At a glance
The purpose of the team is to set up an eventual Mixmence sweep, set up by a mix of Scizor sweep, SR, Jolteon for revenge killing and Porygon2 for countering and para support.
In depth
Sharpedo (M) @ Focus Sash
Ability: Rough Skin
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Taunt
- Aqua Jet
- Crunch
- Earthquake
Of all of the leads I've used in OU, I've found this new and surprisingly effective Sharpedo anti-lead to be the most effective for my teams. It has Taunt to stop slower SRs, as well as Crunch (Azelf, Gengar) and Earthquake (Infernape, Metagross), and Aqua Jet to finish off weakened or Sashed pokemon before they can me. If an enemy attempts to break his sash with Fake Out, then they'll also break their own, due to Rough Skin. If he survives the first few turns, he can return later to help set up Mence with more Taunt and some physical sweeping.
Gliscor (M) @ Leftovers
Ability: Sand Veil
EVs: 252 HP/252 Def/4 Spd
Impish nature (+Def, -SAtk)
- Stealth Rock
- Swords Dance
- Baton Pass
- Knock Off
This is the Pokemon that I'm feeling unsure about. He has Stealth Rock for the obvious reasons, and follows up with either Knock Off or SD, attempting to pass to Scizor. The combo is working somewhat well thus far, but I can't help but feel that there are much better options for both slots. Tends to draw in moves that Scizor is immune to.
Scizor (M) @ Life Orb
Ability: Technician
EVs: 252 HP/252 Atk/4 Spd
Adamant nature (+Atk, -SAtk)
- Bullet Punch
- X-Scissor
- Superpower
- Roost
After recieving a Swords Dance or two from Gliscor, Scizor KO's everything that he can, Roosting as he is able to. Bullet Punch is a powerful 90 power move thanks to STAB and Technician, and is priority to boot, taking care of Scizor's horrendous speed. X-Scissor and Superpower what he needs to, stopping to roost ever couple of turns, hopefully leaving a nice dent in the enemy team by the time he falls.
Jolteon (M) @ Choice Specs
Ability: Volt Absorb
EVs: 4 Def/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Thunderbolt
- Shadow Ball
- Hidden Power [Grass]
- Baton Pass
Quick and deadly, Jolteon comes in to take out what Scizor couldn't. Due to its speed, it outspeeds everything that isn't scarfed/boosted bar Ninjask and Electrode, who aren't that big of concern anyway. Thunderbolt for STAB with good coverage, Grass to compliment, as well as for Swampert, Rhyperior and such. Shadow Ball is simply for coverage, and Baton Pass is for scouting switches, letting me send in the appropriate pokemon.
Porygon2 @ Leftovers
Ability: Trace
EVs: 252 HP/216 Def/40 SAtk
Bold nature (+Def, -Atk)
- Thunder Wave
- Thunderbolt
- Recover
- Ice Beam
Ever since I first used the cyber ducky, Porygon2 has somehow managed to worm his way into most of my teams, and with good reason. He counters many big threats, namely Gyarados, Salamence, and Heatran, and can kill just about anything else that isn't ground type, thanks to Thunder Wave and Recover. He comes in on a tough opponent, and does what he can to stop them. It's not easy to take him down, especially because hardly anything can do over 50% in what he should be fighting, and he can just recover off the damage. All in all, one of my favorite defensive Pokemon.
Salamence (M) @Life Orb
Ability: Intimidate
EVs: 186 Atk/112 Spd/212 SAtk
Mild nature (+SAtk, -Def)
- Outrage
- Fire Blast
- Earthquake
- Dragon Dance
The star of the show, my late game sweeper. The EVs are set to give 396 speed after a single boost, outspeed everything naturally except again for Ninjask and Electrode. The special attack EVs allow him to kill a 252/0 Skarm nearly 100% of the time, as it's one of the few things standing up to a sweep that might be left alive. Earthquake is for the other steels that might appear, such as Metagross or Empoleon.
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So, that's the team. Any help that it recieves would be greatly appreciated, as having a good team is equally important as knowing how to use it.
The purpose of the team is to set up an eventual Mixmence sweep, set up by a mix of Scizor sweep, SR, Jolteon for revenge killing and Porygon2 for countering and para support.
In depth
Sharpedo (M) @ Focus Sash
Ability: Rough Skin
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Taunt
- Aqua Jet
- Crunch
- Earthquake
Of all of the leads I've used in OU, I've found this new and surprisingly effective Sharpedo anti-lead to be the most effective for my teams. It has Taunt to stop slower SRs, as well as Crunch (Azelf, Gengar) and Earthquake (Infernape, Metagross), and Aqua Jet to finish off weakened or Sashed pokemon before they can me. If an enemy attempts to break his sash with Fake Out, then they'll also break their own, due to Rough Skin. If he survives the first few turns, he can return later to help set up Mence with more Taunt and some physical sweeping.
Gliscor (M) @ Leftovers
Ability: Sand Veil
EVs: 252 HP/252 Def/4 Spd
Impish nature (+Def, -SAtk)
- Stealth Rock
- Swords Dance
- Baton Pass
- Knock Off
This is the Pokemon that I'm feeling unsure about. He has Stealth Rock for the obvious reasons, and follows up with either Knock Off or SD, attempting to pass to Scizor. The combo is working somewhat well thus far, but I can't help but feel that there are much better options for both slots. Tends to draw in moves that Scizor is immune to.
Scizor (M) @ Life Orb
Ability: Technician
EVs: 252 HP/252 Atk/4 Spd
Adamant nature (+Atk, -SAtk)
- Bullet Punch
- X-Scissor
- Superpower
- Roost
After recieving a Swords Dance or two from Gliscor, Scizor KO's everything that he can, Roosting as he is able to. Bullet Punch is a powerful 90 power move thanks to STAB and Technician, and is priority to boot, taking care of Scizor's horrendous speed. X-Scissor and Superpower what he needs to, stopping to roost ever couple of turns, hopefully leaving a nice dent in the enemy team by the time he falls.
Jolteon (M) @ Choice Specs
Ability: Volt Absorb
EVs: 4 Def/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Thunderbolt
- Shadow Ball
- Hidden Power [Grass]
- Baton Pass
Quick and deadly, Jolteon comes in to take out what Scizor couldn't. Due to its speed, it outspeeds everything that isn't scarfed/boosted bar Ninjask and Electrode, who aren't that big of concern anyway. Thunderbolt for STAB with good coverage, Grass to compliment, as well as for Swampert, Rhyperior and such. Shadow Ball is simply for coverage, and Baton Pass is for scouting switches, letting me send in the appropriate pokemon.
Porygon2 @ Leftovers
Ability: Trace
EVs: 252 HP/216 Def/40 SAtk
Bold nature (+Def, -Atk)
- Thunder Wave
- Thunderbolt
- Recover
- Ice Beam
Ever since I first used the cyber ducky, Porygon2 has somehow managed to worm his way into most of my teams, and with good reason. He counters many big threats, namely Gyarados, Salamence, and Heatran, and can kill just about anything else that isn't ground type, thanks to Thunder Wave and Recover. He comes in on a tough opponent, and does what he can to stop them. It's not easy to take him down, especially because hardly anything can do over 50% in what he should be fighting, and he can just recover off the damage. All in all, one of my favorite defensive Pokemon.
Salamence (M) @Life Orb
Ability: Intimidate
EVs: 186 Atk/112 Spd/212 SAtk
Mild nature (+SAtk, -Def)
- Outrage
- Fire Blast
- Earthquake
- Dragon Dance
The star of the show, my late game sweeper. The EVs are set to give 396 speed after a single boost, outspeed everything naturally except again for Ninjask and Electrode. The special attack EVs allow him to kill a 252/0 Skarm nearly 100% of the time, as it's one of the few things standing up to a sweep that might be left alive. Earthquake is for the other steels that might appear, such as Metagross or Empoleon.
-----------------------
So, that's the team. Any help that it recieves would be greatly appreciated, as having a good team is equally important as knowing how to use it.