I have decided to take a crack at making a good OU team this Gen. I normally lurk in RU and Random Battle, but with the new generation I decided to take a turn in OU and with this team I have done fairly well and am currently sitting at a nice 1735 rating on PS. This thread details the current team and how it reached the current point. Please rate and tell me your thought!
Game Plan: I send in Jellicent or Rotom-W to counter the opposition's T-Tar counter. I use a quick burn with Jellicent against a physical team or a voltswitch with Rotom-W. Boh can stomach a hit and cripple/damage the opposing leads. I then go to get up rocks distribute burns and remove sleepers (if any). I do not have a dedicated sweeper, instead opting for weakening the enemy to be taken down by a well placed crunch from T-Tar or a nice bllet punch, brought to you courtesy of Scizor. Most matches end in a 2-0.
My Core Concept.
I planned on using T-Tar and Jellicent in Tandem as a SpDef/Def core, setting up burns and SR along the way. Jellicent also synergizes well with Rotom-W for a secondary core.
Without farther ado, onto the team!
Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 SDef
Serious Nature
- Stealth Rock
- Pursuit
- Crunch
- Fire Blast
The king himself! he plays a SpDef role, setting up rocks and Fire-Blasting would-be counters such as Skarmory, Aegislash, Mawhile, and Ferrothorn. His job is to eliminate these checks after setting up rocks. On occasion (say against teams w/multiple rock resists) I will remove counters first.
Jellicent @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 252 Def / 8 SDef
Bold Nature
- Recover
- Will-O-Wisp
- Taunt
- Night Shade
I never realized how OP Jellicent was until using this set. With this I can stall out many threats and distribute my oh-so-crucial burns along the way. That Night Shade is there over Scald because I don't attack often, opting instead to defend and only to use NS to get a crucial KO on a low HP poke. Jellicent, above all else, serves as a viable switch-in for almost anything, so when he goes down early, the game gets 100x harder.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 232 HP / 56 SAtk / 220 Spd
Modest Nature
- Volt Switch
- Hydro Pump
- Discharge
- Hidden Power [Ice]
Along with Jellicent, my bulky water core contains the dreaded Rotom-W. He synergizes well for switches, using VS to draw out their pokes and using HP ice to kill the Landorus-T's I see running a round. The Volt-Switch gets momentum rolling and helps keep my team on its feet. The discharge is there for paralysis but Thunderbolt might be better suited as it is redundant with the burns from Jellicent.
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Earthquake
- Stone Edge
- Superpower
- U-turn
Speaking of Land-T's... This is my main physical sweeper. He is my best and, honestly, only reliable counter to Aegislash (barring Jellicent). He can get off a powerful Earthquake or superpower and if VSed into he can quickly U-Turn out, scouting even more. He weakens with Earthquake and Stone Edge what cannot be defeated by other means. He is my goto steel counter and with the choice scarf equiped can work as a revenge killer as well.
Scizor @ Choice Band
Ability: Technician
- Pursuit
- Superpower
- U-turn
- Bullet Punch
This bad boy doesn't play as important of a role often as sweeper, but often as a first-class breaker, weakening potential checks on TR teams and distributing its Superpower more than BP (suprise!) He also gives a key resist to toxic and Grass type. He mainly functions as a reliable switch to grass types that plague Jellicent, T-Tar and Rotom-W.
Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Bullet Punch
- Substitute
- High Jump Kick
- Psycho Cut
Ah, Medicham... So overlooked in OU until now. To be honest though, this slot is changed the most. I need a mega (physical and fast) but where can find on with a MONSTROUS attack stat? Look no farther. I used to run a Garchomp here or an Excadrill with the Megastone on a Gyrados (Got rid of him when I went up the ladder) but nothiong was quite packing the punch as Medicahm can. The problem is his average base 100 speed. I run a + nature but he is still pretty frail. The sub helps circumvent it.
What do you think? Like? Hate? Have suggestions? Just please to god don't post some s*** like M.Banette. That doesn't have a place on this team.
Game Plan: I send in Jellicent or Rotom-W to counter the opposition's T-Tar counter. I use a quick burn with Jellicent against a physical team or a voltswitch with Rotom-W. Boh can stomach a hit and cripple/damage the opposing leads. I then go to get up rocks distribute burns and remove sleepers (if any). I do not have a dedicated sweeper, instead opting for weakening the enemy to be taken down by a well placed crunch from T-Tar or a nice bllet punch, brought to you courtesy of Scizor. Most matches end in a 2-0.
My Core Concept.
I planned on using T-Tar and Jellicent in Tandem as a SpDef/Def core, setting up burns and SR along the way. Jellicent also synergizes well with Rotom-W for a secondary core.
Without farther ado, onto the team!
Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 SDef
Serious Nature
- Stealth Rock
- Pursuit
- Crunch
- Fire Blast
The king himself! he plays a SpDef role, setting up rocks and Fire-Blasting would-be counters such as Skarmory, Aegislash, Mawhile, and Ferrothorn. His job is to eliminate these checks after setting up rocks. On occasion (say against teams w/multiple rock resists) I will remove counters first.
Jellicent @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 252 Def / 8 SDef
Bold Nature
- Recover
- Will-O-Wisp
- Taunt
- Night Shade
I never realized how OP Jellicent was until using this set. With this I can stall out many threats and distribute my oh-so-crucial burns along the way. That Night Shade is there over Scald because I don't attack often, opting instead to defend and only to use NS to get a crucial KO on a low HP poke. Jellicent, above all else, serves as a viable switch-in for almost anything, so when he goes down early, the game gets 100x harder.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 232 HP / 56 SAtk / 220 Spd
Modest Nature
- Volt Switch
- Hydro Pump
- Discharge
- Hidden Power [Ice]
Along with Jellicent, my bulky water core contains the dreaded Rotom-W. He synergizes well for switches, using VS to draw out their pokes and using HP ice to kill the Landorus-T's I see running a round. The Volt-Switch gets momentum rolling and helps keep my team on its feet. The discharge is there for paralysis but Thunderbolt might be better suited as it is redundant with the burns from Jellicent.
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Earthquake
- Stone Edge
- Superpower
- U-turn
Speaking of Land-T's... This is my main physical sweeper. He is my best and, honestly, only reliable counter to Aegislash (barring Jellicent). He can get off a powerful Earthquake or superpower and if VSed into he can quickly U-Turn out, scouting even more. He weakens with Earthquake and Stone Edge what cannot be defeated by other means. He is my goto steel counter and with the choice scarf equiped can work as a revenge killer as well.
Scizor @ Choice Band
Ability: Technician
- Pursuit
- Superpower
- U-turn
- Bullet Punch
This bad boy doesn't play as important of a role often as sweeper, but often as a first-class breaker, weakening potential checks on TR teams and distributing its Superpower more than BP (suprise!) He also gives a key resist to toxic and Grass type. He mainly functions as a reliable switch to grass types that plague Jellicent, T-Tar and Rotom-W.
Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Bullet Punch
- Substitute
- High Jump Kick
- Psycho Cut
Ah, Medicham... So overlooked in OU until now. To be honest though, this slot is changed the most. I need a mega (physical and fast) but where can find on with a MONSTROUS attack stat? Look no farther. I used to run a Garchomp here or an Excadrill with the Megastone on a Gyrados (Got rid of him when I went up the ladder) but nothiong was quite packing the punch as Medicahm can. The problem is his average base 100 speed. I run a + nature but he is still pretty frail. The sub helps circumvent it.
What do you think? Like? Hate? Have suggestions? Just please to god don't post some s*** like M.Banette. That doesn't have a place on this team.
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