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celebi.jpg

Celebi @ Occa Berry
Ability: Natural Cure
EVs: 76 HP/180 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Stealth Rock
- Leaf Storm
- Earth Power
- Hidden Power [Fire]
This dude is meant to set up SR, then deal out massive damage with leaf storm. If the opponent resists both of his attacks, then i switch him out and save him for ground pokemon, who would otherwise stop empoleon. when a ground pokemon comes out, i switch into EQ and leaf storm that poor soul.

Ash's_Gliscor.jpg

Gliscor (M) @ Leftovers
Ability: Hyper Cutter
EVs: 252 HP/40 Def/216 Spd
Impish nature (+Def, -SAtk)
- Earthquake
- Roost
- Knock Off
- Aerial Ace
This guy and Rotom-H both work well with empoleon. They resist or are immune to fighting, electric, and fighting, all of which are super effective to empoleon. Plus, gliscor has a high defense, making him the ideal switch in to attacks like EQ, close combat, brick break, etc. I chose a very defensive set to ensure that he fulfills his role effectively: to switch into attacks that would KO empoleon and counter accordingly.

Heat_Rotom_by_Zaikudo.png

Rotom-h @ Choice Scarf
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Thunderbolt
- Overheat
- Hidden Power [Ground]
- Shadow Ball
Like i said, this guy has almost the exact same function as gliscor. The difference is that Rotom is more sweeper oriented, while gliscor is more tank oriennted. Nothing surprising as far as attacks or EV's go.

forretress.png

Forretress (M) @ Shed Shell
Ability: Sturdy
EVs: 252 HP/112 Atk/144 Def
Relaxed nature (+Def, -Spd)
- Spikes
- Toxic Spikes
- Rapid Spin
- Gyro Ball
this guy's job is to set up entry hazards, which will ensure a successful empoleon sweep. with SR, and both types of spikes up, it is simple for empoleon to plow right through a team. even if i only get one layer of toxic spikes up, it still helps a lot in aiding empoleon. Rapid spin is pretty obvious, while gyro ball takes advantage of foretress's low speed.

PokeDex_Thing__Infernape_by_manyuladic.png

Infernape (M) @ Life Orb
Ability: Blaze
EVs: 64 Atk/192 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Flamethrower
- Close Combat
- Grass Knot
- Hidden Power [Ice]
Mixape is a beast. hp ice is for mence and other dragons who are foolish enough to stay in or set up. grass knot is for bulky water, which resists empoleon's attacks. Mixape is mainly for taking care of anything that the other guys can't handle.

empoleon.png

Empoleon (M) @ Petaya Berry
Ability: Torrent
EVs: 24 Def/232 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Agility
- Substitute
- Surf
- Ice Beam
Here he is, the star of the team! Empoleon's primary role is a threatening late game sweeper. when an opponent can't take him down, i agility on the switch and keep on subing until the petaya berry activates. Plus with torrent, this guy can cause massive damage. If my other members do their job and i don't do anything stupid, then he is unstoppable. i chose ice beam over grass knot because of dragons. In case infernape gets KO'd, i have ice beam to take them down.

Resistances:
http://imgur.com/5nX4E.png
 
Your team has difficulty in effectively dealing with Heatran and Infernape. Heatran gets a ton of oppurtunites to switch in, on your Rotom-A locked into Shadow Ball or Overheat, on your Forretress, and if it is a Choice Scarf Heatran, Celebi is threatened by it should it hit Heatran with Leaf Storm or HP Fire as it comes in. None of your Pokemon are particularly bulky on the special side and to makes matters worse, your only Fire resist is your incredibly frail Infernape, so if Heatran manages to get a Flash Fire boost, its powerful Fire Blasts will easily nuke your team. Infernape doesn't pack the ridiculous power Heatran has, but its high Speed and excellent type coverage pose a huge problem for your team. With the same moveset your own Infernape packs, it can hit all of your team with the exception of Rotom-A and your own Infernape, both who are in no position to be taking Infernape's attacks.

In order to alleviate this problem, I recommend ditching Celebi for a Latias.

Latias @ Life Orb | Timid
4 HP / 252 SpA / 252 Spd
Draco Meteor / Surf / Thunderbolt / Recover

I do feel that your Celebi is a tad redundant for your team. Celebi was picked by you for Stealth Rocking and for dealing with Ground-types. Firstly, Stealth Rock isn't exactly an exclusive move, and I've got a different solution for lack of Stealth Rock as well. Secondly, I don't see why you need Celebi to take out Ground-types for Empoleon when it can just outspeed them and take them out with a super-effective Surf. The only Ground-type that really threatens Empoleon is Flygon, who can outspeed Empoleon after an Agility if it carries a Choice Scarf, and Flygon's access to U-turn means Celebi can't deal with it. Latias packs a resistance to Fire, high Special Defense, and has access to Surf, so it can easily deal with Heatran and Infernape. It also outspeeds Infernape, so HP Ice won't safe it (and even then, HP Ice won't KO). Latias also gives you a touch of offense your team is somewhat lacking in, thanks to its high power Draco Meteors.

Without Celebi, you lack Stealth Rock and a lead. To remedy this, move Gliscor to the lead position and replace Knock Off and Aerial Ace with Stealth Rock and U-turn. Stealth Rock is pretty self-explanatory, whilst U-turn allows Gliscor to escape from leads it doesn't match up well against, namely Focus Sash users, and go to Rotom-A to finish them. Also, change Gliscor's nature to Jolly. This lets Gliscor outspeed all Lucario and OHKO with Earthquake, which can be helpful if Rotom-A ends up being Pursuited.

Speaking of Rotom-A, I believe you can do away with Hidden Power Ground. It only really hits Heatran, who Latias now deals with, and not to mention being locked into a Ground move in a metagame filled with Flying-types isn't the most desirable situation. Trick would be a more useful move than HP Ground, because the oppurtuniy to cripple any wall than decides to switch into Rotom-A is something that can be really frustrating to any unsuspecting opponents. This of course, helps out with stall, seeing as Infernape isn't able to defeat an entire stall team all by itself.

Finally, switch Forretress' EV spread to 252 HP / 44 Atk / 212 SpD and run a Careful nature. Forretress resists a whole load of common special attacks and can still take plenty of physical attacks when investing in Special Defense. This variant of Forretress can switch into more threats than the physically defensive variant, and thus get more entry hazards. Also, ditch Gyro Ball for Payback. One of the main merits of using Forretress as a Rapid Spinner is being able to hurt Rotom-A with Payback. If Forretress takes down Rotom-A, you'll be able to spin freely.

Good luck with your team.
 
Why not ditch Celebi for Swampert? Bulky enough to withstand some STAB neutral attacks, sets up SR, and is immune to Toxic Spikes.

Here's something I personally use:

Swampert@Leftovers
252 HP \252 Def \4 Atk
-Stealth Rock
-Ice Beam
-Roar
-Surf

And if you switch out Swampert, it can come back to counter TTar, Mence and other things.

And I agree with KnightoftheWind, Payback over Gyro Ball for more power. And it gets a boost, since its slow enough to take a hit.
For me, Forretress should have 252 Def\ 252 Sp.Def to take on more hits. Or 252 HP \126 Def \132 Sp.Def with a Sassy nature. Forretress's main thing is to lay down both spikes while taking a beating.

Anyway, good luck with your team.
 
I would suggest the following spread for Empoleon:

12hp 32def 252spatk 212spe

236 speed as you are currently running is not much help really, given that you are unlikely to come across +1 Dragonite, Gallade or Togekiss after having used Agility. 212 spe lets you outrun Scarf Heatran by one point after an Agility. The 12 HP Evs ensure that you activate your Petaya berry after 3 subs if the opponent does not set up SR. The rest is placed into defense to help you survive various priority moves.

I also agree with all of KnightoftheWind's suggestions, apart from possibly putting payback on Forretress, since you cannot stay in on Rotom, meaning you will likely have to switch in 3 times before you can spin. Gyro ball is generally quite useful against things like Salamence locked into outrage, and Tyranitar.

I should also add that Gliscor's ability should be changed to Sand Veil, which will be much more useful when using a Gliscor with few offensive moves. You should also consider max speed at the expense of defence, to at least speed tie with other Gliscor to the Taunt, which is crucial in the lead position.


Good luck.
 
Swampert isn't immune to toxic spikes, but I certainly agree that it should be placed over celebi, since it packs a fire resist which you desperately need.
 
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