QueenOfLuvdiscs
Tier 3 Audino sub
Decided I'd get back into OU after playing UU for what seems like ages. This team is basically taking past UU Pokemon and throwing them all together to form to HO team. (Hyper Offense is becoming my favourite playstyle atm).
So here's the team:
Gardevoir @ Gardevoirite
Ability: Trace
EVs: 216 Spd / 252 SAtk / 40 HP
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Taunt
- Focus Blast
Hyper Voice and Psyshock are standard on MegaGardevoir, giving her so much offensive pressure with mer massive special attack stat. 216 speed EVs make her able to outspeed Smeargle and Taunt it before it can do it's usually shenanigans and Taunt also helps me deal with Stal. Focus Blast is used for coverage and hit Steel-types that wall it usually. I have 0 atk IVs because it doesn't need it + it mitigates Foul Play damage
Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 252 Spd / 4 HP / 252 Atk
Jolly Nature
- Stealth Rock
- Sticky Web
- Spore
- Explosion
The standard set on Smeargle this gen. Stealth Rock and Sticky Web are all the hazards you need, and it most situations you'll get both up. Spore may not be as good this gen with Grass-types and Overcoat getting immunity to powder moves, but this should always be used over Dark Void as the chance to miss isn't worth it. The point of Explosion is to (hopefully) prevent your opponent from Defog/Spinning the hazards, then hopefully putting enough pressure on your opponent to keep then there.
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Knock Off
- Sucker Punch
- Iron Head
- Swords Dance
Bisharp got a massive indirect boost this gen; being able to get a +2 free when Defog is used, Steel no longer resisting Dark and Knock Off becoming a viable move. With it's massive attack stat and priority in the form of Sucker Punch, it provides great offensive pressure. Going back to Defog, your opponent has to be careful when they decide to go for it, as the free +2 could do even more damage than what the hazards do.
Keldeo @ Choice Specs
Ability: Justified
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
IVs: 0 Atk/ 30 Def
- Hydro Pump
- Scald
- Secret Sword
-Hidden Power [Ice] Icy Wind
Specs Keldeo is such a monster. Hydro Pump is your main attack and will dent anything. Secret Sword hits on the physical side and lets it hit special walls for massive damage. Scald is used over Surf as the burn chance is worth it + Keldeo is used to dent more than sweep.HP Ice for the Dragons and Grass types in the tier. Icy Wind is definitely the better option here, my bad. Again, 0 atk IVs as it doesn't need them.
Zygarde @ Leftovers
Ability: Aura Break
EVs: 48 Atk /224 220 SDef / 44 Spd / 240 HP
Careful Nature
- Substitute
- Coil
- Earthquake
- Extreme Speed
The set that got it banned from UU. SubCoil Zygarde was such a massive then, and it's still a giant threat now. Earthquake is it's main move you go for when possible and after a couple boosts it quickly becomes very powerful even with 0 initial input. I chose to not run any Dragon-type moves as it's only options are really Outrage and Dragon Tail which you don't wanna get locked into or go last respectively and Extreme Speed allows you to out prioritise moves like Sucker Punch and Gale Wings Brave Bird.The speed investment allows to just outspeed base 100s w/ no investment which can really help. Decided in it the end, that speed wasn't really making a difference, so just threw it into it's Attack stat instead.
Kyurem-Black @Expert Belt Leftovers
Ability: Teravolt
EVs:252 Spd / 4 Atk / 252 SAtk 236 Spd / 216 SAtk / 56 HP
Rash Nature
- Ice Beam
- Earth Power
- Fusion Bolt
-Dragon Claw Substitute
The beast that is Kyurem is used to purely wallbreak again and gets around stuff Sturdy and Thick Fat, whilst also providing powerful Ice STAB for the team. Kyurem-B is underlooked in my opinion and the mixed set provides great offensive pressure.I did try the Sub set but I think going all out attacking with it is just better for me. I even threw a Choice Scarf on it initially, but I found that late game, it messed me about, so I went with Expert Belt so you can feign that, then surprise your opponent when you change up moves later. The set has completely changed now. I've adapted the common Sub set to fit what I need. 56 HP Evs give it 405HP, so 101 subs + odd number; 236 Speed EVs give it 285, so ouspeeding base +ve 80s, the the rest just gets invested into Special Attack
So here's the team guys; it's very Fairy-weak once Bisharp goes down, but apart from that. I think it's quite solid, so let me know what you guys think and try it out for yourself :]
So here's the team:
Gardevoir @ Gardevoirite
Ability: Trace
EVs: 216 Spd / 252 SAtk / 40 HP
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Taunt
- Focus Blast
Hyper Voice and Psyshock are standard on MegaGardevoir, giving her so much offensive pressure with mer massive special attack stat. 216 speed EVs make her able to outspeed Smeargle and Taunt it before it can do it's usually shenanigans and Taunt also helps me deal with Stal. Focus Blast is used for coverage and hit Steel-types that wall it usually. I have 0 atk IVs because it doesn't need it + it mitigates Foul Play damage
Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 252 Spd / 4 HP / 252 Atk
Jolly Nature
- Stealth Rock
- Sticky Web
- Spore
- Explosion
The standard set on Smeargle this gen. Stealth Rock and Sticky Web are all the hazards you need, and it most situations you'll get both up. Spore may not be as good this gen with Grass-types and Overcoat getting immunity to powder moves, but this should always be used over Dark Void as the chance to miss isn't worth it. The point of Explosion is to (hopefully) prevent your opponent from Defog/Spinning the hazards, then hopefully putting enough pressure on your opponent to keep then there.
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Knock Off
- Sucker Punch
- Iron Head
- Swords Dance
Bisharp got a massive indirect boost this gen; being able to get a +2 free when Defog is used, Steel no longer resisting Dark and Knock Off becoming a viable move. With it's massive attack stat and priority in the form of Sucker Punch, it provides great offensive pressure. Going back to Defog, your opponent has to be careful when they decide to go for it, as the free +2 could do even more damage than what the hazards do.
Keldeo @ Choice Specs
Ability: Justified
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Secret Sword
-
Specs Keldeo is such a monster. Hydro Pump is your main attack and will dent anything. Secret Sword hits on the physical side and lets it hit special walls for massive damage. Scald is used over Surf as the burn chance is worth it + Keldeo is used to dent more than sweep.
Zygarde @ Leftovers
Ability: Aura Break
EVs: 48 Atk /
Careful Nature
- Substitute
- Coil
- Earthquake
- Extreme Speed
The set that got it banned from UU. SubCoil Zygarde was such a massive then, and it's still a giant threat now. Earthquake is it's main move you go for when possible and after a couple boosts it quickly becomes very powerful even with 0 initial input. I chose to not run any Dragon-type moves as it's only options are really Outrage and Dragon Tail which you don't wanna get locked into or go last respectively and Extreme Speed allows you to out prioritise moves like Sucker Punch and Gale Wings Brave Bird.
Kyurem-Black @
Ability: Teravolt
EVs:
Rash Nature
- Ice Beam
- Earth Power
- Fusion Bolt
-
The beast that is Kyurem is used to purely wallbreak again and gets around stuff Sturdy and Thick Fat, whilst also providing powerful Ice STAB for the team. Kyurem-B is underlooked in my opinion and the mixed set provides great offensive pressure.
So here's the team guys; it's very Fairy-weak once Bisharp goes down, but apart from that. I think it's quite solid, so let me know what you guys think and try it out for yourself :]
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