What do you think of my Kanto-only Gen 7 OU team? Currently >1300 in Showdown [Gen 7] OU. It is my fun team with the pokemon I used in the "Blue" game back in the day (obviously new moves for Gen 7):
Alakazam @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Shadow Ball
- Psychic
- Focus Blast
Needs little introduction. Shadow ball & focus blast cover anything that resists psychic (dark, steel, other psychic mons). Electrode's setup of screens followed by explosion normally allow Alakazam to pull off at least one Calm Mind, which allows it to OHKO almost anything unless focus blast misses. Usually try to save it for late game in combination with electrode. Don't mega-evolve when expecting toxic/burn/leech seed since magic guard will protect it (might also help to save Trace for a useful ability like beast boost). Usually gets in trouble against honch crow, mega sabreye or bisharp (sucker punch or knock off) so try to remove these before.
Blastoise @ Assault Vest
Ability: Torrent
EVs: 252 Atk / 152 Def / 104 SpD
Adamant Nature
- Rapid Spin
- Aqua Jet
- Avalanche
- Earthquake
Rapid spin to remove stealth rock (devastates my scyther) and spikes. Avalanche cuz we need an ice move (garchomp, gliscor, dragonite, salamence etc) and to cover grass. Earthquake to cover electric/poision and do good neutral damage. Aqua jet because STAB priority, becomes extra strong when blastoise is almost dead with torrent.
Scyther @ Eviolite
Ability: Technician
EVs: 4 Atk / 252 Def / 252 SpD
Adamant Nature
- Aerial Ace
- U-turn
- Swords Dance
- Roost
Reliable switch in against anything ground, fight and grass (especially serperior, malamar, buzzwole, breloom, hoopa and (mega)heracross get hard-countered). Also surprisingly tanky with eviolite, good against stallers like chansey (roost/sword dance combo).
Arcanine @ Firium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Wild Charge
- Extreme Speed
- Close Combat
Great against anything steel (very common type these days), close combat against tyranitar or heatran. Firium Z in combination with extreme speed usually means a free kill (except against ghost switch-in) and intimidate is generally useful to have. Don't use firium Z when heatran is still around, use close combat instead.
Electrode @ Light Clay
Ability: Aftermath
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Reflect
- Light Screen
- Taunt
- Explosion
Fast screen setter. Taunt to prevent defog, explosion for damage-free switch (preferably into Alakazam). Aftermath to still get some (chip) damage against physical attackers if it dies before explosion.
Marowak @ Thick Club
Ability: Battle Armor
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Bonemerang
- Fire Punch
- Thunder Punch
- Brick Break
Surprising super-strong physical attacker (because of big club) with great type coverage moves, especially against anything steel (so common), and reliable switch-in vs electric attacks (volt-switch). OHKO tyrannitar, ferrothorn, gyaridos, bisharp, gengar, weavile, heatran, magnezone, scizor, tapu koko, azumarill, victini, etc. Bonemerang double attack very useful against sash, substitute, disguise, sturdy etc. Brick break for extra utility against screens (have no defog in my team, only rapid spin on blastoise). It helps that people tend to underestimate marowak.
Alakazam @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Shadow Ball
- Psychic
- Focus Blast
Needs little introduction. Shadow ball & focus blast cover anything that resists psychic (dark, steel, other psychic mons). Electrode's setup of screens followed by explosion normally allow Alakazam to pull off at least one Calm Mind, which allows it to OHKO almost anything unless focus blast misses. Usually try to save it for late game in combination with electrode. Don't mega-evolve when expecting toxic/burn/leech seed since magic guard will protect it (might also help to save Trace for a useful ability like beast boost). Usually gets in trouble against honch crow, mega sabreye or bisharp (sucker punch or knock off) so try to remove these before.
Blastoise @ Assault Vest
Ability: Torrent
EVs: 252 Atk / 152 Def / 104 SpD
Adamant Nature
- Rapid Spin
- Aqua Jet
- Avalanche
- Earthquake
Rapid spin to remove stealth rock (devastates my scyther) and spikes. Avalanche cuz we need an ice move (garchomp, gliscor, dragonite, salamence etc) and to cover grass. Earthquake to cover electric/poision and do good neutral damage. Aqua jet because STAB priority, becomes extra strong when blastoise is almost dead with torrent.
Scyther @ Eviolite
Ability: Technician
EVs: 4 Atk / 252 Def / 252 SpD
Adamant Nature
- Aerial Ace
- U-turn
- Swords Dance
- Roost
Reliable switch in against anything ground, fight and grass (especially serperior, malamar, buzzwole, breloom, hoopa and (mega)heracross get hard-countered). Also surprisingly tanky with eviolite, good against stallers like chansey (roost/sword dance combo).
Arcanine @ Firium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Wild Charge
- Extreme Speed
- Close Combat
Great against anything steel (very common type these days), close combat against tyranitar or heatran. Firium Z in combination with extreme speed usually means a free kill (except against ghost switch-in) and intimidate is generally useful to have. Don't use firium Z when heatran is still around, use close combat instead.
Electrode @ Light Clay
Ability: Aftermath
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Reflect
- Light Screen
- Taunt
- Explosion
Fast screen setter. Taunt to prevent defog, explosion for damage-free switch (preferably into Alakazam). Aftermath to still get some (chip) damage against physical attackers if it dies before explosion.
Marowak @ Thick Club
Ability: Battle Armor
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Bonemerang
- Fire Punch
- Thunder Punch
- Brick Break
Surprising super-strong physical attacker (because of big club) with great type coverage moves, especially against anything steel (so common), and reliable switch-in vs electric attacks (volt-switch). OHKO tyrannitar, ferrothorn, gyaridos, bisharp, gengar, weavile, heatran, magnezone, scizor, tapu koko, azumarill, victini, etc. Bonemerang double attack very useful against sash, substitute, disguise, sturdy etc. Brick break for extra utility against screens (have no defog in my team, only rapid spin on blastoise). It helps that people tend to underestimate marowak.