Rate my OU team =D

~~Rate my OU Team!~~
After countless attempts of making an unbreakable team of six, I've finally done it I am still not successful. I have originally planned to make a team that can counter the ever-popular Skarmory + Blissey + Mega Venusaur + any other annoying pokemon such as Gliscor and Quagsire, but I don't think I have the mental capacity of ever doing that. Though I think I am pretty close.

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Dragonite

Dragon/Flying
Item : Weakness Policy
Ability : Multiscale
EVs : 252 Atk | 252 Spe | 4 SpD
Adamant Nature
Moves :
ExtremeSpeed
Dragon Dance/Agility
Roost
Earthquake/Fire Punch/Waterfall
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Now this thing is a monster. The Weakness Policy might be a bit common, but when it DOES work, this thing hits like a tank. The EVs are simple : 252 Attack and 252 Speed so you can hit as hard as you can even before the WP boost. The 4 SpD is just inserted so you can take HP Ices from things like Thundurus-I and Ice Beams from a defensive Vaporeon. ExtremeSpeed is for the pesky Talonflame, Mamoswine and Bisharp. Dragon Dance is for setting up speed AND attack. You could also run Agility, but this thing can already outspeed most of Overused at +1. You're also not so sure if you will activate the Weakness Policy or not. Roost is in there for reliable recovery and to catch an Ice Move while losing the Flying typing. Earthquake is used for annoying walls like Heatran and the like. Fire Punch is for the Grass Types who can just shrug off the E-Speeds and the E-quakes. Waterfall is for the Fire Types and Air Balloon Heatran.

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Aegislash
Ghost/Steel

Item : Life Orb
Ability : Stance Change
EVs : 252 SpAtk | 152 HP | 100 Atk
Relaxed Nature
Moves :
Shadow Ball
Flash Cannon

King's Shield/Sacred Sword
Shadow Sneak
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In my opinion, one of the best designs to date. Aegislash is a very unique pokemon and has the best offensive AND defensive typings in the game. Unfortunately, with the buff with Knock Off and the Steel Type nerf, Aegislash often gets decimated by a STAB Knock Off from a Bisharp. Aegislash does have his shining points, though. Shadow Ball and Flash Cannon for STAB. Here is a calculation of the absolute POWER of this beast right here :

252 SpA Aegislash-Blade Shadow Ball vs. 4 HP / 0+ SpD Deoxys-D: 176-210 (72.7 - 86.7%) -- guaranteed 2HKO

252 SpA Aegislash-Blade Flash Cannon vs. 252 HP / 252+ SpD Clefable: 224-266 (56.8 - 67.5%) -- guaranteed 2HKO after Leftovers recovery

King's Shield is kind of hard to predict around with because the some people actually use their brains and predict the obvious King's Shield. It is mainly used to return to the bulkier side of Aegislash. You can also use Sacred Sword if you are using the "hit-and-run" type of Aegislash. The last move is just for priority because Aegislash has a very low base 60 Speed. You can also use it as a last ditch effort to get damage off before dying to Life Orb.

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Garchomp
Dragon/Ground
Item : Choice Scarf
Ability : Rough Skin
EVs : 252 Atk | 252 Spe | 4 HP
Adamant Nature
Moves :
Earthquake
Stone Miss Edge
Outrage/Dragon Claw
Dragon Claw/Poison Jab/Fire Fang/Aqua Tail/whatever else filler
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Good ol' Scarfchomp. He is basically used as a late-game cleaner or a wallbreaker. The given EVs and nature is to make sure you would outspeed Max Speed Neutral Natured Deoxys-S.
EdgeQuake combo for the pesky Volcaronas and Shell Smashers such as Carracosta and Cloyster. Outrage for high power and late game cleaning. Dragon Claw, on the other hand, is used to get a quick kill and switch out right away. The last slot is used for any other move. Poison Jab to kill Clefable and Azumarill. Fire Fang for Ferrothorn and Forretress. Aqua Tail for Air Balloon Heatrans and Excadrills.
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Heatran
Fire/Steel
Item : Air Balloon
Ability : Flash Fire
EVs : 252 SpD | 252 HP | 4 SpAtk
Calm Nature
Moves :
Lava Plume
Earth Power
Stealth Rock
Roar/Toxic
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Once hailed the King of DPPt OU, this lava dog is still a force to be reckoned with. With a massive base 130 SpAtk, it can 2HKO Aegislash-Shield-Forme. The given EVs are for certain situations where the opponent might try to kill it but fail to land even a 2HKO. Max SpA Life Orb Latios fails to 2HKO with Surf! Lava Plume is for STAB and your main attack. Earth Power is for opposing Heatran without Air Balloons. Roar is used to stop Baton Pass teams or just to exploit Stealth Rock's type effectivity. Toxic, on the other hand, puts a halt to potential sweepers such as DD Dragonite and Life Orb Salamence.
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Medicham
Psychic/Fighting
Item : Medichamite
Ability : Pure Power
EVs : 252 Atk | 252 Spe | 4 HP
Jolly Nature
Moves :
Bullet Punch/Fake Out
Psycho Cut/Zen Headmiss butt
Drain Punch/High Jump Miss Kick
Elemental Punch of Choice
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Medicham used to lie in the depths of NU last generation. But this gen, it got a wonderful buff in the form of Mega Evolution. In a few months, it went up from NU up to one of the top tier threats in OU. "But why is he so dangerous? His stats don't look very threatening." Well, the reason he is used so much is because of his amazing ability in Huge Power. He has the second highest attacking stat in the whole game, next to Mega Mawile. Coupled with powerful STABs in High Jump Kick and Zen Headbutt, this won't be an easy pokemon to take down. EVs and Nature of choice is to outspeed or at least speed tie with fellow Medichams and Mega Charizard X/Y. Bullet Punch is to 2HKO Sylveon and Florges, but Fake Out is a useful alternative for the flinch and the Mega Evolution transition period. Psycho Cut can be used over Zen Headbutt because of its perfect accuracy and being only slightly weaker. Drain Punch is your main recovery move while High Jump Kick is used to make sure that something dies. The last slot is for any Elemental Punch you want to run. Ice Punch OHKOs Gliscor, Fire Punch kills Grass Types and Thunderpunch is for Gyarados.
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Keldeo
Water/Fighting
Item : Life Orb/Choice Specs
Ability : Justified
EVs : 252 Spe | 252 SpA | 4 HP
Timid Nature
Moves :
Hidden Power Grass/Ghost
Secret Sword
Hydro Pump/Surf/Scald
Icy Wind
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Calling out all the bronies out there! This kawaii pony isn't just cute, it's powerful too! It has a very high SpA stat of 129 and very powerful STABs. He also has an odd Speed stat which means he will outspeed Garchomp and kill it off with an Icy Wind. EVs are distributed in order to 2HKO every unresisted hit in OU. Hidden Power Grass is for Water Types. Hidden Power Ghost to deal a huge chunk off of Gengar and Cofagrigus. Secret Sword is there to annihilate the pink blob sisters and Bisharp. Hydro Pump to hit hard, Surf for perfect accuracy and high damage and Scald for burns. Icy Wind is there to stop VoltTurners' momentum and kill with another move.
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Well, that's my team. Please give it a rating and suggest any modifications to handle my greatest enemy : SkarmBlissSaurGlisSire. <--- boom​
 
Hey there! I saw there were no replies to this one, and you seemed to work pretty hard on it too, so I'll be rating this team :)

First, and foremost, I would prefer if you took away all of the second/third options on all of the Pokemon, it essentially makes the rater have to consider every move, which Pokemon doesn't work like so.

On Dragonite, I would personally use a DDance set, consisting of Extreme Speed, Outrage/Dragon Claw, and Earthquake. Although you are walled like hell by Skarmory, you already have Heatran which pretty much stops Skarm. DDance makes your power get to great levels, Outrage hits VERY hard, but Dragon Claw is a safer option for fairies trying to come in, and Earthquake hits Heatran and other steel types. Fire Punch is usable too, over Earthquake, but usually isn't worth the slot, and Waterfall isn't very viable on Dragonite at all. Your Aegislash spread seems weird, as Relaxed Nature does nothing, you should use Quiet Nature. I honestly don't know the best amount of EVs for Attack, but I personally put in 220 after reading some RMT's. For Garchomp, use Earthquake, Stone Edge, Outrage, AND Dragon Claw. This allows you to not be locked into Outrage, which can usually cost some games. Your last slot is just filled up with moves that cover pretty much nothing.

Heatran seems okay, but personally I would run Roar to phaze out setup sweeps, such as an unevolved Mega Charizard X. Speaking of the devil, the thing can tear through your team with ease, as long as it's running Jolly or has 2 DDances up, your team is done for. On Mega Medicham, I would personally use an Adamant Nature just for that extra pinch of Power (Which multiplies twice thanks to Pure Power). I use Psycho Cut, High Jump Kick, Ice Punch, and Fire Punch. Psycho Cut/High Jump Kick are your powerful STAB attacks, Ice Punch to hit Ground/Flying/Dragon types on switch-in, and Fire Punch for a steel type (Aegislash, I'm looking at you..). Priority generally isn't good on Medicham, as it's a wallbreaker, not a sweeper. Last but not least, Keldeo, run Hydro Pump, Scald, Secret Sword, and Hidden Power [Flying]. Standard, Hidden Power [Flying] hits Mega Venusaur on switch-in, which is good, because your team has almost nothing to hit it hard.

A few threats to your team are:

Physically Defensive Mega Venusaur: Once your Medicham (Which is VERY easy to kill) is down, you have jackshit to hit this thing. Your best bet is Aegislash which:
252 SpA Life Orb Aegislash-Blade Shadow Ball vs. 252 HP / 0 SpD Mega Venusaur: 164-192 (45 - 52.7%) -- 29.7% chance to 2HKO
Where Mega Venusaur can easily Synthesis to recover off the damage, use Leech Seed to stall, etc etc. You would need Dragonite, but even with Outrage you won't 2HKO.
252+ Atk Dragonite Outrage vs. 252 HP / 252+ Def Mega Venusaur: 138-163 (37.9 - 44.7%) -- guaranteed 3HKO
Again, Mega Venusaur can stall you out or kill you slowly with Leech Seed/Sludge Bomb.

Any DDancer not named Tyranitar: Uh. Mega Zard pretty much runs through your team barring Garchomp, but unless you switch it's nature to Jolly that you have a chance to be outsped (Even though Adamant is the most popular nature). Mega Gyarados is even HARDER to kill as it has much better bulk, to where it can easily take a hit and kill back.

There are definitely a few more, but I really don't want to go through it all, your team is good, it's just too complicated with all the moves. Good luck!
 
Can you specify the moves you are actually using? It makes the process of making recommendations a little easier. Especially for Medicham and Garchomp as they have a lot of options that could drastically change the threats to your team.

I have a couple of recommendations. First off, Gengar and Cofagrigus actually take more damage from hydro pump than hidden power ghost and is prefered on a specs set. It was used specifically for Celebi and Jellicent in gen 5 as they were Keldeo's best counters. Considering that neither of them is common anymore in OU, hidden power ghost is only good for the lati twins who are already hit by icy wind and slowbro (who kind of walls you regardless if running assault vest). You should consider running something for mega venusaur instead as secret sword takes care of most bulky waters. I would recommend hidden power psychic unless you have a big problem with slowbro in which case hidden power grass is the best options.

Everything else depends on what sets you end up running and I just wanted to point out that scarf chomp is not your wall breaker. If you use megacham correctly you should be able to easily break stall, but you may want to keep it healthy with wish passing or something.
 
BurningFury101 As I've said, Skarmory, Chansey, and Mega Venusaur core just destroys this team. I'm trying to look for changes to counter them cause I only have Psycho Cut for MVenusaur.
For the other scenarios that you have talked about, I have personally never had any trouble with it. Scarfchomp outspeeds +1 MegaZard most of the time and I can beat most Waterfall + Ice Fang + Earthquake MegaDos sets with my DNite.

And yes, I worked on this for like 3 hours

mac1275 The first moves are my main options
and did I say wallbreaker? What I actually meant was it would kill weakened threats like Mega Aerodactyl and Mega Manectric.
 
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