(OU) Bait 'n Switch

Hi, I am kind of new to competitive pokemon, and this is my first team that has been pretty decent. I am looking for suggestions on how to improve the team because it is still not winning as much as I would like. Here it is:

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Shandera @ Lum Berry
Ability: Shadow Tag
EVs: 252 HP / 252 Def / 4 Spe
IVs: 31/2/30/30/30/30
Nature: Bold

-Calm Mind
-Flamethrower
-HP Fighting
-Rest

As a lead, this guy can sometimes trap and kill a Nattoorai or Foretress, but they often run shed shell now. I usually switch off of Shandera into a counter based on their lead. The one time I keep it in is against Genosekuto leads who always U turn. I use calm mind and deal with the switch in. If they switch in Ttar I surprise it and kill it with a couple HP fighting since I can tank its attacks. This is the main reason I run HP fighting, but it's a good one because they switch in Ttar A LOT. It also KOs breloom leads who spore and then die from a flamethrower.

This guy also is a perfect counter to blissey and porygon2 (and togekiss unless i get too many flinches before calm minds) since I can switch in on them and calm mind to the max using rest to heal status. Usually this kills them and at least 1 more pokemon since I can usually take 1 EQ, Stone Edge, crunch. This is also good for trapping choiced fighting attacks and BPs. With a light screen i can even set up on the likes of burungeru or tentacruel, though this is riskier because of crits. If they switch in Ditto to take the boosts, I usually just die to his supereffective HP, then switch in Houndoom and sucker punch, not minding if he switches out because the rest of my team is solid against ditto for the most part.

This set also counters subseed stallers. Even with weather damage I can out stall them while gaining some CM boosts along the way. Rest works wonders to PP stalling.

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Cresselia @ Light Clay
Ability: Levitate
EVs: 252 HP / 148 Def / 40 SpD / 68 Spe
IVs: 0 Atk
Nature: Bold

-Reflect
-Light Screen
-Psychic
-Lunar Dance

I took this one right off Smogon. Special/Physical wall and screener. This is my most common switch in from Shandera in the opening against non U Turners. Against DDers I set up reflect then switch in a counter. Against special attackers I do the same with light screen. Sometimes I set up both screens and bring someone in. I use lunar dance to bring in one of my weakened pokemon that they can't handle twice, or to recover like a burnt poliwrath or something.


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Houndoom @ Life Orb
Ability: Flash Fire
EVs: 252 Atk / 32 SpA / 224 Spe
Nature: Hasty

-Pursuit
-Crunch
-Sucker Punch
-Flamethrower

Also taken straight from Smogon. This guy serves the important role of ghost/psychic killer (most importantly Shandera) and revenge killer. He requires some prediction, but its not too hard. If they carry focus blast I just sucker punch (alla and gengar). If they stay in for pursuit I sucker punch the next time. If they are burungeru i crunch because they usually stay in.

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Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Atk / 4 Spe
Nature: Adamant

-Substitute
-Focus Punch
-Waterfall
-Encore

Also taken from Smogon. I needer a counter to Urugamosu, and also I am kind of weak to water. I originally had Gyarados here, but then I was getting crushed by stone edge and stealth rock. This is my best bait, and also a good fighter in his own right. He can really mess up stat boosters or subbers with encore. With a screen his sub can often survive an attack. If they put in an electric attacker, I encore as they break the sub then switch in Zapdos. For psychic I switch in Houndoom. If they put in breloom, i switch in shandera before the sub gets broken since i know he won't be using spore. Now with lum I can trap and kill him.

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Zapdos @ Life Orb
Ability: Lightningrod
EVs: 208 HP / 252 SpA / 48 Spe
IVs: 31/3/31/31/31/30
Nature: Modest

-Agility
-Thunderbolt
-HP Ice
-Roost

This is my star. If I switch him into an electric attack, especially an ecored one, I can get to +1 SpA / +2 Spe by using agility. I can nearly always survive one ice or rock attack if I have to, then with agility I can roost up without those attacks being supereffective. With these boosts, Zapdos can sweep a lot of teams. The only real threats are bulky water/ground types or a Doryuzu with SS. Swift swimmers like kabutops can cause trouble too, so sometimes I use a second agility if I get a chance. If they switch in Blissey, I can put shandera in.

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Cloyster @ Life Orb
Ability: Skill Link
EVs: 252 HP / 252 Atk / 4 SpD
Nature: Adamant

-Ice Shard
-Icicle Spear
-Shell Smash
-Rapid Spin

This is one that maybe could use some modification. I originally tried spikes instead of shell smash, but i never really used them. With the current setup I will usually shell smash if there are hazards on the first turn. This way if a ghost switches in I can kill them, if not i just spin the next attack. This is my main counter to dragons other than an already set up Zapdos. Also, Icicle Spear can take out bulky water/ground types since I lack any grass attacks on the team. This set also serves as a sub breaker since I have no whirlwind/roar.

So that's it. Any input will be appreciated. Some of the main problems I am running into are bulk up/mach punch fighting types if I don't kill them quick since encore doesn't stop them, and also calm minders, especially kerudio.
 
Well, 3 water types and 2 Fire types with similar coverage, no entry hazards, where do I start?

Cresselia can easily be replaced by a Duel Screens variant of Espeon, giving you something to switch into entry hazard users. Screens/Psychic/HP Fire works well as Nattorei and Skarmory are the major Spikers, and Nidoqueen/Tentacruel, the Toxic Spikers are covered by Psychic. With luck, those hazards won't ever hit the field.

Forgive me if I'm wrong, but isn't Roost incompatible with Lightning Rod? (I know Heat Wave is)

3 Dark attacks on Houndoom, are you kidding? How many Ghosts and Psychics do you run into? Tyranitar has better stats, Access to the main 2 Dark moves, and Flamethrower, and has much better stats and typing. It even has access to Stealth Rock if you want an entry hazard.

That's just a start. I'll put it bluntly, this team needs a major overhaul, but hope is not lost.

Shandera might want to use Shadow Ball in Rest's spot, as it gives unresisted coverage with HP Fighting.

Zapdos might be better replaced with a standard Gliscorb. It's still immune to Electric, and handles your Fighting problem between stalling, status, and Flying STAB.

Rock Blast is necessity on Cloyster for coverage. Put it over Rapid Spin, as Espeon can probably handle hazards, but putting it over Shell Smash is also an option.

Hopefully testing some of these out will lead you on the right track.
 
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