Other Sample Teams for Newcomers in the OU Metagame

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The OU tier is the most popular metagame by no surprise. New people come everyday and old comers from previous generations would like to be involved in today's metagame but have no knowledge at all. This thread can help these people pick out teams to possibly try about or build similarities of them so they can adapt easier and faster to OU.
When posting a team please post and importable of the team and in your post, write a brief description on the team and how it functions. Please only put teams that are currently able in use which means Pokemon / Moves that have been banned cannot be used on a team (Mega Gengar, Mega Lucario, Swagger, etc.) Also, one last thing, avoid the gimmick in teams and should actually be viable in today's meta. I honestly don't wanna have it where I have to approve teams to be posted.
 
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LANDOGE (Landorus-Therian) (M) @ Leftovers
Ability: Intimidate
EVs: 56 Atk / 248 HP / 200 Def / 4 Spd
Adamant Nature
- Stealth Rock
- U-turn
- Earthquake
- Knock Off

ZAP CRAP (Zapdos) @ Leftovers
Ability: Pressure
EVs: 248 HP / 20 Spd / 240 SDef
Calm Nature
- Volt Switch
- Roost
- Defog
- Heat Wave

SCROTOM-WASH (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 128 Def / 248 HP / 132 Spd
Bold Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

SNIP (Scizor) @ Choice Band
Ability: Technician
EVs: 252 Atk / 112 HP / 144 Spd
Adamant Nature
- Bullet Punch
- U-turn
- Superpower
- Pursuit

HERE'S CHOMPER (Garchomp) @ Choice Scarf
Ability: Rough Skin
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Earthquake
- Outrage
- Dragon Claw
- Stone Edge

SOLID SNAKE (Gyarados) @ Gyaradosite
Ability: Intimidate
EVs: 252 Spd / 252 Atk / 4 Def
Adamant Nature
- Dragon Dance
- Waterfall
- Earthquake
- Ice Fang


So this team is basically VoltTurn to wear down opposing checks and counters to Mega Gyarados, Mega Gyarados itself, and Garchomp just in case things get out of hand. So basically, you wear down the opposing team with hazard damage, chip U-Turn and Volt Switch damage, and clean up with either Garchomp or Mega Gyarados. Specially Defensive Zapdos because otherwise I have Lando and Aegi issues, and enough speed on Rotom-W to get the jump on Max Speed Aegislash to hit it up with a Volt Switch or Hydro Pump if weak enough. Scizor to make the ScizorWash combo, and it has the speed to get the jump on 44 speed Heatran, which is the norm nowadays. This team is based off a concept(not sharing)that I thought up. Feel free to edit to meet your needs.
 
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BirdSpam VoltTurn

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature
IVs: 0 SAtk
- U-turn
- Earthquake
- Stone Edge
- Superpower

Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 56 HP / 252 SAtk / 4 SDef / 196 Spd
Timid Nature
IVs: 2 Atk / 30 SAtk
- Volt Switch
- Hydro Pump
- Hidden Power [Grass]
- Trick

Scizor @ Choice Band
Ability: Technician
EVs: 120 HP / 252 Atk / 136 Spd
Adamant Nature
- U-turn
- Bullet Punch
- Pursuit
- Defog

Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature
IVs: 0 SAtk
- Brave Bird
- Flare Blitz
- U-turn
- Sleep Talk

Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- Return
- Quick Attack
- Earthquake
- Swords Dance

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 252 SDef / 4 Spd
Careful Nature
IVs: 0 SAtk
- Earthquake
- Slack Off
- Stealth Rock
- Ice Fang


This team has a solid VoltTurn core as well as tactical birdspam. Both voltturn and spamming are, by nature, easy to use so I figured it would be great for newcomers. So how this basically works is Scarf Lando-T + Scarf Rotom-W destroys offense because they outspeed breakers and can pivot off of a counter. CB Scizor + Rotom-W devastates stall old school style by threatening each other's counters and pivoting off the switch-in. To mix in the birdspam, Lando-T + Talonflame have great offensive synergy and Scizor can pivot into M-Pinsir which can cause huge headaches for stall. Hippowdon is there as a special wall to stop electric types which this team is otherwise weak to, and sets up SR as an added bonus. The team starts off playing like a voltturn which is generally more balanced, and progresses into an extremely hyper offense playstyle later on. It is important to note that VoltTurn tends to distribute damage evenly thoughout the team, which is perfect for birdspam. Talonflame + M-Pinsir can spam their flying moves for the "double dragon" effect, and scizor is also useful because its bullet punch shares similar type coverage with them. Both Lando-T and Rotom-W are also win conditions and can function as cleaners in necessary depending on the opponent's remaining synergy. As a general tip try not to sack pokemon until the very end, and also be careful of spamming brave bird on talonflame if the opponent has an SR setter that resists it. Overall the team is great because it's easy to use, and is prepared for defeating all playstyles, including offense (Lando-T, Rotom-W, Talon), stall (Scizor, Rotom-W, M-Pinsir), baton pass (Trick Rotom, Scizor, Talon), and opposing VoltTurn Teams (Hippo).

Edit: 4 Choice users may seem crazy at first... and is still crazy after you think about it, however just remember that the team values the "double dragon" concept, where redundant attackers exist to weaken counters, thus 5 out of the 6 pokemon are physical attackers and since VoltTurn is known to benefit most from its choice users, there are 2 bands and 2 scarves.
 
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Albacore

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Standard DeoSharp



Deoxys-Defense @ Mental Herb
Ability: Pressure
EVs: 252 Spd / 252 HP / 4 Def
Jolly Nature
- Stealth Rock
- Spikes
- Taunt
- Thunder Wave / Superpower (use a spread of 224 HP / 28 Atk / 252 Speed with a Jolly nature if chosen)

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Pursuit

Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice] / Hidden Power [Flying]
- Focus Blast / Nasty Plot / Taunt / Psychic

Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 252 Spd / 252 SAtk / 4 Atk
Naive Nature
- Earth Power
- Focus Blast
- Psychic
- Knock Off / Calm Mind (to be used with a Timid nature) / Rock Slide

Aegislash @ Air Balloon
Ability: Stance Change
EVs: 240 HP / 16 Def / 252 SAtk
Quiet Nature
- Shadow Ball
- Sacred Sword
- Shadow Sneak
- King's Shield

Mawile @ Mawilite
Ability: Intmidate
EVs: 124 Spd / 252 Atk / 132 HP
Adamant Nature
- Sucker Punch
- Play Rough
- Swords Dance / Substitute
- Fire Fang / Focus Punch (if and only if Sub is chosen over SD) / Knock Off / Iron Head

Basically, your generic cookie-cutter DeoSharp Hyper Offense.

Deoxys-Defense is there to lead and set hazards, Taunting anything that tries to set up/taunt it back, possibly paralyzing something in the process or removing a stray Bisharp. Its ability to almost guarantee hazards with little to no prediction make it the best dedicated hazard lead in the game.

Bisharp is mostly there to absorb Defogs and get an Attack boost from them, therefore punishing Hazard removal. It can trap opposing Aegislash, Latis as well as Psychic types in general. Sucker Punch and Knock Off also gives it great offensive presence, the former stopping it from being checked easily by faster attackers, and latter dealing with slower, more defensive Pokemon.

Thundurus is there to check Flying types such Talonflame and Pinsir and is great at disabling setup sweepers with Prankster Thunder Wave. It's also a considerable offensive threat which outspeeds the majority of the metagame, and his Ground immunity enables it to come in for free against certain Pokemon.

Landorus is basically there to bend Stall in half, and has great synergy with Thundurus who is mostly there to deal with Offense. Once again, ground immunity is very helpful, and it also comes with a useful electric immunity, although most relevant electric types are faster and carry HP Ice, so sending it in on them isn't exactly recommended. Nevertheless, its speed is just good enough for it to threaten a lot of offensive teams, all the while being very efficient against defensive ones.

Aegislash is the token spinblocker, used to preserve hazards as well as greatly threaten the opposing team with its powerful Shadow Ball. An Air Balloon is given to completely block Excadrill, the only truly relevant spinner in OU. With its balloon still intact, it is also able to beat a lot of common Pokemon such as Gachomp, Terrakion, and Landorus and still deals with the likes of Deoxys-Speed, Latis and Gardevoir even after its balloon gets popped. It also deals very well with most priority hits which can threaten the rest of the team. Thus, it is an excellent pivot which provides invaluable support to this team while maintaining offensive momentum.

The final slot is a bit more up to preference than the others, I chose Mega Mawile because it's broken an incredibly threatening behemoth who can clean very efficiently. Other options for the final slot include Keldeo (offensive powerhouse who pairs up well with Landorus and adores Pursuit support from Bisharp), Azumarill (checks Greninja which makes this team cry), Mega Charizard-X (basically the best sweeper in the tier), Scarfed Excadrill (spins and revenge kills), etc.. Basically anything that constitutes an offensive threat and provides something the rest of the team doesn't can potentially work.

This team is very mindless and extremely easy to use, so feel free to abuse it while Deo-D is still in the tier.
 
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AM

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M-Venusaur Semi-stall


Venusaur (M) @ Venusaurite
Ability: Chlorophyll
Shiny: Yes
EVs: 200 HP / 252 SAtk / 56 Spd
Modest Nature
IVs: 2 Atk / 30 SAtk / 30 Spd
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis

Garchomp (M) @ Choice Scarf
Ability: Rough Skin
Shiny: Yes
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature
- Outrage
- Earthquake
- Stealth Rock
- Fire Blast

Rotom-Wash @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

Scizor (M) @ Choice Band
Ability: Technician
Shiny: Yes
EVs: 80 HP / 252 Atk / 176 Spd
Adamant Nature
- Bullet Punch
- U-turn
- Superpower
- Knock Off

Chansey @ Eviolite
Ability: Natural Cure
Shiny: Yes
EVs: 4 HP / 252 Def / 252 SDef
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Wish
- Soft-Boiled
- Heal Bell

Skarmory (M) @ Rocky Helmet
Ability: Sturdy
Shiny: Yes
EVs: 252 HP / 252 Def / 4 Spd
Bold Nature
IVs: 0 Atk
- Counter
- Roost
- Defog
- Taunt

This team is designed more for conservative players who want to get a grasp on a more defensive play style while maintaining some offensive presence when necessary. The team relies on the momentum provided by Rotom-Wash and Scizor with Volt Switch and U-Turn respectively to pivot into an appropriate teammate to gain the upper hand on that turn.
M-Venusuar is one of the key players as it checks things such as Breloom, Rotom-W, and with HP Fire can go up against things such as Ferrothorn and Scizor, along with being a buffer to absorb things such as Spore and Leech Seed.
Garchomp is the rocks setter and revenge killer for hazard setting and late game cleaning respectively. Choice Scarf paired with Stealth Rock may look weird but can be used to your advantage to bluff a lead garchomp set early in the game. Among that, dual STAB with Outrage and Earthquake for late game cleaning along with Fire Blast to hit things that would otherwise wall it such as Ferrothorn and Scizor.
Rotom-Wash is the key pivot of the team as well as the status inflicter with Will-O-Wisp to check more physically offensive threats. Normally speed is invested on Rotom- Wash but the added bulk with a fully defensive spread allows it to check things such as Talonflame and M-Pinsir much better.
Scizor is the offensive pivot that completes the Rotom-Wash Scizor core. Bullet punch is for handling weakened threats or anything within a KO range after being damaged. U-Turn is used to pivot into something else on a predicted switch from your opponent or to hit something hard with a Choice Band boosted U-Turn while maintaining momentum. Superpower to check things like Bisharp and Ferrothorn a bit easier, with Knock Off to remove items if necessary. EV investment is to outrun fully defensive Rotom-Wash and by default outrun anything slower such as Specially defensive Heatran.
Chansey is the cleric/healer and is used to soak special attacks, heal status afflictions, and when necessary use Wish to heal partners close to full health. Seismic Toss as the attack so that it's not complete Taunt bait and also can fight back when necessary.
Skarmory is the Defensive wall in tandem with Chansey. The move set is used to taunt slower threats such as those trying to inflict status or lay down hazards. Taunt is also used so that physical attackers will be forced to hit Skarmory and gain damage from not only Counter but Rocky Helmet as well. Roost for recovery, Defog to clear entry hazards when necessary.

That's basically it. For the most part it's all about smart switches, and even then if you come up short on a switch for example you can still make it up due to the teams overall bulk and synergy. Enjoy.
 
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Standard Rain Offense

I miss BW2 (Politoed) @ Damp Rock
Ability: Drizzle
EVs: 252 Def / 252 HP / 4 Spd
Bold Nature
IVs: 0 Atk
- Scald
- Encore
- Perish Song
- Rain Dance

Cancer (Deoxys-Speed) @ Damp Rock
Ability: Pressure
EVs: 252 Spd / 252 Atk / 4 Def
Jolly Nature
- Rain Dance
- Stealth Rock
- Superpower
- Taunt

Hail to the King (Kingdra) @ Choice Specs
Ability: Swift Swim
EVs: 216 Spd / 252 SAtk / 40 HP
Modest Nature
IVs: 0 Atk
- Scald
- Hydro Pump
- Dragon Pulse
- Draco Meteor

snik snak (Kabutops) @ Life Orb
Ability: Swift Swim
EVs: 252 Spd / 252 Atk / 4 Def
Adamant Nature
- Waterfall
- Stone Edge
- Low Kick
- Swords Dance / Aqua Jet

snib snab (Scizor) @ Scizorite
Ability: Light Metal
EVs: 248 HP / 252 Def / 8 Spd
Impish Nature
- Roost
- Bullet Punch
- U-turn
- Knock Off

RULES OF NATURE (Kyurem-Black) @ Leftovers
Ability: Teravolt
EVs: 56 HP / 252 SAtk / 200 Spd
Rash Nature
- Ice Beam
- Fusion Bolt
- Earth Power
- Substitute


Pretty simple team to use. Set rain, spam water.

Deo-S is a suicide lead with Rain Dance and Stealth Rock to get up hazards early as well as Rain for Kingdra and Kabutops. Superpower puts the hurts on opposing Tyranitar leads, and getting rid of T-Tar early is great; even at low health, it can switch in to sac itself and change the weather, losing you momentum. Taunt prevents opposing leads from setting hazards, as well as defoggers. If when it gets banned, you can alternatively use Azelf with Rocks/Dance/Taunt/Explosion, or a similar Uxie set.

Politoed is an efficient rain setter. As lackluster as it is, you have to use it on basically every rain team, or else you seriously struggle against opposing weather setters. Manual Rain Rance takes a turn, which is exploitable. Politoed can also turn games around by saccing itself against a strong attack, and then sending in a Swift Swimmer. Scald is annoying, Encore is annoying, Perish Song screws BP teams, and Rain Dance is to turn the tables on Y-zard and Tyrantiar who can try to come in and reset the weather. Rest is an option to extend its longevity.

Mega Scizor is a bulky pivot that can switch in to many things, revenge killer with Bullet Punch, be annoying with Knock Off, and get a safe switch in for your other pokemon with U-turn. With maximum physical bulk and roost, as well as an immunity to Toxic, it can last awhile.

Kyu-B is a wall breaker that can threaten some stuff. A sub set is used to prevent it from getting worn down too much, but a Life Orb set with Dragon STAB can be used for more power.

Kingdra is a very straight forward pokemon, but is still quite powerful. It's very easy to use: just press water. If Azumarill, Ferrothorn or Mega Venusaur are on the opposing team, just press Scald because luck is a skill. If it's anything else, just press Hydro Pump. Draco Meteor is useful for doing lots of damage to some water resists, while Dragon Pulse can allow you to clean up weakened teams that still have some water resists remaining. Ice Beam is an option to 2HKO Amoonguss. A band set is super trolly because the first thing most stall teams are going to switch in is Chansey, who gets 2HKOed. The current EV spread allows it to outspeed Scarfed base 108's (Keldeo, Terrakion) and everything slower; the set in its analysis runs a bit more speed for Scarf Latios, but no one actually uses this.

Kabutops is good because it has the highest attack of any swift swim pokemon. It also resists Brave Bird, which is good for Talonflame. It's also quite fast, but is just barely under Scarf Keldeo's speed. If it manages to get a Swords Dance boost, it is very hard to wall and can OHKO just about everything that's not Chesnaught. Use Low Kick over Aqua Jet, because getting rid of Ferrothorn is usually more important than not letting Thundurus sac itself to stop your sweep, or allowing Talonflame to RK you when weakened.

Some good alterations: Seismitoad can be used over Kingdra or Kabutops. It's slower and slightly weaker, however it has Focus Blast for Ferrothorn. It can run Knock Off to take care of Chansey, as Kingdra can 2HKO Eviolite-less Chansey with a bit of prior damage (Seismitoad's will also quite hurt.) But most importantly, it is immune to Electric attacks as well as Thunder Wave, meaning its sweep cannot be stopped by Thundurus' Prankster T-Wave. Omastar can replace Kingdra, but not Kabutops because it is countered by Chansey (though you can run Knock Off c: ) It is quite bulky and resists Brave Bird, and is ridiculously powerful (with Specs. Do not use Shell Smash, as much as you may want to.) It is able to 2HKO Ferrothorn and Mega Venusaur with a resisted Hydro Pump, because why not.

Just one Swift Swimmer can be used. You honestly do not need more than one, and you're less restricted on how you make your team. Additionally, Mega Scizor and Kyu-B can be interchanged for other stuff.

IMO Rain teams are better when they take a more balanced approach, but when people talk about Rain they usually mean a team like the one above. Balanced rain teams generally, not always:
-Use Politoed. Every Rain team needs Politoed, Drizzle is just too useful.
-Do not use a suicide lead. Most of the team will not depend on Rain being up.
-Only use one Swift Swimmer, but not zero because there's really no reason not to have one.
-A bulky electric type. Raikou and Mega Ampharos are both good. Rotom-W is kind of good.
-A bulky grass type. Amoonguss, Ferrothorn, Mega Venusaur, and Chesnaught are all usable. Especially Ferrothorn.
-Have defensive synergy, of course. Kingdra / Azumarill|Mega Mawile / Ferrothorn|Amoonguss is a pretty decent core to start out with imo.
-TORNADUS-T it's so good and you should use it
 
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As much as I adore this idea I feel it's really the exact same as the Team Showcase thread. Am I missing any major differences outside of the person with the OP?
 

alexwolf

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Yeah, the teams can just be included in the same OP as Monte Cristo's, which made his thread before you did. I am leaving this open for 24 hours in case you have anything left to say.
 
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