Standardizied OU Team

OK, I have decided to try making a simple OU team, instead of trying to be all original, so that i can get a hang of Competitive battling (until August 16th).

taken straight from shoddy.

All of my pokemon's descriptions will be taken from smogon's, strategy dex, seeing as that's were these came from.

Roserade (M) @ Focus Sash
Ability: Natural Cure
EVs: 252 Atk/176 Spd/80 SAtk
Lonely nature (+Atk, -Def)
- Sleep Powder
- Toxic Spikes
- Grass Knot
- Hidden Power [Fire]

Given Roserade's ability to scare off Ground-types such as Hippowdon and Swampert and outrun other common leads like Gyarados and Tyranitar, this set makes a fine lead for a team. The Focus Sash + Sleep Powder combination cripples all of Roserade's counters, allowing her to set up Toxic Spikes. In spite of her unimpressive defensive stats, once sleep is induced, she will have a free turn to set up Toxic Spikes, after which you are able to switch to your own counter.
Hidden Power Fire is chosen over Hidden Power Ice, Shadow Ball, or Sludge Bomb because some common switch-ins to Roserade after she shows her Sleep Powder and Toxic Spikes hand are Steel-types like Magnezone, Skarmory, Metagross, and Scizor. The in-battle usefulness of Hidden Power Fire for Roserade is equivalent to Hidden Power Ice on most standard Electric-types. Perhaps the more important reason to use HP Fire is Forretress, who can shrug off Grass Knot and use Rapid Spin to get rid of your Toxic Spikes. Hidden Power Ground is an alternative for this slot, as it remains super effective against the common Roserade switch-ins Magnezone and Metagross and sacrifices effectiveness against Skarmory, Forretress, and Scizor for effectiveness against Infernape and Heatran.


Gallade (M) @ Choice Scarf
Ability: Steadfast
EVs: 16 HP/252 Atk/240 Spd
Adamant nature (+Atk, -SAtk)
- Close Combat
- Night Slash
- Ice Punch
- Thunderpunch

This doesn't have the immense power of the Choice Bander, but it does make a good "Revenge Killer" against a wide range of enemy sweepers. ThunderPunch is chosen over Psycho Cut, as it gives Gallade the chance to OHKO a Gyarados. Gengar, Salamence, Tyranitar, Garchomp, Infernape...all of these and several others can be brought down before they get a chance to attack.
With Choice Scarf, the EVs allow for 384 Speed, enough to outrun all Weavile.


Metagross @ Choice Band
Ability: Clear Body
EVs: 252 HP/244 Atk/12 Def
Adamant nature (+Atk, -SAtk)
- Explosion
- Earthquake
- Meteor Mash
- Pursuit

As with other sets that use Choice items, prediction is key. Meteor Mash usually does tons of damage, resisted or not. Earthquake works well on many Pokémon that resist Meteor Mash, like Fire-types and other grounded Steel-types. Explosion is capable of defeating all but the toughest Pokémon in one blow; even Skarmory loses around 85% of its HP. Pursuit works well against many Pokémon that will try to switch out against Metagross. Alakazam, Gengar, and other weak enemies will go down in one hit. For Uber battles, Pursuit is a must so Metagross can hammer the many Psychics you will find there, especially Deoxys-A, Latias, and Latios. Ice Punch is also handy for killing Outrage Rayquaza.


Starmie @ Leftovers
Ability: Natural Cure
EVs: 160 HP/216 Spd/132 SAtk
Timid nature (+Spd, -Atk)
- Ice Beam
- Rapid Spin
- Recover
- Surf

Arguably the most useful Rapid Spinner the game had in Advance, Starmie rolls virtually unchanged into the ridiculously threatening realm of DP, its services much more called upon thanks to the advent of Stealth Rock. Surf is for STAB and is non-negotiable, as is Recover and a lot of HP EVs. 216 Speed EVs allow for 352 Speed, which will outpace max Speed Timid (non-Choice Scarf) Gengar (350) in addition to max Speed Naive Infernape (346). Pick Ice Beam if you're more worried about Garchomp and Salamence, and Thunderbolt if you're more concerned with Gyarados. Just be sure to note that Starmie has absolutely no business switching into Salamence until it's sure it isn't wearing Choice Specs (Draco Meteor will OHKO) and that it's likely Electivire and its Motor Drive will not be far behind Gyarados.
If you are using Starmie as a Rapid Spinner, use Starmie as a Rapid Spinner; by that I mean don't let its 100 base Special Attack, great Special movepool, and the "special-attacker aura" therefore associated with it fool you. Starmie has steadily been less and less able to get away with boasting a "special attacker" tag from RBY to GSC to Advance to DP. Don't even think of putting Choice Specs over Leftovers or running Rapid Spin without Recover, as you'll be lucky enough to be facing an opponent who isn't using Weavile, Starmie's #1 bane in DP.


Togekiss (M) @ Leftovers
Ability: Serene Grace
EVs: 252 HP/20 Def/236 Spd
Timid nature (+Spd, -Atk)
- Air Slash
- Encore
- Thunder Wave
- Wish
Togekiss' ability to support the team is amplified when it has the moves Encore and Wish in its arsenal. The strategy is to come in on a setup or support move and Encore it, likely forcing a switch. While Togekiss is out it can also Encore faster Pokemon such as a Swords Dancing Garchomp, which requires lots of prediction but can have huge payoffs. These situations allow Togekiss to assist the team by setting up Wish and then proceeding to pass it to a counter for the current opposing Pokemon while not having to worry about being taken out. If one chooses not to Wish, it's possible to simply abuse the free turn to paralyze an incoming Pokemon with Thunder Wave. It can also allow one of your sweepers to come in unharmed, set up, and cause havoc for your opponent. Air Slash allows for a neutral hit on every single Pokemon, barring Zapdos and Rotom. Air Slash, a powerful STAB attack, can also help Togekiss to keep some Wish recovery for itself due to the 60% flinch chance on slower Pokemon. The EV spread on this set is a lot speedier compared to a majority of Togekiss' sets. A quick Togekiss allows for much easier Encoring, which is why so many Speed EVs are required. 236 Speed EVs with a Timid nature allows Togekiss to have 280 Speed, outspeeding an Adamant Lucario. This lets Togekiss come in on the unsuspecting Lucario as it Swords Dances, and leaves it Encored. It will then be forced to switch, or be 2HKOed with either of Togekiss' attacks. 252 HP EVs and 20 Defense EVs allow for its maximum defensive capabilities after reaching 280 Speed. This lets it come in and perform its strategy several times, due to its high survivability.

Electivire (M) @ Life Orb
Ability: Motor Drive
EVs: 252 Atk/176 Spd/80 SAtk
Lonely nature (+Atk, -Def)
- Cross Chop
- Earthquake
- Ice Punch
- Thunderbolt

This set is a minor twist on the previous one that introduces Thunderbolt in ThunderPunch's slot. Thunderbolt's net damage is less than that of ThunderPunch on Electivire because of the 28 base offense difference and massive EV differences, but is often more useful. Many Pokemon that Electivire might come upon have greater Defense than Special Defense, such as Skarmory. ThunderPunch is only a 2HKO on it, whereas Thunderbolt is an OHKO. This increased damage also follows for other physically defensive Pokemon like Weezing and Slowbro. However, Thunderbolt tends to be less powerful on Vaporeon, Suicune (because it can use Calm Mind), Milotic and other Water Pokémon.
Some EVs have been allocated in Special Attack to give Thunderbolt a bit of extra kick by taking out of Speed, retaining 270 to beat out Heracross without a Speed boosting nature or a Choice Scarf. Expert Belt and Life Orb are still the favored items.

Any help is appreciated.
 
I dont get why people use gallade over medicham as a choice scarfer....
Its stronger and has the same move pool
 
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