I modeled this team after an Uber team I'd previously used to great success, this OU version took me to 1491 on the ladder. But as with every team I've built, I think it could use some improvement.
THE TEAM:
Tapu Lele @ Terrain Extender
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Psychic
- Moonblast
- Nature's Madness
Lele provides the mandatory Psychic Terrain support for the main wallbreaker, which will be detailed later. A Terrain Extender is used to guarantee 8 turns of psy-terrain, giving me more time to work with (and allowing lele to stay on the field if she needs to, without wasting too many turns of terrain). The moveset is used to prevent most opposing entry hazard leads with Taunt, Psychic and Moonblast are just useful attacking moves, and Nature's Madness in tandem with Taunt allows me to stop Chansey in its tracks. The EVs and Nature allow for speedy Taunts and maximum power with Psychic and Moonblast. This Lele is used mostly as a team supporter, in addition to being a good Chansey check.
Alakazam-Mega @ Alakazite
Ability: Trace
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Focus Blast
- Energy Ball
This is the team's main wallbreaker. Psychic is the obvious main attacking move, Shadow Ball is for opposing psychics (especially Victini, which can otherwise sponge this set's attacks), Focus Blast covers ferrothorn, tyranitar and other Steel and Dark types, and Energy Ball is used both to counter rain teams with Trace, and as a safer answer to Ash-Greninja than Focus Miss. Magic Guard is the pre-mega ability to prevent entry hazard damage. With Alakazam's excellent speed, sky-high SpAtk, and immunity to priority under psychic terrain, the only thing left to worry about is Choice Scarf users. This necessitates some Speed Control, which will be mentioned later.
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 52 Def / 76 SpD / 136 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Toxic
- Roost
This Defensive Gliscor is the first part of the team's hazard core. Stealth Rock is self-explanatory, Earthquake does decent damage and prevents Gliscor from being 100% useless when Taunted, Roost provides recovery in tandem with Poison Heal and allows multiple Stealth Rock opportunities throughout the match, and Toxic cripples switch-ins, making them much easier to deal with later. U-turn is also viable instead of Toxic, but the ability to put any switch-in on a timer is greatly appreciated.
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
- Discharge
- Roost
- Heat Wave
- Defog
This is the other part of the hazard core, chosen mostly because of its good defensive typing and solid bulk. Discharge is used as the main attacking move, with its nifty 30% paralysis rate. Heat Wave covers ferrothorn and a good amount of other electric resists. Defog completes the hazard core with Gliscor's Stealth Rock, and Roost provides longevity and thus multiple opportunities for hazard removal. Pressure is chosen as the ability over Static, since I'd rather rely on Discharge for paralysis and Pressure allows me to PP stall in certain situations.
Greninja @ Choice Scarf
Ability: Protean
EVs: 176 Atk / 80 SpA / 252 Spe
Hasty Nature
- U-turn
- Ice Beam
- Rock Slide
- Low Kick
Here's the aforementioned speed control. U-turn is just a good move, allowing some pivoting and dispatching any opposing Mega Alakazam. Ice Beam removes Landorus and Garchomp, and does good damage to Zapdos etc. Rock Slide shreds volcarona and charizard Y, and allows greninja to revenge kill Gyarados. Low Kick is for Tyranitar (Specially defensive variants of which can be an issue), and also hits Heatran the hardest out of any move on the set. The EVs are normal for a scarf greninja, guaranteeing the OHKO on kartana with Ice Beam. This is mostly here to dispatch opposing scarfers/setup sweepers, allowing Alakazam to clean up under psychic terrain with few worries.
Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Toxic
- Wish
- Soft-Boiled
- Seismic Toss
The pink blob is chosen as the team's special wall/Ash-greninja counter, as well as a decent Wish-passer. Wish is used over Heal Bell to keep Lele and Alakazam healthy, especially Lele since she lacks recovery and needs to stay alive to keep providing terrain support. Toxic is... well... Toxic, Soft-Boiled provides reliable recovery, and Seismic Toss chips away at the health of whatever I'm stalling. I may consider using Heal Bell over Wish at some point, but currently I'm running Wish. There's nothing too unique about the EV spread here.
And that's about it. What notable improvements could be made here?
THE TEAM:
Tapu Lele @ Terrain Extender
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Psychic
- Moonblast
- Nature's Madness
Lele provides the mandatory Psychic Terrain support for the main wallbreaker, which will be detailed later. A Terrain Extender is used to guarantee 8 turns of psy-terrain, giving me more time to work with (and allowing lele to stay on the field if she needs to, without wasting too many turns of terrain). The moveset is used to prevent most opposing entry hazard leads with Taunt, Psychic and Moonblast are just useful attacking moves, and Nature's Madness in tandem with Taunt allows me to stop Chansey in its tracks. The EVs and Nature allow for speedy Taunts and maximum power with Psychic and Moonblast. This Lele is used mostly as a team supporter, in addition to being a good Chansey check.
Alakazam-Mega @ Alakazite
Ability: Trace
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Focus Blast
- Energy Ball
This is the team's main wallbreaker. Psychic is the obvious main attacking move, Shadow Ball is for opposing psychics (especially Victini, which can otherwise sponge this set's attacks), Focus Blast covers ferrothorn, tyranitar and other Steel and Dark types, and Energy Ball is used both to counter rain teams with Trace, and as a safer answer to Ash-Greninja than Focus Miss. Magic Guard is the pre-mega ability to prevent entry hazard damage. With Alakazam's excellent speed, sky-high SpAtk, and immunity to priority under psychic terrain, the only thing left to worry about is Choice Scarf users. This necessitates some Speed Control, which will be mentioned later.
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 52 Def / 76 SpD / 136 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Toxic
- Roost
This Defensive Gliscor is the first part of the team's hazard core. Stealth Rock is self-explanatory, Earthquake does decent damage and prevents Gliscor from being 100% useless when Taunted, Roost provides recovery in tandem with Poison Heal and allows multiple Stealth Rock opportunities throughout the match, and Toxic cripples switch-ins, making them much easier to deal with later. U-turn is also viable instead of Toxic, but the ability to put any switch-in on a timer is greatly appreciated.
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
- Discharge
- Roost
- Heat Wave
- Defog
This is the other part of the hazard core, chosen mostly because of its good defensive typing and solid bulk. Discharge is used as the main attacking move, with its nifty 30% paralysis rate. Heat Wave covers ferrothorn and a good amount of other electric resists. Defog completes the hazard core with Gliscor's Stealth Rock, and Roost provides longevity and thus multiple opportunities for hazard removal. Pressure is chosen as the ability over Static, since I'd rather rely on Discharge for paralysis and Pressure allows me to PP stall in certain situations.
Greninja @ Choice Scarf
Ability: Protean
EVs: 176 Atk / 80 SpA / 252 Spe
Hasty Nature
- U-turn
- Ice Beam
- Rock Slide
- Low Kick
Here's the aforementioned speed control. U-turn is just a good move, allowing some pivoting and dispatching any opposing Mega Alakazam. Ice Beam removes Landorus and Garchomp, and does good damage to Zapdos etc. Rock Slide shreds volcarona and charizard Y, and allows greninja to revenge kill Gyarados. Low Kick is for Tyranitar (Specially defensive variants of which can be an issue), and also hits Heatran the hardest out of any move on the set. The EVs are normal for a scarf greninja, guaranteeing the OHKO on kartana with Ice Beam. This is mostly here to dispatch opposing scarfers/setup sweepers, allowing Alakazam to clean up under psychic terrain with few worries.
Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Toxic
- Wish
- Soft-Boiled
- Seismic Toss
The pink blob is chosen as the team's special wall/Ash-greninja counter, as well as a decent Wish-passer. Wish is used over Heal Bell to keep Lele and Alakazam healthy, especially Lele since she lacks recovery and needs to stay alive to keep providing terrain support. Toxic is... well... Toxic, Soft-Boiled provides reliable recovery, and Seismic Toss chips away at the health of whatever I'm stalling. I may consider using Heal Bell over Wish at some point, but currently I'm running Wish. There's nothing too unique about the EV spread here.
And that's about it. What notable improvements could be made here?