~ Everybody can be special ~
[ introduction ]
With Latias gone, the only viable special walls are Blissey and Snorlax, as opposed to the abundance of physical walls (Hippowdon, Celebi, Skarmory, etc…) in OU. This team was made on the principle that, with dedicated special walls eliminated, special attackers will be able to tear through teams unopposed. My team is made up of popular special attackers that can easily lure in special walls, yet have the ability to independently break them down - overwhelming not through sheer firepower but rather through bulk and offensive synergy.
[ introduction ]
I peaked in the 1400s with this team; it is rather reliable but it does struggle against certain threats (the lack of a Rock resist sucks), and is critically weak to spike-stacking teams.
[ team - building ]
This team was semi-modelled after the one Articanus used in his warstory against Bad Ass. Explosion Azelf, Fake Tears Jolteon, Explosion Heatran, SubSplit Gengar and Leech Seed Shaymin all came together as I brainstormed for special attackers that could lure out Blissey while being able to deal with or weaken it. The first two were lifted directly from Articanus’ team. (Thanks Articanus.)






They already had tremendous offensive synergy and could handle a variety of threats well. Thereafter, Suicune was chosen to be my final sweeper after observing how easy it was to set it up for a sweep along with how it could match up well against many other late-game sweepers. It also completed my F/W/G core and gave me a solid answer to Gyarados and Dragonite.
That was the first edition of my team, and I was quite pleased with how it looked. (The best part about it was that it had 4 legendaries!) Anyway, I reached 1.3k before my critical weakness to Toxic Spikes kept screwing me up.
So Roserade was added and Azelf was dropped; I somewhat missed the quick tempo Azelf gave me since it could weaken many offensive teams before it died and an early Stealth Rock was invaluable (now I sometimes end without ever getting it up). The threat of Explosion also meant that nothing much could set-up. But Roserade was needed to suck up Toxic Spikes, and its ability to set them up herself and access to a quick sleep move made up for the loss of Azelf a little.
Final Line-up






NOTE: All my Pokémon are female and have minimal Atk IVs because of… the Attract Delcattys and Confuse Ray Crobats when I start laddering on new alts. But Machamp is a very real threat so minimizing confusion damage is always a consideration for me.
Also please forgive my obsession with one-over Leftovers numbers. It’s mostly due to my distaste for 4/252/252 spreads on bulkier Pokémon since they seem very inefficient to me.
Changes in blue.
[ team comments ]
Roserade (F) @ Focus Sash

Ability: Natural Cure
EVs: 252 Spd/252 SAtk/4 SDef
IVs: 3 Atk
Timid nature (+Spd, -Atk)
- Sleep Powder
- Toxic Spikes
- Energy Ball
- Hidden Power [Ground]
Overview: Roserade provides the Toxic Spikes that supports my crew of special attackers really handily. Many people scarf their lead Roserades or employ them as spikers outside of the lead position, but since getting entry hazards up early is more important to me than a quick sleep I am using the old standard “suicide” Roserade. Although my priority is setting up both layers, I try to keep it alive either for death fodder or to absorb Trick and opposing Toxic Spikes, both of which can really screw up my strategy. Base 90 speed is also decent in this new metagame since Roserade can return to revenge MixNite and MixGon or get a quick sleep onto something by double switching into a bulky water and slower walls.
This is a very reliable lead in today’s metagame, with many players opting for high-powered anti-leads like LO Starmie or Specs Heatran, which I can handle somewhat easily, as opposed to Lum Skarmory, Lum Metagross and Machamp which are really crappy to face.
Moveset: Sleep Powder is always useful and can net me two layers of spikes if it lands. Energy Ball is my STAB move of choice since I rather hit Azelf and Rotom-A for decent damage (as opposed to lol% with Grass Knot) without lowering my SpA with Leaf Storm and becoming instant set-up fodder. I appreciate the 100% accuracy as well. HP Ice has been eschewed for HP Ground to give all-round better coverage, I can't say the change helps a lot but being able to hit fire and steel types has been rather useful for me. I still retain perfect Spe IVs =)
Timid lets me outspeed neutral base 100s and is important for tying with Gliscor and Roserade. Max/Max is really the only way to EV a Lead Roserade, though if anybody has a more efficient EV spread I would be keen to hear it.
Possible Changes: Adding some bulk to it might be worth it since I don’t think I need so many SpA EVs (208 would be enough to KO Anti-Lead Dragonite after one round of LO recoil).

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Heatran (F) @ Leftovers

Ability: Flash Fire
EVs: 56 HP/220 Spd/232 SAtk
Modest nature (+SAtk, -Atk)
- Stealth Rock
- Flamethrower
- Earth Power
- Explosion
Overview: Everybody employs Stealth Rock Heatran alongside lead Roserades, but these combinations work for a reason. For example, Metagross is disabled by Roserade if it has an Occa Berry, or forced out by Heatran if it has a Lum Berry. With its unique typing, Heatran can come in on a variety of threats, forcing them out while setting-up Stealth Rock. It has great utility throughout the game, being my only Steel a very reliable answer to stuff like CM Jirachi and SD Scizor. Apart from the defensive synergy it shares with its teammates, Heatran is brings a lot of immediate firepower to the table, and is often the one who removes Blissey with a well-timed Explosion. I rely a lot on double switching into Heatran to deter spikers from setting up because it matches up really well against Forretress, Skarmory and Roserade.
Moveset: The four moves are so standard that I shouldn’t need to explain them. Modest was chosen because I’m not missing anything important without a +Spe nature, and I need Heatran to take hits so I can’t lower my defences. It still KOs Blissey anyway; when it switches out of any of my teammates she would never be at full health since Leech Seed and Toxic Spikes activate after her recovery moves, so a –Atk Explosion is adequate. When there’s no Blissey I rarely boom since Heatran’s type coverage and resistances are so important to my team, and stuff like bulky waters which I would be tempted to explode on are easily handled by Shaymin and Jolteon. The EVs let me outspeed defensive Celebi, Zapdos and JollyTar, net the nearest one-over Leftovers number, with the remainder going into SpA.
Possible Changes: Fire Blast > Flamethrower to guarantee a KO on Machamp after one Energy Ball from Roserade, because Lead Machamps are really bitchy and I usually have to weaken Shaymin immensely to get rid of them. I’ve only been using Flamethrower because I’m a sucker for 100% accuracy moves.

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Shaymin @ Leftovers

Ability: Natural Cure
EVs: 252 HP/92 Def/136 Spd/28 SDef
IVs: 7 Atk
Timid nature (+Spd, -Atk)
- Leech Seed
- Protect
- Seed Flare
- Earth Power
Overview: An extremely reliable team-member, Shaymin is usually introduced early in the match to absorb hits, scout a bit and spread Leech Seed recovery for my team. After using this set, I can’t imagine returning to the LO sweeper because this is so damn dependable and dangerous at the same time. It counters a lot of threats like Suicune and Kingdra and its bulk means it switch into neutral hits for my teammates as well (for example, my lack of a Rock resist means Shaymin is switching into Tyranitar often). Shaymin helps to weaken Blissey via Leech Seed support and apart from that is a great offensive and defensive player for the team. The only thing that sucks is how once my opponent figures out my moveset, spikers like Skarmory and Roserade and free to set-up all over me.
Moveset: Leech Seed + Protect was featured in the SMOG, and it really is an incredible combination. Protect can net a chunk of HP recovery for me in one turn and is especially deadly with Toxic Spikes support. Early game I often decide that netting a 6% recovery and scouting the moves of Heatran and Scizor isn’t worth revealing Protect, so when I usually just swap out into Heatran or Suicune. If I use Protect early and my opponent sees Leftovers recovery they’ll find out quickly enough about my lack of HP Fire, and I often find it much more beneficial to conceal Protect for later in the game. Seed Flare, despite the accuracy and PP issues, can conceivably allow me to beat Blissey with mounting Leech Seed and poison damage and the –SpD drops are really useful for beating things I otherwise couldn’t (like hitting SpD Heatran and Breloom on the switch). Earth Power was chosen not only because Infernape and Heatran are so dangerous but the higher base power means Shaymin becomes a good answer to stuff like Jirachi and Metagross if I don’t have any other options.
The nature and EV spread gives me great overall bulk, physically biased mostly because of Tyranitar. The SpD EVs ensure that I can survive an LO Starmie’s Hydro Pump + Ice Beam factoring in Stealth Rock and one round of Leftovers so I can retaliate with Seed Flare (I shouldn’t Protect because the Starmie user can just switch out after it realizes the KO is lost and I’ll be in trouble if it comes in again on Heatran or something). I have enough speed for Timid Suicune which is probably the highest I should aim for.

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Jolteon (F) @ Leftovers

Ability: Volt Absorb
EVs: 26 HP/234 Spd/248 SAtk
IVs: 2 Atk
Timid nature (+Spd, -Atk)
- Thunderbolt
- Hidden Power [Ice]
- Fake Tears
- Wish
Overview: Sometimes Jolteon is the weakest link of the team; other times it is the single member that prevents me from being swept by LO Starmie, MixApe and LO Gengar. Theoretically, Jolteon can beat Blissey via Fake Tears + Wish, while having the speed to act as a early- to mid-game attacker. In practice though, Jolteon falls somewhat short due to its weak special attack stat, and Fake Tears is just a worse Nasty Plot without entry hazard support. On this team, Jolteon acts more as a revenge killer that a sweeper or team supporter, abusing its base 130 Spe to kill off slower threats. It’s ability to absorb Thunder Waves and sort-of wall Celebi has also been quite useful. I have experimented with Specs Lucario (which 2HKOs Blissey with Aura Sphere) in this slot but it left my team really vulnerable to all the fast attackers listed above. Its revenge killing abilities make me very hesitant to replace it despite it not fulfilling its intended role.
Moveset: Thunderbolt is a reliable and strong STAB move, while HP Ice complements it well. Fake Tears is the move that allows me to beat Blissey, though I rarely have the chance to use it. Funnily enough, I usually only use it when I’m trying to sacrifice Jolteon, to allow Suicune or something to come in and kill off a threat more easily (like to guarantee a KO on Tyranitar with Surf). Normally when somebody is trying to sacrifice a member he will just spam attacks until it dies, but in Jolteon’s case a Fake Tears or Wish is more helpful than its weak attacks lol. Wish goes in tandem with Fake Tears and allows Jolteon to defeat Blissey along with stuff like Zapdos and some mono-attackers (Dragonite, for example). It also supports my team very well since I don’t have any other recovery moves apart from Leech Seed and Pain Split (both less than reliable for restoring HP) and it means that Suicune can come in earlier in the game – important since it’s part of my F/W/G core – without worrying about having too little HP left to sweep later. At Metanite's advice I tested Substitute + Baton Pass and Substitute + Wish but to be honest it didn't fit my team that well; I ended up using Substitute even less than Fake Tears previously lol. However, HP Ice was adopted for a means to hit incoming Flygon as well as revenge Adamant DD Dragonite.
Timid nature is needed to outspeed threats, and when coupled with the Spe EVs Jolteon is able to outrun everything up to +1 Adamant Dragonite, which includes ScarfTar, Starmie, Gengar and Infernape. The rest of the EVs went into SpA and HP, making sure to end with a odd number to round down passive damage.
Changes: Just going LO + 3 Attacks + Wish, which increases my revenge killing capabilities but compromises on team support. Also greatly reduces my longevity which is discouraging.

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Gengar (F) @ Life Orb

Ability: Levitate
EVs: 4 Def/252 Spd/252 SAtk
IVs: 29 HP, 0 Atk
Timid nature (+Spd, -Atk)
- Substitute
- Shadow Ball
- Focus Blast
- Pain Split
Overview: I’ve realized that LO Gengar has literally no counters when behind a Substitute. This represents raw power, with its base 130 SpA and perfect type coverage not much can switch into Gengar (and not much live to switch out either). Although this set is really common now, SubSplit is probably the most effective for this team because it can actually defeat Blissey (especially with Toxic Spikes) and screws up many common cores. For example, Gliscor is walled and killed by Shadow Ball, Tyranitar gets killed behind a Substitute, and Vaporeon just lets me suck up HP before I get out. The popular Celebi/Heatran/Vaporeon core is pretty much the same story. There are times when Suicune does not even have to sweep because Gengar can clean up late game as well with its base 110 Spe.
Gengar, despite being frail, provides valuable immunities to Ground and Fighting and also acts as a one-time spin blocker if I need those Toxic Spikes to stay there. I can’t win against Payback Forretress or LO Starmie so I’ll have to go to Heatran and Jolteon respectively to force them out, and from then on rely on aggressive switching to block Rapid Spin. Anyway, Gengar is also great answer to Taunt/Toxic Gliscor that punishes my core and forcing Flygon, a popular Pokémon nowadays, to Outrage or Thunderpunch to break my sub which provides many openings for my teammates. Overall, Gengar has been great for my team.
Moveset: On a SubSplit Gengar, Shadow Ball is standard, Focus Blast is standard, Substitute is standard, Pain Split is standard, Timid is standard and 252/252 is standard. No point optimizing EVs for such a frail Pokémon, though I did reduce the HP IVs to round down LO recoil.

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Suicune @ Leftovers

Ability: Pressure
EVs: 48 HP/224 Spd/236 SAtk
IVs: 23 Atk
Timid nature (+Spd, -Atk)
- Calm Mind
- Surf
- Ice Beam
- Hidden Power [Electric]
Overview: Suicune dominates the late-game thanks to its superb combination of power, pace and bulk; if its teammates have done their job then nothing will be able to halt this beast’s sweep. Calm Mind is a slow but reliable way of boosting up, and after just one CM the great offensive coverage I attain with Water, Ice and Electric mean many popular late-game sweepers I have to face off (like Infernape, Dragonite and Gyarados) can be dealt with. Suicune usually has to come in early because, because as part of my F/W/G core it has to take on stuff like lead Infernape and DD Dragonite, but it’s natural bulk means it can remain healthy enough to sweep late-game. I feel sorry for making this portion so short but there’s not much to say about offensive Suicune, it’s just so effective.
Moveset: Standard fare, Surf > Hydro Pump because I lose more KOs with Hydro Pump’s 80% accuracy lol. The EVs allow me to outspeed all Gyarados and most critically of all Heatran since this is my main answer to it early game. I don’t need max speed because the rest of my team (minus Heatran) can outspeed opposing offensive Suicune already and I prefer a little more bulk. The HP EVs land a one-over Leftovers number (though you might have guessed that already) and the rest went into SpA because… lol this is a sweeper!

[ conclusion ]
This team is the best I’ve built so far, and the one I’ve laddered most extensively with. I would really appreciate some advice though, because I really want to touch the top 50s and this team represents my best chance of doing so. Because of the great synergy I’ve managed to achieve, I’m quite reluctant to change Pokémon, though if you guys think it is necessary then I’ll be willing to try it. Changes in EV spreads or movesets would probably be ideal for me.
So, rate my team please.
Thanks in advance [:
