Team Espeonage (OU)

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After Genesect was banned, I took a hiatus from battling, since my previous team fell to absolute pieces after begrudgingly removing it. However, from it I at least found a new favourite Pokemon in Latias - the combination of high speed, great bulk and decent power while checking the ubiquitous Sun and Rain teams made me wish to build a completely new team around it.​
The overall goal of the team is to keep momentum through a simple Volt-Turn-Pass core, providing free switch ins to CBTerrakion (to puncture walls or wear down Tyranitar) when possible or Magnezone when a Steel type enters. From there, once Tyranitar and Steel types has been sufficiently weakened or eliminated, CM Latias comes in to clean up.​
So far, I'm pretty happy with the result, keeping momentum nicely (around 25-6, with most losses being down to admittedly appalling play - I'll blame the hiatus) and I would love to get some feedback and improvement options. Without further ado:​
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Latias (F) @ Leftovers​
Trait: Levitate​
EVs: 252 HP / 4 SAtk / 252 Spd​
Timid Nature (+Spd, -Atk)​
- Substitute​
- Calm Mind​
- Dragon Pulse​
- Recover​
Previously, I had used Calm Mind Latias with Hidden Power Fire to accompany a Togekiss with Heal Bell, but it was Latias who was consistently the star of the show, when it didn't get Paralysed or Poisoned, at least. With now building a team around Latias, it makes sense to abandon the little surprise value of HP Fire for Substitute, allowing it to set up on a much larger number of Pokemon. Losing HP Fire also allows for the speed tie with other Lati@s, although I try to avoid this if possible.​
With no weather on my team, I partially rely on Latias to act as a buffer to both Sun and Rain, as well as a secondary special sponge. Of the threats to this Latias, there are two prominent categories - Steel Types and Tyranitar. Magnezone and Terrakion complete this offensive core, which aims to alleviate these two problems, allowing for Latias to sweep. However, if Latias is too weakened from its defensive duties, hopefully the next guy will be ready to clean up.​
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Terrakion @ Choice Band​
Trait: Justified​
EVs: 4 Hp / 252 Atk / 252 Spd​
Jolly Nature (+Spd, -SAtk)​
- Close Combat​
- Stone Edge​
- X-Scissor​
- Quick Attack​
Monstrously powerful, plus I believe it has superb synergy with both Magnezone and Latias. A free switch in against Latias' nemesis Tyranitar almost every time. Once Terrakion has used Close Combat, it may tempt a Scizor in to try and finish it off with Bullet Punch - by where the Sirens will blare and the giant Magnet will smugly take the hit, potentially eliminating two of Latias' main counters. If Scizor or another Steel type is the only obstacle left preventing Latias sweeping, then I'll quite happily sacrifice Terrakion to get a decent hit with Close Combat, allowing Magnezone to finish them off.​
Terrakions role is simply to come in when it can unscathed and use one of Stone Edge and Close Combat, while hopefully being a secondary win condition. The reason why I favoured Espeon, Landorus T and Rotom W was mainly because the U-Turn / Baton Pass / Volt Switch would potentially allow a free switch in to Terrakion. If at the end of the game Latias is down, then it is up to Terrakion to come in and finish off the remaining Pokemon.​
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Magnezone @ Leftovers​
Trait: Magnet Pull​
EVs: 4 HP / 252 SAtk / 252 Spd​
Timid Nature (+Spd, -Atk)​
- Thunderbolt​
- Hidden Power [Fire]​
- Substitute​
- Flash Cannon​
Rounding off the core is the epitome of No Fun Allowed, Magnezone. Magnezone focuses on removing the Steel types (mainly Ferrothorn and Scizor) which Latias cannot hope to break through. Again, the reason for the final 3 Pokemon is so Magnezone can come in after a Steel switches into to a Baton Pass (for example) and set up a Substitute with no chance of running into a U-Turn from Scizor. From there, I prefer to eliminate Ferrothorn quickly (to prevent the Spikes adding up) with HP Fire, while many Ground type switch ins get hit reasonably hard by Flash Cannon - which is why I prefer it over Charge Beam.​
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Landorus-T (M) @ Leftovers​
Trait: Intimidate​
EVs: 200 HP / 64 Atk / 244 Def​
Adamant Nature (+Atk, -SAtk)​
- Stealth Rock​
- U-turn​
- Earthquake​
- Stone Edge​
I struggled for a long time thinking about who to add after the core. A few favourable criteria floated around my head, such as being able to set up Stealth Rock, having U-Turn to fish for free Magnezone / Terrakion switches, reasonable typing synergy with the core and some Physical bulk to act as a switch in to Tyranitar (and others) should Terrakion be down. This set surpassed even my wildest expectations. With the bulk it has, it can check a good amount of Physical threats who would be very difficult to switch in to other wise - such as opposing Terrakion. I usually use this as a lead if possible - either with a early Stealth Rock or a U-turn in order to keep on the front foot.​
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Rotom-W @ Leftovers​
Trait: Levitate​
EVs: 248 HP / 28 SAtk / 232 SDef​
Calm Nature (+SDef, -Atk)​
- Volt Switch​
- Pain Split​
- Thunder Wave​
- Hydro Pump​
With the new found Physical bulk on the team, it sounded a good idea to patch up the Special side too. Rotom W provides further insurance against Rain teams, since leaving my main sweeper to deal with them singlehandedly sounded a poor idea. Rotom pairs magnificently with Landorus-T, acting as a sort of U-Turning SkarmBliss (perish the thought) - Rotom adequately deals with the Special (notably Water and Ice) attacks which would harm Landorus-T, while Physical attacks are handled by his partner. Once again (broken record, I know) the main pull of Rotom-W apart from its superb typing and special bulk was that it could Volt Switch, keeping momentum and allowing a possible free switch to Terrakion.​
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Espeon (M) @ Choice Scarf​
Trait: Magic Bounce​
EVs: 4 HP / 252 SAtk / 252 Spd​
Timid Nature (+Spd, -Atk)​
- Baton Pass​
- Psyshock​
- Hidden Power [Ice]​
- Trick​
Hear me out on this. While Espeon makes an ordinarily poor choice for a Choice Scarfer, there are so many attributes which make it a perfect fit for this team. First of all, my team lacked a Choice Scarfer, so having something that check Dragon Dancers (amongst handling other threats such as Sun Venusaur through Psyshock and Calm Minders through Trick [important since I don't have a Phazer]) was a great help. Secondly, because of the Volt-Turners and Magnezone / Terrakion being switched around a lot, any opportunity to even potentially reflect back entry hazards is very welcome.​
Finally and most importantly, it is here to scout and lure out Scizor and Tyranitar, a job it excels at (something that cannot be said about my punning ability). The general idea is for either Rotom or Landorus to U-Turn, giving a free switch in to Espeon. From there, Baton Pass allows you to scout the switch in - if Scizor / Tyranitar were a little overzealous in trying to trap Espeon, in comes Magnezone / Terrakion. The lack of damage on Baton Pass is a non-issue (scouting and keeping momentum is far more useful), plus Espeon doesn't have much in the way of coverage anyway. Even getting Pursuited isn't the end of the world, since it means Latias may have an easier time sweeping.​
Overall, I love this set for this team. There's little else more satisfying than switching into Ferrothorn on the Spikes / SR, then Baton Passing to Magnezone on the Gyro Ball. At the end, one of Latias' main counters is down, noone is significantly hurt AND you get a free layer of hazards.​
As for threats, one (somewhat annoyingly) is consistently is wearing me down - Gastrodon. While Latias can handle it, I don't like to switch it in immediately for fear of Ice Beam or Toxic. It completely walls Rotom, can Ice Beam Landorus and Earth Power Terrakion / Magnezone. So far, I've resigned to either Tricking it, sacrificing something so Terrakion can finish off, or switching in Latias and attempting to predict the Toxic with Substitute / Ice Beam with Calm Mind.​
Anyway, that's my team. What it lacks in innovation (apart from the oddball Espeon set), I like to think it makes up for with decent synergy between members and a congruent goal. I appreciate it a lot if you take the time to read and suggest alternatives or improvements. Thanks!​
 
Hi there.

I like how you built this team, and combining Voltturning strategies with trapping is a very smart idea. I can definitely see the Gastrodon weakness here. I'm not sure if the team needs that much tweaking because everything else looks relatively solid.

Rotom-W, if you don't mind changing Thunder Wave, could potentially run Toxic instead. Not many people expect Toxic on Rotom-W, so there is a surprise factor when your opponents switch in Gastrodon to wall it, and it effectively cripples it and makes it incapable of handling the majority of your team as it is pressured to switch out. Will-O-Wisp is usually a better option because of the burning capabilities which hinders physical threats from sweeping, but Gastrodon seems really annoying to deal with for your team in particular.

Or, you could scratch that idea altogether and consider running Scarf on the Rotom instead and running a different Espeon set. Rotom can run Volt Switch/Trick/Hydro Pump/HP Ice which somewhat fills the niche that Espeon had in Tricking enemies and dealing with Dragon Dancers, while Espeon has more leeway to stay in and do something else for your team, such as potentially set up screens. Screens help Terrakion and Latias break enemies down tremendously, as it aids in getting Calm Minds up for Latias while ensuring that Terrakion doesn't get one shotted by Mach Punch/Bullet Punch all the time. Espeon can even run HP Grass over a screen as part of a surprise factor to pick off Gastrodon. Light screen obviously has its merits though. If you're under a Light Screen, it's harder for Gastrodon to break a Latias Sub.

It's your decision on what you want to run; these are just some ideas I have that you could do to potentially improve your team a little bit. Again, I don't want to change much in your team as shown by my suggestions above -- I really like what you've done here, and the team has the opportunity to be very successful.

Rotom-w@Scarf
Modest 252 SpA/252 Spe/4 HP
Volt Switch/Hydro Pump/HP Ice/Trick

Espeon @ Light Clay/Leftovers
Timid 252 HP/252 Spe/4 SpA
Psyshock/Reflect/Baton Pass/HP Grass or Light Screen

Good luck with the team, hope I helped.
 
Thank you very much for the rate. I like your idea of changing Thunder Wave on Rotom - it was previously used as a safe move against a switch in (or against something like Latios), seeing as few would switch a ground type into it, but it gets fairly sporadic use. I'll rotate between Toxic, Thunder Wave and even HP Grass (if the Gastrodon weakness becomes that frustrating) to see which one fits the best.

While the idea of Dual Screens sounds very enticing, I'm a little afraid of changing Rotoms EVs / set - I'll lose a lot of the special bulk in the team, plus I'll be more open to Rain teams, especially if Latias is down for whatever reason.

Again, thanks for the advice.
 
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