Introduction: I've been lurking around the competitive Pokemon scene on and off since Emerald. Just last week I decided to download Shoddy and make a go at it. After fiddling around and mostly losing with a group built out of assorted sweepers, I decided to build a real OU team. Several hours of research and team building I had something capable of propelling me up from the ladder's bottommost rungs. I now feel that I am on the brink of being decent; Help Push me Over.
My team is a group of walls, stallers, scouts, and revenge killers backed up by a late game sweeper and unified by a common immunity to the sandstorm that accompanies them into battle.
Details:
Hippowdon @ Leftovers
Ability: Sandstream
EVs: 252 hp, 168 def, 88 Sdef
Impish Nature
- Stealth Rock
- Slack Off
- Earthquake
- Roar
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Description: Hippowdon serves as my lead, main physical wall, and early scout. Stealth Rock is important to me, but not worth sacrificing Hippowdon's health or usefulness. If I suspect a crippling special attack, taunt, or trick on turn one I will switch right away to something that can take it. Ideally it will lay out the pointed stones and roar until it finds something that it can KO or that Cacturne can set up on. If I get Hippow out of harms way before it takes significant dammage the threat posed by the likes of Ttar and Scizor will be much smaller later on in the match.
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Cacturne @ Leftovers
Ability: Sand Veil
EVs: 204 hp, 252 def, 52 speed
Adamant Nature
- Substitute
- Leech Seed
- Sucker Punch
- Focus Punch
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Description: Early in the match I am constantly on the lookout for an opportunity to switch in Cacturne and set up a sub. If I'm forced to reveal Sucker Punch early a game of prediction begins; Winning means the foe eats a focus punch or a new sub goes up on a turn where Cacturne is otherwise vulnerable. On the other hand if I conceal Sucker Punch's presence Cacturne can come back later as a one shot revenge killer, or counter to Starmie, Gengar, and Kazam. Besides posing a decent offensive threat it can also stall out tough foes by subseeding. Sand Veil is obviously awesome for the sandstorm immunity and the occasional dose of 'sandhax'.
Currently Experimenting with various Other Move Sets/Pokemon in this slot.
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Lucario @ Salac Berry
Ability: Inner Focus
EVs: 252 atk, 252 speed
Adamant Nature
- Swords Dance
- Endure
- Reversal
- Crunch
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Description: My late game sweeper surprise. Few people expect to see Endure/Reversal in the sandrenched environment of OU. This Lucario is deadly once the rest of my team handles all of the foes priority move using Pokemon. Should it get a swords dance in before enduring even fighting resistant physical walls will topple. Swords Dance also encourages foes to hit it hard, as they will most likely assume a standard physical move set and will want it dead as soon as possible. Crunch handles ghost types, although I try to get rid of the spooks before Lucario comes out.
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Swampert @ Leftovers
Ability: Torrent
EVs: 240 hp, 216 def, 52 Satk
Relaxed Nature
- Earthquake
- Ice Beam
- Hydro Pump
- Protect
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Description: Mixed Swampert has many uses on my team. It can break walls, hit pesky dragon types, and scout the foes moves with protect. Sadly Swampert is the closest thing I have to a water type counter. I send it in and pray that it can weaken the foe enough for one of my revenge killers to pick up the slack once it faints. I also use it to absorb sleep attacks so my other Pokemon can try to stop the sleep user from doing anything too evil. Although not exactly a weak link, this is the Pokemon that I am most willing to replace, perhaps with something that can better deal with water types.
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Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 4 hp, 252 Satk, 252 speed
Naive Nature
- Flamethrower
- Dragon Pulse
- Earthpower
- Explosion
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Description: A basic revenge killing scarfed Heatran. I switch it in on the first turn if I suspect the opponent's lead will try to trick specs or scarf to Hippowdon. I try to save 'Splosion for bulky waters, as the special walls it is traditionally used against pose little threat to my physically oriented team. Dragon Pulse catches Dragons who attempt to switch in on Flamethrower or Earthpower. Earthpower is for dealing with other Heatran. Heatran is important for my team, but I may replace it with a staller if Swampert gets replaced by a special sweeper.
Will likely experiment with Magnezone once I am done experimenting with Cacturne's slot.
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Scizor @ Choice Band
Ability: Technician
EVs: 248 hp, 252 atk, 8 speed
Adamant Nature
- U-Turn
- Bullet Punch
- Pursuit
- Superpower
---
Description: A standard Scizor for revenge killing and scouting. I will switch into Scizor on the first turn when suspect a taunt. I have honestly yet to get the feel for scouting with U-Turn, and I've made some dumb mistakes with the move, however I am aware of how useful that move is, and intend to stick with the attack until I can use it to its full potential. I like the fact that pursuit nail's anything with a dark weakness weather they switch out or not thanks to Technician. Scizor's only weakness happens to be fire, so he often sets up an easy switch in for Swampert or Heatran.
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My team is a group of walls, stallers, scouts, and revenge killers backed up by a late game sweeper and unified by a common immunity to the sandstorm that accompanies them into battle.
Details:
Hippowdon @ Leftovers
Ability: Sandstream
EVs: 252 hp, 168 def, 88 Sdef
Impish Nature
- Stealth Rock
- Slack Off
- Earthquake
- Roar
---
Description: Hippowdon serves as my lead, main physical wall, and early scout. Stealth Rock is important to me, but not worth sacrificing Hippowdon's health or usefulness. If I suspect a crippling special attack, taunt, or trick on turn one I will switch right away to something that can take it. Ideally it will lay out the pointed stones and roar until it finds something that it can KO or that Cacturne can set up on. If I get Hippow out of harms way before it takes significant dammage the threat posed by the likes of Ttar and Scizor will be much smaller later on in the match.
---
Cacturne @ Leftovers
Ability: Sand Veil
EVs: 204 hp, 252 def, 52 speed
Adamant Nature
- Substitute
- Leech Seed
- Sucker Punch
- Focus Punch
---
Description: Early in the match I am constantly on the lookout for an opportunity to switch in Cacturne and set up a sub. If I'm forced to reveal Sucker Punch early a game of prediction begins; Winning means the foe eats a focus punch or a new sub goes up on a turn where Cacturne is otherwise vulnerable. On the other hand if I conceal Sucker Punch's presence Cacturne can come back later as a one shot revenge killer, or counter to Starmie, Gengar, and Kazam. Besides posing a decent offensive threat it can also stall out tough foes by subseeding. Sand Veil is obviously awesome for the sandstorm immunity and the occasional dose of 'sandhax'.
Currently Experimenting with various Other Move Sets/Pokemon in this slot.
---
Lucario @ Salac Berry
Ability: Inner Focus
EVs: 252 atk, 252 speed
Adamant Nature
- Swords Dance
- Endure
- Reversal
- Crunch
---
Description: My late game sweeper surprise. Few people expect to see Endure/Reversal in the sandrenched environment of OU. This Lucario is deadly once the rest of my team handles all of the foes priority move using Pokemon. Should it get a swords dance in before enduring even fighting resistant physical walls will topple. Swords Dance also encourages foes to hit it hard, as they will most likely assume a standard physical move set and will want it dead as soon as possible. Crunch handles ghost types, although I try to get rid of the spooks before Lucario comes out.
---
Swampert @ Leftovers
Ability: Torrent
EVs: 240 hp, 216 def, 52 Satk
Relaxed Nature
- Earthquake
- Ice Beam
- Hydro Pump
- Protect
---
Description: Mixed Swampert has many uses on my team. It can break walls, hit pesky dragon types, and scout the foes moves with protect. Sadly Swampert is the closest thing I have to a water type counter. I send it in and pray that it can weaken the foe enough for one of my revenge killers to pick up the slack once it faints. I also use it to absorb sleep attacks so my other Pokemon can try to stop the sleep user from doing anything too evil. Although not exactly a weak link, this is the Pokemon that I am most willing to replace, perhaps with something that can better deal with water types.
---
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 4 hp, 252 Satk, 252 speed
Naive Nature
- Flamethrower
- Dragon Pulse
- Earthpower
- Explosion
---
Description: A basic revenge killing scarfed Heatran. I switch it in on the first turn if I suspect the opponent's lead will try to trick specs or scarf to Hippowdon. I try to save 'Splosion for bulky waters, as the special walls it is traditionally used against pose little threat to my physically oriented team. Dragon Pulse catches Dragons who attempt to switch in on Flamethrower or Earthpower. Earthpower is for dealing with other Heatran. Heatran is important for my team, but I may replace it with a staller if Swampert gets replaced by a special sweeper.
Will likely experiment with Magnezone once I am done experimenting with Cacturne's slot.
---
Scizor @ Choice Band
Ability: Technician
EVs: 248 hp, 252 atk, 8 speed
Adamant Nature
- U-Turn
- Bullet Punch
- Pursuit
- Superpower
---
Description: A standard Scizor for revenge killing and scouting. I will switch into Scizor on the first turn when suspect a taunt. I have honestly yet to get the feel for scouting with U-Turn, and I've made some dumb mistakes with the move, however I am aware of how useful that move is, and intend to stick with the attack until I can use it to its full potential. I like the fact that pursuit nail's anything with a dark weakness weather they switch out or not thanks to Technician. Scizor's only weakness happens to be fire, so he often sets up an easy switch in for Swampert or Heatran.
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