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First OU RMT by maddoglewis

This team is my first ever and I would love to get some criticism and other people's opinions on it. I've tested this team online for quite a bit now, and have fared pretty well against random players. So without further ado...

Forretress
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Ability: Sturdy
Item: Leftovers
-Stealth Rock
-Earthquake
-Gyro Ball
-Rapid Spin
Nature: Relaxed
EVs: 252 hp / 112 Atk / 144 Def
IVs: 0 Spe

I love the way Forretress plays the lead role for my team. I like this ev spread because it gives just enough atk evs to pack a punch with gyro ball. On the first turn, it can either set up stealth rocks or gyro ball the quicker taunt leads for good damage like Aerodactyl, Deoxys-S, and Azelf. I chose earthquake because it also provides useful coverage against magnezone and other fire types. Rapid Spin is also very useful for my team because it is pretty weak to entry hazards in general. Although it gives many threatening fire types a possible free switch in, I can usually switch into my heatran, vaporeon, or even starmie to sponge a predicted fire move.


Starmie

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Ability: Natural Cure
Item: Choice Scarf
-Surf
-Ice Beam
-Thunderbolt
-Trick
Nature: Modest
EVs: 252 SpA / 252 Spe / 4 SpD

I freaking love Starmie. It's scarfed so it can take down speed boosted threats unexpectedly like Salamence and Gyarados. I chose surf for STAB over hydropump because getting locked into an attack that misses really really sucks. Ice beam is mainly for taking out dragons, and Tbolt is for Gyarados and even for finishing off some bulky waters who are already weakened. Trick is in the last spot to cripple special walls like Blissey and to even catch pokes that use calm mind and recovery moves off guard like Reuniclus and Sigiliyph. All in all, Starmie acts as a great revenge killer for my team and has outstanding coverage with its moves.


Heatran

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Ability: Flash Fire
Item: Leftovers
-Substitute
-Flamethrower
-Will-o-Wisp
-Roar
Nature: Calm
EVs: 252 Hp / 252 SpD / 4 SpA

Whenever I battle, I always end up playing around with Heatran the most. It's specially defensive, and can wittle the other team down with a burn. Players tend to switch in strong physical attackers with fighting moves and earthquake against my heatran, especially the latter since I don't carry the air balloon, so I almost always substitute on thier switch and proceed to burn it with Will-o-Wisp. I use roar for the last spot to rack up stealth rock damage and to phase anything that boosts their stats under a sub. Heatran is half of the "Celetran" combo on my team, and its very useful since celebi and heatran pretty much cover both of their weaknesses.


Celebi


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Ability: Natural Cure
Item: Leftovers
-Psychic
-Hp Fire
-Heal Bell
-Recover
Nature: Bold
EVs: 252 Hp / 76 Def / 180 SpD

I dislike it when people bash celebi for all of his weaknesses. Resistances to water, electric, ground, and fighting is sexy. I've fiddled around with Celebi's moveset for awhile now and I still don't think I have it right. But I really need the psychic move for my team in order to check Conkeldurr which could otherwise hurt my team quite a bit. Hp fire is in the second slot to counter Ferrothorn who could otherwise wall my celebi. I decided that certain statuses are too annoying for me (i.e. Paralyzed Heatran, poisoned Vaporeon) so i put heal bell on this thing, even though both celebi and starmie have natural cure. Oh, and recover just to be obnoxious.


Vaporeon
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Ability: Water Absorb
Item: Leftovers
-Scald
-Wish
-Protect
-Toxic
Nature: Bold
EVs: 252 Hp / 220 Def / 36 SpD

The water type in my fire/grass/water trio with celebi and heatran. I have a pretty big fire type weakness on this team so it is imperative that this thing sticks around. It's a standard wish support set and is very useful in toxic stalling things down to low hp like other bulky waters that might switch in to toxic me. Scald is an obnoxious move and can really change a whole game if I get the lucky burn. In case of grass or electric moves i switch to celebi or heatran. It can also take on Excadrill fairly well. Not much else to say, but I've found it to be very useful.

Lucario
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Ability: Inner Focus
Item: Life Orb
-Nasty Plot
-Vaccuum Wave
-Aura Sphere
-Shadow Ball
Nature: Modest
EVs: 252 SpA / 252 Spe / 4 SpD

I am so glad Lucario got Nasty Plot this gen. Stat boosting, life orbed, priority sweepers are my favorite. This guy fits the bill. I basically save him for late game and try to set up on something that can't touch him. Although I don't have a physical sweeper on this team, I figure a +2 aura sphere will be doing quite alot even to specially defensive pokemon, who seem to be less common than physical walls. Vaccuum wave is for priority which seems to be so important nowadays. Shadow ball is to hit ghosts and psychic types hard.

Problems:

-The one weakness my team faces is electric types, namely Thunderus. Celebi is the only poke that resists its STAB thunder in the rain.

-Excadrill can also be a problem if my vaporeon goes down early, since lucario's vaccuum wave + SR isn't quite enough to revenge kill the mole.

-Rotom-W can be a pain in the neck too, with its dual STAB water and electric moves that only celebi resists.



Thanks for reading and tell me what you think and what I should change!
 
Hey! This team looks pretty solid, but I can see a couple of things that could be altered to make it more so.

First off, you should consider playing around with Forretress' moveset a bit. It has both Spikes and Toxic Spikes, which can really help rack up residual damage, more so than Stealth Rocks. Without Toxic Spikes, Forretress is a bit like a poor man's Ferrothorn, so you should capitalize on Forretress' differences. I would forgo two attacking moves, as its main deal should just be to lay hazards. Earthquake hits more things for SE damage, but you get STAB with Gyro Ball, so its really up to preference. Because its main job is to lay hazards, I don't think there needs to be any attack investment. I would make it more Psychically defensive, with a 252 HP / 176 Def / 80 SpD spread.

Secondly, on Celebi, you should swap out Psychic for Giga Drain. Celebi appreciates a STAB attack that recovers damage at the same time, and you should be able to stop Conkeldurr after Spikes and Toxic damage without having to use Psychic. It will also help you against your Rotom-W weakness, as it won't appreciate the STAB Grass attacks.

Lastly, since you have Forretress setting down Toxic Spikes, you should consider replacing Toxic with Roar on your Vaporeon. It will help shuffle the opponent around further, racking up more damage. It will also stop anything from setting up on Vaporeon.

In Short:
  • Change Forretress to lay different hazards with a more defensive set
  • Switch Psychic with Giga Drain on Celebi
  • Switch Toxic with Roar on Vaporeon

Good luck with your team!
 
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