I hate thinking of names.

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~Introduction~

Ohaidere Smogon!! I've joined the community recently and I've been looking at the analysis pages and a few RMT's. At first I was completely lost with all the competitive terms but I'm getting to that point in my thoughts when I think I can just about make an RMT :D So I decided to build my team around one of the most popular OU leads in the metagame - Deoxys-S. Now let's get into the in depth.

In-Depth
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Usain (Deoxys-S) @ Focus Sash
Trait: Pressure
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature (+Spe, -SAtk)
- Stealth Rock
- Spikes
- Taunt
- Superpower
So the idea behind my Deo-S lead is pretty simple. Taunt first to stop any hazards going up, then proceed to set up my own hazards which will net some important OHKOs for my sweepers. Superpower is there so that Deo doesn't get completely shut down by Taunt. After it has fulfilled it's purpose, I usually Superpower until it dies to give one of my other Pokes a free switch. Also it should be noted that I don't lead with it 100% of the time. Team Preview turns out to be a mixed blessing in that I can choose which Pokemon lead depending on what I think the opponent will pick. The EV spread and nature are standard suicide lead, maxing out speed and HP being key. Focus Sash guarantees at least two layers of entry hazards.
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Hellhound (Houndoom) @ Life Orb
Trait: Flash Fire
EVs: 4 Atk / 252 SAtk / 252 Spe
Hasty Nature (+Spe, -Def)
- Fire Blast
- Dark Pulse
- Hidden Power [Grass]
- Pursuit
Houndoom is really important for this team as it packs strong Fire and Dark moves which are so very important in Today's metagame. Fire Blast and Dark Pulse are the most powerful STAB moves that Houndoom learns and with a very nice SAtk of 110 they will be sure to pack a punch. HP Grass is also included so that it doesn't find itself downright lost when put up against Water types. Pursuit is to hit those Pokemon that switch immediately after Houndoom arrives on the field. The EV spread is not complicated just the standard Special sweeper get-up with the last four EV's in Atk to give Pursuit a lil' boost. Houndoom is very important as it also supports Haxorus in that it can take out common priority users such as Weavile, Scizor and the odd Mamoswine. Hasty is probably the best nature for Houndoom as it maximizes Speed without hurting the power of any of it's moves. If the opponents team is really one-sided and packs a lot of Pokemon that check Houndoom, it can function as a simple lategame sweeper just finishing off the leftover Pokemon that haven't been impaled by Spikes and Stealth Rock.
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Hax'R'Us (Haxorus) @ Life Orb
Trait: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature (+Atk, -SAtk)
- Dragon Dance
- Outrage
- Earthquake
- Brick Break
Haxorus plays the role of sweeper on the physical side of things. And very well too. After one or two DD's it is capable of sweeping entire teams. Outrage and Earthquake have great synergy together and hit every Pokemon in the metagame bar Skarmory for neutral damage. It seems that Game Freak decided to put an fantastic ability on a fantastic Pokemon and what's better is that it compliments so well. Mold Breaker negates the other Pokemon's ability which means those pesky Levitaters that are normally to Earthquake can hide no longer. Brick Break is just to deal out some neutral damage to Skarmory and the other common Steel types that lurk OU such as Bronzong, Ferrothorn and Forretress and deal super-effective damage to a number of commonplace OU Pokes. I should note that the only reason I picked Haxorus over Salamence is because of Salamence's quad-weakness to the extremely common Ice Beam. EV's and Nature are again simple, just complimenting the moveset and pretty much standard Phys-Sweeper. This monster is effectively the raw2 powerhouse of the team.

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iGotSwag(Tentacruel) @ Leftovers
Trait: Liquid Ooze
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature (+Def, -Atk)
- Scald
- Ice Beam
- Protect
- Rapid Spin

Tentacruel is nifty utility Pokemon and a nice Physical wall. I figured that since most attacks which would be fired at it would be Physical, I might as well try and give them a little surprise. Scald is a great move to have on my particular set since it has a nice burn rate to cripple Physical attackers. Ice Beam is there to inflict super-effective damage to a number of Pokemon. The last two slots are mainly fillers but I chose them for very distinct reasons. Protect gives me an opportunity to scout for any surprise moves whilst Rapid Spin comes in handy when the oponent tries to set 'em up later in the match. The HP and Defense EV's mean that Tentacruel won't be OHKO'd by a ThunderPunch. Leftovers provide steady recovery. Liquid Ooze was again put in for a distinct reason. Giga Drain. Rather than using Tentacruel for HP recovery, the opposing Drainer will find themselves in deep trouble.

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Missy (Mismagius) @ Leftovers
Trait: Levitate
EVs: 252 HP / 4 SAtk / 252 Spe
Timid Nature (+Spe, -Atk)
- Will-O-Wisp
- Taunt
- Pain Split
- Shadow Ball
Mismagius is quite possibly my favourite Pokemon. Ever. It functions as my main Stallbreaker and also Spinblocker. In terms of movesets, this Mismagius isn't too hard to figure out. Will-O-Wisp is a surefire way of stopping Physical Sweepers, especially Scrafty, from getting the 6-0. Taunt stops any status inflicters dead. Pain Split, is an incredibly under-rated move, especially since it can be used to put a stop to Blissey/Chansey and many other bulky walls. Shadow Ball is included so that Mismagius isn't complete taunt-bait. One of my favourite things about this Pokemon is it's incredibly useful set of resistances and those three key immunities. It means that it can safely switch in and start to do it's work. EV's and Nature aren't complicated, just maximizing HP and Speed. One of the reasons I picked Mismagius rather than one of her other Ghost-type cousins is because of her great synergy with the other Pokemon on my team. With the switches caused by Will-O-Wisp, my entry hazards will rack up serious damage and Rapid Spin is out of the question since Mismagius is a Ghost-type. The main reason I chose Missy over Chandelure is because of typing issues, Chandy's frailty and the fact that Houndoom was already my chief Special Sweeper.

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Reggie (Registeel) @ Leftovers
Trait: Clear Body
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature (+SDef, -SAtk)
- Iron Head
- Ice Punch
- Toxic
- Explosion

Registeel is my straightforward Special wall. It packs Iron Head which has a nifty flinch rate. With that, it has Ice Punch to take out any Ground types that may seem to be a sure counter. Toxic is for stall purposes and to graually wear down anything. Explosion is my last resort which is only to be used when I am sure that I won't survive another turn. EV's are standard Special wall and a Careful nature boosts that. However, beyond that, Registeel also serves a hidden purpose. It is a lure for any strong Fire-type to come in and roast it but on the next turn, I could switch in to Houndoom and completely go to town on it.

Finishing Note
And that is my team! Finally I'd like to ask that you do not go easy or hold back any negative feedback because this is my first RMT. I came here to learn and improve, not to be treated like a puppy. Anyway, thanks for taking the time to read this and I hope to read your responses.

~ART3Y
 
you're going to have a hell of a time beating something like multiple attack heatran - i have two suggestions to fix this:

1.) change tentacruel to starmie with recover rapid spin surf ice beam - your tentacruel really isn't doing too much - its not setting up toxic spikes, its not walling much and what it does wall - starmie does better because it doesnt have to risk the chance of ground-type attacks. starmie handles things like lo tornadus, infernape, heatran, and terrakion much better because of its speed - and with the offensive nature of your team, i dont see any reason to bring something like tentacruel which slows down the pace

2.) change registeel to sd lucario - having a bulky wall like him is never bad but hes not really abusing the entry hazards and like tentacruel before him, hes slowing the team down - by switching to sd lucario, you add a pokemon that thrives on entry hazards and still lures in fire-type attacks for houndoom. this comes with an increased benefit of being able to handle things i mentioned before like heatran and gives you a much appreciate priority attack for faster threats. i think i would run a set of ice punch/sd/close combat/extremespeed - houndoom is already doing the grunt work of pursuiting ghost-types and ice punch provides extra coverage against dd dnite (who you cant allow to set up)

those 2 changes should increase the tempo of the team and allow you to play at a better offensive pace instead of slowing down when those 2 hit the field.
 
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