Fire then heatran should be able to handle it, but leaves Amoonguss weak, and vice versa with HP Ground. Once one of the two threats mentioned is eliminated Magnezone can deal huge damage to your side. Choice band Scizor can deal with it, but locking yourself into superpower can be painful, so misprediciton could cause fatal.

Really though it's a nice team. I for sure would have trouble against it using my hyper offence.
 
Hi there!

This is a neat team you have here, utilizing a solid defensive core stacking hazards, which can then be abused by Rotom and Scizor who easily force switches. One thing I have noticed is that your team is pretty weak to stall. Your opponent can easily rack up hazards on you and as you have no Rapid Spinner, you cannot get rid of them. This will limit the switches Rotom and Scizor have, as they will be quickly worn down by said hazards. Your main option against stall is Rotom's Trick, which by itself is not reliable to beat it, although crippling part of a defensive core. To help with this, I recommend running 60 Speed EVs on your Jellicent, as well as trying out Taunt > Shadow Ball. This is especially helpful for your team, as you do seem quite weak to hazards, Taunt prevents your opponent from setting them up. Coupled with Jellicent's bulk and recovery, you can actually take on a lot of common defensive threats that are common members of stall teams, such as Blissey, Chansey, Skarmory, Reuniclus and others that have intentions of setting up hazards, phasing, boosting or statusing -- all of which look problematic for your team. The 60 Speed EVs help you outspeed things such as CB Scizor and Tyranitar, both of which can be statused as they switch in, or U-Turn out. I'd also highly recommend you try Will-O-Wisp over Toxic. I think that Pokemon such as CB Terrakion and Landorus can cause you some problems, especially when you have no rapid spinner. CB Terrakion 2HKOs everything on your team, while your only options are to revenge it with Scizor / Rotom. Using Will-O-Wisp means you can actually buffer Terrakion to an extent, burning it on the switch or catching it locked into Close Combat or X-Scissor. This also applies for a plethora of other physical threats, given the high reliance on Skarmory to deal with physical threats.

I'd also like to touch on your Amoonguss set, it does seem a little inefficient to me. Running that special attacking investment with only one Special move that deals decent damage seems a bit of a waste to me. I recommend that you try Hidden Power [Ice] over Clear Smog. Running Hidden Power [Ice] on Amoonguss allows Amoonguss to avoid being set up fodder for things such as Sub DD Dragonite, who does look annoying for your team when hazards are up and Skarmory is weakened. Hidden Power [Ice] also allows you to hit other Dragons for notable damage, such as Haxorus and Salamence. Losing Clear Smog is not really an issue, as most common stat boosters such as Keldeo, Dragonite, Haxorus, Terrakion and Thundurus are all crippled by Spore / Stun Spore, and can be dealt with by your other team members.

Cool team, hope I helped!
 
@Jamiroquai: True, that. I haven't really had much bad luck with Magnezone (yet) but I guess he can be a bother. Usually I just switch Heatran in; I've never seen it run HP Ground as of yet.

@Jimbon: Thanks for the suggestions! I'll try them out and report back.
 
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