R.U.R. Pokemon Style [OU]

I've been trying to get back into OU for a while now. There are so many new threats that it's almost a foreign metagame to me. the main focus of the team is my two steel types and their ability to place solid hits and support Salamence. In case anyone didn't get the reference, R.U.R. stands for Rossum's (or in this case RaveSage's) Universal Robots, a small play about androids.

R.U.R.
[RaveSage's Universal Robots]
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Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP/6 Atk/252 Def
Impish nature (+Def, -SAtk)
- Earthquake
- Avalanche
- Stealth Rock
- Roar
---

My lead, capable wall, and scouter. With Swampert, I can get Stealth Rock down easily and if I get taunted, I can always come in again later. Swampert's bulk also means that I can come back in, potentially with recovery from Wish, and keep up walling physical attacks. Earthquake and Avalanche allows me to soften metagross among other leads and some dragon types. Swampert is also one of my safest bets to stop Heatran, a big problem for this team.

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Rotom-w @ Leftovers
Ability: Levitate
EVs: 252 HP/168 Def/88 Spd
Bold nature (+Def, -Atk)
- Discharge
- Hydro Pump
- Will-o-wisp
- Light Screen
---

Status platform Rotom App perfectly contributes to my team in that it allows my steel types to switch in and get KOs more easily. Wash form only adds to my support by being my second Heatran stopper thanks to Hydro Pump. Discharge's paralysis effect slows down many threats that would otherwise outspeed or recover safley from my steels. Will-O-Wisp lets me hinder Tyranitar, Salamence, Gyarados, and any other hard hitting physical pokemon. Light Screen is used if Rotom is going to get OKd or just needs to get out soon for someone else to take a hit.

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Blissey @ Leftovers
Ability: Natural Cure
EVs: 252 Def/80 SAtk/176 SDef
Calm nature (+SDef, -Atk)
- Wish
- Protect
- Toxic
- Flamethrower
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The third and final wall. Blissey is really a saving grace for me since it can take on most special attacks and support the rest of my team through Wish support and slowly draining my opponent's HP with Toxic. This is important because if a spinner manages to get stealth rock blow away, I can still hinder threats like Gyarados that try to switch in. Flamethrower is for any steels that try to come in safely on my toxic. Protect allows me to scout and even give me a safety net from explosions and such.

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Salamence @ Life Orb
Ability: Intimidate
EVs: 80 Atk/176 Spd/252 SAtk
Rash nature (+SAtk, -SDef)
- Draco Meteor
- Fire Blast
- Brick Break
- Roost
---

Salamence is perhaps the greatest Mixed Sweeper my team could have. He covers my Steel types weaknesses well for a bait and switch if I need it. I usually try to save him till late mid to late game so I can start cleaning up most of the opposition for my steels. Draco takes on bulky waters and other things hit neutral by it. Fire Blast takes on enemy steels. Mainly Jirachi and Skarmory, who give me a lot of problems at times. Brick Break is for Tyranitar and Heatran. Roost lets Mence heal himself rather than being dependent on Wish support.


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Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP/252 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
- Explosion
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Magnezone gives me a big edge in the game as my main Scizor counter and all around steel killer. Choice Scarf only helps him fulfill this role more easily as U-turn Scizor will not get away, most Jirachi get hindered on their way out, and steels in general just start to become weakened thinks to HP Fire. Thunderbolt and Flash Cannon offer good coverage on anything that might resist other attacks. Explosion is good if there's a softened wall I need to take out since they only have to be at about 65% to usually get KOd.

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Metagross @ Choice Band
Ability: Clear Body
EVs: 252 HP/236 Atk/12 Def/8 Spd
Adamant nature (+Atk, -SAtk)
- Meteor Mash
- Earthquake
- Thunderpunch
- Bullet Punch
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The Powerhouse steel. Metagross is both a line of protection for Salamence and a hard hitting attacker to apply pressure while still dishing out huge amounts of damage. Meteor Mash will take huge chunks oh HP from most non steels while Earthquake can take care of some switch ins if I predict accordingly. Thunderpunch is mainly for bulky waters who can really become a bother. Bullet Punch lets me pick off weakend or frail pokes that are faster.
 
I'm a bit worried about the efficiency of this team, as it appears that you just stuck a pair of walls together with some sweepers and hopes it work. As a general rule of thumb, more often that not, two conflicting types of playstyles on a single type of team often end up working against each other. For this reason, it is best to stick to either pure offense or defense.

Now from the looks of your team, it seems that you want to dedicate Pokémon to take hits, which in turn, supports your "frailer" sweepers. If you want to keep this strategy, there are other viable Pokémon that can fill this role.

Swampert seems ok here. I'd suggest giving him Ice Beam so you can deal more to Celebi switch-ins, and not have to worry about Salamence's intimidate. Salamence will also want Protect, as Roar is not needed when your only form of entry hazards is Stealth Rock. Protect allows you to scout for Choiced attacks, ScarfAchi's attempt to Trick, and allows you to regain any HP you might have lost. If using Ice Beam, switch Swampert to a Relaxed nature so Ice Beam doesn't lose any power.

Rotom-h seems well, but I think you can improve its moveset to increase its utility for your team. Since you want an offensive team here for the most part, you have multiple options. You can either run a standard RestSTalk set, which gives your Rotom increased durability, and it allows it to serve as a great (and necessary) Gyarados counter to your team. If you want a direct standard approach, the Substitute set is a great choice.

Here is the given set...

Rotom-A @ Leftovers
Trait: Levitate
EVs: 108 HP / 192 SpA / 210 Spe
Timid Nature (+Spe, -Atk)
- Substitute
- Shadow Ball
- Thunderbolt / Discharge
- Will-O-Wisp

I have used this set extensively, and I can attest to its success. The main strategy with this set is to switch it in on a Pokémon you are likely to force out, and then use Substitute as they switch. Shadow Ball is a obligatory STAB. The choice between Thunderbolt and Discharge is dependant on whether you prefer power or a chance to paralyze. Will-O-Wisp is necessary for crippling switch-ins like Tyranitar.

Blissey should never be used on a bulky offense team, as it will slow it down extremely and will generally fail to support the rest of the team offensively. It seems to me that you want something to take special hits, and there is one overlooked option that works great here: Snorlax. Snorlax was introduced to me by my friend, august, and he has told me it has been working great for him.

The set is as follows...

Snorlax @ Leftovers
Trait: Thick Fat
EVs: 4 HP / 252 Atk / 252 SpD
Adamant Nature (+Atk, -SpA)
- Body Slam / Return
- Earthquake / Fire Punch
- Crunch
- Selfdestruct

This set is adept at taking special hits, while also providing a solid form of offense for your team. Basically, you can switch Snorlax into most special attackers, such as Heatran, Latias, and Starmie, and basically scare them or hit them hard with your physical moves. The choice between Body Slam and Return is the same as with Rotom-A. Earthquake and Fire Punch allow you to hit Steel-types, but EQ is probably better so you are not walled by Heatran. Crunch allows you to hit Ghost- and Psychic-types for super effective. Finally, Selfdestruct can help put a large hole on your opponent's team once Snorlax is low on health, since very few people expect it.

Salamence seems fine as it is, but I recommend bumping its Speed up to 289 so you always outspeed Jolly Gyarados. I had the unfortunate incident of getting outsped by one and getting OHKOed by Ice Fang, so I don't want the same to happen to you. You can take EVs from your Attack stat and transfer them to your Speed stat. Brick Break will still 2HKO Blissey.

Now, I feel Magnezone can be replaced. I just don't see it doing that much for your team. Salamence doesn't really need Magnezone support as it is specially based, and Steel-types won't be a problem thanks to Rotom-A, as it outspeeds Adamant Lucario and deals heavy damage with Thunderbolt. Instead, I feel a solid revenge killer is in need here. You have plenty of options here, but I would like to suggest Starmie.

Starmie @ Choice Scarf
Trait: Natural Care
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature (+SpA, -Atk)
- Surf / Hydro Pump
- Thunderbolt
- Ice Beam
- Trick

I recommend Starmie over other revenge killers. First, Starmie pairs with Salamence well type-wise, being able to take Ice-type attacks aimed at it. Second, you have the element of surprise. Very few people expect Starmie to be scarfed, so you can switch it into Gyarados, and since they won't see Leftovers, they will probably expect Life Orb, so you can easily take them out with Thunderbolt. Surf and Hydro Pump make good STAB options, and it comes down to a question of power vs. accuracy. Ice Beam and Thunderbolt are necessary to revenge kill different threats. Finally, Trick allows you to cripple switch-ins such as Blissey. Rapid Spin is an option if you really want to get rid of Stealth Rock.

Another useful option here is the standard Choice Band Scizor set, if you want surefire priority instead of a risky chance to revenge kill.

As for your last Pokémon, I recommend something that can take advantage of Starmie's weakness to Pursuit. Lucario and Swords Dance Scizor are both good choices here. Both can easily set up Swords Dance on a Choiced Dark-type attack, and then proceed to sweep. Your team should be offensive threatening enough to set up a sweep for both. For Lucario, I'd probably use Crunch over Stone Edge, as Gyarados is unlikely to be a problem. As for Scizor, I'd go with the Life Orb variant as immediate power is more helpful to this team.

Overall, you had a nice team here. I hope my suggestions are of help.
 
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