OU Speedy OHKO Team.

Firstly thanks for the help in my last RMT thread, I've now finished my team of six and have spent the last week testing it on PBR and Shoddy. I've had decent success with it so i thought I'd post it and see if I can improve it any with this forum's help!

Going first gives you a massive advantage, this team is all about speed to gain that advantage; using the best mix of speed and power to OHKO the enemy before they get to move.

Lead Aerodactyl
Jolly, 252 Attack/ 252 Speed EV.
Focus Sash.
Taunt
Stealth Rock
Rock Slide
Earthquake

The fastest user of Taunt and Stealth Rock other than Deoxys. It has no problem breaking the opponents setup and then setting up SR to cripple rock weak switchins, break Focus Sashes and generally harass the other team.
Rock Slide and Eathquake give it some offensive power against a few leads, but as long as SR is up I don't really care if it dies. Depending on what attack broke the sash determines if I can switch something in or not to save it.

Wallbreaker Infernape
Jolly, 252 Attack/ 252 Speed EV.
Focus Sash.

Flare Blitz
Close Combat
U-Turn
Thunder Punch

My battle tower lead, although it has been replaced by Aerodactyl here I still like to keep focus sash on it.
It's STAB attacks are so powerful that I can spend the nature and hold item on doing something other than boosting attack.
Focus Sash is so I can take down boosted and/or priority attack users which are a big threat to a team with no walls, it also mitigates the defence losses from Close Combat.
While sitting at 1HP I can also use Flare Blitz as a more powerful version of Explosion to deal massive damage. I much prefer this to the innacurate and physicaly weakening Fire Blast, I just need to be careful when breaking my own Focus Sash with it.
U-Turn and Thunderpunch are great for surprising switchins, especially Gyrados and physicaly weak Psychic types.

Sweeper Starmie
Modest, 252 Special Attack/ 252 Speed EV.
Expert Belt.

Surf
Grass Knot
Thunderbolt
Ice Beam

Four great attacks to deal with a large amount of threats. The aim here is to get a super effective OHKO.
I do miss Psychic sometimes but I use these four moves much more often, not having Rapid Spin and Recover can surprise people sometimes when they switch in a Water type to wall me and get OHKO.

Revenge Killer Weavile
Adamant, 252 Attack/ 212 Speed/ 40 Health EV.
Choice Band.

Pursuit
Ice Shard
Brick Break
Aerial Ace

The nature and hold item are there to boost the very weak utility attacks to the point where they get OHKO's.
Pursuit and Ice Shard rack up a large number of kills, while Brick Break and Aerial Ace cover what the STAB attacks can't hit and very often trick people into thinking that I've made a mistake switching this in.
This is my fighting type counter, and a very risky one. Both the best and worst place to put it because of the surprise factor and the x4 weakness. Luckily I don't see them too often and when I do Infernape can usually take care of them.
I hate Choice Items and think that an Expert Belt would make this much more powerful and stop me switching it out after one attack, however I think the 30% loss on these weak attacks may rob me of the OHKO's Weavile can provide.

Infernape, Starmie and Weavile are my Battle Tower team and their complementary typing lets them switch around mid battle very well, usually entering to a not very effective attack.

Sweeper Electrivire
Adamant, 252 Attack/ 252 Speed EV.
Expert Belt.

Cross Chop
Earthquake
Ice Punch
Thunder Punch
I needed an Electric Type counter and got this free from PBR. Basicly works like a physical version of Starmie, aiming to get a super effective OHKO.
It isn't really fast enough to be on this team, but Motor Drive and Ninjask help it get upto speed. With 3 electric weaknesses on the team, there are plenty of opportunities to get this in on it's own.
It can take down whole teams if it gains a speed boost or two, however I really hate the accuracy of Cross Chop and so I'm thinking about the weaker Brick Break (will it get the OHKO's?).

Baton Passer Ninjask
Adamant, 52 Attack/ 24 Speed/ 248 Health/ 184 Defense.
Leftovers.
Protect
Swords Dance
Baton Pass
X Scissor
A big weakness to my team was faster pokemon, either naturally, from boosts or Choice Scarves. Ninjask lets me gain at least one speed boost to pass to absolutly anything else on the team to counter the faster pokemon, it also makes Electrivire fast enough to be useful.
With 5 out of 6 pokemon on the team being Physical, Swords Dance can be very deadly if I get a chance to use it and pass it with 2-3 speed boosts.
On it's own Ninjask can pick up a few Psychic and revenge kills.
The EV's let it take a priority attack and outspeed most pokemon after a boost.
The item heals Ninjask enough to switch into SR twice, although I'm thinking about Shed Shell incase I run into Dugtrio.

Most of my problems have been down to being an inexperience battler and making mistakes, but I do struggle with Fighting Types, Umbreon and Stallwien. Although I usually manage to kill them eventually.

Thanks for reading!
 
Many things about many pokemon. But pretty good overall.

Ninjask: Don't use Shed Shell. Duggy can no trap it because Ninjask is part flying type, and arena trap does not for on fliers and leviators. Other than that is seems fine.

Electivire: Pretty much fine, but what happens to it if it can't get a speed boost? Oh yeah, it dies to any EQ. If you can get something better that has higher speed and a close to as good movepool, replace this find with Electivire. Or you can just make your Ape a NPMixed Ape. It would suit your team better.

Weavile: Absoluty fine, but speed EVs need to be 216, as it lets you outspeed Max speed +nature Dugtrio. And also, how does it counter fighting types?

Starmie: I would put recover over grass knot. The only thing you loose coverage on is Swampert, and he can still be 3HKO with surf. Recover is much more useful, and most poeple have it on starmie for a reason, and that is because it can take advantage of a few resists and heal up damage. If you go down the recover route, switch the item to Life Orb. The recoil could be healed off with recover, and gives oyu power boost even when not hitting SE.

Infernape: Make it mixed. There is nothing more I can really say. It should take atvantage of it's good SP.Atk and burn the hell out of things wiht Fire Blast. And if possible, you should give your other pokemon mixed sets if possible, or replace them. What were to happen if a Fortress reared it's ugly head after your Infernape was killed before? You can't have a team with only 1 pokeomn having non-physical moves.

Aoredactyal: Standard, and for a reason. SR is needed on your team for the 2HKOs, and you picked one of th ebetter one in my opinion. And if possible during battle, save it. It can do a number to other pokemon later on in the game.

Well that's pretty much it. With some help it could be doing well, and you have picked a good place to start.
 
Thanks for the great advice, I see I have some hard choices to make.

For a start how about replacing Electrivire with a Choice Scarved Mix Salamence?

Salamence
Mild, 84 Attack/ 216 Special Attack/ 208 Speed EV.
Choice Scarf.

Outrage
Earthquake
Fire Blast
Draco Meteor
 
yes replace electivire with mence. electivire isn't any good anymore:

Salamence @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk /
80 SAtk / 176 Spd
Naughty nature (+Atk, -SDef)
- Earthquake
- Outrage
- Fire Blast
- Hydro Pump

this is the best choice for a scarfmence, beating most of its counters.
 
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