Hi folks. I've been playing on ladder a while now, and what with Showdown being down I thought I would post my main team and hear some feedback/ideas. It's all OU pokemon, and I think the team can handle most of the tier (when healthy), barring a few exceptions that I'll get to below. What I find funny is that on paper, I should be easily able to handle Big 5 + filler, yet I'll occasionally run into a player that is amazing at switching/predicting, and my team eventually falls. Sometimes it's me playing poorly, but I know the team can handle them. Aero can be a problem, but each member besides Zapdos can wear him down from full HP in some way depending on the move clicked. Late game heracross also can be very threatening if I'm not careful/Zap and Starmie are dead.
Overall, this team should look familiar, it's close to the classic mixed offense team with Salamence and Swampert. Starmie and Breloom are not ironclad replacements, but I use that team as well, and I feel that team's lack of spin support and initial immediate speed are a big weakpoint. DD Tar can't handle everything.
With this team, I also occasionally struggle against Superman (Flygon and the random Articuno are pains), but the team feels off overall by the slimmest margin. Like, it's nearly there on a lot of fronts and I can handle most of the metagame (and shut down silly stuff), but every time I creep up past 1400 ELO I get knocked back down very fast. Also, randomly, this team struggles with Regirock lead. More than it should.
Since I'm using standards, would appreciate if someone could point out where the synergy is off. I've tried to address it with the moveslots, but just general struggles, not as consistent matchups leads me to thinking I'm doing something wrong. Would love advice on sets or potential slot changes. I've used houndoom, blissey, and moltres in the TTar, Lax, and Starmie slots and have been disappointed. The team, despite its faults, has something going for it, but not sure where to go from here. Thanks.
Zapdos @ Leftovers
Ability: Pressure
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Thunderbolt
- Thunder Wave
- Hidden Power [Grass]
- Roar
I lead with this Zapdos because I feel like I have a more solid gameplan against most leads by leading with it than my Pursuit Tar. I use roar over BP for Ninjask shenanigans. I uhh, also don't think I'm good at using Baton Pass. Thunder Wave is so useful for speed control, especially against the faster electrics. If the faster electric subs, roar. I've also started to just roar celebi switch-ins a lot. A celebi that gains momentum or boosts in any way is very dangerous for this team, so I end up T Waving them, and roaring afterwards. If they burn 2pp on Leech Seed from pressure, so be it. I generally think if Zap is Timid it should be HP Ice, so that's why it's HP grass here.
Breloom @ Leftovers
Ability: Effect Spore
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Spore
- Focus Punch
- Sky Uppercut
- Mach Punch
So I use sky uppercut over brick break because of the favorable rolls it has against a 90% Blissey, which is the health Blissey typically hovers at before sand. Against Blissey, I typcially double Spore since they'll switch out. It is annoying that Blissey will often be able to OHKO you on 1st turn wakeups from sleep while you're Focus Punching, but that's the risk you take. Sometimes I want HP Rock/Ghost, but the priority and FP are so strong, the moves are hard to part with. Maybe Spore, Sky uppercut, HP Ghost/Rock, Mach would work, especially since I rely too much on Spore+FP sometimes. But then you would lose a lot of ground on the Regirocks and the chip damage on Mence/Gyara as they intimidate you. Heck, the chip against Claydol is nice too, as well as really threatening Skarmory. The dugtrio death w/Mach Punch into Pursuit is a nice combo, but not foolproof if Ttar has to come out before Breloom does.
Metagross @ Leftovers
Ability: Clear Body
EVs: 200 HP / 220 Atk / 80 Def / 8 Spe
Adamant Nature
- Meteor Mash
- Earthquake
- Shadow Ball
- Explosion
Metagross has Shadow Ball to hit Gengar/Claydol after Snorlax has been burned. It is also nice for an accurate move against typical Mash/EQ resists like Zapdos and Swampert, Moltres, etc. Otherwise, messed with the EVs a little for some extra bulk. Metagross is often my lead TTar/Mence switch in, rare that TTar will lead with Fire Blast against Zapdos, but it does happen from time to time. That's what Jolly Breloom is for. I used to use Protect but I have enough EVs for to live Dug and +1 Ttar and Mence from full, so I think he's fine. Solid rock resist and general bulky boy.
Snorlax @ Leftovers
Ability: Immunity
EVs: 92 HP / 128 Atk / 108 Def / 168 SpD / 12 Spe
Adamant Nature
- Self-Destruct
- Body Slam
- Earthquake
- Focus Punch
This team has pursuit Tar because Breloom and this lax can't deal with Gengar, unfortunately. However, I don't love Shadow Ball on Lax because I don't love Lax switching in to Gengar, and this lax does far better when he can stay in and B Slam. Paralysis has saved my butt so many times. Self-destruct is also necessary for DDMence after intimidate and as a last ditch effort on Aero. FP is nice for Skarm but throw in a BSlam every once in a while for the para. I've tried using similar teams with Blissey instead of Lax, and the team then feels much worse against opposing Blissey.
Starmie @ Leftovers
Ability: Natural Cure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Ice Beam
- Rapid Spin
- Hydro Pump
Standard stuff here. Spin happens 0-3 times in a game, but I often find the mind games with SkarmBliss to be so frustrating. I usually TBolt more than spin to catch any Gengar on the switch, and then hope for Hydro to hit. But yeah, without immediate Starmie's speed, this team would get steamrolled by the base 100s. I like it over Swampert because of the coverage and the threats Starmie handles. I occasionally consider dropping spin for Psychic/Recover, but then I think the team gets much more opened up to Aerodactyl with spike support, as well as Jolteon and Raikou. Starmie can often live a +1 hit from Salamence or CB Aero from full health, I've been pleasantly surprised. Claydol would be nice for a levitator, but then you're really struggling against Salamence, I think. But maybe drop Breloom, put in Claydol, drop spin from Starmie, Idk.
Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 252 SpA / 4 Spe
Mild Nature
- Pursuit
- Crunch
- Fire Blast
- Brick Break
So leftovers are for recovering HP after spikes, lum berry isn't worth it. Take the burn from Gengar. I use brick break because I often get to late game after Lax and Meta have either boomed or died, and Breloom, despite being my boy, isn't a perfect Blissey counter. Brick break helps a little there, and that's also why he's mild. Crunch's spdef drops are nice when TTar has to stay in and hit Swampert/Milotic, but it's not great either. But overall, I used to use houndoom on this team instead of TTar, and the lack of an additional normal resist/sand means it's not as long lasting, and Ttar survives boom from Gengar, houndoom does not.
Thanks again!
Overall, this team should look familiar, it's close to the classic mixed offense team with Salamence and Swampert. Starmie and Breloom are not ironclad replacements, but I use that team as well, and I feel that team's lack of spin support and initial immediate speed are a big weakpoint. DD Tar can't handle everything.
With this team, I also occasionally struggle against Superman (Flygon and the random Articuno are pains), but the team feels off overall by the slimmest margin. Like, it's nearly there on a lot of fronts and I can handle most of the metagame (and shut down silly stuff), but every time I creep up past 1400 ELO I get knocked back down very fast. Also, randomly, this team struggles with Regirock lead. More than it should.
Since I'm using standards, would appreciate if someone could point out where the synergy is off. I've tried to address it with the moveslots, but just general struggles, not as consistent matchups leads me to thinking I'm doing something wrong. Would love advice on sets or potential slot changes. I've used houndoom, blissey, and moltres in the TTar, Lax, and Starmie slots and have been disappointed. The team, despite its faults, has something going for it, but not sure where to go from here. Thanks.
Zapdos @ Leftovers
Ability: Pressure
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Thunderbolt
- Thunder Wave
- Hidden Power [Grass]
- Roar
I lead with this Zapdos because I feel like I have a more solid gameplan against most leads by leading with it than my Pursuit Tar. I use roar over BP for Ninjask shenanigans. I uhh, also don't think I'm good at using Baton Pass. Thunder Wave is so useful for speed control, especially against the faster electrics. If the faster electric subs, roar. I've also started to just roar celebi switch-ins a lot. A celebi that gains momentum or boosts in any way is very dangerous for this team, so I end up T Waving them, and roaring afterwards. If they burn 2pp on Leech Seed from pressure, so be it. I generally think if Zap is Timid it should be HP Ice, so that's why it's HP grass here.
Breloom @ Leftovers
Ability: Effect Spore
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Spore
- Focus Punch
- Sky Uppercut
- Mach Punch
So I use sky uppercut over brick break because of the favorable rolls it has against a 90% Blissey, which is the health Blissey typically hovers at before sand. Against Blissey, I typcially double Spore since they'll switch out. It is annoying that Blissey will often be able to OHKO you on 1st turn wakeups from sleep while you're Focus Punching, but that's the risk you take. Sometimes I want HP Rock/Ghost, but the priority and FP are so strong, the moves are hard to part with. Maybe Spore, Sky uppercut, HP Ghost/Rock, Mach would work, especially since I rely too much on Spore+FP sometimes. But then you would lose a lot of ground on the Regirocks and the chip damage on Mence/Gyara as they intimidate you. Heck, the chip against Claydol is nice too, as well as really threatening Skarmory. The dugtrio death w/Mach Punch into Pursuit is a nice combo, but not foolproof if Ttar has to come out before Breloom does.
Metagross @ Leftovers
Ability: Clear Body
EVs: 200 HP / 220 Atk / 80 Def / 8 Spe
Adamant Nature
- Meteor Mash
- Earthquake
- Shadow Ball
- Explosion
Metagross has Shadow Ball to hit Gengar/Claydol after Snorlax has been burned. It is also nice for an accurate move against typical Mash/EQ resists like Zapdos and Swampert, Moltres, etc. Otherwise, messed with the EVs a little for some extra bulk. Metagross is often my lead TTar/Mence switch in, rare that TTar will lead with Fire Blast against Zapdos, but it does happen from time to time. That's what Jolly Breloom is for. I used to use Protect but I have enough EVs for to live Dug and +1 Ttar and Mence from full, so I think he's fine. Solid rock resist and general bulky boy.
Snorlax @ Leftovers
Ability: Immunity
EVs: 92 HP / 128 Atk / 108 Def / 168 SpD / 12 Spe
Adamant Nature
- Self-Destruct
- Body Slam
- Earthquake
- Focus Punch
This team has pursuit Tar because Breloom and this lax can't deal with Gengar, unfortunately. However, I don't love Shadow Ball on Lax because I don't love Lax switching in to Gengar, and this lax does far better when he can stay in and B Slam. Paralysis has saved my butt so many times. Self-destruct is also necessary for DDMence after intimidate and as a last ditch effort on Aero. FP is nice for Skarm but throw in a BSlam every once in a while for the para. I've tried using similar teams with Blissey instead of Lax, and the team then feels much worse against opposing Blissey.
Starmie @ Leftovers
Ability: Natural Cure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Ice Beam
- Rapid Spin
- Hydro Pump
Standard stuff here. Spin happens 0-3 times in a game, but I often find the mind games with SkarmBliss to be so frustrating. I usually TBolt more than spin to catch any Gengar on the switch, and then hope for Hydro to hit. But yeah, without immediate Starmie's speed, this team would get steamrolled by the base 100s. I like it over Swampert because of the coverage and the threats Starmie handles. I occasionally consider dropping spin for Psychic/Recover, but then I think the team gets much more opened up to Aerodactyl with spike support, as well as Jolteon and Raikou. Starmie can often live a +1 hit from Salamence or CB Aero from full health, I've been pleasantly surprised. Claydol would be nice for a levitator, but then you're really struggling against Salamence, I think. But maybe drop Breloom, put in Claydol, drop spin from Starmie, Idk.
Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 252 SpA / 4 Spe
Mild Nature
- Pursuit
- Crunch
- Fire Blast
- Brick Break
So leftovers are for recovering HP after spikes, lum berry isn't worth it. Take the burn from Gengar. I use brick break because I often get to late game after Lax and Meta have either boomed or died, and Breloom, despite being my boy, isn't a perfect Blissey counter. Brick break helps a little there, and that's also why he's mild. Crunch's spdef drops are nice when TTar has to stay in and hit Swampert/Milotic, but it's not great either. But overall, I used to use houndoom on this team instead of TTar, and the lack of an additional normal resist/sand means it's not as long lasting, and Ttar survives boom from Gengar, houndoom does not.
Thanks again!
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