OU Nonweather Group of Pokes Working Together To Win

Hey, I started playing more on the PO, so I decided to use a serious team and test it for a while. Here's what happened.

Team Building Process:
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I wanted to start off the team based around Banded Haxorus. This thing is a Monster, and it's one of the stars of my team.
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In the team, I still wanted a scarfer and an ice resister. Here is what I came up with, and it's proven to be quite effective.
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Next, I wanted an Excadrill counter, a dragon type resister, a good phazer, and a physical wall. It's the perfect job for Skarmory.
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Next, I thought I'd add another one of my favorite pokes, Conkeldurr. This thing is a monster, and can easily tear through almost full teams once set up.
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My next addition was Heatran, who acted as my special wall. A Draco Meteor from Specs Latios only took off about a third, so it looked pretty promising.
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I then decided Golurk was worth a try. Why not? No one ever seems to give him a chance, and he does work as a spin blocker, fighting immunity, and electric immunity. He seemed worth a shot.
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Well, I tested the team and Golurk was doing quite awful. The moveset I had him with wasn't getting anything accomplished, and his spot in the team didn't really make sense. I needed a ghost that was more defensive, so I chose the most resilient pokemon in the metagame, Dusclops.
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This was my final team as of now. Heatran wasn't doing anything and was getting walled by a lot of pokes. He doesn't seem to work well on the defensive side. Mew, on the other hand, is one of the best walls in the game. No, seriously, it is. Try it yourself and tell me I'm wrong.


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Mew (Lil Blue) @ Leftovers - Specially Bulky Lead
Nature: Calm [+SpD, -Atk]
Ability: Synchronize
62 Def / 196 SpD / 252 HP
-Psyshock
-Will-O-Wisp
-Softboiled
-Stealth Rock

This is my favorite version of Mew ever. This thing can wall for days, stop huge physical threats like it's nothing, and it sets up rocks. These EV's are to give it good special defense, while still letting it live some physical attacks. The only common lead that will make me either switch or lead with a different poke is T-tar. That thing scares me with it's STAB Crunch, so I lead with something else instead.
-Psyshock is to give Mew a good STAB attack. Psychic could be used, but I like hitting on the physical side a bit better. Will-O-Wisp stops physical threats in their tracks, and can make a lot of games far more easy. Stealth Rock is obvious (just set rocks up), and Softboiled is great recovery, and is the reason this mew can wall so hard. Mew is officially one of my favorite pokes.


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Haxorus (Final Boss) @ Choice Band - Raw Late-game Power
Nature: Jolly [+Spe, -SpA]
Ability: Mold Breaker
6 HP / 252 Atk / 252 Spe
-Outrage
-Earthquake
-Dual Chop
-Brick Break

Here it is. This is my "I'm tired of you, now die" poke. Goodness this thing has so much power. With the band, it's a whopping 589 Attack. That's massive power. I might try rivalry over Mold Breaker, but I'm not sure about that.
-Outrage is the main move for this poke. It's used 90% of the time, and it's used well. I try to save Haxorus for the later game, or at least when all the steels and threats to him have been eliminated. Earthquake is for in case I do have to hit a steel with him. Dual Chop is a wonderful sub-breaking move. Brick Break is just filler and to potentially break screens. Though, I believe I might switch this out for Dragon Claw, so I'll have more reliability.


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Starmie (EB Ape) @ Choice Scarf - Speedy Speedy Speedy
Nature: Timid [+SpA, -SpA]
Ability: Natural Cure
6 HP / 252 SpA / 252 Spe
-Surf
-Psyshock
-Thunder
(might become HP fire due to my lack of fire moves)
-Ice Beam

This is my scarfer. It's main role is main just to revenge kill. Conk can do the same potentially with Mach Punch, but it's not always reliable. This poke also gives amazing coverage, hitting most types hard. Timid over Modest, simply because I was outsped by a Scarf Landorus, which I should've been faster than, but I was modest while it was jolly. I don't want anything like that to happen again, so there's my reasoning on that.
-Surf over scald and hydro pump because it has good power, but also good accuracy. Also, I don't really need the burn usually. Psyshock is another STAB move that gives amazing coverage. Same thing goes to this as did Mew as far as Psyshock vs. Psychic. Thunder can really take advantage of rain teams, using the rain against them. Also, it's nice to have some extra power compared to thunderbolt. Ice beam is also a must. With all the dragons running around, it's one of the essentials to have an ice move.


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Skarmory (Iron Nuts) @ Leftovers - Defensive Wall
Nature: Impish [+Def, -SpA]
Ability: Sturdy
6 SpD / 252 HP / 252 Def
-Brave Bird
-Roost
-Whirlwind
-Toxic
(may change to taunt)
As my defensive wall, Skarmory functions well with this team. It's an amazing Excadrill counter (though, I think I may need to add taunt to deal with him effectiely) and a wonderful phazer.
-Brave Bird gives a powerful STAB attacking move. Roost is for reliable recovery and to stall out pokes. Whirlwind is to phaze pokes out, and works really well against baton passing teams, which I seem to find more frequently now-a-days. Toxic is for stalling with poison, though this may change to taunt. We'll see.

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Conkeldurr (Gigalo) @ Leftovers - Physical Mayhem
Nature: Adamant [+Atk, -SpA]
Ability: Guts
136 SpD / 252 Atk / 120 HP
-Bulk Up
-Drain Punch
-Mach Punch
-Stone Edge

This poke wins me so many battles. Once he's set up, it's practically game over. He cleans house. I don't use flame orb because it just ruins this guy's survivability. He can actually take hits for days, but because of drain punch, he will be back to almost full again. If he's paralyzed, oh God it's game over. He's already slow so there's not much harm there, and mach punch is priority. This EV spread has proved effective, allowing him to live many hits easily and just wreck everything.
-Bulk up is for him to set up and proceed to destroy. Drain Punch is so good, for it allows him to live for ages, just tearing things apart. Mach Punch is priority and comes in super handy. Stone Edge over Payback because I like the coverage of it better.


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Dusclops (Billy) @ Eviolite - Defensive Monster
Nature: Bold [+Def, -Atk]
Ability: Pressure
82 SpD / 252 HP / 176 Def
-Will-O-Wisp
-Pain Split
-Night Shade
-Taunt

Dusclops is by definition a defensive monster. With 130 in both defenses + eviolite, it's amazing. This guy stalls so many pokes out, and Pain Split is one of my favorite moves at the moment, just thought I'd throw that out there. Also, Dusclops is great to block fighting moves and rapid spin. I abuse the heck out of Dusclops, and I love it.
-Will-O-Wisp is to take out physical threats like my Mew does, and provides good stalling with repeating damage. Night Shade is amazing, because it always deals 100 damage and is very reliable. Taunt is to win stall wars, so few other defensive pokes can handle my Dusclops.

Importable
Mew @ Leftovers
Nature: Calm [+SpD, -Atk]
Ability: Synchronize
62 Def / 196 SpD / 252 HP
-Psyshock
-Will-O-Wisp
-Softboiled
-Stealth Rock

Haxorus @ Choice Band
Nature: Jolly [+Spe, -SpA]
Ability: Mold Breaker
6 HP / 252 Atk / 252 Spe
-Outrage
-Earthquake
-Dual Chop
-Brick Break

Starmie @ Choice Scarf
Nature: Timid [+SpA, -SpA]
Ability: Natural Cure
6 HP / 252 SpA / 252 Spe
-Surf
-Psyshock
-Thunder
-Ice Beam

Skarmory @ Leftovers
Nature: Impish [+Def, -SpA]
Ability: Sturdy
6 SpD / 252 HP / 252 Def
-Brave Bird
-Roost
-Whirlwind
-Toxic

Conkeldurr @ Leftovers
Nature: Adamant [+Atk, -SpA]
Ability: Guts
136 SpD / 252 Atk / 120 HP
-Bulk Up
-Drain Punch
-Mach Punch
-Stone Edge

Dusclops @ Eviolite
Nature: Bold [+Def, -Atk]
Ability: Pressure
82 SpD / 252 HP / 176 Def
-Will-O-Wisp
-Pain Split
-Night Shade
-Taunt


So, this is my newest, best so far OU team. Tell me what you think below and what changes you might make. Any kind of criticism is appreciated. I don't even care if you tell me I'm horrible, simply because any thought is better than none. :)
 
not sure dusclops is really the best wall you want, since you already have a powerful physical wall (skarmory) and a powerful special wall (mew) you could replace dusklops with a bunch of options. Your team has no excellent counter for rain teams, especially if you drop Thunder of Starmie, so i suggest adding a Kingdra, who can take advantage of rain teams and hit them all very hard. However, if you really would rather have a more defensive threat AND a spinblocker, go with jellicent, who with water absorb can still help vs rain teams. Im not the greatest at giving sets, and both pokemon have many options, so ill leave the sets up to you.
so in conclusion:
Dusclops --> Kingdra or Jellicent
 
Hey, nice team.

Your biggest issue right now are sun teams. Starmie can only come in so many times, and faster Chlorophyll users outspeed you and can OHKO much of your team. Skarmory seems unnecessary right now since you have Conkeldurr to check Excadrill, and you aren't setting entry hazards with him. I would replace Skarm with your old Heatran, who can handle sun teams splendidly.

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Heatran@Leftovers
Calm Nature, 252HP/4 Def/252 Spe
Lava Plume/Flamethrower
Roar
Will-O-Wisp/Toxic
Earth Power/Protect

Heatran has quickly become one of the go-to checks to Sun teams, thanks to his Fire immunity, 4X Grass resist, and wide movepool. With max HP and Special Defense, Heatran is surprisingly bulky, capable of checking some of the games top special threats. Lava Plume is the STAB move of choice for the handy burn chance, but Flamethrower has a bit more power. Roar keeps Skarmory's phasing ability. The last moveslot goes right along with the third. With Will-O-Wisp, Earth Power is a good choice for the extra coverage. If you opt for Toxic, Protect is the way to go so you can stall for more Poison damage.

I hope that helps. Good luck!
 
Okay, thanks. I've been testing heatran out again, but im not sure. Im gonna try him some more later today.
 
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