Ou RMT

This team is made to abuse entry hazards, with all three of them, vaporeon's roar, and forry's rapid spin, I think it does it well. This team has done very well, but I want to figure out it's counters and if there's something I can do against them.


azelf.png

Crystal (Azelf) @ Life Orb
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Stealth Rock
- Thunderbolt
- Explosion
- Energy Ball

He stealth rocks on first turn, or energy ball if the opponent is swampert, then he does as much damage as he can until he dies, or explodes to kill a threat to the team with it.
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forretress.png

invisible (Forretress) (F) @ Shed Shell
Ability: Sturdy
EVs: 252 HP/48 Atk/208 SDef
Impish nature (+Def, -SAtk)
- Spikes
- Toxic Spikes
- Rapid Spin
- Earthquake

One of the strategy's most important members, Usually, I'd spike 3 times first, toxic spikes, and then switch him out so he can spin the opponent's entry hazards. Earthquake for Magnezone, If Magnezone comes in on it, I switch it out to Rotom, and then the next time, I earthquake and it usually would hit the magnezone that would switch in.
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rotomh10.png

Pizza (Rotom-h) @ Leftovers
Ability: Levitate
EVs: 252 HP/168 Def/88 Spd
Bold nature (+Def, -Atk)
- Will-o-wisp
- Thunderbolt
- Shadow Ball
- Overheat

He's a tank, My heracross counter, burns physical threats, Thunderbolt for STAB and gyarados and waters, Shadow Ball for Gengar, Overheat for steels and grasses. Also blocks rapid spin.
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vaporeon.png

Hai water move (Vaporeon) (F) @ Leftovers
Ability: Water Absorb
EVs: 188 HP/252 Def/68 Spd
Bold nature (+Def, -Atk)
- Surf
- Ice Beam
- Wish
- Roar

He roars and supports the team with wish(especially Forretress), Surf for STAB, Ice Beam to counter the Dragon weakness in my team
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infernape.png

Hai guise (Infernape) (F) @ Choice Scarf
Ability: Blaze
EVs: 252 Atk/48 Spd/208 SAtk
Rash nature (+SAtk, -SDef)
- Grass Knot
- Close Combat
- Overheat
- Hidden Power [Ice]

Late game sweeper and revenge killer, Grass Knot for pert, Close Combat for extreme stab. Overheat for a hit-and-run thing, HP ice for Mence and Flygon.
Evs are so he outspeeds 130 base pokemon with scarf.
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scizor.jpg

RUN RUN AWAY (Scizor) (M) @ Choice Band
Ability: Technician
EVs: 248 HP/252 Atk/8 Spd
Adamant nature (+Atk, -SAtk)
- Bullet Punch
- X-Scissor
- Superpower
- Pursuit

Bullet Punch with Technician is just too much, revenge killer with bullet punch, X-Scissor for STAB. Superpower kills Blissey and rock types. Pursuit helps kill things that would normally switch out.
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Please post your comments and suggestions.
 
personally I feel u should perhaps drop toxic spikes on forretress as there are too many steel types in OU and you aren't going to get too many pokemon poisoned. my suggestion is to give forretress explosion and perhaps give azelf a move to help counter the two 4x fire weaknesses on your team. unfortunately I am not familiar with azelf so I'm not entirely sure of a good move over explosion, so maybe have both run explosion, overall the team looks pretty good offensive and defensive wise
 
Alright, I'll break this down starting with your lead. What is the purpose of running Thunderbolt? What are you doing with Thunderbolt exactly?

Next, who is letting you spike three times with Forry without switching in something to stop you. With Scizor being so popular, and Scizor and Forry sharing the same typing, everyone should be able to counter Forry just as easily and you can't U-turn with Forretress. Which means you're not accomplishing as much as you want to. I see your goal being that you want to in fact abuse entry hazards, but with 4x fire weakness and Rotom-H, Infernape and Heatran running around I don't see you getting up 3 layers of spikes.

I'm not possibly sure who to swap out there, but Skarmory comes to mind. You can set up those spikes and you can use Whirlwind causing even more residual damage. It also clears out a Mence locked into Outrage, allows you to force out Gyarados/CBTar, and you find many more opportunities to get up Spikes. Although, the fire weakness is still there, that's all i have on that. I can't really find a suitable replacement atm.

Rotom-H looks fine.

Not sure on Infernape, but looks good.

Scizor... I'm going to through in a quote from Chris is Me:

"U-turn is absolutely non negotiable on the CB set. The set is simply way worse with X-Scissor over it. U-Turn is really the hidden gem that makes the set, it's more important than Bullet Punch. Being able to scout while doing a massive amount of damage is pretty much worse than doing a tiny bit more damage and not staying in when you either kill the threat or something that resists it comes in. There's almost no situation that I can think of where X-Scissor would be even remotely better. If you need to 2HKO something slower and have nothing else on the team that can hurt it, maybe."

I really don't see any reason on your team to use X-scissor over U-turn on your Scizor.

Really about all I have for now.
 
^

Thunderbolt for Aerodactyl starters that will taunt it.
Forry isn't the second pokemon sent in, I try to kill their threats before sending forry in, Same for infernape and scizor. I'll try U-turn on Scizor also.

Oh and for Infernape, I'm thinking of trying Fire Blast, but I'm worried about losing any possible OHKOs from overheat.
 
Alright, I still say Psychic would be a better option, but that's just my opinion I suppose. Why are you running Timid with Explosion? Naive/Hasty increase speed without hampering it's Attack.

EDIT: What is your counter to Rotom-H?
 
Well, I honestly don't face many of them(I know they're common though), but usually, I send Rotom-H to weaken it with Shadow Ball, and Finish it off with Scizor or Infernape. Do you have any options that wouldn't ruin the team? Also, for azelf, that's a mistake on my part. Also, I was just battling on Shoddy a few minutes ago, Thunderbolt gave me 3 kills, then my internet went down.
 
Honestly I can't think of anything right now. Maybe 4 more speed EV's so that you're guaranteed to outrun Standard Rotom-H's and Shadow Ball.

Edit: If you give Vaporeon Protect, then it can stall it out. Standard Rotom does 49%-58% with Thunderbolt, meaning you can heal off the damage, but only if you don't switch in on Thunderbolt. Or it doesn't crit you.
 
alright, lets do this

azelf runs focus sash for a reason, so it doesnt get KOd as easily (read. metagross) you also lack a good option against metagross, since you dropped fire blast. metagross is not as much a worry as swampert, since swampert cannot KO you. also, the point of using azelf is so you can taunt, but have more power than aerodactyl. you have 0 SR weaknesses, so thats not really worth it. if you want an offensive lead just drop stealth rock for fire blast, and put stealth rock on forretress over toxic spikes

not much to say about forretress, except hes setup fodder for mence and stuff. also, that forretress isnt going to beat any version of magnezone. scarf+HP fire beats it, and sub+magnet rise will also beat it.

vaporeon is fine

IMO infernape should pack more speed. base 130s are not the only thing you need to worry about, but you should make sure that infernape outruns the most common scarf threat: timid heatran, which requires 108 speed EVs. these EVs can come out of your attack, since the only physical move you have is close combat, which itself packs enough power.

on scizor U-turn should be used over X-scizzor, since it is still STAB, but can scout switches (can i say magnezone?)
 
I don't think Vappy as a counter, cause a counter should be able to switch in safely, and ruin the pokemon safely. I'll give rotom the 4 speed EVs.

to above post, I switched Stealth rock to fire blast, and ts to SR, and gave Infernape the EVs, U-turn in for scizor. Also, Forry can switch out with Shed Shell, and next time, it will Earthquake it for the kill.
 
Rotom really can come in just as safely as Vappy though. If it comes in on Shadow Ball it loses 55%-67% from a Standard Rotom-H, so you'll lose yours if you do.

Oh yeah check out what that guy up there said. I kind of feel weird about missing some of that stuff.
 
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