Hello, Smogon! I haven't logged into this account since Black and White 2, but nobody cares, right? You're here for the team. I just started Gen 7 OU on Showdown and still learning, so any suggestions would be great. I'll try to go into as much detail as possible.
Teambuilding Process/Sets
I wanted a lead that could set rocks and U-turn out as well. It needed to be fast and powerful, and able to take common leads off-guard. Infernape made the cut.
Infernape @ Focus Sash
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Rash Nature
- Overheat
- Stealth Rock
- U-turn
- Hidden Power [Ice]
Infernape with a Sash guarantees rocks on my side of the field, barring the rare Espeon lead. Overheat is powerful and deals massive damage turn one against leads that take supereffective or even neutral damage. Hidden Power Ice surprises and destroys Garchomp and Lando-T if I so choose to click it. Infernape was my first starter Pokemon ever, as my first Pokemon game was Platinum. I'm glad I was able to fit it here.
Next, I wanted two pivots for my team. These are here to take a hit and gain more momentum for the offense. I also wanted a Defogger to remove hazards from the field.
Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Defog
- Bullet Punch
- Roost
- U-turn
Mega-Scizor is my defensive pivot and defogger. Its job is to take physical, non-Fire-type attacks and to remove hazards on the field. Roost is used to keep this thing alive, because it is needed early- and mid-game to tank unboosted physical hits and force out Fairy-types and other Pokemon it counters. This set is good at taking hits from other Pokemon that have nothing to deal with it. Mega-Scizor U-turns on the switch and brings in a counter to the switch-in, keeping tue momentum going in my favor. This Pokemon hates Tapu Lele, but deals with other non-Fire-types just fine.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Thunderbolt
- Pain Split
- Volt Switch
Rotom-Wash was a clear choice as my second pivot, at least to me. It provides a ground immunity, a Fire-counter and a way for my team to take Special hits and rebound with Volt Switch. Pain Split and Leftovers are not-so-reliable forms of recovery, but they work well enough to keep this little guy going. I looked at other turners, and Rotom-Wash synergizes with Mega-Scizor the best.
Next, I wanted fast, hard-hitting offense that could maintain momentum and punch holes in the opponent's defense.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Knock Off
- Earthquake
- Stone Edge
Lando-T is the best Pokemon in the metagame, and I had to fit it on this team. Choice Scarfed Lando works the best, threatening supereffective or hard-hitting neutral moves and U-turning out into a counter for the next switch-in. Earthquake provides excellent STAB damage and threatens major OU threats such as Heatran and Tyranitar. Knock Off is mainly for utility, but it can mess up the day of a Pokemon weak to it, like Specs Latios. U-turn is usually more viable in that case, however. Stone Edge is great against the crazy Charizard-Y leads that have stayed in on me (I'm only laddering 1300's rn D: ), as well as outspeeding and OHKO-ing +1 D-Dance Dragonite after Stealth Rock. Jolly ensures I outspeed as much as necessary. Lando is perfect at cleaning late-game and revenge killing, so I had to include it here.
Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
IVs: 30 Atk
- Thunderbolt
- Dazzling Gleam
- Hidden Power [Ice]
- U-turn
Tapu Koko is included in my team mainly because I wanted a quick, hard-hitting Special attacker, as well as something to keep up with the VoltTurn theme. Tapu Koko is incredibly fast, even unboosted, and with BoltBeam coverage, it blows through Pokemon like Defensive Lando-T, Pelipper and more.
Hawlucha @ Electric Seed
Ability: Unburden
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Acrobatics
- Rock Slide
- High Jump Kick
I was lacking a setup sweeper, and Hawlucha fit the bill. Fast, strong, and good with support from Tapu Koko. The rest of the team U-turns and punches holes in the opposing team, allowing Hawlucha to sweep late-game. Alternatively, Hawlucha can set up early to hit one or two mons hard (and even net a KO or two) High Jump Kick requires prediction, but works incredibly well (provided it hits). Rock Slide hits unsuspecting Flying- and Fire-type Pokemon nicely, and Acrobatics is insane after Electric Seed is used. Unburden makes Hawlucha stupid fast, and a Swords Dance spells game over for any Pokemon that don't resist Hawlucha's coverage.
I have only reached the 1300's so far. I am new to 7th gen and I hope to climb higher as I keep playing. Any comments and questions are welcome. Thanks for viewing :)
Teambuilding Process/Sets
I wanted a lead that could set rocks and U-turn out as well. It needed to be fast and powerful, and able to take common leads off-guard. Infernape made the cut.
Infernape @ Focus Sash
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Rash Nature
- Overheat
- Stealth Rock
- U-turn
- Hidden Power [Ice]
Infernape with a Sash guarantees rocks on my side of the field, barring the rare Espeon lead. Overheat is powerful and deals massive damage turn one against leads that take supereffective or even neutral damage. Hidden Power Ice surprises and destroys Garchomp and Lando-T if I so choose to click it. Infernape was my first starter Pokemon ever, as my first Pokemon game was Platinum. I'm glad I was able to fit it here.
Next, I wanted two pivots for my team. These are here to take a hit and gain more momentum for the offense. I also wanted a Defogger to remove hazards from the field.
Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Defog
- Bullet Punch
- Roost
- U-turn
Mega-Scizor is my defensive pivot and defogger. Its job is to take physical, non-Fire-type attacks and to remove hazards on the field. Roost is used to keep this thing alive, because it is needed early- and mid-game to tank unboosted physical hits and force out Fairy-types and other Pokemon it counters. This set is good at taking hits from other Pokemon that have nothing to deal with it. Mega-Scizor U-turns on the switch and brings in a counter to the switch-in, keeping tue momentum going in my favor. This Pokemon hates Tapu Lele, but deals with other non-Fire-types just fine.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Thunderbolt
- Pain Split
- Volt Switch
Rotom-Wash was a clear choice as my second pivot, at least to me. It provides a ground immunity, a Fire-counter and a way for my team to take Special hits and rebound with Volt Switch. Pain Split and Leftovers are not-so-reliable forms of recovery, but they work well enough to keep this little guy going. I looked at other turners, and Rotom-Wash synergizes with Mega-Scizor the best.
Next, I wanted fast, hard-hitting offense that could maintain momentum and punch holes in the opponent's defense.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Knock Off
- Earthquake
- Stone Edge
Lando-T is the best Pokemon in the metagame, and I had to fit it on this team. Choice Scarfed Lando works the best, threatening supereffective or hard-hitting neutral moves and U-turning out into a counter for the next switch-in. Earthquake provides excellent STAB damage and threatens major OU threats such as Heatran and Tyranitar. Knock Off is mainly for utility, but it can mess up the day of a Pokemon weak to it, like Specs Latios. U-turn is usually more viable in that case, however. Stone Edge is great against the crazy Charizard-Y leads that have stayed in on me (I'm only laddering 1300's rn D: ), as well as outspeeding and OHKO-ing +1 D-Dance Dragonite after Stealth Rock. Jolly ensures I outspeed as much as necessary. Lando is perfect at cleaning late-game and revenge killing, so I had to include it here.
Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
IVs: 30 Atk
- Thunderbolt
- Dazzling Gleam
- Hidden Power [Ice]
- U-turn
Tapu Koko is included in my team mainly because I wanted a quick, hard-hitting Special attacker, as well as something to keep up with the VoltTurn theme. Tapu Koko is incredibly fast, even unboosted, and with BoltBeam coverage, it blows through Pokemon like Defensive Lando-T, Pelipper and more.
Hawlucha @ Electric Seed
Ability: Unburden
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Acrobatics
- Rock Slide
- High Jump Kick
I was lacking a setup sweeper, and Hawlucha fit the bill. Fast, strong, and good with support from Tapu Koko. The rest of the team U-turns and punches holes in the opposing team, allowing Hawlucha to sweep late-game. Alternatively, Hawlucha can set up early to hit one or two mons hard (and even net a KO or two) High Jump Kick requires prediction, but works incredibly well (provided it hits). Rock Slide hits unsuspecting Flying- and Fire-type Pokemon nicely, and Acrobatics is insane after Electric Seed is used. Unburden makes Hawlucha stupid fast, and a Swords Dance spells game over for any Pokemon that don't resist Hawlucha's coverage.
I have only reached the 1300's so far. I am new to 7th gen and I hope to climb higher as I keep playing. Any comments and questions are welcome. Thanks for viewing :)
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