OU (Semi-Defensive?) Not entirely sure myself

Oh yay another rate my team. Not sure really what this team is but so far it has been rather effective. I guess my overall strategy is to disable as many of my opponents pokemon as possible via sleep or through trick. Not sure of the overall classification because it doesn’t really fit into the bulky offensive catergory or even close to being pure stall, so I guess it relies on being defensive and utilzing resistances and immunites....

Note : This team has some incredibly glaring weaknesses, i.e. the majority of my pokemon are either weak to fire or earth, two very common attacking types and yet I still win a decent percentage




The Lead



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(Heavy Metal) Bronzong@Toxic Orb
Ability: Heat Proof
Evs: 252 HP/84Atk/80Def/92SpD
Nature: Sassy
-Gyro Ball
-Earthquake
-Trick
-Stealth Rock

Bronzong is my lead, and a solid lead he is, rarely he does he get OHKO or fail to get rocks up, which are extremely important for this team. Trick and Toxic Orb are useful, especially to counter other trick leads or to hurt a bulky opponent on the other time by removing their recovery and giving them one that damage them continually.

Note – Heat Proof is useful against lead Trans.

The Sleeper





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(Parfait) Breloom@Toxic Orb
Ability: Poison Heal
Evs: 44HP/252Atk/212SpE
Nature: Adamant
-Focus Punch
-Leech Seed
-Substitute
-Spore
mmmmm….sundaes for all…I digress…and look at his adorable little beret….seriously there is something wrong with me, but I have always known this. Anyway Breloom is an awesome pokemon both for his 100% sleep moves and his overall ability to annoy the hell out of many opposing teams. Also Brelooms resistances are really helpful to this team as three out of six team members are weak to the ever prevalent Earthquake. Breloom also handles Swampert rather well (assuming I haven’t Spored something yet) which is good because Swampert completely walls some of the other members of my team.

Move Note: I considered Seed Bomb over Leech Seed, but I find Seed really useful in keeping him alive, especially in sandstorms. Also it allows me damage Salamence which is a common switch into Breloom.

Utility + Infernape Counter

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(Be-Jewalled) Starmie@leftovers
Ability:Natural Cure
Evs: 136HP/144Def/216SpE/16Spa
Nature: Timid
-Surf
-Rapid Spin
-Thunderbolt
-Recover

A RBY classic, that is actually somewhat useful in DP, even with all of the offensive powerhouses running around. Starmie is useful as both a spinner and a counter to several threats in this metagame, namely Infernape and Gyarados (in fact Starmie is really my only counter to infernape). A Spinner is nice against spike heavy teams as long as I get rid of their ghost early on, which is actually possible because of Tyranitar. Generally I play rather conservative with Starmie as it is my only reliable Infernape counter.


Note: I have considered removing this guy for a Vaporeon, but this leaves me very open to being spiked, which damages five out of the six pokemon on this team.

Scarfer



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(Cuts Man) Rotom-C@Choice Scarf
Ability: Levitate
EVS:252Hp/168Def/Spe48/ 24SpA/16SpD
Nature: Bold
-Trick
-Will-O-Wisp
-Thunderbolt
-Shadow Ball

Rotom is a welcome addition to this team because of his ability, natural bulkiness, his resistances and his access to trick. Trick is a double edge sword that can sometimes leave one of my opponents pokemon relatively incapitated (Swampert and Blissey are prime targets) or leave me in an extremely awkward position i.e. Tricking a Tyranitars Choice Band……Generally I try to get him out and trick someone before Sandstream is activated because his durability is lessoned with Sandstorm being in affect, and leaves him more open to being pursuited.



Note: Considering making him more offensive and utilzing him as a revenge killer.

Evs: My current EVS allow him to outspeed positve speed nature Salemence while Rotom has the Choice Scarf attached.



Power


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(Armor) Tyranitar@Choice Band
Ability: Sand Stream
EVS:240HP/252Atk/16SpD
Nature: Adamant
-Stone Edge
-Crunch
-Pursuit
-Aqua Tail

Choiced Tar when used correctly is a beast, with incredible attack and one of the better pursuit users in the game. I rely on Tyranitar to inflict as much damage as possible and it rarely lets me down. Tyranitar is the power of this team and without him I would not win some of the games that I do. I generally like to use him somewhat late game or when he is needed, such as pursuing a ghost or absorbing a hit from a Zapdos, and then ripping something apart.


Move Note : I chose Aqua Tail primarily to hit Hippodown, but for the most part Hippos are rather rare (at least in my experience), and I have considered switching back to Earthquake.



Adorable Sweeper



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(Star Shine) Jirachi@leftovers
Ability: Serene Grace
EVS:252 HP/176SpE/80SpA
Nature: Timid
-Substitute
-Flash Cannon
-Thunderbolt
-Calm Mind

Sub Rachi is extremely fun to use, and most people assume it is the physical type and switch accordingly giving me a free sub and or calm mind. While I really like Jirachi, it has a lot of counters that are common on many teams, Heatran, Swampert, Magnezone (somewhat) and anything else that can outspeed it and hit for SE damage like a Salamence or Flygon. Also Jirachi is not that weak to pursuit unlike some of the other calm mind sweepers such as Latias or Celebi. Jirachi is the only real sweeper on my team so I try to keep him hidden until mid to late game.



Move Note: I choose Flash Cannon over Psychic so that it does not get completely walled by Celebi, Tyranitar and the new addition to OU Latias.



Threat List: While there could be many more these are the ones that I have noticed and that genuinely threaten this team. Also I am doing this list so that people hopefully won’t do the meaningless you have a Salamence weak posts which I find completely useless, anyway on to threats.


#1 Salamence – Salemnce has the ability and power to tear through this team, and while this doesn’t happen often, my loss to Flax in the last Smogon Tour reminded me how much this thing gives me problems, when it comes in late game, mostly because my team has major earth and fire weaknesses. Rotom can outspeed and burn, and several other members of my team can hurt it but I lack a OHKO move other then t-tars Stone Edge.

#2 Infernape – If Starmie is dead this thing rips cleanly through my team and leaves nothing in passing but burnt chunks of my team.

#3 Empoleon – While rare this thing can absolutely destroy my team. So far I have gotten lucky and have prevented it from subbing and sweeping my team, usually by a joint effort by Starmie and Jirachi.

#4 Heatran – While not that big of a problem, anything with fire and earth attacks can hurt this ateam if specific pokemon are dead.

#5 Flygon – Flygon is incredibly annoying because of its versatility…well more like is it scarfed or is it banded? Either way Flygon is an annoyance to this team.

#6 Swampert – not really offensive threat, but it walls a good portion of this team

#7 Lucario – have not had much problems with this thing for some reason, not sure why, maybe because of Scizor being so popular Lucario is getting rare….

#8 Scizor – haven’t had that much problem with this thing other then some of my pokemon are pursuit bait

#9 Rotom – Rotom in all of his forms are annoying mostly because they are bulky and are spin blockers, and spikes hammers this team

#10 Latias – While I don’t have that much experience with facing latias, Tyranitar is generally my go to pokemon to kill this thing before it calm minds up and hurts my team. Also Jirachi has the potential to calm mind up and trade blows with her.

#11 Suicune – Calm Mind suicune can be a pain especially with no phaser, but I guess that’s what Toxic orbs are for. Jirachi can also take the non roar versions.

#12 Gyarados – threatening but overall I find Salemence to by much worst, plus I have multiple pokemon to with thunderbolt.

#13 Tyranitar – This team hates pursuit, and Tyranitar is really good at pursuiting, other then that this team handles the majority of his other moves (primarily Stone Edge). Jirachi can wear him down with Flash Cannon



Pre-emptive thanks to all that take the time to read all of the text and give me some feedback.
 
I think switching Starmie to a more offensive stradegy would improve your team :)

(Be-Jewalled) Starmie@Life Orb
Ability:Natural Cure
Evs: 136HP/216SpE/160Spa
Nature: Timid
-Surf
-Rapid Spin
-Thunderbolt
-Ice Beam

Let me explain my reasoning.
Starmie is, on this set, much more fragile and should only be switched in for a few turn stints. However, it will assist with many of the aforementioned threats you have discussed.

It will now outspeed a non DD salamence and OHKO it with Ice Beam. Having read your piece on Starmie, I have noticed that you mention it is your only infernape counter. However, having Ice Beam on hand now gives you more prediction options when handling the ape.

Step 1: Opponent uses Fire Blast against Bronzong
Step 2: Switch in Starmie to take the hit.
Step 3: Examine his pokemon, does he have a bulky wall or dragon he might switch in. Now you can predict more accordingly with the help of Ice Beam, landing yourself a OHKO on a Choice scarfed Flygon or Salamence that was hoping to absorb your water attack and revenge kill you.

Also, if you would like Starmie to hit neutral opponents harder, such as Swampert, try running Hydro Pump. it is a preference between surf and hydro pump, but test with them both as you might find the power very useful.

tarquin
 
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