OU Team, Final Touches.

PRE-BANK TEAM!


After a lot of tests and team switching, I've got a team that I think works pretty well, but needs that last bit of tweaking to make truly perfect. I notice that it tends to either own the other team or get owned itself - there's very little in between. Anyways, on to my team!

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Absol @ Absolite
Ability: Justified
EVs: 252 Spd / 252 Atk / 4 SAtk
Lonely Nature
- Will-O-Wisp
- Sucker Punch
- Fire Blast
- Play Rough

Absol is my anti-lead. Any time I see a hazards user (bar Galvantula), I send out Absol to lead. Absol's set is designed to KO hazard users ASAP while bouncing hazards back. Will-O-Wisp is on there to remove study from things like Forreress, so Fire Blast can OHKO without worrying about Custap Berries and the ever unreliable Sucker Punch. It also helps Absol to take physical hits better. Unfortunately, Absol can't take many hits, so if I need something to likely take hits, Mega Absol just doesn't cut it.

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Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 48 Def / 208 SDef
Relaxed Nature
IVs: 0 Spd
- Stealth Rock
- Leech Seed
- Protect
- Gyro Ball

Ferrothorn is the pokemon I generally go to if I need to take hits and keep on swinging. With Leech Seed and Leftovers, Ferrothorn gains back most of the HP it loses - greatly prolonging its lifespan. IVs are set so Gyro Ball can do as much damage as possible, while the relaxed nature helps it tank hits, but I was thinking about going to a +SpD nature instead. On top of that, Ferrothorn has Rocks to set up and Protect to scout with (which is great vs. anything that potentially uses HP Fire).

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Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Volt Switch
- Hydro Pump
- Thunder Wave
- Trick

Rotom-Wash is my last potential lead, and a great one at that. Tricked Choice Scarves screw over a lot of opponents (locking them into status moves). It's also my counter against Volcarona and Talonflame - as my team lacks a solid check to both of those, and is reliably dominated by Volcarona. This is a standard Rotom-Wash through and through, so I see nothing wrong with it yet.
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Starmie @ Life Orb
Ability: Natural Cure
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Surf
- Psychic
- Ice Beam
- Rapid Spin

Starmie's job on my team is generally to spin (considering Mega Absol's lifespan, I deemed it needed), and deal with things like Mega Venusaur, and on occasion, Talonflame. Standard Starmie set here, Ice Beam for type coverage. I don't know if Starmie likes the LO or not, despite all my games.

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Gliscor (M) @ Toxic Orb
Ability: Poison Heal
Shiny: Yes
EVs: 252 HP / 184 Def / 72 Spd
Impish Nature
- Protect
- Substitute
- Earthquake
- Ice Fang

Toxic Orb Gliscor finally makes its way onto one of my teams (I used AcroGem Gliscor last gen, and man was it good). Gliscor is great because it has an amazingly long lifespan vs. just about everything - EQ is there to deal with Steel types, and Ice Fang is there for type coverage (Garchmop,etc.) and against flying/Levitating mons. Maybe another move would be better for it?

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Aegislash @ Leftovers
Ability: Stance Change
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
IVs: 0 Spd
- King's Shield
- Shadow Sneak
- Sacred Sword
- Swords Dance

Aegislash is the resident ghost type of the team - it slices, it dices, and it makes revenge kills easy! Predictable set is predictable, I'm fully aware. However, this set hasn't failed me wen I needed it. Leftovers is nice for passive recovery, which allows Aegislah to SD if I need it (which isn't often, as I use Aegislash for revenge kills and lategame sweeping). Ironically, Aegislash completely dominates Mega Khangaskhan, even with Sucker Punch.


COUNTERS

1) Volcarona

- If Rotom-W is KO'd, Volcarona is free to sweep my entire team, as I lack any other reliable counter to it. Starmie only works if Volcarona hasn't gotten a boost, and nothing else has a chance at all.

2) Talonflame

- Very similar to Volcarona, if it has boosts, I lack a reliable counter that isn't named Rotom-Wash. That said, Talonflame only rips gigantic holes in my team, it fails to sweep in its entirety. I often have to give up Ferrothorn to KO it, sadly.


So, thoughts? Opinions?

Change List

1) Removed Will-O-Wisp for Shadow Claw on Absol
2) Removed Ice Fang for Stone Edge on Gliscor
 
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Alrighty, Willowisp is an "Okay" way to take care of custap leads, but you've got accuracy issues with it. I suggest shadow claw/night slash>willowisp/sucker punch. To give Skarm/Forrey only one turn, you should just smash them with a 100% accuracy moves before hitting them with a fire blast.

The current calc still doesn't work right for dark and ghost, but you'll do approximately 22-25% damage to forrey. Shadow claw would do 14-18%, so it is also acceptable. This is approximately the same amount for skarm. Two min damages to skarm, however, would mean skarm barely survives (Although, this should also be true with willwisp since it would hit 24% in two turns). The chance of that, however, is incredibly low. Even at two min damages, I'm looking at a 1% overlap.

I might add stone edge/rock slide>ice fang on Gliscor. This is mainly for Talonflame. Let me give some calcs.


+2 252+ Atk Flying Gem (custom) Acrobatics (110 BP) vs. 252 HP / 184+ Def Gliscor: 279-328 (78.81 - 92.65%) -- guaranteed 2HKO
252+ Atk Flying Gem (custom) Acrobatics (110 BP) vs. 252 HP / 184+ Def Gliscor: 139-165 (39.26 - 46.61%) -- 85.94% chance to 3HKO

+2 252+ Atk (custom) Flare Blitz vs. 252 HP / 184+ Def Gliscor: 204-240 (57.62 - 67.79%) -- guaranteed 2HKO
252+ Atk (custom) Flare Blitz vs. 252 HP / 184+ Def Gliscor: 102-121 (28.81 - 34.18%) -- possible 5HKO

Acrobatics: 26.27 - 31.35% (+2 without flying gem, power beat by flare blitz)
Acrobatics: 13.55 - 16.1% (Without flying gem)

0 Atk Gliscor Rock Slide vs. 4 HP / 0 Def (custom): 272-324 (96.45 - 114.89%) -- 81.25% chance to OHKO
0 Atk Gliscor Stone Edge vs. 4 HP / 0 Def (custom): 364-432 (129.07 - 153.19%) -- guaranteed OHKO
And should you predict roost:
0 Atk Gliscor Earthquake vs. 4 HP / 0 Def (custom): 272-324 (96.45 - 114.89%) -- 81.25% chance to OHKO

With careful maneuvering and toxic heals, you can manuver a bit around talonflame. Also note that this gen, gliscor gets roost to be compatible with poison heal.

Against Volcarona, you are more or less done for if it's offensive variant.
252 SpA Life Orb Volcarona Fiery Dance vs. 252 HP / 0 SpD Gliscor: 222-263 (62.71 - 74.29%) -- guaranteed 2HKO
0 Atk Gliscor Stone Edge vs. 0 HP / 0 Def Volcarona: 392-464 (126.04 - 149.19%) -- guaranteed OHKO
0 Atk Gliscor Rock Slide vs. 0 HP / 0 Def Volcarona: 292-348 (93.89 - 111.89%) -- 68.75% chance to OHKO

Bulky variants might survive a hit so that's death, as well.
You can take the hit if you're full health to begin with. Or behind a sub. And, volc might give you a break and go quiver dance first. However, at that point you ARE screwed if you don't OHKO.

The other option for both of these counters is Heatran with ancient power. He hard counters all sets (besides hidden power earth, which he can tank one hit from neutral volc). So, I suggest this Heatran over ferrothorn.

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 172 Def / 84 SDef
Calm Nature
- Stealth Rock
- Roar/Protect
- Lava Plume
- Ancient Power

It gives you a slight earth weakness, but gliscor and rotom should cover.

Edit: let me explain this heatran EV spread. This spread was suggest (perhaps designed) By Yuttt to specifically counter talonflame. With this spread, heatran can take 1 +2 acrobatic flying gem shot coupled with a second acrobatic shot (both +2) and obviously return ohko with ancient power.
 
I would use Heatran, but I'm not playing in Pokebank. That said, I like the ideas for Absol and Gliscor! I'll make those changes right away.
 
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