Team Palette [OU]

Introduction:

This is my first team. I've viewed many a RMT and I've been working on a team for a while now, and I've tweaked it a bunch. I've only used this team in-game, never on a server, so whereas this works in this theory, I might have a gaping hole I'm unaware of. I'm open to all suggestions, even complete 'mon changes. It's a good team type wise and has a decent amount of synergy, thanks in advance for the rate!

Team Palette

LEAD
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Jirachi @ Choice Scarf
Ability: Serene Grace
EV's: 80 HP/252 Atk/176 Spd
Jolly nature (+Spd, -SAtk)
- Iron Head
- Trick
- U-turn
- Stealth Rock

Standard LeadRachi. Nothing special about this set. The strategy is to trick the scarf, and whilst they are speedily failing to set up multiple SR's, I'm Iron Heading them to death. U-turn away when I encounter a problem. Stealth Rock whenever. A solid poke, not looking for much change here.


SCOUT
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Flygon (M) @ Choice Scarf
Ability: Levitate
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Earthquake
- Outrage
- Stone Edge
- U-turn

Rachi's helper. They have good type coverage and can easily take hits for the other. This thing by itself is a monster. Two STAB moves that are boosted by the EV's, he can take a couple of threats all by himself when played right.

SPECIAL SWEEPER
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Starmie @ Life Orb
Ability: Natural Cure
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Hydro Pump
- Recover
- Thunderbolt
- Ice Beam

I love this weird little starfish. A status absorber, a reliable recovery move, and three awesome special attacks boosted by LO. The EV's are to compensate for lack of choice items, and to boost it's respectable speed and SpAtk. This starmie serves no special purpose besides coming in whenever it's convenient (under a spore from Breloom perhaps) and to destroying.

PHYSICAL SWEEPER
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Infernape @ Life Orb
Ability: Blaze...
EVs: 252 Atk / 64 SpA / 192 Spe
Hasty nature (+ Spe, -Def)
- Close Combat
- U-turn / Grass Knot
- Stone Edge
- Overheat

This ape. Is on everyone of my teams. He's irreplaceable in my mind. I love the typing and his movepool. The one thing I don't know how which to pick for this team. U-turn is awesome to have, but grass knot is useful, and the 'mon I used to have with GK is no longer on this team.

STALL/STALL BREAKER
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Breloom @ Toxic orb
Ability: Poison heal
EVs:236 HP / 252 Def / 20 Spe
Impish nature (+Def, -SpAtk)
- Substitute
- Leech Seed
- Spore
- Focus Punch

The best SubPuncher ever. This thing gets a free sub every two turns. Even more with Leech Seed. Spore, also the best sleep inducer in the game. It works fast, lets me get up a free sub, or I can set up Leech Seed, which will stay for the 'mon I switch in. It It lasts forever, and Focus punch + Leech seed are built for destroying walls/stalls. This poke'mon is a wizard.

PHYSICAL WALL
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Rotom-h @ Leftovers
Ability: Levitate
EVs: 252 HP/168 Def/88 Spd
Bold nature (+Def, -Atk)
- Overheat
- Shadow Ball
- Will-o-wisp
- Thunderbolt

My physical wall. He doesn't take earthquakes, and comes toting W-o-W. His leftovers help quite a bit actually, because people don't usually take him for the offensive monster he can be. Even with no EV's Overheat is a pretty rude awakening for some pesky steel types (especially forry and scizor)​

Thanks for your help!
 
I'd be really concerned about Lucario if I were you. It has nothing to fear from Jirachi and can set up on on Flygon if it's locked onto the wrong attack. After a Swords Dance it's pretty much game over for you with Stealth Rock support. You could easily replace Rotom-H with a more sound Lucario counter that also beats the likes of Scizor, whom you rely on Rotom-H to deal with. Gyarados or Gliscor are both excellent choices. Neither disrupt your synergy at all because you have at least two resistances to all their weaknesses. Gliscor is arguably the best Lucario counter since Ice Punch variants are nowhere to be seen, whereas a bulky Dragon Dance Gyarados can give you the setup presence your team lacks.

If you replace Rotom-H you're really opened up to Gyarados after a Dragon Dance. Starmie can't really take a hit, and Breloom is useless if Gyarados has Taunt. I would replace Stone Edge with ThunderPunch, since Stone Edge can't OHKO Gyarados, and bulky variants can even survive after Stealth Rock. ThunderPunch OHKOes offensive variants, and although you need SR to take out bulky Gyara in one shot, it's better than having to rely on Stone Edge.

Might want to just max out Infernape's Speed by removing all those Special Attack EVs. Most of the things that you want to hit with Overheat like Skarmory, Scizor, Shaymin, etc, don't need those access Special Attack EVs to be OHKOed. Max Speed is helpful if you have to play other Infernape, who tends to be annoying for offensive based teams unless you predict perfectly. Nothing else to really change, good team!
 
Four of your pokemon are grounded, so Spikes can cause you some problems. Skarmory and Forretress can set them up on Flygon and Jirachi and you have no way to remove them, severely hampering the effectiveness of two of your U-Turn scouts ('Nape and Jirachi). You can remedy this by giving your Starmie Rapid Spin over Recover. LO Starmie is a surprisingly effective spinner since it can beat even defensive Rotom one-on-one. You lose some longevity from Starmie, but it really helps every other member of your team (except Breloom, who could care less thanks to Poison Heal).

I second Iconic's Gyarados suggestion as well.

I hope that helps. Good luck!
 
Thanks guys. It looks like I'l be leaving my Rotom-H for a DD Gyarados. The earthquake he'l be packing will send Lucario packing after a DD or two. Would you guys have anything to recommend something to substitute Will-O-Wisp? That cut in attack helped me quite a few times. Also, which 'mon should thunderpunch be put on to compensate for Rotom's disappearance? I don't understand.

And as for Starmie, I'd rather not put Rapid Spin on. Recover is a life saver for me. I guess if I play it right I can set up a Leech Seed up in it's favor. Recover is a necessity seeing as I have a Life Orb on it.
 
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