I've been testing this new team I've made. It does not use weather and is designed to be an "all-round" team. I'll go over what I've found it's weaknesses to be at the end.
;482;
Azelf @ Focus Sash
Ability: Levitate
EVs: 4 Atk/252 Sp.atk/252 Spe
Nature: Timid (+speed, - attack)
-Stealth Rock
-Fire Blast
-Taunt
-Explosion
I chose this set because I simply needed something fast that got stealth rock up. I have taunt for forretress and other SR/spikes users, and taunt can sometimes be used for things trying to set up on me. Explosion is there to deal unexpected physical damage and stop Azelf from being set up bait. Fire blast is for steels that resist Explosion, e.g. Skarmory, Forretress.
;637;
Volcarona @ Leftovers
Ability: Flame Body
EVs: 240 HP/ 252 Def/ 16 Spe
Nature: Timid (+Speed, - attack)
-Fiery Dance
-Bug Buzz
-Giga Drain
-Quiver Dance
Standard Bulkarona set. I used this to punish specs draco meteor Latios, as I don't have anything that can safely take a draco meteor from it. I choose the bulky set so I can comfortably take another draco meteor if it goes for it, and also in the hope to set up 2 Quiver dances. Giga drain not only helps with jellicent, but also increases volcaronas longevity.
;121;
Starmie @ Life Orb
Ability: Natural Cure
EVs: 252 Sp.atk/252 Spe/ 4 HP
Nature: Timid (+Spe, -Attack)
-Hydro Pump
-Ice Beam
-Thunderbolt
-Rapid Spin
Starmie is great for finishing off pokemon hurt by the stealth rocks and spikes I set up, which is good. However I am mainly using it as a fast rapid spinner. I need to get rid of those stealth rocks, otherwise Volcarona is not going to do much at all.
;212;
Scizor @ Choice Band
Ability: Technician
EVs: 252 Attack/ 252 HP/ 4 Spd
Nature: Adamant (+Att, -Sp.atk)
-U-turn
-Pursuit
-Bullet Punch
-Superpower
CB scizor was most used pokemon in OU for a reason. Bullet punch can finish off a weakened team, which goes very well with the SR and spikes I set up. Mainly here for a physical presence, CB scizor also helps to keep the games momentum in my favour with it's powerful u-turn.
;227;
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP/ 252 Def/ 4 Att
Nature: Impish (+Def, -sp.atk)
-Brave Bird
-Roost
-Spikes
-Whirlwind
Skarmory is for stopping those powerful dragon types. Switch it into an outrage or an earthquake and set up the spikes. With spikes and SR up, the opponent becomes very reluctant to switch. Whirlwind racks up the hazard damage, while roost keeps my skarmory nice and healthy.
;445;
Garchomp @ Salac Berry
Ability: Rough Skin
EVs: 252 Atk/ 252 Spe/ 4 Spd
Nature: Jolly (+Spe, -Sp.atk)
-Substitute
-Swords Dance
-Earthquake
-Outrage
Garchomp is designed to halt the onslaught of specs raikou/jolteon, and set up a substitute. It can then swords dance. It has the right amount of HP for 4 substitues, so it can control it's salac boost. Garchomp is designed for absorbing electricity attacks and sweeping the opponents team once I have all hazards up.
The problem I have with this team is that frankly, subsalac garchomp isn't all that good of a sweeper. I would use salamence, but I would be very electric weak if I did that. Same goes for dragonite. I would like to replace garchomp, though I need a ground if I'm to be using starmie and skarmory.
The second problem is that I have no ghost. This means that rapid spinners can just spinner away all my SR and spikes, making my four turns of setting up wasted. I have thought about using golurk for offensive presence, ghost type and ground type, but golurk really isn't all that good of a pokemon.
Any advice would be greatly appreciated.
;482;
Azelf @ Focus Sash
Ability: Levitate
EVs: 4 Atk/252 Sp.atk/252 Spe
Nature: Timid (+speed, - attack)
-Stealth Rock
-Fire Blast
-Taunt
-Explosion
I chose this set because I simply needed something fast that got stealth rock up. I have taunt for forretress and other SR/spikes users, and taunt can sometimes be used for things trying to set up on me. Explosion is there to deal unexpected physical damage and stop Azelf from being set up bait. Fire blast is for steels that resist Explosion, e.g. Skarmory, Forretress.
;637;
Volcarona @ Leftovers
Ability: Flame Body
EVs: 240 HP/ 252 Def/ 16 Spe
Nature: Timid (+Speed, - attack)
-Fiery Dance
-Bug Buzz
-Giga Drain
-Quiver Dance
Standard Bulkarona set. I used this to punish specs draco meteor Latios, as I don't have anything that can safely take a draco meteor from it. I choose the bulky set so I can comfortably take another draco meteor if it goes for it, and also in the hope to set up 2 Quiver dances. Giga drain not only helps with jellicent, but also increases volcaronas longevity.
;121;
Starmie @ Life Orb
Ability: Natural Cure
EVs: 252 Sp.atk/252 Spe/ 4 HP
Nature: Timid (+Spe, -Attack)
-Hydro Pump
-Ice Beam
-Thunderbolt
-Rapid Spin
Starmie is great for finishing off pokemon hurt by the stealth rocks and spikes I set up, which is good. However I am mainly using it as a fast rapid spinner. I need to get rid of those stealth rocks, otherwise Volcarona is not going to do much at all.
;212;
Scizor @ Choice Band
Ability: Technician
EVs: 252 Attack/ 252 HP/ 4 Spd
Nature: Adamant (+Att, -Sp.atk)
-U-turn
-Pursuit
-Bullet Punch
-Superpower
CB scizor was most used pokemon in OU for a reason. Bullet punch can finish off a weakened team, which goes very well with the SR and spikes I set up. Mainly here for a physical presence, CB scizor also helps to keep the games momentum in my favour with it's powerful u-turn.
;227;
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP/ 252 Def/ 4 Att
Nature: Impish (+Def, -sp.atk)
-Brave Bird
-Roost
-Spikes
-Whirlwind
Skarmory is for stopping those powerful dragon types. Switch it into an outrage or an earthquake and set up the spikes. With spikes and SR up, the opponent becomes very reluctant to switch. Whirlwind racks up the hazard damage, while roost keeps my skarmory nice and healthy.
;445;
Garchomp @ Salac Berry
Ability: Rough Skin
EVs: 252 Atk/ 252 Spe/ 4 Spd
Nature: Jolly (+Spe, -Sp.atk)
-Substitute
-Swords Dance
-Earthquake
-Outrage
Garchomp is designed to halt the onslaught of specs raikou/jolteon, and set up a substitute. It can then swords dance. It has the right amount of HP for 4 substitues, so it can control it's salac boost. Garchomp is designed for absorbing electricity attacks and sweeping the opponents team once I have all hazards up.
The problem I have with this team is that frankly, subsalac garchomp isn't all that good of a sweeper. I would use salamence, but I would be very electric weak if I did that. Same goes for dragonite. I would like to replace garchomp, though I need a ground if I'm to be using starmie and skarmory.
The second problem is that I have no ghost. This means that rapid spinners can just spinner away all my SR and spikes, making my four turns of setting up wasted. I have thought about using golurk for offensive presence, ghost type and ground type, but golurk really isn't all that good of a pokemon.
Any advice would be greatly appreciated.
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