I am new to playing Pokemon competitively, but I'm giving it a go, as ?I had a blast playing with this team for a while now. This is for Standard OU, but I would like to keep it legal for Item Clause as well, in case it comes up.
AT A GLANCE:
(Jolteon) (F) @ Zap Plate
Ability: Volt Absorb
EVs: 6 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Thunderbolt
- Baton Pass
- Agility
- Yawn
Lead of the team. TB to open on anything I think I can 1/2HKO... yawn-agility-BP otherwise. Seems to have done well against most opening pokemon I've seen so far, and not going with a choice item makes it flexible between attacking and prepping the BP (usually for marowak :D) as my prediction skills see fit.
---
(Vaporeon) (M) @ Leftovers
Ability: Water Absorb
EVs: 252 HP/68 Spd/190 SAtk
Modest nature (+SAtk, -Atk)
- Surf
- Ice Beam
- Substitute
- Baton Pass
Strong, high hp, BPs some subsitute (even better if jolt BPs some agiity first), good type coverage. Not much to say that hasn't you guys don't already know. I tend to play him later in the fight if I don't have a good reason to switch him in, as most my team sweeps better.
---
(Kingdra) (F) @ Draco Plate
Ability: Sniper
EVs: 42 HP/216 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Dragon Dance
- Outrage
- Waterfall
- Swagger
DD-outrage has been just destructive for me so far, and while it could be better with life orb, the HP lost from it has killed this guy earlier then I like. I usually don't touch waterfall often, so Draco Plate is the current choice for me. Swagger is a personal favorite move, and it fit well here... not consistant I know, but if something is going to 2HKO kingdra, swagger-eat a hit-they get hurt via confusion-outrage usually does the job and keeps kingdra on the field. Haven't seen much that hard counters this so far, so this is my go-to-guy when i can't think of a better choice resistance-wise.
---
(Mesprit) @ Light Clay
Ability: Levitate
EVs: 120 HP/200 Def/190 SDef
Bold nature (+Def, -Atk)
- Thunderbolt
- Ice Beam
- Reflect
- Stealth Rock
Personally, I have been having harder time vs physical sweeping then special... so extended reflect-stealthrock-boltbeam nonsense keeps mespirit alive through fighting... or minimizes pursuit damage. It's not Azelf strong, but it will get the job done in a pinch, and seems sturdier overall.
---
(Marowak) (M) @ Thick Club
Ability: Rock Head
EVs: 6 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Earthquake
- Stone Edge
- Fire Punch
- Substitute
LOVE... THIS... POKEMON! So jolteon maybe gets my yawn-agility-BP combo off... not many people see this guy coming. Lots of strong physical damage, fire punch covers the grass types i otherwise have trouble dealing with... but after an agility or two, marowak will outspeed them also. Sub is even stronger given that after i BP him in from jolteon, Sub to open vs anything thatll swap out, and he just becomes a pain in the ass. Loving the results from this guy so far, and he fills my hole of a strong earthquake very very well.
---
(Absol) (F) @ Life Orb
Ability: Super Luck
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Sucker Punch
- Pursuit
- Psycho Cut
- Stone Edge
I don't get why people don't use this guy more often. Life orb and the moveset make my intentions with him obvious, but late in the game... he can put a large dent in a team similar to marowak.
Other Thoughts:
Keeping in mind I want to stay Item Clause capable, my item choices as is seem close to being good for me. I considered choice items on some of my sweepers, but the lack of flexibility, and my lack of rapid spin will get needless switches that rack up damage i cant recover. The team is meant to be a bit of a surprise team, but I kept it all capable in its own right. Not full of the normal OU powerhouses, but seems to handle most of them... while throwing some people for a spin as to just how strong marowak and absol really will hit for. Paralysis is a big concern, but most the types that can cause it can be 1HKO'd before they get it off if i play smart.
Thanks for any input, and I'll try to keep improving!
-DJT
AT A GLANCE:
(Jolteon) (F) @ Zap Plate
Ability: Volt Absorb
EVs: 6 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Thunderbolt
- Baton Pass
- Agility
- Yawn
Lead of the team. TB to open on anything I think I can 1/2HKO... yawn-agility-BP otherwise. Seems to have done well against most opening pokemon I've seen so far, and not going with a choice item makes it flexible between attacking and prepping the BP (usually for marowak :D) as my prediction skills see fit.
---
(Vaporeon) (M) @ Leftovers
Ability: Water Absorb
EVs: 252 HP/68 Spd/190 SAtk
Modest nature (+SAtk, -Atk)
- Surf
- Ice Beam
- Substitute
- Baton Pass
Strong, high hp, BPs some subsitute (even better if jolt BPs some agiity first), good type coverage. Not much to say that hasn't you guys don't already know. I tend to play him later in the fight if I don't have a good reason to switch him in, as most my team sweeps better.
---
(Kingdra) (F) @ Draco Plate
Ability: Sniper
EVs: 42 HP/216 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Dragon Dance
- Outrage
- Waterfall
- Swagger
DD-outrage has been just destructive for me so far, and while it could be better with life orb, the HP lost from it has killed this guy earlier then I like. I usually don't touch waterfall often, so Draco Plate is the current choice for me. Swagger is a personal favorite move, and it fit well here... not consistant I know, but if something is going to 2HKO kingdra, swagger-eat a hit-they get hurt via confusion-outrage usually does the job and keeps kingdra on the field. Haven't seen much that hard counters this so far, so this is my go-to-guy when i can't think of a better choice resistance-wise.
---
(Mesprit) @ Light Clay
Ability: Levitate
EVs: 120 HP/200 Def/190 SDef
Bold nature (+Def, -Atk)
- Thunderbolt
- Ice Beam
- Reflect
- Stealth Rock
Personally, I have been having harder time vs physical sweeping then special... so extended reflect-stealthrock-boltbeam nonsense keeps mespirit alive through fighting... or minimizes pursuit damage. It's not Azelf strong, but it will get the job done in a pinch, and seems sturdier overall.
---
(Marowak) (M) @ Thick Club
Ability: Rock Head
EVs: 6 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Earthquake
- Stone Edge
- Fire Punch
- Substitute
LOVE... THIS... POKEMON! So jolteon maybe gets my yawn-agility-BP combo off... not many people see this guy coming. Lots of strong physical damage, fire punch covers the grass types i otherwise have trouble dealing with... but after an agility or two, marowak will outspeed them also. Sub is even stronger given that after i BP him in from jolteon, Sub to open vs anything thatll swap out, and he just becomes a pain in the ass. Loving the results from this guy so far, and he fills my hole of a strong earthquake very very well.
---
(Absol) (F) @ Life Orb
Ability: Super Luck
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Sucker Punch
- Pursuit
- Psycho Cut
- Stone Edge
I don't get why people don't use this guy more often. Life orb and the moveset make my intentions with him obvious, but late in the game... he can put a large dent in a team similar to marowak.
Other Thoughts:
Keeping in mind I want to stay Item Clause capable, my item choices as is seem close to being good for me. I considered choice items on some of my sweepers, but the lack of flexibility, and my lack of rapid spin will get needless switches that rack up damage i cant recover. The team is meant to be a bit of a surprise team, but I kept it all capable in its own right. Not full of the normal OU powerhouses, but seems to handle most of them... while throwing some people for a spin as to just how strong marowak and absol really will hit for. Paralysis is a big concern, but most the types that can cause it can be 1HKO'd before they get it off if i play smart.
Thanks for any input, and I'll try to keep improving!
-DJT