Standard OU with a bit of NU for surprise.
At a Glance:
Azelf
Jolteon
Smeargle
Vaporeon
Medicham
Salamence
(Azelf) @ Focus Sash
Ability: Levitate
EVs: 4 Atk/252 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Explosion
- Stealth Rock
- Taunt
- Psychic
---
This is really what I want to improve, because the rest of the team has proven solid. Stealth immediately, Psychic once or twice to kill the lead if possible, then switch. If there's something annoying I want to kill, switch it back in, Explode. A Speed boosting nature allows it to hit 361 Speed, which outruns anything less than 130 base without a Speed boosting nature of their own.
Jolteon (M) @ Leftovers
Ability: Volt Absorb
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Baton Pass
- Substitute
- Hidden Power [Ice]
- Thunderbolt
---
I usually send him in after Azelf dies. Instant Substitute then I proceed to kill anything slower. Gyarados, Hippowdon, Mence, Breloom, maybe Celebi or Kingdra. Often I kill one then get him out of there.
Smeargle (M) @ Shed Shell
Ability: Own Tempo
EVs: 4 HP/252 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Spore
- Acupressure
- Ingrain
- Baton Pass
---
Modified Pass support set. I prefer to come in on a Substitute from an eon because it equals a guaranteed Spore. Immediate Ingrain, then Acupressure a few times. Something like max EV'd STAB T-Bolt from Jolteon does 112%, which means short of an eon, Mence, Loom, Vile or any other big attacker, it doesn't go down easily.
Vaporeon (M) @ Leftovers
Ability: Water Absorb
EVs: 128 HP/252 Def/128 Spd
Calm nature (+SDef, -Atk)
- Baton Pass
- Aqua Ring
- Substitute
- Surf
---
Standard bulky water. Substitute to Ring to Pass at the least. Surf is Taunt protection and mops up (no pun intended) in late game to some extent.
Medicham (M) @ Choice Scarf
Ability: Pure Power
EVs: 4 HP/252 Atk/252 Spd
Lonely nature (+Atk, -Def)
- Hi Jump Kick
- Ice Punch
- Psycho Cut
- Thunderpunch
---
Physical sweeper which usually 2HKOs everything in OU. Since Blissey is usually a special wall, HJK will likely OHKO it. With 252 ev's Attack reaches 480, which kills Mence, Loom, Weavile if it can outspeed it, Gyara, T-Tar, anything you care to name not named Skarmory.
(Salamence) (M) @ Life Orb
Ability: Intimidate
EVs: 80 Atk/176 Spd/252 SAtk
Rash nature (+SAtk, -SDef)
- Brick Break
- Draco Meteor
- Fire Blast
- Roost
---
Here I want to know if the EV spread should be shifted to deal with the metagame *coughbreloomcough* w/o giving up the OHKO potential. Meteor likely kills Dra (I have yet to face one) if Rain Dance hasn't been set up. The rest is self-explanatory.
Threats List:
Suicune: Oh gud. He likes to come out late game, after Jolteon gets killed, which leaves me with Thunderpunch. And that might, might, might kill him. I don't believe it will work that many times, as he usually Minds a few times before I get the chance to bring Cham in.
Yanmega: Since I don't have a good Edger, the focus sash variant rips my team apart. Plain annoying.
Ninjask: See above, only it's faster.
Weavile: OH GOD TAUNT IT QUICK! If Azelf is down, it takes me one turn to switch Medicham in, another to use Hi Jump Kick, focus sash, +4 Shard sweep. Gahh.
Mamoswine: Not as bad as Weavile, because I can get Mence in fast enough to kill it before it starts sweeping. He's usually already in when they come out (right after the lead.)
Garchomp/Flygon/Dragonite/Rayquaza: HP Ice, pow pow pow pow pow. Go home.
DDMence: He usually outruns and OHKOs my MixMence, which is a real pain in the butt.
There we go.
At a Glance:
Azelf
Jolteon
Smeargle
Vaporeon
Medicham
Salamence
(Azelf) @ Focus Sash
Ability: Levitate
EVs: 4 Atk/252 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Explosion
- Stealth Rock
- Taunt
- Psychic
---
This is really what I want to improve, because the rest of the team has proven solid. Stealth immediately, Psychic once or twice to kill the lead if possible, then switch. If there's something annoying I want to kill, switch it back in, Explode. A Speed boosting nature allows it to hit 361 Speed, which outruns anything less than 130 base without a Speed boosting nature of their own.
Jolteon (M) @ Leftovers
Ability: Volt Absorb
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Baton Pass
- Substitute
- Hidden Power [Ice]
- Thunderbolt
---
I usually send him in after Azelf dies. Instant Substitute then I proceed to kill anything slower. Gyarados, Hippowdon, Mence, Breloom, maybe Celebi or Kingdra. Often I kill one then get him out of there.
Smeargle (M) @ Shed Shell
Ability: Own Tempo
EVs: 4 HP/252 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Spore
- Acupressure
- Ingrain
- Baton Pass
---
Modified Pass support set. I prefer to come in on a Substitute from an eon because it equals a guaranteed Spore. Immediate Ingrain, then Acupressure a few times. Something like max EV'd STAB T-Bolt from Jolteon does 112%, which means short of an eon, Mence, Loom, Vile or any other big attacker, it doesn't go down easily.
Vaporeon (M) @ Leftovers
Ability: Water Absorb
EVs: 128 HP/252 Def/128 Spd
Calm nature (+SDef, -Atk)
- Baton Pass
- Aqua Ring
- Substitute
- Surf
---
Standard bulky water. Substitute to Ring to Pass at the least. Surf is Taunt protection and mops up (no pun intended) in late game to some extent.
Medicham (M) @ Choice Scarf
Ability: Pure Power
EVs: 4 HP/252 Atk/252 Spd
Lonely nature (+Atk, -Def)
- Hi Jump Kick
- Ice Punch
- Psycho Cut
- Thunderpunch
---
Physical sweeper which usually 2HKOs everything in OU. Since Blissey is usually a special wall, HJK will likely OHKO it. With 252 ev's Attack reaches 480, which kills Mence, Loom, Weavile if it can outspeed it, Gyara, T-Tar, anything you care to name not named Skarmory.
(Salamence) (M) @ Life Orb
Ability: Intimidate
EVs: 80 Atk/176 Spd/252 SAtk
Rash nature (+SAtk, -SDef)
- Brick Break
- Draco Meteor
- Fire Blast
- Roost
---
Here I want to know if the EV spread should be shifted to deal with the metagame *coughbreloomcough* w/o giving up the OHKO potential. Meteor likely kills Dra (I have yet to face one) if Rain Dance hasn't been set up. The rest is self-explanatory.
Threats List:
Suicune: Oh gud. He likes to come out late game, after Jolteon gets killed, which leaves me with Thunderpunch. And that might, might, might kill him. I don't believe it will work that many times, as he usually Minds a few times before I get the chance to bring Cham in.
Yanmega: Since I don't have a good Edger, the focus sash variant rips my team apart. Plain annoying.
Ninjask: See above, only it's faster.
Weavile: OH GOD TAUNT IT QUICK! If Azelf is down, it takes me one turn to switch Medicham in, another to use Hi Jump Kick, focus sash, +4 Shard sweep. Gahh.
Mamoswine: Not as bad as Weavile, because I can get Mence in fast enough to kill it before it starts sweeping. He's usually already in when they come out (right after the lead.)
Garchomp/Flygon/Dragonite/Rayquaza: HP Ice, pow pow pow pow pow. Go home.
DDMence: He usually outruns and OHKOs my MixMence, which is a real pain in the butt.
There we go.