OU IV Gen Team

Alright, this team is pretty balanced, leaning a bit toward offensive though. I made it two days ago and has been decent on Shoddy Battle, but I still get killed too often.

Here's my team:

Anti-Lead
Machamp@Lum Berry
Ability: No Guard
Nature: Adamant
EVs: 240Hp, 248Atk, 4Spe, 16SpD
Moves:
Dynamicpunch
Stone Edge
Payback
Bullet Punch

He OHKO's nearly every commmon lead, 2HKO if they have focus sash. The main lead he's been having problems with are gliscor, having no supper effective attacks on him. If you know a way to counter him without giving up too much coverage, that would be great. He also generically dies after taking out 1-2 pokemon, so maybe he could be seen as a suicide lead.

Special Sweeper/Annoyer
Togekiss@Leftovers
Ability: Serene Grace
Nature: Bold
EVs: 252Hp, 188Def, 68SpD
Moves:
Air Slash
Thunder Wave
Aura Sphere
Roost

The point is paralyze the opponent, which also makes you faster, no need for Speed EVs. Then Air Slash with Serene Grace gives you have 60% chance of flinch. Smogon said that the opponent then has a 30% chance of moving, but I think that it's 20%. Either way, its awesome. Aura Sphere is there for the pokemon that Air Slash can't really hit, and has got a OHKO against a Tyranitar before. Combine Roost with his defensive and Hp EVs and he isn't that bad of a wall either. One of the reasons he is my main sweeper.

Special Sweeper
Magnezone@Leftovers
Ability: Magnet Pull
Nature: Modest
EVs: 220Hp, 204Spe, 84Spe
Moves:
Thunderbolt
Substitute
Hidden Power (Grass)
Explosion

I've been changing his set around quite a bit, and he is the one that probably needs to change the most. Thunderbolt is a good reliable STAB. Substitute saves him from Earthquakes. HP (Grass) is for coverage. Explosion is there when things get ugly and I don't want to switch. I have tried magnet rise and metal sound, and if you think that I should use them please explain why.

Physical Wall/Support
Forretress@Shed Shell
Ability: Sturdy
Nature: Relaxed
EVs: 252Hp, 112Atk, 144Def
IVs: 0Spe
Moves:
Spikes
Rapid Spin
Gyro Ball
Explosion

He is much more support than physical wall, though I use him as one because I don't have a different physical wall and his overall physical bulk. Only spiker that I have on the team, generally can get all three layers in with a rapid spin if I need it, then explode or gyro ball them to death.

Special Wall/Support
Blissey@Leftovers
Ability: Natural Cure
Nature: Bold
EVs: 252Hp, 252Def, 4Spd
Moves:
Aromatherapy
Softboiled
Seismic Toss
Thunder Wave

Blissey is the best special wall. Aromatherapy is great for support. Softboiled for instant healing. Seismic Toss much better than any other option, only consistent damage. I chose Thunder Wave to help Togekiss sweep, if I didn't need her to do that, she would have toxic. I have lost a few battles because it came down to two walls and they won with toxic, so if you can find a way to put toxic in there that would be great. If you think it is more important than thunder wave please explain why.

Revenge Killer
Hitmontop@Black Belt
Ability: Technician
Nature: Adamant
EVs: 4Hp, 252Atk, 252Def
Moves:
Fake Out
Mach Punch
Bullet Punch
Close Combat

Hitmontop has turned into a very good reliable revenge killer. He originally had a life orb, but that's what has ended up killing him. I have seen no real difference when I replaced the life orb with the black belt, and I hope I can keep it that way. If there is a reason that he should have a life orb, please explain why. When one of my sweepers die I send out hitmontop to use fake out, then preferably Mach Punch or Bullet Punch for the KO. If I need to use Close Combat, I generally move first because they are normally paralyzed, but even if they are not, 239 speed isn't that bad. I don't mind the draw backs from close combat because 99% of the time he comes right back out after he uses it.

When you give responses, please tell me why I should change my team, not just that I should. I'm always open for improvement.
 
Machamp can't learn Pursuit, so replace it with Payback. Payback is good, in-case you get hit by an apposing attack, you can hit them back with twice the power!

With Magnezone, switch it to a Steel Killer. Although Skarmory may not look like such a threat, it can wall Togekiss, being as it's your only special sweeper. Scizor can also be a problem. With the Steel Killer, you can check if Skarmorys switch(In-case of Shed-Shell). You can also destroy apposing Scizors with Hidden Power Fire.

Another thing, is that you don't have an Anti-Spinner, because you'd then be wasting poor Forre's precious Spikes that it's worked hard on. Also want a reliable Revenge Killer? Try Rotom-W, or Rotom-H. They make great revenge killers and Anti-Spinners. I suggest replacing Hitmontop for either Rotom, because I don't see Hitmontop doing that well in OU, because of the many Choice-Trickers crippling it.

That's my advice, hope it helps :)
 
Sorry, I have machamp with payback, I messed up when I wrote pursuit. I used the magnezone change, and I like that. I'm keeping hitmontop, though. Hitmontop is a beast, and the if the other team wants to waste a turn rapid spinning, I'll let them. It lets me set up/explode freely. I'm sure you think that's stupid, I can't do anything about that, but I've won quite a few matches because of it. THANK YOU
 
I'd change the Forretress. While playing OU, the best combo for a Forretress's moves are Stealth Rocks, Toxic Spikes, rapid spin, explode/gyro ball
I know you take up two moves for entry hazards, but if you get a spin blocker (rotom) you can cause infinitely more damage through three turns (rocks, TS, TS) than with 3 spikes set up.
I don't know, that's just my personal experience.
 
Instead of making a team and making sure you have a physical wall, special sweeper, support mon, etc, try to build a team that checks major threats while maintaining an offensive presence. Threat lists can be found on other rmts or on the smogon ou list. The reason i say this is because your only physical wall cant touch gyrados, and neither can your revenge killer. Lucario also rapes you after hitmontop takes a little bit of damage (its extremespeed goes before mach punch).

Anyway on to the changes.

Machamp-No need to have him on this team. Just because he kills suicide leads doesnt mean hes worth a slot. An early sr would do you wonders. Metagross can kill most leads and set up sr. Try him. Can 2hko opposing machamp leads.

Togekiss-Good. Concider nasty plot over aura sphere if you want to sweep better. Mono flying isnt too bad and the flinch rate helps alot. Also concider toxic and heal bell (since i suggest taking it off of blissey). Toxic is for catching zapdos and friends off guard and goes with blisseys toxic.

Magnezone-My favorite set. Dont use modest with explosion though. Use the +spa -def nature. And maybe some attack eves to 1hko blissey.

Forteress-Dont use him without a spinblocker. Its a good idea to either go with offensive or stall. Slapping sweepers and walls on the same team is generally bad. So id replace him. Sub split gengar beats gliscor, synergizes well with magnezone, and benifits from its explosion. Test it.

Blissey-Just like forteress she needs alot of support to be effective. Here you need a fire resist and something to beat gyrados...scarf flygon maybe? i would suggest suicune or vaporeon but you have enough problems with electrics as it is. Not really sure what to put here...If you keep blissey try a set of thunderbolt, ice beam, softboild, toxic. Toxic helps with walls and such (as im sure you knew). Tbolt hits skarm and gyrados. Ice beam is for dragonite, zapdos and gliscor.

Hitmontop-Eh i dont like him in ou, but you do so keep him. Try stone edge over mach punch so gyrados and dragonite cant set up on you. Bullet punch is only good for gengar i think and you have no problems with him.

Final team- Metagross, togekiss, magnezone, gengar, blissey/flygon, hitmontop. Good luck
 
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