Hello all, first time posting here after a week or so of messing around in Showdown.
As the title suggests, I'm building a team under the constraints of using only mons that Bianca uses in her teams in the games, with everything else being up to me (or y'all) after that.
As such, I'm asking to see if this insane idea of mine is capable of doing at least something, or if it's better off somewhere else.
Musharna @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk
- Light Screen
- Calm Mind
- Reflect
- Psychic
Capitalizing on Musharna's solid defensive stats, I've decided to go all in on HP and SpD, making it the bulkiest member of the team, with Light Screen and Reflect to hopefully allow it to support the rest of the team.
The only offensive move on it is Psychic. When paired with Calm Mind, I can only hope that it takes something out after some finangling, something that might happen considering it has the potential to stay on the field longer due to its stats, Reflect and Light Screen, and its Leftovers.
Game plan for Musharna is to have it lead and pop Reflect and Light Screen, switching out to the other lovely folks afterwards. Will occasionally come back in to put up both moves when they expire
Stoutland @ Leftovers
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Thunder Wave
- Ice Fang
- Return
No idea what to do with its move pool and stats, so I decided to slap Thunder Wave onto this bad boy, possibly the only sane decision I made when trying to make it work within the context of this team.
Ice Fang and Return are... certainly there. Again, I'm not too familiar with the Gen 5 OU meta so I have no idea if these two can do anything substantial against everything else I'll be up against, but I hope that its attack stat makes these two hit relatively hard.
Game plan for Stoutland is for it to pop in occasionally and throw out Thunder Wave in the hopes that it gives the rest of its teammates some extra breathing room, all while chipping away with Ice Fang and Return.
Mienshao @ Life Orb
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Drain Punch
- Fake Out
- Knock Off
- Swords Dance
One of the two or three good ideas in this entire team, with a Life Orb and Swords Dance to ensure that it hits hard, really hard.
Fake Out is a good move to have, of course, coupled with Knock Off to get rid of problem items, and Drain Punch to do actual STAB damage and hopefully keep it alive for longer.
Game plan for Mienshao is to have it be the first physical sweeper of the team, to come in when most or all of the threats on the opposing team are gone.
Chandelure @ Choice Specs
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Fire Blast
- Shadow Ball
- Overheat
Another one of the good (at least I hope so) ideas on the team, I decided to slap Choice Specs on this thingamajig and hope its SpA will be enough to take out something. While I am aware that Chandelure is quite good, I'm not too sure if I'm using it correctly.
With Psychic for type coverage and the rest of its moves making use of STAB, this little doohickey is the team's main source of SpA damage, where I have to pray that something doesn't blow out its candles before it can do something substantial.
Gameplan for Chandelure is to have it make use of its really good SpA and decent defensive stats to make quick work of anything it's effective or neutral against, an SpA sweeper, if you will.
Samurott @ Life Orb
Ability: Torrent
EVs: 252 HP / 252 Atk / 4 SpA
Naughty Nature
- Hydro Pump
- Swords Dance
- Waterfall
- Knock Off
Very simple game plan that's only somewhat bogged down by bulky mons, which is what Hydro Pump and Life Orb are here to deal with, although, going with its role as a physical sweeper, I may be inclined to switch it out with Aqua Jet soon.
Not too much going on here, after a Swords Dance or two, Waterfall will be taking things out with ease, and if it doesn't, it'll at least have the chance to make things flinch. As for Knock Off, I'm running it to act as insurance against things with Focus Sash and Focus Band.
Game plan for Samurott is to act as another bulkier physical sweeper if Mienshao isn't enough, preferably against Ground or Fire types that Mienshao can't deal good damage against.
Simisear @ Choice Specs
Ability: Gluttony
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
IVs: 0 Atk
- Will-O-
Wisp
- Fire Blast
- Focus Blast
- Heat Wave
Lastly, we have the funny little replacement Chandelure in case somebody knocks its lights out, with a very out of place Will-O-Wisp to halve the attack of any physical attackers the team might run into.
Outside the aforementioned Will-O-Wisp, the rest of its moves are solely dedicated to making sure the thing in front of it disappears, with special mention going to Focus Blast, which will hopefully soften its opponent up if it doesn't immediately take it out.
Gameplan for Simisear is to have it be the backup SpA mortar when Chandelure goes out, and have it use Will-O-Wisp and switch out immediately just to give something a burn.
And there we go, a very disjointed OU team that came about because I love Bianca to bits. While I'm aware that it probably won't see good results without major changes, it was a pretty fun idea that I loved playing around with. I'm sure that there's some slight room for improvement since I know that a lot of you reading this will inevitably have a lot more experience than me, I'm excited to see what improvements all of you come up with.
As the title suggests, I'm building a team under the constraints of using only mons that Bianca uses in her teams in the games, with everything else being up to me (or y'all) after that.
As such, I'm asking to see if this insane idea of mine is capable of doing at least something, or if it's better off somewhere else.
Musharna @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk
- Light Screen
- Calm Mind
- Reflect
- Psychic
Capitalizing on Musharna's solid defensive stats, I've decided to go all in on HP and SpD, making it the bulkiest member of the team, with Light Screen and Reflect to hopefully allow it to support the rest of the team.
The only offensive move on it is Psychic. When paired with Calm Mind, I can only hope that it takes something out after some finangling, something that might happen considering it has the potential to stay on the field longer due to its stats, Reflect and Light Screen, and its Leftovers.
Game plan for Musharna is to have it lead and pop Reflect and Light Screen, switching out to the other lovely folks afterwards. Will occasionally come back in to put up both moves when they expire
Stoutland @ Leftovers
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Thunder Wave
- Ice Fang
- Return
No idea what to do with its move pool and stats, so I decided to slap Thunder Wave onto this bad boy, possibly the only sane decision I made when trying to make it work within the context of this team.
Ice Fang and Return are... certainly there. Again, I'm not too familiar with the Gen 5 OU meta so I have no idea if these two can do anything substantial against everything else I'll be up against, but I hope that its attack stat makes these two hit relatively hard.
Game plan for Stoutland is for it to pop in occasionally and throw out Thunder Wave in the hopes that it gives the rest of its teammates some extra breathing room, all while chipping away with Ice Fang and Return.
Mienshao @ Life Orb
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Drain Punch
- Fake Out
- Knock Off
- Swords Dance
One of the two or three good ideas in this entire team, with a Life Orb and Swords Dance to ensure that it hits hard, really hard.
Fake Out is a good move to have, of course, coupled with Knock Off to get rid of problem items, and Drain Punch to do actual STAB damage and hopefully keep it alive for longer.
Game plan for Mienshao is to have it be the first physical sweeper of the team, to come in when most or all of the threats on the opposing team are gone.
Chandelure @ Choice Specs
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Fire Blast
- Shadow Ball
- Overheat
Another one of the good (at least I hope so) ideas on the team, I decided to slap Choice Specs on this thingamajig and hope its SpA will be enough to take out something. While I am aware that Chandelure is quite good, I'm not too sure if I'm using it correctly.
With Psychic for type coverage and the rest of its moves making use of STAB, this little doohickey is the team's main source of SpA damage, where I have to pray that something doesn't blow out its candles before it can do something substantial.
Gameplan for Chandelure is to have it make use of its really good SpA and decent defensive stats to make quick work of anything it's effective or neutral against, an SpA sweeper, if you will.
Samurott @ Life Orb
Ability: Torrent
EVs: 252 HP / 252 Atk / 4 SpA
Naughty Nature
- Hydro Pump
- Swords Dance
- Waterfall
- Knock Off
Very simple game plan that's only somewhat bogged down by bulky mons, which is what Hydro Pump and Life Orb are here to deal with, although, going with its role as a physical sweeper, I may be inclined to switch it out with Aqua Jet soon.
Not too much going on here, after a Swords Dance or two, Waterfall will be taking things out with ease, and if it doesn't, it'll at least have the chance to make things flinch. As for Knock Off, I'm running it to act as insurance against things with Focus Sash and Focus Band.
Game plan for Samurott is to act as another bulkier physical sweeper if Mienshao isn't enough, preferably against Ground or Fire types that Mienshao can't deal good damage against.
Simisear @ Choice Specs
Ability: Gluttony
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
IVs: 0 Atk
- Will-O-
Wisp
- Fire Blast
- Focus Blast
- Heat Wave
Lastly, we have the funny little replacement Chandelure in case somebody knocks its lights out, with a very out of place Will-O-Wisp to halve the attack of any physical attackers the team might run into.
Outside the aforementioned Will-O-Wisp, the rest of its moves are solely dedicated to making sure the thing in front of it disappears, with special mention going to Focus Blast, which will hopefully soften its opponent up if it doesn't immediately take it out.
Gameplan for Simisear is to have it be the backup SpA mortar when Chandelure goes out, and have it use Will-O-Wisp and switch out immediately just to give something a burn.
And there we go, a very disjointed OU team that came about because I love Bianca to bits. While I'm aware that it probably won't see good results without major changes, it was a pretty fun idea that I loved playing around with. I'm sure that there's some slight room for improvement since I know that a lot of you reading this will inevitably have a lot more experience than me, I'm excited to see what improvements all of you come up with.