
Oobemu: Psychic type
Base Stats:
HP: 75
Atk: 75
Def: 75
Sp Atk: 125
Sp Def: 95
Spd: 40
Total: 485
Atk: 75
Def: 75
Sp Atk: 125
Sp Def: 95
Spd: 40
Total: 485
Telepathy: Prevents damage from team-mates during double and triple battles
Synchronize: When this pokemon becomes Posioned, Paralyzed, or Burned, so does the opponent. Pokemon with immunities to the effects are not effected.
Dream World Ability:
Analyze: If you are last to attack, the move becomes more powerful.
Synchronize: When this pokemon becomes Posioned, Paralyzed, or Burned, so does the opponent. Pokemon with immunities to the effects are not effected.
Dream World Ability:
Analyze: If you are last to attack, the move becomes more powerful.
Level Up:
Confusion
Growl
Heal Block
Miracle Eye
Psybeam
Headbutt
Hidden Power
Imprison
Simple Beam: Changes the foe's ability to Simple
Zen Headbutt
Psych Up
Pyschic
Calm Mind
Recover
Guard Share: Adds the Defense and Sp Defense of each pokemon, then splits them evenly between the two.
Power Share: Same as guard share, but with Attack And Sp Attack
Synchronise: Damages self and pokemon of the same type
Wonder Room: All pokemon on the field have their defense and sp attack switched for 5 turns.
TM/HM:
Psycho Shock: Attacks the opponent, but does damage based on user's sp attack and opponent's defense
Calm Mind
Toxic
Hidden Power
Hyper Beam
Light Screen
Protect
Rain Dance
Telekinesis: Attacks hit the opponent easier (Evasion lowered?) for 3 turns.
Safeguard
Frustration
Thunderbolt
Return
Psychic
Shadow Ball
Double Team
Reflect
Rock Tomb
Facade
Rest
Attract
Thief
Sing A Round: It attacks the opponent with song. If everyone sings together you can use the move in successive turns and have its power increase (?)
Echo Voice: It attacks the for with an echoed voice. If it or one of its team-mates uses it each turn, the power increases. (Like a fury cutter thing?)
Side Change: Switches places with one of its team-mates in triples and rotations
Energy Ball
Charge Beam
Embargo
Giga Impact
Flash
Thunder Wave
Psych Up
Rock Slide
Dream Eater
Swagger
Substitute
Trick Room
Egg Moves:
Teleport
Disable
Astonish
Power Swap
Guard Swap
Barrier
Nasty Plot
Skill Swap
Confusion
Growl
Heal Block
Miracle Eye
Psybeam
Headbutt
Hidden Power
Imprison
Simple Beam: Changes the foe's ability to Simple
Zen Headbutt
Psych Up
Pyschic
Calm Mind
Recover
Guard Share: Adds the Defense and Sp Defense of each pokemon, then splits them evenly between the two.
Power Share: Same as guard share, but with Attack And Sp Attack
Synchronise: Damages self and pokemon of the same type
Wonder Room: All pokemon on the field have their defense and sp attack switched for 5 turns.
TM/HM:
Psycho Shock: Attacks the opponent, but does damage based on user's sp attack and opponent's defense
Calm Mind
Toxic
Hidden Power
Hyper Beam
Light Screen
Protect
Rain Dance
Telekinesis: Attacks hit the opponent easier (Evasion lowered?) for 3 turns.
Safeguard
Frustration
Thunderbolt
Return
Psychic
Shadow Ball
Double Team
Reflect
Rock Tomb
Facade
Rest
Attract
Thief
Sing A Round: It attacks the opponent with song. If everyone sings together you can use the move in successive turns and have its power increase (?)
Echo Voice: It attacks the for with an echoed voice. If it or one of its team-mates uses it each turn, the power increases. (Like a fury cutter thing?)
Side Change: Switches places with one of its team-mates in triples and rotations
Energy Ball
Charge Beam
Embargo
Giga Impact
Flash
Thunder Wave
Psych Up
Rock Slide
Dream Eater
Swagger
Substitute
Trick Room
Egg Moves:
Teleport
Disable
Astonish
Power Swap
Guard Swap
Barrier
Nasty Plot
Skill Swap
Potential Sets:
Specially Offensive
Oobemu @ Life Orb
Ability: Analyze
EV's: 252 Sp Atk / 180 Hp / 4 Def / 72 Sp Def /
Nature: Quiet (+Sp Atk, -Spe)
Nastly Plot / Calm Mind
Psychic / Psycho Shock
Thunderbolt / Hidden Power Fire / Hidden Power Ice
Shadow Ball / Energy Ball / Recover
This set is viable and doesn't need much speed for one reason only- Oobemu's Analyze ability. Because it adds extra power to the slower attacker, and Oobemu's base speed is 45, he will usually hit harder rather than softer. The first moveset choice is rather do you want him to have a much needed KO or if you rather allow him to take a hit. Should you choose the cm choice change the Sp Def EV's to Def. The second slot is always STAB no matter what you pick, but Psycho Shock is to stop any special walls that try to come in on you. The third slot is for mainly coverage, while the last slot is whether you want to stop ghosts coming in on you, to stop waters should you choose to not go with tbolt, or if you want to recover off any life orb damage, while having some bulk the opponent needs to dent again.
Double Screen:
Oobemu @ Light Clay
Ability: Synchronize / Analyze
EV's: 252 HP / 252 Sp Def / 4 Def
Nature: Relaxed (+Def, -Spe)
Reflect
Light Screen
Psychic / Toxic
Recover / Thunder Wave
Oobemu has two functions for itself: Being Specially Offensive, or having some sort of bulk involved in the set. This set gives you the second option, a double screen. The EV's and Nature are set to possibly give you both screens, but we don't know how the metagame will turn out so we can't be sure. The move slot choices are based on what you picked for your ability- If you went with synchronize, I would go with one or no status moves. If you went for Analyze, I would go for 1 or 2 status moves.
Well, there's my report on Oobemu. The main reason this guy caught my eye is from his ability, and his lacking base speed. This will help with the problem, but I do not expect him to be looking for OU. My prediction for him is to be UU or BL. But enough of me babbling- What do you think?
EDIT: Added in the suggestions for the speed drop in the sets. All speed EV's also replaced with Def.