Yo, I've been made fun of not having a water resist or using supposedly "unviable" pokes like regular Aerodactyl and Gengar, so I kinda wanna test an "improved" version of my team, what changes do you guys think would made it better?
Terry (Aerodactyl) (M) @ Focus Sash
Ability: Pressure
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Stone Edge
- Earthquake
I find it a very efficient lead to set up SR and prevent the enemy to do so with taunt, Aero at least grabs some momentum in every battle in one way or another, since my team is hyper offence, even defoging it has its consequences, somehow this thing also has a lot of synergy with Talonflame and Scizor taking in consideration they can make the opposing Lopunny or Landorus a liability, the only time I don't send my obvious lead first is against Sableye, I use Gengar for that thing.
Kazooie (Talonflame) (F) @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Will-O-Wisp
- Roost
- Flare Blitz
Jolly Talonflame is the bane of a lot of things in the metagame, including other Talonflames, this set is very versatile and somehow it doesn't lack power at all, as a plus it's also fast enough to outspeed scarf Magnezone using flareblitz and move before several priority moves including Weavile's ice shard and for some reason, Bisharp never sees Flareblitz coming, I kid you not, I fainted heatrans with this thing.
Banjo (Tyranitar) (M) @ Smooth Rock
Ability: Sand Stream
EVs: 176 HP / 252 SpA / 80 Spe
Modest Nature
- Earth Power
- Ice Beam
- Thunderbolt
- Hidden Power [Grass]
This is a support most of all, to bring 8 precious turns of sand, the reason it has the EVs of a special tank is because it fits both, with the meta and my team, being able to take on some would-be checks for my entire team like Skarmory, Tangrowth and most importantly Quagsire (Yes, I'm very serious with the HP Grass) this ttar has never really dissapointed me.
Jinjo (Scizor) (M) @ Scizorite
Ability: Light Metal
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 7 SpA
- Bullet Punch
- Knock Off
- Superpower
- Swords Dance
The second "carry" of my team is a rather unused Offensive Mega Scizor set with 3 attacks and SD, this thing eats the metagame and sometimes can win a game by itself, no mention it often outspeeds and OKHOes Heatran and Volcanion, too bad most of the time it dies taking out a Rotom-W, Scizor and Excadrill have synergy in that they can deal with each other's checks and counters.
Lord Woo Fak Fak (Gengar) (M) @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Focus Blast
- Substitute
- Sludge Wave
The only ghost of OU and the eternal OU poke, it's main use is to spinblock but it can completely devastate the OU metagame with shadow ball, caughting the enemy off guard Gengar can basically take over 3 pokes sometimes before going down, really no Idea if I could replace it, hileriously enough, it's secondary role is being used as a sacrifice to gain momentum, and that wins games.
Bottles (Excadrill) (M) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Iron Head
- Earthquake
- Rock Slide
- Swords Dance
The main "star" of the team is a non rapid spin Adamant Excadrill, its offensive power with life orb and boosted speed in sand are alone BEYOND Uber in power, it' amusing to me how people use the sand rush rapid spin Exca as support for some weakling like Charizard instead of sweeping with itself, it has VERY few checks and my team basically revolves around dealing with them before Exca can in some cases, turn a 1-5 into a 1-0, this thing should be suspected in my opinion but whatever, it's really OP.
In case it isn't obvious, it's a Hyper Offence sand with 3 wincons in Excadrill, Scizor or Talonflame.
Terry (Aerodactyl) (M) @ Focus Sash
Ability: Pressure
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Stone Edge
- Earthquake
I find it a very efficient lead to set up SR and prevent the enemy to do so with taunt, Aero at least grabs some momentum in every battle in one way or another, since my team is hyper offence, even defoging it has its consequences, somehow this thing also has a lot of synergy with Talonflame and Scizor taking in consideration they can make the opposing Lopunny or Landorus a liability, the only time I don't send my obvious lead first is against Sableye, I use Gengar for that thing.
Kazooie (Talonflame) (F) @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Will-O-Wisp
- Roost
- Flare Blitz
Jolly Talonflame is the bane of a lot of things in the metagame, including other Talonflames, this set is very versatile and somehow it doesn't lack power at all, as a plus it's also fast enough to outspeed scarf Magnezone using flareblitz and move before several priority moves including Weavile's ice shard and for some reason, Bisharp never sees Flareblitz coming, I kid you not, I fainted heatrans with this thing.
Banjo (Tyranitar) (M) @ Smooth Rock
Ability: Sand Stream
EVs: 176 HP / 252 SpA / 80 Spe
Modest Nature
- Earth Power
- Ice Beam
- Thunderbolt
- Hidden Power [Grass]
This is a support most of all, to bring 8 precious turns of sand, the reason it has the EVs of a special tank is because it fits both, with the meta and my team, being able to take on some would-be checks for my entire team like Skarmory, Tangrowth and most importantly Quagsire (Yes, I'm very serious with the HP Grass) this ttar has never really dissapointed me.
Jinjo (Scizor) (M) @ Scizorite
Ability: Light Metal
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 7 SpA
- Bullet Punch
- Knock Off
- Superpower
- Swords Dance
The second "carry" of my team is a rather unused Offensive Mega Scizor set with 3 attacks and SD, this thing eats the metagame and sometimes can win a game by itself, no mention it often outspeeds and OKHOes Heatran and Volcanion, too bad most of the time it dies taking out a Rotom-W, Scizor and Excadrill have synergy in that they can deal with each other's checks and counters.
Lord Woo Fak Fak (Gengar) (M) @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Focus Blast
- Substitute
- Sludge Wave
The only ghost of OU and the eternal OU poke, it's main use is to spinblock but it can completely devastate the OU metagame with shadow ball, caughting the enemy off guard Gengar can basically take over 3 pokes sometimes before going down, really no Idea if I could replace it, hileriously enough, it's secondary role is being used as a sacrifice to gain momentum, and that wins games.
Bottles (Excadrill) (M) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Iron Head
- Earthquake
- Rock Slide
- Swords Dance
The main "star" of the team is a non rapid spin Adamant Excadrill, its offensive power with life orb and boosted speed in sand are alone BEYOND Uber in power, it' amusing to me how people use the sand rush rapid spin Exca as support for some weakling like Charizard instead of sweeping with itself, it has VERY few checks and my team basically revolves around dealing with them before Exca can in some cases, turn a 1-5 into a 1-0, this thing should be suspected in my opinion but whatever, it's really OP.
In case it isn't obvious, it's a Hyper Offence sand with 3 wincons in Excadrill, Scizor or Talonflame.
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