Other Metagames Not your average team

Hey, this is the first team I've shared and I'm winning the majority of my games with this, and naturally it has some flaws but I'd love some feedback and useful ideas.

This is a UU team that I like to play in OU(no megas) and have honed by myself over a few months.

I have intentionally not included Megas or Legendaries in my team. I understand the tier system helps keep these things fair, but personally I don't like to use either, regardless of whether they are deemed fair or not.

#1 Nosepass

No this is not a fear Nosepass!
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Nosepass @ Eviolite
Ability: Sturdy
EVs: 4 Atk / 252 Def / 252 SpD
Careful Nature
- Pain Split
- Stealth Rock
- Stone Edge
- Magic Coat

  • I normally lead with Nosepass for a quick setup(as I only plan on using rocks) It being able to have both Stealth Rock and Magic Coat is why I like to start with Nosepass.
  • If they lead with their entry hazard setup, I can choose to Magic Coat it back, or accept the hazard, and setup my rocks. However swapping out is also an option(as you will see later).
  • With naturally high defensive stats, paired up with eviolite and Maxed EVs in both defenses, Nosepass can normally endure a hit. This makes him great to swap into when I'm low on options.
  • I didn't EV it's HP as it has Sturdy, which when paired up with Pain Split can reduce their health to an easy KO and help keep Nosepass' health up!

#2 Espeon
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Espeon @ Choice Specs
Ability: Magic Bounce
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hidden Power [Fire]
- Dazzling Gleam
- Psyshock
- Shadow Ball

  • Espeon is a great swap in for when they lead with their entry hazards, and it's not worth Magic Coating them all back, due to it's Magic Bounce ability. This is why I chose to give it HP Fire, I've found most entry setup leads have been weak to fire(Ferrothorn/Klefki)
  • I've decided to give it Choice Specs because at 252 Speed it's normally fast enough to out-speed anything that's not setup, with a few exceptions. The Specs also bump it's already maxed out Spec Attack out to huge levels allowing it to deal a decent chunk of damage, to even those who resist.
  • Being Choiced in may seem like a problem, but on Espeon I find it works well when timed right. The Espeon Nosepass combo helps keep most of my team status free most of the time. When timed right you can cripple their Pokemon(For example T-Wave Togekiss, or most Prankster Pokemon) and then you just need to choose wisely. I've found my move pool has caught most people out.
  • As a standard I'm also running Psyshock, as with that much Spec Attack behind it, it can really catch out unprepared Spec Defense walls.
  • Shadow Ball and Dazzling Gleam are just there for Coverage, and the off chance I can out speed a Ghost or Dark type.
#3 Cofagrigus
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Cofagrigus @ Rocky Helmet
Ability: Mummy
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Pain Split
- Shadow Ball
- Will-O-Wisp
- Nasty Plot

  • Cofagrigus has one of the Highest defenses I have ever seen, paired up with a Ghost typing giving it immunity to Fighting and Normal, which are normally physical types makes this such a great Defensive wall.
  • It's exclusive ability Mummy is great for taking down physical attackers that rely on their ability(Eg. Talonflame's Gale wings, Azumarill's Huge Power or Conkledurr's Guts/Iron Fist) rendering a lot of physical attackers almost useless against it.
  • Pairing it's ability up with Will-o-Wisp is a great shut down for physical sweeps, with such high defense you take so little damage from what what normally be a hard to stop Physical sweeper.
  • I gave it Pain Split regardless of giving it such high HP, as I found even though it had such high Defense, a single knock off can take down my main Physical wall. Pain Split comes in advantage however when dealing with Pokemon that whittle your health down with Status, or when predicting a switch, essentially giving my wall a second chance.
  • Nasty plot is great for a predicted switch when you're still good on Health as this puts a large amount of power behind Shadow Ball.
  • I've given it a Rocky Helmet, as it's a double whammy when they hit you with a contact move, they lose their ability and lose some Health.

#4 Snorlax
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Snorlax @ Assault Vest
Ability: Immunity
EVs: 4 HP / 252 Atk / 252 SpD
Adamant Nature
- Return
- Pursuit
- Earthquake
- Power-Up Punch

  • Snorlax is a natural Special wall, with generally high HP and pretty decent Spec Defense it's perfect when paired up with an Assault Vest
  • I chose the Assault vest as this helps Snorlax take any Spec Attack with no problem, and requires 0 setup to use it.
  • It's Ability Immunity is one I've caught a lot of people off with, helping me waste one of their turns, and keeping my Snorlax alive so much longer!
  • It's Normal typing means both my walls work great in harmony! Any super effective moves against Snorlax, Cofagrigus is immune to, and any Ghost moves sent Cofagrigus' way, Snorlax is immune to, giving some clean swaps.
  • It's base stats mean I can focus on getting it to do what it needs to best; fend off Spec Attacks, and deal decent damage.
  • Return is generally a great move for most Normal Types, this gives Snorlax good capability to hit any Pokemon hard, this gives it the capability to chip damage a swapped in wall, or deal a huge chunk of damage to an unprepared Spec Attacker.
  • I've found running Pursuit on this has been perfect when swapping into choiced ghost sweepers(Like Gengar or Chandelure) Normally KOing any that swap out.
  • EQ because it gives decent coverage and is my only move other than Pursuit(which is Base power 40...) to hit Ghost types
  • Power-up Punch has been good for finishing off low Pokemon and giving my wall more capability to hit hard.

#5 Scrafty
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Scrafty @ Focus Sash
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Drain Punch
- Ice Punch
- Knock Off

  • Scrafty has actually won me more games than I first anticipated. It's Dark/Fighting typing helps cover 2 of Espeon's and Cofagrigus' weaknesses(Dark and Ghost) Meaning a safe swap. Which can cause a switch, giving you time to D-Dance up.
  • The only thing Scrafty lacks in is Speed, so maxed out Speed and a Jolly nature is a MUST, paired with a D-Dance you just about get enough Speed to start being able to Out-Speed
  • It's Moxie gives this Physical sweeper easy Snowballing potential, once it's got it's Speed up, You have 3 choices against it, out-speed it, priority it, or die! This feeds Moxie and produces a nice and easy sweep.
  • I've given it a Focus Sash in the instance that it's coming into a clean field for a revenge kill. This gives me the chance to D-Dance up and get enough speed to out-speed most things, with a few exceptions
  • Drain punch was pretty much a no brainer, it's great for recovering after having to use my Sash, or if I haven't used my sash yet, getting high enough HP to be able to survive a hit with the help from the Sash. Being a stab move made it perfect for Scrafty.
  • Knock off, again is a great move for Scrafty, giving it a tonne of power behind it, as almost all pokemon use an item. This also helps take out any pokemon relying on items(eg. choice scarfs, eviolites and leftovers)
  • Ice punch was my other move, as Dragons, Ground and Flying types are quite common in game play, giving Scrafty that extra unexpected edge

#6 Ambipom
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Ambipom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Aerial Ace
- Thief
- Power-Up Punch

  • Ambipom is a perfect revenge killer, with STAB priority, Technician life orbed Fake Out, on Full EVs you're looking at a guaranteed large amount of damage every time it's swapped in.
  • With Maxed speed and a Jolly nature you're looking at 361 Speed, there is very little that can actually out speed this.
  • Life orb naturally is a blessing and a curse, this limits Ambipom's usage, but can also make the most of it!
  • It's Technician ability, is it's only real usable ability in Showdown, but this is still such a powerful ability paired up with it's moveset available.
  • I went with each move mainly for coverage and to make the most of Technician, this seems to have made this Ambipom incredibly unpredictable.
  • Aerial ace with the ability gives a Base power of 90 and ignores any chances to miss giving guaranteed decent damage
  • Thief is my coverage for Ghost, people really have not expected this move and has cost them their Gengars, as only scarfed Gengars can out-speed this. Also nice to pick up an item if I get knocked off!
  • Power-up punch gets a Base Power of 60, but also gives 1.5x Attack, which makes Ambipom that much more of a wrecking ball when it comes to it. It's a great move for finishing off weak pokemon that you know you can out-speed

Known weaknesses
  • I am well aware, that this team is incredibly weak to fighting, making me heavily dependent on Cofagrigus. 4/6 Pokemon are weak to it, and Espeon, is too squishy to take a strong fighting hit well.
  • Knock off is pretty rough against my team. Being a physical move naturally I would want to swap to Cofagrigus or Nosepass. But being a Dark, I would avoid Cofagrigus. And it being Knock off, I wouldn't want to lose Nosepass' Eviolite.
  • I've noticed a lot of my pokemon rely on each other quite a bit, meaning once one is out, unless I have the upper hand I can go down easily.
  • Shadowtag Gothitelle. Everytime I go against Shadowtag Gothitelle I die a little bit on the inside, as I know I'm going to lose a lot of Pokemon to this, as they can set up easy if they trick a choice scarf onto most of my Pokemon.
  • There's bound to be more - but none spring to mind, but I'd love to hear what you have to say

Thank you if you have got this far! I understand that this may have been a bit of a long read(it certainly took a long time to write!) My apologies for being new and not knowing how to use the Spoiler function on here. But once if I figure it out, I can come back here and edit this!

LASTLY!
I cannot take credit for the Scrafty, my friend(I call Waffle) showed me this build for it, and it's won me many games.

Thanks again for reading!
 
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