Hi all,
So I've made a return to the OU format after departing for a while to play in VGC. Since then i've formulated a team on the basis of my somewhat outdated knowledge and took it onto the ladder. I've been gaining little nuggets of knowledge and have updated my team accordingly, but feel i'm not really using the pokemon I've selected all that well. Here's a rundown of the team I have so far:
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Fake Out
- Ice Punch
- Low Kick
Weavile provides me with a decent offensive lead, with its access to Fake Out being important for neutering setups, supports and provides some offensive momentum. Fake Out's damage will often be negligible, but enough to push opponents into the 1 or 2HKO range. Knock Off allows Weavile to rid pesky opponents of Leftovers and Choice Items. In one such match there it knocked the Scarf off of a Rotom-W, allowing Weavile to go first and KO it the next turn. Low Kick gives coverage and the ability to at least take on Heatran and other steel types if the situation really demands it.
Altaria @ Altarianite
Ability: Cloud Nine
EVs: 248 HP / 168 SpA / 92 Spe
Modest Nature
- Hyper Voice
- Fire Blast
- Roost
- Earthquake
Altaria was a strange Mega that looks pretty great on paper, so I decided to use it as my Mega. The Fairy coverage is important for countering the large amounts of Dark, Fighting and Dragon types that run around. Altaria also gains access to Earthquake, which is great for beating Heatran. Not knowing an awful lot about M-Altaria, I went for a special based Hyper Voice set as it seemed easy to use. Fire Blast gives additional coverage against Grass/Poison types who will eat Hyper Voices and Earthquakes.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
- Lava Plume
- Flash Cannon
- Taunt
- Stealth Rock
Heatran provides me with a Bulky lead in the instances where Rocks could be easily set up at the beginning of the game. It also comes with Taunt to prevent Pranksters from causing too much mischief. Lava Plume is a powerful enough Fire STAB which retains decent accuracy. Flash Cannon helps Heatran break down Rock Types and Scare away those frail Fairies who rely on their special attacks. Leftovers helps Heatran to shrug off damage and stay in longer.
Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Drain Punch
- Seed Bomb
- Protect
- Mach Punch
Poison Heal Breloom is a personal favourite of mine, so I thought I'd use it as part of an FWG core for the team. Breloom sports decent bulk and great attack, so this set makes use of those traits to run a set aimed at having it constantly restoring its health to stay in the game. Weakened opponents can then be finished off with Mach Punch to give free turns for Poison Heal to work its magic. Seed Bomb provides a grass STAB for taking out water types, most notably those annoying Swamperts.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Thunder Wave
- Will-O-Wisp
- Hydro Pump
- Volt Switch
Rotom-W finishes off the FWG core and provides Electric coverage, something which this team needs. This Rotom has the choice of using Will-O-Wisp to cripple and wear down Physical attackers or provide speed control with Thunder Wave, both of which can be beneficial to this team. Volt Switch allows Rotom to slow-turn in other pokemon in the team, enabling checks and counters to perform their job without fear of being worn down by a coverage move. Hydro Pump is a STAB for hitting dents in Pokemon where Volt Switch can't be used.
Donphan @ Assault Vest
Ability: Sturdy
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Knock Off
- Ice Shard
Donphan, to be completely honest is around because I wanted a spinner/defogger in the team and didn't want any type clashes between team members. Donphan's decent Bulk and attack made it a good candidate for an Assault Vest, and it's various coverage moves mean it isn't totally dead weight in the team. Ideally I would like to replace this for something better, but i'm coming up blank with my choices. If anyone's got any fun ideas, let me know!
Ideally the team needs to be replaces with some faster pokemon or provide more speed control. Also, rock coverage is something I should really look at fitting on this team as well.
Thanks in advance!
So I've made a return to the OU format after departing for a while to play in VGC. Since then i've formulated a team on the basis of my somewhat outdated knowledge and took it onto the ladder. I've been gaining little nuggets of knowledge and have updated my team accordingly, but feel i'm not really using the pokemon I've selected all that well. Here's a rundown of the team I have so far:

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Fake Out
- Ice Punch
- Low Kick
Weavile provides me with a decent offensive lead, with its access to Fake Out being important for neutering setups, supports and provides some offensive momentum. Fake Out's damage will often be negligible, but enough to push opponents into the 1 or 2HKO range. Knock Off allows Weavile to rid pesky opponents of Leftovers and Choice Items. In one such match there it knocked the Scarf off of a Rotom-W, allowing Weavile to go first and KO it the next turn. Low Kick gives coverage and the ability to at least take on Heatran and other steel types if the situation really demands it.

Altaria @ Altarianite
Ability: Cloud Nine
EVs: 248 HP / 168 SpA / 92 Spe
Modest Nature
- Hyper Voice
- Fire Blast
- Roost
- Earthquake
Altaria was a strange Mega that looks pretty great on paper, so I decided to use it as my Mega. The Fairy coverage is important for countering the large amounts of Dark, Fighting and Dragon types that run around. Altaria also gains access to Earthquake, which is great for beating Heatran. Not knowing an awful lot about M-Altaria, I went for a special based Hyper Voice set as it seemed easy to use. Fire Blast gives additional coverage against Grass/Poison types who will eat Hyper Voices and Earthquakes.

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
- Lava Plume
- Flash Cannon
- Taunt
- Stealth Rock
Heatran provides me with a Bulky lead in the instances where Rocks could be easily set up at the beginning of the game. It also comes with Taunt to prevent Pranksters from causing too much mischief. Lava Plume is a powerful enough Fire STAB which retains decent accuracy. Flash Cannon helps Heatran break down Rock Types and Scare away those frail Fairies who rely on their special attacks. Leftovers helps Heatran to shrug off damage and stay in longer.

Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Drain Punch
- Seed Bomb
- Protect
- Mach Punch
Poison Heal Breloom is a personal favourite of mine, so I thought I'd use it as part of an FWG core for the team. Breloom sports decent bulk and great attack, so this set makes use of those traits to run a set aimed at having it constantly restoring its health to stay in the game. Weakened opponents can then be finished off with Mach Punch to give free turns for Poison Heal to work its magic. Seed Bomb provides a grass STAB for taking out water types, most notably those annoying Swamperts.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Thunder Wave
- Will-O-Wisp
- Hydro Pump
- Volt Switch
Rotom-W finishes off the FWG core and provides Electric coverage, something which this team needs. This Rotom has the choice of using Will-O-Wisp to cripple and wear down Physical attackers or provide speed control with Thunder Wave, both of which can be beneficial to this team. Volt Switch allows Rotom to slow-turn in other pokemon in the team, enabling checks and counters to perform their job without fear of being worn down by a coverage move. Hydro Pump is a STAB for hitting dents in Pokemon where Volt Switch can't be used.

Donphan @ Assault Vest
Ability: Sturdy
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Knock Off
- Ice Shard
Donphan, to be completely honest is around because I wanted a spinner/defogger in the team and didn't want any type clashes between team members. Donphan's decent Bulk and attack made it a good candidate for an Assault Vest, and it's various coverage moves mean it isn't totally dead weight in the team. Ideally I would like to replace this for something better, but i'm coming up blank with my choices. If anyone's got any fun ideas, let me know!
Ideally the team needs to be replaces with some faster pokemon or provide more speed control. Also, rock coverage is something I should really look at fitting on this team as well.
Thanks in advance!