Lil' Blue (Manaphy) @ Leftovers
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Scald
- Ice Beam
- Energy Ball
What is in my opinion, the greatest special wallbreaker in OU, Manaphy with tailglow packs great coverage and the ability to bust up almost anything, also serving as a way to beat M-sableye and a (very mediocre) scald switch-in.
BAM! (Medicham-Mega) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Zen Headbutt
- High Jump Kick
- Ice Punch
A well played medicham can quickly become one of the most dangerous pokemon in the tier, as very few pokemon can avoid a 2hko from this monster, and many are outright ohkod. Ice punch hits chomp and lando-t, who love to try and switch in, and fake out +hjk kills far too many things to even be fair.
Checkmate (Bisharp) @ Assault Vest
Ability: Defiant
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Pursuit
- Iron Head
- Knock Off
- Sucker Punch
AV bisharp is a reliable pursuit trapper to beat the lati@s who threaten medicham and manaphy, along with pursuit trap ghost types who want me to get hi jump kick recoil. Assault vest lets it safely 1v1 all of these pokemon bar versions that run Focus Blast or EQ, which is something i try to play around.
Chain Chomp (Garchomp) @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Lax Nature
- Stealth Rock
- Endure
- Dragon Tail
- Earthquake
A fantastic defensive pokemon on any offensive team. Endure lets it force a lot more damage on the pokemon it has to check like banded talon, mega pinsir, and mega lop. It gets lots of opportunities to set up hazards and is all around very useful
F*** Gravity (Skarmory) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Whirlwind
- Toxic
- Brave Bird
- Roost
Spdef skarmory can take on almost every specially offensive pokemon in the tier, and then some physical ones as well to boot, but sometimes struggles when the opponent forces too much pressure on it, especially because its my only mon with reliable recovery and therefore is put in a lot of sticky defensive situations. I choose toxic > defog because otherwise this team's only way to deal with slowbro is manaphy's energy ball, and none of the pokemon on this team NEED hazards cleared.
Nublet (Heatran) @ Choice Scarf
Ability: Flash Fire
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
IVs: 0 Atk
- Earth Power
- Lava Plume
- Flash Cannon
- Stone Edge
Scarf Tran catches a lot of people by surprise, but finds its usefulness pretty situational. Its great for switching into will-o-wisp, and stone edge serves as my primary method of taking down birdspam pokemon such as talon, pinsir, and zard y. I am most inclined to change this slot, but I need something that can effectively handle these three pokemon, because this is heatran's job right now almost exclusively.
Here is what I find the team struggles with:
Specially Offensive oriented teams: Specifically pokemon such as keldeo and thundurus-I. When keldeo is scarfed, it consistently outspeeds my entire team and beats me up hard. When it is specs, I have no safe switch ins, and I have to rely on sacrificing things a lot. Even looking past these two problems, my only ways to beat it are Zen Headbutt from Medi, who doesn't want to take scald/hydropump, or Brave Bird from Skarmory, who again, doesn't want to be taking those attacks, especially from specs keldeo. I'm in a similair situation with thundurus as far as it's offensive coverage.
Hazards: as with any team that doesn't run a hazard clearer, I struggle against hazard stacking teams. This is natural.
Overall, I've had a lot of success with this team. However, if I'm being honest, I get the feeling that it has reached somewhat of a limit as far as what it is capable of, because I always find myself losing against the same type of teams. I feel that I have reached the point where my skill is now limited by what the team is capable of, and I'm looking to make edits to enhance what I think is a very solid foundation.
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Scald
- Ice Beam
- Energy Ball
What is in my opinion, the greatest special wallbreaker in OU, Manaphy with tailglow packs great coverage and the ability to bust up almost anything, also serving as a way to beat M-sableye and a (very mediocre) scald switch-in.
BAM! (Medicham-Mega) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Zen Headbutt
- High Jump Kick
- Ice Punch
A well played medicham can quickly become one of the most dangerous pokemon in the tier, as very few pokemon can avoid a 2hko from this monster, and many are outright ohkod. Ice punch hits chomp and lando-t, who love to try and switch in, and fake out +hjk kills far too many things to even be fair.
Checkmate (Bisharp) @ Assault Vest
Ability: Defiant
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Pursuit
- Iron Head
- Knock Off
- Sucker Punch
AV bisharp is a reliable pursuit trapper to beat the lati@s who threaten medicham and manaphy, along with pursuit trap ghost types who want me to get hi jump kick recoil. Assault vest lets it safely 1v1 all of these pokemon bar versions that run Focus Blast or EQ, which is something i try to play around.
Chain Chomp (Garchomp) @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Lax Nature
- Stealth Rock
- Endure
- Dragon Tail
- Earthquake
A fantastic defensive pokemon on any offensive team. Endure lets it force a lot more damage on the pokemon it has to check like banded talon, mega pinsir, and mega lop. It gets lots of opportunities to set up hazards and is all around very useful
F*** Gravity (Skarmory) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Whirlwind
- Toxic
- Brave Bird
- Roost
Spdef skarmory can take on almost every specially offensive pokemon in the tier, and then some physical ones as well to boot, but sometimes struggles when the opponent forces too much pressure on it, especially because its my only mon with reliable recovery and therefore is put in a lot of sticky defensive situations. I choose toxic > defog because otherwise this team's only way to deal with slowbro is manaphy's energy ball, and none of the pokemon on this team NEED hazards cleared.
Nublet (Heatran) @ Choice Scarf
Ability: Flash Fire
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
IVs: 0 Atk
- Earth Power
- Lava Plume
- Flash Cannon
- Stone Edge
Scarf Tran catches a lot of people by surprise, but finds its usefulness pretty situational. Its great for switching into will-o-wisp, and stone edge serves as my primary method of taking down birdspam pokemon such as talon, pinsir, and zard y. I am most inclined to change this slot, but I need something that can effectively handle these three pokemon, because this is heatran's job right now almost exclusively.
Here is what I find the team struggles with:
Specially Offensive oriented teams: Specifically pokemon such as keldeo and thundurus-I. When keldeo is scarfed, it consistently outspeeds my entire team and beats me up hard. When it is specs, I have no safe switch ins, and I have to rely on sacrificing things a lot. Even looking past these two problems, my only ways to beat it are Zen Headbutt from Medi, who doesn't want to take scald/hydropump, or Brave Bird from Skarmory, who again, doesn't want to be taking those attacks, especially from specs keldeo. I'm in a similair situation with thundurus as far as it's offensive coverage.
Hazards: as with any team that doesn't run a hazard clearer, I struggle against hazard stacking teams. This is natural.
Overall, I've had a lot of success with this team. However, if I'm being honest, I get the feeling that it has reached somewhat of a limit as far as what it is capable of, because I always find myself losing against the same type of teams. I feel that I have reached the point where my skill is now limited by what the team is capable of, and I'm looking to make edits to enhance what I think is a very solid foundation.