Light of the Ocean (OU RMT)

lanturn.png
Light of the Ocean
lanturn.png


Introduction
Welcome to my newest RMT! I’ve been a competitive battler for almost a year now and have had a lot of fun battling. Unfortunately, due to recent personal events, I have fallen out of the competitive scene for a month or two, but I’ve been getting back into it now for the past few weeks. And what a great time for me to do so, with the recent implementation of new HG/SS moves on the server. This should be interesting for you and me alike. So sit back, relax, and rate!

The Origins
This team is a brand new one of mine, being made just a week or so ago. With my recent return to battling after a short hiatus, I was pleased and excited to see the new tutor moves of HG/SS. There has been so much hype about Head Smash Aggron, and I wanted to try out a less mentioned new tutor move for a Pokemon. As you can probably guess from the title, the one I went with was Heal Bell Lanturn. I went with it and decided to build a team around it, and the rest of them came in from there.

The Team's Play Style
Originally, I tried to make this a Stall team. I had never used one before, and I often see people on the forums singing its praises. I had a very solid Stall team going. This was the point when I realized why I hadn’t used a Stall team before: It’s incredibly tedious and boring. I scrapped that team, save for two Pokemon, and started from almost scratch. Now, my team is pretty high offense, but I still have a few members that can take a hit.

The Team

Team at a Glance
482.png
472_gliscor_1_m.png
lanturn.png
dpmfa429.png
430_honchkrow_1_m.png
385.png




The Lead

azelf.png

Azelf @ Focus sash
Levitate
Naive nature (+Spe, -SpDef)
4 Atk/252 SpAtk/252 Spe
~Psychic
~Flamethrower
~Stealth Rock
~Explosion

Azelf is the top lead in OU for a reason. It’s good at what it does. Azelf just about always gets Rocks up. Azelf is one of my team’s most important members, because my sweepers love for the enemy to have residual damage. Often, Azelf can be a real asset to me later in the match, so I usually tend not to let it die right away, because it can always take out some threats later with its great Special Attack and Speed.

Moveset
Psychic: Azelf’s powerful STAB move. It may not have the best coverage in the world, but it’s worth keeping for the extra power.
Flamethrower: I chose Flamethrower over Fire Blast, because I am a fairly strong proponent of Accuracy over power. The extra power of Fire Blast doesn’t do a bit of good when you can’t hit the opponent.
Stealth Rock: As I said earlier, my sweepers love residual damage. This move is pretty self-explanatory, so it really isn’t worth a long description.
Explosion: When Azelf has done its job, and I don’t feel it will be of much use later in the match, I use this to get some heavy damage on whatever I can.

Synergy
Bug Attacks go to- Rotom-C, if Special, or Gliscor, if Physical
Dark Attacks go to- Honchkrow
Ghost Attacks go to- Honchkrow

Against the Top Ten Standard Leads, as of August 2009

1. Azelf: First, I hope it doesn’t carry Taunt. Next, I’ll set up Stealth Rock. If it set up Stealth Rock, I’ll switch to a counter. If it attacks, I’ll either switch or Explode, depending on how much health I have remaining. It’s generally a tie between us, because we will be exactly the same.

2. Metagross: Usually, I will use Flamethrower on the first two turns, no matter what he does. Usually, the opponent set up Rocks first, giving me a chance to kill it. Works out even better if the opponent opts not to carry Bullet Punch. Usually, Azelf comes out on top for me.

3. Jirachi: A more problematic opponent than Metagross, because sometimes they decide to Trick a Scarf onto me. I’ll usually Flamethrower first, because I don’t want to be locked into SR if I get Tricked. If I don’t get flinched by Iron Head, Flamethrower will do heavy damage to it. Again, after everything, Azelf usually comes out on top.

4. Aerodactyl: Every Aero lead I have ever faced has Taunted on the first turn. Therefore, I predict and use Psychic continually until it dies, which is usually after just two hits. Azelf wins this matchup almost every time.

5. Swampert: On the first turn, I’ll SR as he does the same. Then, I switch to the appropriate counter.

6. Infernape: One of the two Top Ten leads that I don’t have a surefire strategy for. Sometimes I see Fake Out coming and just switch to the counter right away. Sometimes, I’ll stay in and Psychic on turn two, hoping he sets up SR. If this happens, I’ll usually come out of it ahead.

7. Ninjask: Very much a non-issue, mainly because I don’t see them at all. I just need to predict when he will Protect, and SR that turn. Otherwise, I’ll Flamethrower it to a crisp.

8. Roserade: I’ll Psychic on turn one, and if Sleep Powder hits I’ll switch on turn two. If it misses, I kill it and win the matchup.

9. Smeargle: Definitely the most unpredictable Top Ten lead. I generally go for SR first and absorb the sleep, so my counter doesn’t have to. Luckily, I don’t see them much.

10. Hippowdon: I’ll set up Rocks on the first turn and proceed to Psychic from there on out. Not much of a problem because of my immunity to EQ and the heavy damage it takes from Psychic.

The Physical Tank

gliscor.png

Gliscor @ Leftovers
Hyper Cutter
Jolly nature (+Spe, -SpA)
252 HP/40 Atk/216 Spe
~Swords Dance
~Earthquake
~Stone Edge
~Roost

Ahhh, Gliscor. This is my go-to guy for most physical threats. I chose this variation of Gliscor because, I felt, this was the one that had the best balance between offense and defense. Hyper Cutter ensures that he can always attack with full power. Gliscor is my Lucario counter as well. The Speed is enough to outrun all of the most common forms of Lucario, only losing to the rare AgiliLuc and ScarfLuc. The Attack EV’s allow it to KO Lucario as well. Not only that, but Gliscor has great synergy with some of the other Pokemon.

Moveset
Swords Dance: Allows Gliscor to raise it’s Attack (obviously). It can allow Gliscor to become a potent physical sweeper if the need were to arise.
Earthquake: A great STAB move, and just a good move to have in general. It also allow for a clean KO on Lucario.
Stone Edge: Stone Edge allows me to hit hard Flying types who are immune to Earthquake. It’s got great power, but I’m not a fan of the Accuracy or PP. I am contemplating replacing it with Aerial Ace for secondary STAB. Feel free to state your opinions on this issue.
Roost: Gliscor takes a lot of beatings from repeated physical attacks and this helps deal with the problem. It also helps ameliorate his Ice weakness, if only temporarily.

Synergy
Ice Attacks go to- Lanturn or Jirachi
Water Attacks go to- Lanturn

The Unexpected Supporter

lanturn.png

Lanturn @ Leftovers
Volt Absorb
Calm nature (+SpDef, -Atk)
40 HP/192 SpAtk/240 SpDef/36 Spe
~Surf
~Discharge
~Ice Beam
~Heal Bell

This is the entire reason that I have made this team. This thing has some fantastic resistance/immunities. A lot of people say that Lanturn is cool, but its stats aren’t good enough for use in OU. I, personally, think that his resistances and immunities more than make up for his mostly sub-par stats. It has resistances to Fire, Ice, Water and an immunity to Electric, which are four of the most common Special Attacking types. It also resists Flying, which isn’t as prominent an attacking type, but is useful in some cases, and has a four times resistance to Steel, which is eternally useful in a metagame riddled with Scizors and their Bullet Punches.

Moveset
• Surf: Surf is Lanturn’s STAB move and is fairly obligatory. There’s not much to say about it.
Discharge: Discharge is another STAB move and the first half of the famous BoltBeam combo, which hits almost all Pokemon for neutral damage (not Lanturn, though :P). I picked Discharge rather than Thunderbolt because of the 30% chance for paralysis, which is always helpful for offensive teams.
Ice Beam: The second half of BoltBeam. A powerful move that, with these EV’s, OHKO’s most forms of Salamence.
Heal Bell: Actually, this is the reason that I made this team. I wanted to try out Lanturn’s new support move from HG/SS. This has helped out Honchkrow more than anyone else on this team, because he hates being paralyzed. And since Honchkrow is my strongest, fastest sweeper, I’d say it’s worth it’s moveslot already.

Synergy
Grass Attacks go to- Jirachi or Honchkrow.
Ground Attacks go to- Azelf, Gliscor, Rotom-C, or Honchkrow.

The Special Sweeper

mismagius_bigger.png

Mismagius @ Life Orb
Levitate
Timid
4 HP/252 SpA/252 Spe
~Nasty Plot
~Shadow Ball
~Thunderbolt
~Energy Ball

Mismagius is my main Special Attacking force. She loves to come in on one of its three immunities and wreak havoc on the opponent. With Nasty Plot, this thing becomes a force to be reckoned with. I have just recently swapped out my original Rotom-C in favor of Mismagius. So far, Mismagius has been more effective and powerful than Rotom-C ever was. She is still in the testing stages, but if Mismagius continues to perform the way she has been, she will secure a permanent position on this team.

Moveset
Nasty Plot: The stat-up move. CM Mismagius was good. NP Mismagius is better. This is probably my favorite new move in HG/SS, as it give Mismagius the power she deserves.
Shadow Ball: Mismagius' STAB move. Allows me to kill all the Psychics and opposing Ghosts out there. Sometimes, I’ll get lucky and get a Special Defense drop as an added bonus.
Thunderbolt: Thunderbolt is fairly standard on Mismagius. It allows her to hit those peky Water types for super effective damage.
Energy Ball: Originally, I was afraid of Swampert after losing Rotom-C and his Leaf Storm, so I held onto this. Now, I'm realizing that, after a Nasty Plot, Swampert is hit pretty hard by Shadow Ball. I'm considering replacing it with Hidden Power Ice or Fighting for better coverage.

Synergy
Dark Attacks go to- Honchkrow or Jirachi
Ghost Attacks go to- Honchkrow or Jirachi

The Revenge Killer

honchkrow.png

Honchkrow @ Choice Scarf
Super Luck
Naive nature (+Spe, -SpDef)
248 Atk/48 SpA/212 Spe
~Night Slash
~Brave Bird
~Superpower
~Heat Wave

Honchkrow has been fantastic for me in both UU and OU. It is a great mixed force to be reckoned with, and probably the best mixed attacker I’ve used in a long time. I chose Super Luck over Insomnia for the heightened critical hit rate, knowing that I would have Heal Bell support if Honchkrow were to be put to sleep. Honchkrow does love his Heal Bell and Wish support, and isn’t the easiest thing to get in with its paper defenses, but when it does get in, something will die. Choice Scarf works wonders on this thing.

Moveset
Night Slash: I chose Night Slash as my STAB move because of the wonderful critical hit rate with Super Luck. I almost used Sucker Punch, but decided it was only slightly more powerful and that priority wasn’t really needed with Choice Scarf.
Brave Bird: This thing is strong. I really hate its recoil though. It’s a great STAB move for Honchkrow, but the recoil of it being so strong is very off-putting, and requires a ton of Wish support. Depending on how I feel, Drill Peck may replace it in the near future.
Superpower: Superpower offers great coverage with Night Slash. Superpower allows Honchkrow to take on Blissey with success.
Heat Wave: Heat Wave is the Special move in Honchkrow’s arsenal. It’s kind of filler, because usually the physical attacks are better options, but its great for hitting those Steels who are neutral to Superpower, like Jirachi, Metagross, Bronzong, and especially Skarmory.

Synergy
Ice Attacks go to- Lanturn, or maybe Jirachi
Electric attacks go to- Lanturn, or Gliscor if Lanturn is gone
Rock Attacks go to- Jirachi

The Physical Sweeper With Some Support

jirachi.png

Jirachi @ Expert Belt
Serene Grace
Jolly nature (+Spe, -SpAtk)
4 HP/252 Atk/252 Spe
~Iron Head
~Ice Punch
~Fire Punch
~Wish

Jirachi is one of my only attackers that is solely Physical. He is becoming a great asset to my team for both his attacking prowess and support. His Wishes are helpful for almost everyone on my team. Expert Belt is a good item on this Jirachi because this set hits plenty of things for super effective damage. The only thing wrong with this Jirachi is that it has problems with Water types, but that can be easily solved by switching to Rotom-C or Lanturn.

Moveset
Iron Head: The STAB move. Iron Head has some nice power behind it, and the 60% flinch chance with Serene Grace is just too good to pass up.
Ice Punch: Ice Punch is great for letting Jirachi take on Dragons and other Flying types. A 20% chance for freeze isn’t bad either.
Fire Punch: Fire Punch is my move for hitting Steels, who completely wall this set otherwise. Scizor can’t really threaten me much when I have Fire Punch. It’s also good for the less common Grass types.
Wish: Probably the greatest support move in the game. Jirachi’s Wishes are incredibly helpful to the rest of my team. Outside of Gliscor’s Roost or Lanturn absorbing a stray Electric attack, my team has absolutely no instant recovery. Only two of my team hold Leftovers, so I can’t even begin to describe how useful this is.

Synergy
Ground Attacks go to- Gliscor, Azelf, Honchkrow, or Rotom-C
Fire Attacks go to- Lanturn, if Special, or Gliscor, if Physical

The Team Building Process

The beginnings of this team came when the HG/SS moves were implemented on the Shoddy Smogon Server. I knew that I wanted to try out at least one new move from HG/SS, so I looked through the list of them and decided to try out Heal Bell Lanturn. I hadn’t used Lanturn in OU previously, but it had always been strong for me in UU, so I tried it out.

lanturn.png

At this point, I was aiming to make a Stall team. I knew I wanted something that could take the attacks that Lanturn couldn’t. I needed something that would have good defensive synergy with it. I couldn’t find anything with perfect synergy, so I went with something that was close. That was Gliscor.

lanturn.png
472_gliscor_1_m.png

Ok, so at this point, I went a complete different direction and made a Stall team. I hated it, so I scrapped all but these two. Now, I knew I would need a good lead that could set up entry hazards or some sort if I was going to do an offensive team. Every time that I had used it as a lead before, Azelf had worked out wonderfully. I thought “Why change a good thing?” and went with it again.

lanturn.png
472_gliscor_1_m.png
482.png

On every team I make, I like to have at least one mixed attacker, even if it’s a Scarfer, so I’m not totally walled by Stall teams. I always use Lucario, Infernape, or Salamence, and I wanted a fun change of pace from the normal bog standards. In a UU team I have, Honchkrow worked wonders. I decided it was powerful enough to play OU, but maybe not quick enough, so I slapped on a Scarf and moved forward.

lanturn.png
472_gliscor_1_m.png
482.png
430_honchkrow_1_m.png

With two of the three Pokemon so far that could pose a sweeping threat being predominantly Physical, I knew I needed some sort of Special Attacker. I originally used Gengar, but it seemed to die to any light hit. I wanted something with a similar movepool, but a little sturdier. I chose Rotom-A. Now, I saw that I didn’t really have a great Swampert counter, so I picked Rotom-C.

lanturn.png
472_gliscor_1_m.png
482.png
430_honchkrow_1_m.png
500.png

Now, realizing that only one of my team members had instant recovery and only two had Leftovers, I thought that I needed something with Wish. I originally thought of an Eeveelution, namely Vaporeon. I tried it, but it didn’t work very well with the rest of my team. I needed something more offensively oriented to fit in with the rest of them. I saw Jirachi as a possibility to fit that role. Surprisingly, I had never used a Jirachi with Wish before, but it worked out well for me.

lanturn.png
472_gliscor_1_m.png
482.png
430_honchkrow_1_m.png
500.png
385.png

At this point, I notice that Rotom-C really isn't pulling his weight. He is doing ok, but usually I'm finding that other team members are doing his jobs for him. I realize that he is not really powerful or particularly sturdy, and know that I need to make a decision of whether I want an offensive threat or a defensive Pokemon in his place. I decide I want to play offensively and go with the wonderful NP Mismagius.

lanturn.png
472_gliscor_1_m.png
482.png
430_honchkrow_1_m.png
385.png
dpmfa429.png

Well, there’s my team. It’s mainly offensive, but has a strong defensive core in Lanturn and Gliscor. It has worked extraordinarily so far, and hopefully your rates will make it better.

Threat Lists


Offensive Threat List

Non-threats will be in Blue
Minor threats will be in Orange
Major threats will be in Red

Azelf: Can pretty much be stopped cold by Honchkrow. Mismagius can also threaten it with Shadow Ball.

Breloom: Honchkrow annihilates it with Brave Bird. Azelf can take it on with Psychic while Jirachi can hit hard with Fire/Ice Punch.

Celebi: It’s very sturdy, but it can be worn down by repeated Brave Birds or Critical hit Night Slashes from Honchkrow. Jirachi can also threaten with Fire or Ice Punch.

Dugtrio: No one but Lanturn and Jirachi fear Earthquake at all. Gliscor can set up on it without much to fear and EQ it into oblivion.

Electivire: Probably the biggest threat to my team, especially if it manages to get a Motor Drive Boost from Lanturn. At that point, it outspeeds and hits most of my team for SE damage. Mismagius is probably the best answer to it, because Electivire usually doesn’t carry a Super Effective move for it and he can hit back hard with Shadow Ball.

Empoleon: The only thing Lanturn has to fear from it is EQ from the uncommon SD variant. Even Grass Knot isn’t threatening, since it only has 40 Base Power against it. Lanturn hits it hard with Discharge.

Flygon: Jirachi and Lanturn both have Ice type moves, but should watch for EQ.

Gengar: Azelf and Honchkrow both outspeed non-Scarf variants and hit it for Super Effective damage. Scarf Gengar could be a threat, but I’ll deal with it depending on what it’s locked into. Shadow Ball would go to Honchkrow, while Thunderbolt or HP Fire would go to Lanturn.

Gliscor: Jirachi and Lanturn also pack SE attacks, but must be wary of switching into Earthquake. Mismagius doesn't fear EQ, and can set up on it with Nasty Plot.

Gyarados: Most I see don’t carry Earthquake, so Lanturn is a decent switch-in. Mismagius can also threaten in with Thunderbolt.

Heatran: As long as it doesn’t run HP Ice, Gliscor is golden. If it does, Honchkrow outspeeds Modest Scarfers and hits hard with Superpower.

Heracross: Honchkrow with Brave Bird always outspeeds as long as it doesn’t have its own Scarf. If it does, Jirachi can threaten it with Fire Punch or Azelf with Psychic. They just need to watch out on the switch.

Infernape: Lanturn is a good switch as it doesn’t even fear Grass Knot. Gliscor is fine as well without HP Ice.

Jirachi: Gliscor can Earthquake. Jirachi can threaten with Fire Punch. Azelf threatens with Flamethrower as well.

Kingdra: It doesn’t really threaten Jirachi much, who can outspeed and flinch it to death with Iron Head. Lanturn should watch out for Outrage, but can hit it with Discharge and maybe paralyze.

Latias: Mismagius doesn’t really have much to fear, and threatens with a STAB Shadow Ball. Lanturn is also a decent switch, even if Latias has Grass Knot.

Lucario: Gliscor outspeeds all but the rare Agility or Scarf versions and KO’s with Earthquake. Jirachi could also be a decent choice, threatening with Fire Punch.

Machamp: Azelf hits it hard with Psychic, and so does Honchkrow with Brave Bird, but neither can switch in on its attacks very easily. On the flipside, Gliscor can get in easily, but doesn’t really threaten it until it has a Swords Dance or two. It’s not terribly threatening to the team, though.

Magnezone: Gliscor takes on those without HP Ice, while Lanturn handles those without HP Grass.

Mamoswine: If Jirachi can get in without eating and Earthquake, he can flinch it to death with Iron Head. Gliscor doesn’t mind Earthquake, but is hit very hard with Ice Shard. Mismagius can also hit it with a Super Effective Energy Ball. The biggest problem with Mamoswine is being able to get in.

Metagross: Mismagius is generally the best counter. With immunities to Explosion and Earthquake, it can come in and wear it down with Shadow Ball.

Ninjask: Stealth Rock isn’t really a counter, but it is devastating to Ninjask. It can’t really do anything to really anyone on my team, and everyone has a Super Effective move for it, so it shouldn’t be too hard to dismiss.

Porygon-Z: I really don’t see this at all. Honchkrow will outspeed those without a Scarf or Agility and murder it with Superpower.

Rhyperior: Mismagius can come in on Earthquake and Energy Ball it to death. Lanturn can outspeed non-RP varieties and hit with Surf as long as he avoids Earthquake.

Roserade: Most I see are leads, who Azelf 2HKO’s with Psychic as long as I don’t get put to sleep. If I do. Jirachi outspeeds and kills with Fire Punch, and does Honchkrow with Brave Bird.

Rotom-A: Lanturn is actually listed in Rotom-H’s counters analysis. It can take on all but Rotom-C, who can be dispatched by Jirachi. Mismagius and Honchkrow can also hit it hard if they can avoid Shadow Ball and Thunderbolt, respectively.

Salamence: Gliscor can come in on anything but Draco Meteor and threaten with Stone Edge. If Lanturn can avoid Earthquake, it KO’s most forms with Ice Beam.

Scizor: Lanturn is four times resistant to Bullet Punch and can wear him down with Surf. Jirachi has Fire Punch and little to fear.

Snorlax: I really never see this anymore either. Honchkrow can hit hard with Superpower. Gliscor really fears none of its common attacks, it can come in and set up Swords Dance and attack.

Starmie: Lanturn. It resists Surf and Ice Beam, is immune to Thunderbolt, and Grass Knot only has 40 base power on it. Lanturn’s biggest fear is Trick, and it doesn’t even mind Specs much. Discharge to kill it.

Suicune: The only attacking moves it ever runs are Ice Beam, Surf, and HP Electric, all of which Lanturn takes with ease. It can also wear down non-Resters with Discharge. Mismagius is also a good choice with Thunderbolt and Energy Ball.

Togekiss: Oh my gosh, Lanturn is in another counter analysis. Takes very little from Air Slash, and can wear it down with Discharge, and maybe even get some paralysis.

Tyranitar: Gliscor should watch for a possible Ice Beam, but hits hard with Earthquake. Those that don’t carry Earthquake may be stopped by Lanturn, though Gliscor is generally the superior option.

Weavile: Jirachi has very little to fear and hits hard with STAB super effective Iron Head.

Yanmega: I don’t see this much since it was moved to UU, but either way, Gliscor’s Stone Edge hits it hard. Lanturn only fears HP Ground, and can hit hard with Discharge.

Zapdos: If it runs HP Grass, Gliscor comes in and threatens with Stone Edge. If it has HP Ice, Lanturn has nothing to fear and can hit hard with Ice Beam.

Defensive Threats List (Only those not already on the Offensive Threats List)

Blissey – Is decimated by Honchkrow’s Superpower. Other than that, Jirachi can come in and flinch it to death, while Lanturn alleviates the problems caused by Blissey’s onslaught of status.

Bronzong – Mismagius is immune to Explosion and Earthquake and can wear it down with Thunderbolt or Shadow Ball. Jirachi also would be a good choice.

Cradily – Honchkrow hits hard with Superpower, but needs to avoid Rock attacks. Lanturn, and Jirachi pack super effective moves as well.

Cresselia – Honchkrow should avoid Ice Beam, but hits for lots of damage with Night Slash. Mismagius has even less to fear and hits with Shadow Ball.

Crobat- Being immune to Super Fang and resistant to U-Turn, Mismagius is the best choice, also getting super effective Thunderbolt. Lanturn wouls be a fine choice as well.

Donphan – Mismagius can switch into Earthquake and attack back with super effective Energy Ball.

Drapion – Gliscor hits hard with Earthquake, but needs to watch out for Ice Fang. Really, I don’t think I’ve ever seen one of these in OU.

Dusknoir – Honchkrow does some nice damage with Night Slash, possibly getting a critical hit. Lanturn can get rid of the Burn if it uses Will-O-Wisp. Mismagius also hurts it with Shadow Ball.

Forretress – Azelf hits for huge damage with Flamethrower and generally has little to fear from its attacks. Jirachi should watch out for Earthquake, but is in the same boat.

Hariyama – Azelf hits hard with Psychic, Honchkrow with Brave Bird, but both should be on the lookout for incoming attacks, as both are fairly defensively challenged.

Hippowdon – Mismagius and her Energy Ball can hit on Hippowdon’s weaker Spedial Defense stat.

Ludicolo – Lanturn has very little to fear from its attacks, but can’t really do much damage in return. If Honchkrow can come in on Grass Knot, it can attack away with Brave Bird.

Mesprit – Mismagius hurts it with Shadow Ball, as well as Honchkrow with Night Slash. Lanturn isn’t scared of most of its attacks and can wear it down with repeated Surfs.

Milotic- Lanturn resists all of its attacks and can damage it with Discharge. The problem is that Milotic has Recover. Mismagius also hits hard with Thunderbolt.

Miltank – Honchkrow can do some damage with Superpower. Special Attackers like Mismagius can wear it down fairly quickly.

Porygon2 – Honchkrow’s Superpower hits it hard, but should look out for Thunderbolt and Ice Beam. Lanturn resists its two common attacks, but doesn’t threaten it much. Can be flinched to death by Jirachi.

Regirock – Never see it in OU. Gliscor can come in and set up with SD, and Lanturn/Jirachi can hit for super effective damage, but must be wary of EQ.

Registeel – Basically the same as Regirock, minus the Lanturn part.

Shaymin – Jirachi should watch out for Hidden Power Fire, but has Fire Punch of its own. Azelf and Honchkrow also pack super effective attacks.

Shuckle – Lanturn can wear it down with Surf, and Jirachi can flinch it to death with Iron Head. Not so much a threat as an annoyance.

Skarmory – Is hit hard by Honchkrow’s Heat Wave. Azelf and Lanturn also have super effective Special moves for it.

Slaking – Haven’t seen it in OU, but I imagine Honchkrow’s Superpower will do quite a chunk of damage.

Slowbro – Mismagius hits hard with STAB Shadow Ball, on its weaker defensive stat as well.

Spiritomb – No one hits it super effectively (obviously), but Jirachi has very little to fear from its attacks and can hit it hard with Iron Head.

Swampert – Mismagius and her Energy Ball devastate it.

Tentacruel – Jirachi really doesn’t mind most of his attacks, but really doesn’t threaten it. Mismagius or Lanturn are in the same boat, but also pack super effective attacks.

Umbreon – Honckrow’s Superpower does heavy damage to it, while Umbreon can’t really do much in return. I really don’t see this much either, to tell you the truth.

Vaporeon – Lanturn in yet another counter analysis. Vappy has very little to harm it other than Toxic, which can be stopped with Heal Bell, and Lanturn threatens with Discharge.

Walrein – Jirachi only fears Earthquake and can flinch it with Iron Head. Same goes for Lanturn, but it packs Discharge for super effectiveness. Mismagius hits hard with Thunderbolt.

Weezing- Azelf has a strong Psychic to prey on its weaker Special Defense. Other than that, no one fears it, but no one can easily threaten it. Another very rare one for me to see.


Conclusion

So there is my team. I like to think of it as somewhere in the limbo between bulky offense and total offense. It has mostly sweepers and attackers, but there is a bulky Pokemon or two there to help them out along the way. I like to think that it has good synergy, but I need outside opinions for knowing that. So far it has done quite well for me, and I would like it to keep getting better. And for that I need your help to see the flaws that I may be missing. I actually put a lot of work and effort into making this RMT, so I would like a few decent rates on it. So to use a cliché: Love it, hate it, steal it, but please, please rate it.


Final Glance
482.png
472_gliscor_1_m.png
lanturn.png
dpmfa429.png
430_honchkrow_1_m.png
385.png
 
Nitpick:

Honchkrow @ Choice Scarf
Super Luck
Naive nature (+Spe, -SpDef)
248 Atk/48 SpA/212 Spe
~Night Slash
~Drill Peck
~Superpower
~Heat Wave

Moveset
Night Slash: I chose Night Slash as my STAB move because of the wonderful critical hit rate with Super Luck. I almost used Sucker Punch, but decided it was only slightly more powerful and that priority wasn’t really needed with Choice Scarf.
Brave Bird: This thing is strong. I really hate its recoil though. It’s a great STAB move for Honchkrow, but the recoil of it being so strong is very off-putting, and requires a ton of Wish support. Depending on how I feel, Drill Peck may replace it in the near future.
Superpower: Superpower offers great coverage with Night Slash. Superpower allows Honchkrow to take on Blissey with success.
Heat Wave: Heat Wave is the Special move in Honchkrow’s arsenal. It’s kind of filler, because usually the physical attacks are better options, but its great for hitting those Steels who are neutral to Superpower, like Jirachi, Metagross, Bronzong, and especially Skarmory.

One place says Brave Bird, the other says Drill Peck.
 
I feel like you don't have enough power and will get overwhelmed by defensive pokemon with recovery, like CM or Rest/Sleep Talk Suicune.

Also some of the threats on your list are covered by Azelf. But since Azelf is a suicide lead (probably gone) I can see those threats become even harder.

I would consider Choice Band Jirachi with maybe Zen Headbutt instead of Wish for some power. Depends on if you find you really need some quick and strong power or recovery for Rotom, Honchcrow, and Lanturn.

And if you do try to use Gengar or Mismagius instead of Rotom then I would probably use Mismagius with Nasty Plot and Energy Ball for Swampert. Energy Ball is superior in every way to HP Grass. Both Gengar and Mismagius have the move (why does everyone forget that?)
 
Thanks for the ideas. I will try out CB Jirachi, but I'm not sure how willing I am to give up Wish. At this point, I'm almost certainly switching Rotom-C to Mismagius. I completely forgot it got Energy Ball. I feel like NP Mismagius would also give me more power. Thank you.

Anyone else feel like giving a rate?
 
Hello! The first thing that I noticed about this team was your Rotom-C set. While it is a nice set for doing some damage to your opponent, there are generally many better choices for an all-out Life Orb attacker (like Starmie). I suggest changing Rotom's set to a SubCharge Rotom set instead. You say that Rotom-C hasn't been pulling its weight, and I think that SubCharge Rotom would greatly benifit your team, as it sets up on many Pokemon that your team seems to lure in, like Swampert and Bullet Punch-locked Scizor. Also, SubCharge Rotom has a much better shot at defeating Electivire, who your team seems to struggle with immensely. At the moment, your team lacks a good set up sweeper aside from Gliscor; it might have trouble with a lategame finish. The main reason I suggest SubCharge Rotom, however, is that it can beat stall very easily, something that your team currently seems to struggle with. A well-played defensive core of Celebi and Heatran easily walls your entire team, and from there, it isnt hard to stall out your main Pokes. Anyway, here's the set:

Rotom-C @ Leftovers
Ability: Levitate
EVs: 64 Hp / 232 SpA / 212 Spe
Timid nature (+Speed, -Attack)
~ Charge Beam
~ Substitute
~ Shadow Ball
~ Hidden Power Fighting

At first this probably looks stupid. What's the point of using Rotom-C without Leaf Storm? Well, Rotom-C can bluff Leaf Storm easily, allowing you to easily set up a Sub while a Pokemon like Swampert switches out. From there, just use Charge Beam to get some Special Attack boosts, and then sweep. The EVs allow Rotom-C to make Substitutes that survive any attack that Blissey might try and use on you, as well as allowing you to make 5 Substitutes in normal weather. 232 SpA EVs allow you to OHKO standard CB TTar after two boosts with 2 Charge Beam boosts. The rest are put in speed to make Rotom outspeed any necessary threats. Charge Beam is the boosting move of choice, allowing you to do some damage while raising your Special Attack almost 50% of the time. Substitute allows you to block any bothersome status, as well as letting you get more boosts from Charge Beam. Shadow Ball is your main form of STAB, 2HKOing Swampert after two boosts, and doing good damage to many common OU Pokemon. Hidden Power Fighting gets amazing coverage with Shadow Ball, hitting every Pokemon in the game for at least neutral damage, as well as damaging the ever-threatening Tyranitar.

I hope I helped, and good luck! =)
 
I'm actually in the process of switching out Rotom entirely for NP Mismagius. The set seems interesting, though, so I'll try it out with Mismagius and see which one works out better for me.
 
Back
Top