OU WIFI OFFENSIVE RMT

I posted a team to the forums a few weeks ago to little response. Since then, I've done some testing and thinking about my team's ability to compete and realized that some changes needed to be made. The idea is still the same: clear the way for a late game sweep from Bulk Up Machamp by eliminating his counters and baton passing him speed AND a substitute.

In building the team, I've now come to realize that i might have some problems with all the steels that are permeating the metagame; however, I'd like to hear what you guys have to say.

I'm creating this team in game, and that's why all of the pokes movesets are absent of hidden powers that would probably benefit my team better.

Overview:
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In Depth:

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Leadgross: Adamant, Clear Body @ Occa Berry
252 HP / 228 Atk / 12 Def / 12 Spe
Stealth Rock
Earthquake / Meteor Mash
Bullet Punch
Explosion

Originally a Heatran Lead; however, replacing Lucario with Mixnape gave me a 3x water weak. Enter Metagross. Metagross is going to function similarly to Leadtran in that he'll get the rocks down, cause some damage, then explode. The difference is that, with his significatly higher bulk, Metagross will be able to come back in later in the game to explode. I want to run MM/BP in order to deal the damage with MM then pick of the remainder with BP; however, I feel that EQ would provide me with better coverage against other Leadgross and Leadnape. 12 Spe EV's to allow me to outrun clone leads.

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Infernape: Naive, Blaze @ Life Orb
252 Atk / 64 SpA / 192 Spe
Close Combat
Stone Edge
U-Turn
Over Heat

Physical Mixnape. This was origianally MixLuke, but Fireburn suggested I give this a shot and I like the idea. Infernape is going to serve as my early wall breaker, and he can serve as a scouter (which I like a lot). In reality, he and Salamence will obviously not be locked into "late game" and "early game" damage dealers, but I like the idea of having Infernape come in earlier in order to scout with U-turn.


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Starmie: Modest, Natural Cure @ Choice Scarf
4 HP / 252 SpA / 252 Spe
Surf
Thunderbolt
Grass Knot
Ice Beam

Starmie is, once again, keeping the pace up and applying pressure to my opponent on the special side of things. This set is providing tons of coverage just like Salamence's set. Surf for general STAB, T-bolt to counter Gyarados who would otherwise give me trouble, Grass Knot to hit Swampet, and Ice Beam to hit the dragons hard. I'm not running a Rapid Spin set because I've only got one poke who is weak to SR, and I wanted to really keep the pressure on my opponent. The Choice Scarf is now going to allow this Starmie to act as an efficient revenge killer with the massive coverage this set provides. Modest nature for the SpA boost since I don't need the speed thanks to the Scarf

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Gliscor: Timid, Hyper Cutter @ Lum Berry/ Yache Berry
252 HP / 196 SpD / 60 Spe
Rock Polish
Substitute
Baton Pass
Taunt

I changed this set a little from the analysis by adding Substitue instead of Swords Dance. Since my Machamp is already going to be setting up for an attack boost, Substitute is the better choice for a baton pass. The idea is to bring this guy in on an EQ or something of the like, drop the Sub, Rock Polish up, and Baton Pass to Machamp for the GG. Taunt is there to mess up any phazers who want to roar me out and prevent me from setting up the pass. EV's will help give my subs a little more bulk and provide me with some longevity. Not sure about the choice on the item, though. I understand that a status would really screw over my entire game plan, but an ice attack would eliminate the plan entirely. Help on this choice would be appreciated.

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Salamence: Naive, Intimidate @ Choice Band
248 Atk / 8 SpA / 252 Spe
Outrage
Earthquake
Aqua Tail
Fire Blast

This was originally a Dragonite running the exact same coverage; however, Salamence's better stats and Intimidate (along with people's suggestions) lead me to chose him as my late game wall breaker / damage dealer. This set is provide optimal coverage against everything in OU, and eventhough Fire Blast isn't receiving a boost from the CB, it will still help elemiate the steels since they are typically weaker on the SpD side of things. Salamence is going to open the game up for my late game Machampass ( I hearby copyright this name) strategy.


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Machamp: Adamant, No Guard @ Leftovers
252 HP / 136 Atk / 120 Spe
Dynamic Punch
Bulk Up
Stone Edge
Payback


This guy is beast, and I'm pumped about it. Machamp will receive the speed boost and the Sub from Gliscor, Bulk Up, then wreak havoc on whatever is left of my opponent's team. Dynamic Punch for power and 100% confusion. Bulk Up for the obvious attack and defense boost. Stone Edge to hit the obvious flyers that would resist my STAB Dynamic Punch, and Payback to his the ghosts and psychics that also resist Dynamic Punch. Like Tarquin said, the speed boosts Machamp receives shouldn't inhibit his ability to take out the ghosts with payback after bulking up.

Previous Members:

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Leadtran: Naive, Flashfire @ Shucca Berry
4 HP / 252 SpA / 252 Spe
Stealth Rock
Fire Blast
Earth Power
Explosion

I was originally running a Swampert, but I decided to make this team hyper offensive; therefore, I chose Heatran mainly due to the surprise factor it holds as a lead. I am a little concerned about Leadnape CC-ing me for the loss of this guy right off of the bat, but maybe the suprise factor will buy me some time to at least get the rocks up. Max SpA and Spe in order to cause the most trouble for my oppenent ASAP. Shucca berry to help protect me against Leadgross, and other leads that will try to EQ me.

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Dragonite: Adamant, Inner Focus @ Choice Band
4 HP / 252 Atk / 252 Spe
Outrage
Earthquake
Fire Punch
Aqua Tail

Again wanting to put the pressure on my opponent early, I chose CBnite to clear the way for my late game strategy early on in the match. With the ability to literally 2HKO practically any threat in the game, I intend for Dragonite to really cause some damage early. Max attack and speed in order to rip through my opponents team, and CB for the obvious power that it's going to bring to his attacks. I chose Fire Punch over Superpower because I've got Lucario and Machamp that can dish out fighting moves when I need them, and I also needed a fire move to help with the likes of Scizor after Heatran goes down.

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Lucario: Lonely, Inner Focus @ Life Orb
184 Atk / 128 SpA / 196 Spe
Close Combat
Agility
Dark Pulse
Ice Punch

Clean-up mixed sweeper Lucario. I chose to not run the choice scarf set because I already have two choice users. The plan is to bring this guy in pretty late game on something he resists, Agility up on the switch, and ensue the cleanup. Dark Pulse over Shadow Ball because the chance of a flinch is more important to me than the SpD drop (especially since he's only running one special attack) so that he can have an extra chance to Agility up. Ice Punch over HP Ice because I just really do not have access to Hidden Powers at all. This is the most unstable slot on my team and you guys have any other suggestions to replace him, feel free to suggest someone else.

Well that's my team. I put a lot of work into it, but if it blows you can just let me know. Be as harsh as you want.
 
On Choice Band Dragonite, if you are simply using it as a Damage Dealer or Wallbreaker, then there are two superior options.

If you want offensive capability, then Choice Band Salamence running Fire Blast over Fire Punch (most steel types are much weaker in Special Defense) is faster and can deal with more threats such as Zapdos and Heracross before they can attack you. Plus, intimidate gives it excellent defensive capabilities also.

If you like Dragonite's defensive powers, then Choice Band Tyranitar is a better option, with more useful STAB attacks, much more bulk and it can run a very similar set of:

Aqua Tail
Fire Punch / Earthquake
Crunch / Pursuit / Earthquake
Stone Edge

Dragonite is generally an inferior option to one of these two pokemon. Seeing as your fastest pokemon is Choice Specs Starmie and you have no scarfer, I recommend the speed of Salamence. Here is the set I'd run :)

Salamence @ Choice Band
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Intimidate
Naive
(+spe, to tie with Jirachi, Zapdos and enemy Salamence)

Outrage
Earthquake
Fire Blast
Aqua Tail


This has the same basic coverage as your Dragonite, decent defenses, especially considering it's switch in options thanks to intimidate, a specially based Fire Attack, which is better for dealing for Skarmory, Scizor, Fortress and Pals. The speed honestly will help your team I believe, and as it has the sane typing, your team synergy isn't affected =D

Good Luck with the Team!
 
Thanks for the comments. I suppose you're right about choosing Salamence over Dragonite due to the fact that I'm not terribly worried about Nite's higher defenses anyway. T-tar just couldn't fit in that spot without me re-working the entire team, so I'll probably just run the set you suggested. I'll put Salamence in his place on this thread after I hear from a few more people.

thanks again for the rate.
 
Good day.

I'm just not sure if Lucario really helps you that much...you say he's the most unstable member on your team. I think you could benefit from replacing him with a Mixed Infernape:

Infernape@ Life Orb
Ability: Blaze
Naive Nature
EVs: 252 Atk / 64 SpA / 192 Speed
-Close Combat
-U-turn
-Stone Edge
-Overheat

I recommend the physically-based mix as it has an easier time against Salamence with Stone Edge. This lets you scout for potentially problematic threats to your strategy with U-turn, and breaks walls like nobody's business. It's also better as a wallbreaker IMO than Salamence(Still keep it though) because it can switch attacks, thus making it more versatile. And it isn't as bad if you mispredict. If you want more power you can use the Nasty Plot Mixed set with Grass Knot. (First set in the analysis.)

Have you ever had problems with DD Salamence? I also think your team will be swept easily if it gets a DD off. (Can switch in on a resisted choice attack.) You have plenty of power in your own Salamence and Ape, I would Scarf Starmie. This outspeeds Mence and his Dancing friends (Gyarados) even if they get a DD and you can hit them with a Super Effective move. This also makes a decent late-game cleanup pokemon with its speed, type coverage, and decent power. You can switch to a Modest nature for extra power, and it also still lets you outspeed said Mence after a DD.

Just some changes I thought might help you. Good luck with the team. :)
 
Come on everybody! It's a good team, give it a rate =D

Anyway, I have another rate :) This time for Machamp.

I don't think thunderpunch is needed on Machamp, Stone Edge would fit in better here, still doing damage to Zapdos, as well as Gyarados and Salamence and Togekiss. It's more powerful, so it can hit Mence and Gyara harder, even after intimidate. You may ask, what about bulky waters?

Well Dynamic Punch, with STAB, reaches a Base Power of 150, the exact SAME as a super effective thunderpunch! The bulky water to resist Dynamic Punch and Stone Edge is Slowbro... and you will probably never see one xD.

EDIT: Steelrage is absolutely right, I am contradicting myself :P. If you want to beat Scizor and hurt Fortress a little more, go with Fire Punch. If you want to kill, say, Flygon, go with Ice Punch. Personally, I'd use payback, to hurt psychics and ghosts that resist you!
Good Luck :)
 
Come on everybody! It's a good team, give it a rate =D

Anyway, I have another rate :) This time for Machamp.

I don't think thunderpunch is needed on Machamp, Stone Edge would fit in better here, still doing damage to Zapdos, as well as Gyarados and Salamence and Togekiss. It's more powerful, so it can hit Mence and Gyara harder, even after intimidate. You may ask, what about bulky waters?

Well Dynamic Punch, with STAB, reaches a Base Power of 150, the exact SAME as a super effective thunderpunch! The bulky water to resist Dynamic Punch and Stone Edge is Slowbro... and you will probably never see one xD.

Fire Punch definately over Ice Punch :) Fortress and Skarmory will wall your face in otherwise :P

Good Luck :)

Fire Punch isn't needed. As you explained a 2x effective elemental punch is the same as a non-resisted Dynamicpunch. Use Dynamicpunch on Skarm, Fortress use dynamicpunch as well. Seriously, besides exploding, Fortress can't touch Machamp. Use fortress as set-up fodder, seriously.
 
Fireburn: Thank you. These suggestions are extremely helpful. I like the idea of replacing Lucario for Mixnape; however, this gives me a 3x weak to water attacks. Would replacing Heatran for Metagross in the lead spot be a way to avoid the weakness, while still having a solid lead?

Tarquin/Steelrage: I see where you're coming from suggesting that I drop the elemental punches; however, I'm worried about using Payback due to the fact that I'll be receiving speed boosts from Gliscor, and will (hopefully) not be slower than said counters. I'll opt for Stone Edge for the power gain, but I guess my last slot is still a little up in the air.
 
Bear in mind that the pokemon which resist dynamic punch, such as Gengar, Azelf and Starmie, do not have stellar defenses. Even if you go first, then the Bulked Up Payback will likely OHKO these pokemon. Also, many ghosts and psychics are scarfed or very fast, so you may well still go second.
 
I'd agree with the advice you've been getting to change Dragonite to a Salamence. In this case, Salamence is doing a lot of things better then Dragonite since you aren't using Superpower.

MixLuke is good, but I really think that you should take a crack at the Swords Dance set. It is one of the most fearsome OU sweepers in existance and might make a nice addition to your team. To top that, Gliscor's Passed Rock Polish will help this version of lucario more.

I really don't think Machamp works too well with the teams synergy... you already have Lucario dishing out Fighting type assults so Machamp seems a tad repetitive (yes, I know they're doing two completely different things, but bare with me). Maybe you could replace him with a Choice Band Tyranitar who can take out the Ghost Types like Rotom-H and Gengar who can ruin a Lucaio sweep.
 
Tarquin: Ok. I'll test out Payback, seeing as how it was one part of the original moveset I was running with my unedited team.

TheMantyke: Yes, Mence is going to be replacing Dnite. I think I'm going to do some edits on the team to kind of fill out a lot of what everyone has been suggested. If you think that Machamp is still redundant after the edit, let me know and I'll consider it.
 
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