Team SplitWind Suspect Team

Team SplitWind OU Team

Team Splitwind was created by me and zXCs.

I used Tailwind as the idea for this Team. Tailwind is an idea that has never been tried before.Since Tailwind is equal to 1 agility and apllied for all members it is a great move.

Team Building



I needed a lead with Tailwind. Latias fit that bill and was a great anti-lead.

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Now I was lacking a good sweeper that liked Tailwind. Band-Tar was a slower sweeper that can take advantage of Tailwind.

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Looking a my current team another sweeper would suffice and if it liked having Sandstorm it would be perfect.

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Scizor is a great Revenge Killer and scout because of Tailwind allowing to out-speed more pokemon with U-Turn.

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Swampert was a good bulky water with access to Stealth Rock making it much more useful.

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I needed a backup Tailwind supporter/ Cleaner and therefore I chose to have
Salamence.

Latias @ Focus Sash - Timid
252 Spe / 252 SpA / 4 Hp
Tailwind
Shadow Ball
Surf
Roost

Latias can Surf countering a very common OU lead Aerodactyl. Shadow Ball hits Azelf and OHKOs if Azelf doesn't have Focus Sash. It sets up Tailwind a very important thing in this team.

Tyranitar @ Choice Band - Jolly
252 Spe / 252 Atk / 4 HP
Pursuit
Superpower
Crunch
Stone Edge

Band-Tar is a great sweeper and since Tailwind replaces Choice Scarf it has extra power at its disposal. After a Tailwind Tyranitar out speeds all positive speed base 100s, making it one huge threat in any team.

Gliscor @ Life Orb - Jolly
252 Spe / 252 Atk / 4 Hp
Earthquake
Ice Fang
Swords Dance
Stone Edge

This Swords Dance Gliscor uses Tailwind to set up while out-speeding some threats. It get Ice Fang which stops a few pokemon notably Salamence from sweeping this team.

Scizor @ Choice Band - Adament
252 Spe / 248 Atk / 8 HP
Pursuit
Double Hit
Bullet Punch
U-Turn

Scizor is the greatest choice band user in OU better than even T-Tar as it has Technician boosted Bullet Punch. 591 max attack is something most sweepers cannot boast about. Double hit destroys Breloom a big threat to this team destroying Tyranitar among others. It breaks the subsitute then proceeds to kill it next turn with another double hit.

Heatran @ Life Orb - Timid
252 Spe / 200 Hp / 56 SpA
Taunt
Will-O-Wisp
Magma Storm
Earth Power

Heatran is a slower Pokemon who can use Tailwind effectively. This Heatran has wierd EVs but with this it hit 273 Spe (Maxmimum)
This hit 546 speed after a Tailwind out running all Pokemon. Because of this Heatran can work as a great Stall breaker. Taunt is used with Magma Storm to trap a Wall, Taunt it so it can't heal and kill it. This destroys Blissey, and Skarmory two very common counters to most of this team. Heatran also stop infernape from destroying this team.


Dragonite @ Leftovers - Jolly
252 HP / 152 Atk / 106 Def
Tailwind
Dragon Claw
Earth quake
Stone Edge

Nite's bulk makes it capable of taking 2 hits while setting up Tailwind. Otherwise its the same as Salamence. Not much can OHKO this Dragonite allowing it generally to set up anywhere from 3 to 5 Tailwinds in the current test I have run.

I have thought about replacing this with another Tailwinder such as Gliscor. Gliscor has slightly less bulk but immunity to Electric.

Changed Pokemon

Salamence @ Leftovers - Jolly
252 Spe / 252 Atk / 4 Hp
Tailwind
Earthquake
Dragon Claw
Stone Edge

My backup Tailwind supporter. This servers as a great late game cleaner also Salamence in general is a absurd beast.

Reason to change : zXCs had recommended Dragonite because of Dragonite's higher bulk then Salamence. I saw logic in this decision and switched to Dragonite.

Swampert @ Leftovers - Rash
200 HP / 56 SpD / 252 SpA
Ice Beam
Roar
Stealth Rock
Surf

A bulky water with access to Stealth Rock is what i needed. Normally this team would lack Stealth Rock otherwise.

Reason to change : I added Forretress a better Stealth Rocker and a Pokemon with access to Rapid Spin Forretress helped much more and therefore was added.
 
I'm sorry, but people don't use tailwind because you can only basically use Tailwind for ONE turn.

1. Pokemon uses Tailwind.
2. Switch Pokemon.
3. Use Tailwind for one turn here.

Hidden Power Ice Infernape also walks all over this team except Latias, who usually dies in the beginning since she's a lead, and Swampert, but Swampert gets wrecked by Grass Knot versions.
 
I'm sorry, but people don't use tailwind because you can only basically use Tailwind for ONE turn.

1. Pokemon uses Tailwind.
2. Switch Pokemon.
3. Use Tailwind for one turn here.

Hidden Power Ice Infernape also walks all over this team except Latias, who usually dies in the beginning since she's a lead, and Swampert, but Swampert gets wrecked by Grass Knot versions.

Ive changed from Swampert to Heatran and added Foretress over Gliscor
Also Tailwind lasts for 3-4 turns if used correctly

Tailwind is a 5 turn effect.
 
Tailwind is a 5 turn effect.

Uh... false. If you're going to build a team around a move, you should at least know what the move does. It only works for three turns, including the turn on which it was used.

In any case physical jirachi severely hurts both forretress and scizor with fire punch, and dragonite with ice punch. Ice punch also 2HKOs latias, which will never OHKO back. Tyranitar is destroyed by iron head. That's 5/6 of your team.

Not to be rude, but you'll want to rethink your whole team. Tailwind really does not work in general.
 
You should look up the attack.

Quoute from original text ingame :

The user whips up a turbulent wind that ups the speed of all party Pokemon for 5 turns.
 
You should look up the attack.

Quoute from original text ingame :

The user whips up a turbulent wind that ups the speed of all party Pokemon for 5 turns.


As far as I know, it works for three turns... btw where did you get that flavor text from? I looked on Bulbapedia, and the flavor text there says that it goes for 3 turns...

Regardless, though, tailwind is practically useless in singles, IMO... it's more of a doubles thing due to its short duration.
 
Also I have had major success with this team.
Only problem is a slight Mence weakness but I have Scizor for that.
 
Tailwind

Type Power Accuracy PP Priority Damage Target Flying - - 30 0 - User party For 3 turns, Pokemon on the user's team have their Speed doubled. This does not count as a stat boost. This effect remains even if the user switches out
 
Incidentally, it only lasts for three turns on Shoddy, that's for sure. :0 I don't know if how many turns it lasts for in-game is different, but it's just not effective at all here, which is too bad, because it's an interesting concept.... No, Trick Room is generally better for making slow things faster. :\ Maybe in Gen 5 they'll extend the duration of Tailwind.
 
I can see you are having an argument whether tailwind is 3 or 5 turns. I'll tell you this, it's 3 turns, not 5, but I'm just gonna go to the rate.

1) Latias, first off, no focus sash, it isn't frail. Roost + Focus sash, doesn't make a great combo. Shadow Ball? Are you serious? Shadow Ball provides NO coverage whatsoever, at least replace it with dragon pulse for both STAB and better coverage.

2) Choice Band Tyranitar in a team that relies on a 3/5 turn lasting move? No. Just no. You waste turns switching out Tyranitar all the time from opponents who resist the attack. At the very least change it to a life orb, and replace superpower with Earthquake or Aqua Tail.

3) Change Gliscor to a defensive supporter set, to get the ability to set up stealth rock, tailwind, taunt, and other moves.

4) Replace Scizor's Double hit with Brick Break/Superpower, and like I said, a choiced item in a team that relies on a 3/5 turn based move doesn't work.

5) Replace MagmaStorm with Fire Blast, Taunt with Dragonpulse/HPGrass/HPIce, and if you want, replace will-o-wisp with explosion.

6) Replace dragonite's stone edge with roost.

Tailwind isn't a reliable move in single battles, IMO, it's more of a doubles strategy.
 
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