::Team Rogue::
Hello, everyone. This is my first RMT and first dip into the OU metagame, and any type of Pokemon metagame for that matter, for a few years (I used to make UU/NU gimmick teams for fun). Anyway, the goal of this balance team is to play a lot like a rogue would, hence the name. There is not much in the way of defense but the strategy involves scouting out, then hitting hard. This is accomplished through speed, Subs, and setting up. I have tested it a bit and have had moderate success, but feel there are plenty of ways to improve upon it still.
The Team:
The pokemon in depth...
-Speedy Stealth Rock Lead
Aerodactyl (M) @ Focus Sash
Ability: Pressure
Nature: Jolly
EVs: 252 Atk/252 Spd/4 HP
*EarthQuake
*Stone Edge
*Stealth Rock
*Taunt
Typical Aero lead. I like to use it for a fast SR mainly, then Taunt in order to prevent the opponent from doing some early setting up of their own. If the opponent is weak to his moves, I’ll let him stay out and toss an EQ or two, but if not then it’s usually time to switch out Aero and bring in the next team member. Ideally he'd only see the first few seconds of battle and then be switched out, but he has uses later in if necessary. Aero may be made out of paper but if forced to attack, his EQ and Stone Edge hit hard.
-The Scout
Jolteon (F) @ Leftovers
Ability: Volt Absorb
Nature: Timid
EVs: 252 SAtk/252 Spd/4HP
*Baton Pass
*Substitute
*HP Ice
*Thunderbolt
Since Aero has a PLEASE TBOLT ME sign tattooed on its forehead I usually send Jolteon out right after, as Volt Absorb means it’ll eat whatever electric attacks are thrown and an ice/water attack would be neutral damage. This Pokemon’s function is primarily a scout, but is also used to counter the myriad of bulky waters in OU. I usually immediately Sub, then either Tbolt or (if the matchup isn’t favorable to Jolt) Baton Pass. As the fight progresses, Jolt will pop in and out to Baton Pass scout if I’m unsure of the opponent’s next move, maybe throwing a STAB Tbolt or two as it does so.
-The Setup
Scizor (F) @ Leftovers
Ability: Technician
Nature: Adamant
EVs: 248 HP/88 Atk /172 Spe
*Baton Pass
*Bug Buzz
*Substitute
*Swords Dance
I like to use Scizor a little differently, mostly as a sword dance BP. Many people are expecting Scizor to be a sort of sweeper and either get their Pokemon out of dodge to switch in their own sweeper or a bulky counter, which gives me time to set up. Here I try to predict if the opponent is going to switch out or attack, and Sub/begin Swords Dancing depending on that. Scizor will at times throw out a Bug Buzz if the opponent is weak to it but it being a SD BPer is priority. It buffs up the real threat…
-The Physical Sweeper
Infernape (F) @ Life Orb
Ability: Blaze
Nature: Naive
EVs: 252 Atk / 64 SpA / 192 Spe
*Close Combat
*Mach Punch
*U-Turn
*Overheat
Most opponents by now would probably be setting up an attack to KO Scizor (most likely a fire type to melt it), so Infernape is a decently safe switch in to it. And a Danced up Infernape using Close Combat is a monster. At this point I’d proceed to sweep, using Overheat instead if a Fighting resistant Pokemon comes out. The only thing it really fears aside from Psychics is Lucario, but this Infernape will usually outspeed and OHKO them.
If a wrench is thrown into this setup or a special sweeper is better for the situation, instead of sending out Scizor/Infernape, I will bring out…
- The Special Sweeper
Suicune (N/A) @ Life Orb
Ability: Pressure
Nature: Modest
EVs: 252 SAtk/252 Spd/4HP
*Calm Mind
*Ice Beam
*Surf
*Roar
Suicune is usually used as a bulky water, and even then it is often passed up for ones who are practically tailor-made for the job like Vaporeon, so many people are not expecting a Suicune. Suicine usually has the time (and the bulk) to get in a Calm Mind or two, then it unleashes with either Ice Beam or Surf. It’s primary function besides being type coverage and a special sweeper is to eat/scare off dragons with it's powerful Ice Beam. I chose Roar for the last slot because rather than make a risky but possibly profitable move against counters with HP grass, I'd rather Roar them away and force the opponent to send out a Pokemon that wasn't meant for his strategy. He'd then have to waste a turn switching in the right one or attempt to do whatever with the one that got dragged out instead, eating an Ice Beam in the process.
-The Dark Wall
Umbreon (F) @ Leftovers
Ability: Synchronize
Nature: Sassy
EVs: 252 HP/200 Atk/56SpD
*Payback
*Wish
*Taunt
*Toxic
I’m still undecided on this last slot but wanted something that could function as a wall, so I chose Umbreon because of its insane Special Defense and healing ability with Wish. Its typing should protect it against many of the legendary Psychics in the OU tier such as Jirachi and Latias. Payback will also allow it to damage said Psychics. Taunt means that the rival can’t use Umbreon’s slowness and lack of attack power to setup, and will continually wail on him ineffectively while Umbreon just Wishes the damage away. Toxic will allow him to wear others down. This is only to be employed late game, to stop Psychics or in stalling situations. By then most of Umbreon’s threats like Heracross, Lucario and Gyara should have been covered by Jolt and Infernape already.
***********
That’s my team so far, open to suggestions, criticism, etc. I’ve been toying around with it in battles and so far Jolteon, Aero, and Infernape seem to be the most effective members of the team. Scizor does his job nicely but he could probably be switched for other BPers. The last two slots could possibly be put into better use than the backup plan Pokes I have. I’m also scared that if Infernape goes down this team is pretty Blissey/SkarmBliss weak, and most of my offense would be eaten for breakfast by Swampert.
Though I recognize their power, the only things I’d rather not switch in are Blissey and Heatran (if it’s necessary to make the rest of the team come together and there are no other viable choices, I will.)
Thoughts?
Hello, everyone. This is my first RMT and first dip into the OU metagame, and any type of Pokemon metagame for that matter, for a few years (I used to make UU/NU gimmick teams for fun). Anyway, the goal of this balance team is to play a lot like a rogue would, hence the name. There is not much in the way of defense but the strategy involves scouting out, then hitting hard. This is accomplished through speed, Subs, and setting up. I have tested it a bit and have had moderate success, but feel there are plenty of ways to improve upon it still.
The Team:






The pokemon in depth...

-Speedy Stealth Rock Lead
Aerodactyl (M) @ Focus Sash
Ability: Pressure
Nature: Jolly
EVs: 252 Atk/252 Spd/4 HP
*EarthQuake
*Stone Edge
*Stealth Rock
*Taunt
Typical Aero lead. I like to use it for a fast SR mainly, then Taunt in order to prevent the opponent from doing some early setting up of their own. If the opponent is weak to his moves, I’ll let him stay out and toss an EQ or two, but if not then it’s usually time to switch out Aero and bring in the next team member. Ideally he'd only see the first few seconds of battle and then be switched out, but he has uses later in if necessary. Aero may be made out of paper but if forced to attack, his EQ and Stone Edge hit hard.

-The Scout
Jolteon (F) @ Leftovers
Ability: Volt Absorb
Nature: Timid
EVs: 252 SAtk/252 Spd/4HP
*Baton Pass
*Substitute
*HP Ice
*Thunderbolt
Since Aero has a PLEASE TBOLT ME sign tattooed on its forehead I usually send Jolteon out right after, as Volt Absorb means it’ll eat whatever electric attacks are thrown and an ice/water attack would be neutral damage. This Pokemon’s function is primarily a scout, but is also used to counter the myriad of bulky waters in OU. I usually immediately Sub, then either Tbolt or (if the matchup isn’t favorable to Jolt) Baton Pass. As the fight progresses, Jolt will pop in and out to Baton Pass scout if I’m unsure of the opponent’s next move, maybe throwing a STAB Tbolt or two as it does so.

-The Setup
Scizor (F) @ Leftovers
Ability: Technician
Nature: Adamant
EVs: 248 HP/88 Atk /172 Spe
*Baton Pass
*Bug Buzz
*Substitute
*Swords Dance
I like to use Scizor a little differently, mostly as a sword dance BP. Many people are expecting Scizor to be a sort of sweeper and either get their Pokemon out of dodge to switch in their own sweeper or a bulky counter, which gives me time to set up. Here I try to predict if the opponent is going to switch out or attack, and Sub/begin Swords Dancing depending on that. Scizor will at times throw out a Bug Buzz if the opponent is weak to it but it being a SD BPer is priority. It buffs up the real threat…

-The Physical Sweeper
Infernape (F) @ Life Orb
Ability: Blaze
Nature: Naive
EVs: 252 Atk / 64 SpA / 192 Spe
*Close Combat
*Mach Punch
*U-Turn
*Overheat
Most opponents by now would probably be setting up an attack to KO Scizor (most likely a fire type to melt it), so Infernape is a decently safe switch in to it. And a Danced up Infernape using Close Combat is a monster. At this point I’d proceed to sweep, using Overheat instead if a Fighting resistant Pokemon comes out. The only thing it really fears aside from Psychics is Lucario, but this Infernape will usually outspeed and OHKO them.
If a wrench is thrown into this setup or a special sweeper is better for the situation, instead of sending out Scizor/Infernape, I will bring out…

- The Special Sweeper
Suicune (N/A) @ Life Orb
Ability: Pressure
Nature: Modest
EVs: 252 SAtk/252 Spd/4HP
*Calm Mind
*Ice Beam
*Surf
*Roar
Suicune is usually used as a bulky water, and even then it is often passed up for ones who are practically tailor-made for the job like Vaporeon, so many people are not expecting a Suicune. Suicine usually has the time (and the bulk) to get in a Calm Mind or two, then it unleashes with either Ice Beam or Surf. It’s primary function besides being type coverage and a special sweeper is to eat/scare off dragons with it's powerful Ice Beam. I chose Roar for the last slot because rather than make a risky but possibly profitable move against counters with HP grass, I'd rather Roar them away and force the opponent to send out a Pokemon that wasn't meant for his strategy. He'd then have to waste a turn switching in the right one or attempt to do whatever with the one that got dragged out instead, eating an Ice Beam in the process.

-The Dark Wall
Umbreon (F) @ Leftovers
Ability: Synchronize
Nature: Sassy
EVs: 252 HP/200 Atk/56SpD
*Payback
*Wish
*Taunt
*Toxic
I’m still undecided on this last slot but wanted something that could function as a wall, so I chose Umbreon because of its insane Special Defense and healing ability with Wish. Its typing should protect it against many of the legendary Psychics in the OU tier such as Jirachi and Latias. Payback will also allow it to damage said Psychics. Taunt means that the rival can’t use Umbreon’s slowness and lack of attack power to setup, and will continually wail on him ineffectively while Umbreon just Wishes the damage away. Toxic will allow him to wear others down. This is only to be employed late game, to stop Psychics or in stalling situations. By then most of Umbreon’s threats like Heracross, Lucario and Gyara should have been covered by Jolt and Infernape already.
***********
That’s my team so far, open to suggestions, criticism, etc. I’ve been toying around with it in battles and so far Jolteon, Aero, and Infernape seem to be the most effective members of the team. Scizor does his job nicely but he could probably be switched for other BPers. The last two slots could possibly be put into better use than the backup plan Pokes I have. I’m also scared that if Infernape goes down this team is pretty Blissey/SkarmBliss weak, and most of my offense would be eaten for breakfast by Swampert.
Though I recognize their power, the only things I’d rather not switch in are Blissey and Heatran (if it’s necessary to make the rest of the team come together and there are no other viable choices, I will.)
Thoughts?