Team Synergy ftw

Here we go. Might be worth noting ahead of time that I don't like competitively using overused or legendary Pokemon and that reflects on all of my choices here. I've listed weaknesses and resistances as well, because I figure it's important enough to include in a team that wants balance all over. Underlined weakness are either a double weakness or appear more than once (in this team, no weakness appear more than twice anywhere). Having fun is important to me even in my competitive teams, but that doesn't mean I don't want to make it better - any and all criticism is welcome.

OU Fun

Drapion@Leftovers
Nature: Impish (-Sp Attack, +Defense)
EVs: 252 HP, 252 Defense, 4 Speed
Ability: Battle Armor
Moveset:

Crunch / Ice Fang
Knock Off
Toxic Spikes
Whirlwind

Weak: Ground
Resist: Psychic (Immune), Grass, Poison, Dark, Ghost

He eats physical attacks that aren't called Earthquake for breakfast and is fun to open with; I like seeing how many I can poison and how many items I can Knock Off before he's gone. Usually it's cleanup by the time he's finished, between switching out of earthquakes and special sweepers.

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Exeggutor@Heat Rock / Focus Sash
Nature: Modest (-Attack, +Sp Attack)
EVs: 252 Sp Attack, 252 Speed, 4 HP
Ability: Chlorophyll
Moveset:

Sunny Day
Synthesis
Solar Beam
Psychic

Weak: Bug (x4), Ice, Fire, Poison, Flying, Ghost, Dark
Resist: Ground, Water, Grass, Electric, Psychic, Fighting

While HP Fire could be considered better than Psychic here, I prefer the versatility Psychic provides in that the only thing I can't really hurt is Houndoom, who I'd definitely switch on either way. Plus Psychic does more damage and provides better type coverage for the team as a whole.

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Mismagius@Leftovers
Nature: Timid (-Attack, +Speed)
EVs: 112 HP, 88 Sp Attack, 56 Sp Defense, 252 Speed
Ability: Levitate
Moveset:

Pain Split
Will-o-Wisp
Shadow Ball
Hidden Power [Fighting]

Weak: Ghost, Dark
Resistant: Normal (Immune), Fightning (Immune), Ground (Immune), Bug, Poison

Triple Immunities are always fun. Great supporter of Drapion, being immune to it's only weakness and it being resistant to both of Mismagius's weaknesses. She tanks special where Drapion eats physical, etc. She's also insanely annoying in that Will-o-Wisp cuts down physical sweepers (that are immune to Toxic), she has Pain Split, and perfect type coverage. EV spread may look weird but it allows for max speed (to outspeed Modest Gengar, mainly) while still providing the ability to take hits and deal some damage. Pain Split really is the most important attack in this set, forcing switches on half the Pokemon that are bigger than she is.

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Lapras@Leftovers
Nature: Modest (-Attack, +Sp Attack)
EVs: 128 HP, 124 Defense, 252 Sp Attack, 4 Sp Defense
Ability: Water Absorb
Moveset:

Thunderbolt
Ice Beam
Hydro Pump
Sing

Weak: Grass, Electric, Fighting, Rock
Resistant: Ice (x4), Water

I don't really like sing because the team has Burning and Toxic Spiking but I don't know what else to do with this one. I'd RestTalk it but I don't want to lose Hydro Pump, as it is my only water attack. Any suggestions here?

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Arcanine@???
Nature: Adamant (-Sp Attack, +Attack)
EVs: 4 HP, 252 Attack, 252 Speed
Ability: Flash Fire
Moveset:

Flare Blitz
Extremespeed
Thunder Fang
Overheat

Weak: Water, Ground, Rock
Resist: Fire (Immune), Grass, Bug, Ice

If there is a more straightforward sweeper I'd like to see it. I like him here for type variation, for a monstrous Sunny Day bonus to those overpowered fire attacks, and because Extremespeed is awesome. Overheat is especially nice to smoke Skarmory and other physical walls expecting to get away easy. Eats fire attacks and Lapras eats it's water attacks if it's even necessary, since I usually want Sunny Day going when this guy is brought to bear (generally in defense of Exeggutor due to fire-eating and very well suited resistances). I'm not sure what to use as an item here because I'm reluctant to lock him into a single move with the Choice Sash. Choice Band feels alot more useful but it's completely wasted on Overheat. I want Life Orb more than anything but I'm afraid the recoil would kill him really, really fast. Suggestions based on experience would be helpful here.

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Granbull@Toxic Orb
Nature: Jolly (-Sp Attack, +Speed)
EVs: 4 HP, 252 Attack, 252 Speed
Ability: Quick Feet
Moveset:

Protect
Heal Bell
Return
Earthquake

Weak: Fighting
Resistant: Ghost (Immune)

I thought this out better than it looks. Protect is to live a turn and let the poison kick in, where your speed doubles. You now outspeed almost anything in the game and proceed to sweep and (no, seriously, keep reading) act as an emergency Cleric. Return does wicked damage with STAB and 120 base attack, and EQ covers most Pokemon that are resistant to it. I'm worried about ghosts, but I don't have any concievable way of fitting in Crunch to this moveset spare ripping off Protect, which is the only thing ensuring a survival before the orb kicks in. I have enough others to deal with Skarmory, though; I would've used Close Combat over EQ but every team needs at least one EQ. The Poison also prevents Burn cutting attack and Paralysis cutting speed as well as the random freeze. Also, Heal Bell resets the Poison, for all it's worth.

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That's the team. Granbull was thrown in at the very last minute and I'm not sure if it's really even usable, much less useful; I just wanted Earthquake, something to eat Ghosts, and something to deal with my complete lack of protection against Status, and one thing led to another and the next thing I knew I was looking at Granbull. That's what I've got so far - mostly BL stuff, but what I see as pretty well balanced. Any and all suggestions are gladly accepted here. Thanks in advance.

EDIT: I read on Serebii that Quick Feet doubles speed, but the database here said it only gives a 1.5 boost. Which is the accurate one?
 
If you wanna keep Arcanine for OU use: Charcoal b/c it gives an always 20% boost to both its fire attacks, which lets him hit from both sides of the Spectrum...

Otherwise change your entire team... I let you keep Drapion b/c I figured you like him. You can replace him with Tentracruel/Forretress if you like.

So Spiritomb over Mismagous

Spiritomb

Leftovers Careful
Moveset EVs 52 HP / 140 Atk / 116 SpD

~ Sucker Punch
~ Taunt
~ Pain Split
~ Will-O-Wisp

This set is displayed first as it is probably the most useful for the metagame. Spiritomb can switch into every Psychic Pokémon, including and especially Azelf, with impunity, and hit them back hard with Sucker Punch or Pursuit. Pain Split heals damage and works well with Spiritomb’s low HP stat, and Will-O-Wisp messes around with physical Pokémon who think they can switch in and hit you from the physical side, only to get burned.
This set is good for a starter Spiritomb, since it has the defenses to survive most opening attacks, and cripple starting physical attackers like Weavile by burning them. It can also survive a Choice Specs Draco Meteor from Salamence and Pain Split away most of the damage, reducing Draco Meteor’s precious PP by 2 in the process because of Pressure. 140 Attack EVs give Spiritomb a slight chance (1/13) of OHKOing Azelf with Sucker Punch.
The problem with this set is that any non-Psychic special based Pokémon that can boost its Special Attack can switch in and setup on Spiritomb. To correct this, you can replace Sucker Punch or Pursuit with Taunt.

Scarf Heracross over Granbull.

Heracross
104 HP / 252 Atk / 152 Spe
Choice Scarf
Guts
Adamant
Moveset EVs

~ Megahorn
~ Close Combat
~ Stone Edge
~ Pursuit / Night Slash / Sleep Talk

Choice is in reference to the items and the popularity of this Heracross set. With a Choice Band boost Heracross is incredibly powerful and few Pokémon can survive hits from his 120 base power dual STAB moves, Megahorn and Close Combat. Flying-types ruin the fun, but that's where Stone Edge comes in to at least 2HKO the majority of Heracross' airborne foes.
Pursuit works great on the brawling bug, as it punishes fleeing opponents and is particularly useful against slower Psychic-types who switch out, fearing a Megahorn. Night Slash allows Heracross to 2HKO Dusknoir in case it stays in, predicting a Pursuit. Sleep Talk is also a good option in the last slot if you are in need of a sleep absorber. Heracross can switch in with relative safety against many sleep inducers, such as Milotic, Gengar, Breloom, and Tangrowth. Bear in mind that Sleep Talk will fail after the first use due to the restrictions of Choice items, so you will have to switch out.
In a big turnaround from the previous generation, not even Skarmory can risk switching into Choice Band Heracross as Close Combat will 2HKO the steel bird. Sounds scary, doesn't it? We haven't even gotten to Guts yet. If 574 Attack wasn't enough, Heracross can gain a further boost by switching into a status move. With Choice Band and Guts activated, Heracross will essentially be operating with over a "free" Swords Dance every time he unleashes his attacks.
Although he lacks the monstrous power provided by Choice Band, Choice Scarf Heracross is still a potent threat. He outspeeds almost everything—aside from other Choice Scarf users, of course—with the Scarf attached and still boasts an Attack of 383.



Gliscor over Arcanine, to absorb EQs directed at Drapion.

Gliscor
Support

252 HP / 4 Atk / 252 Def
Item- Leftovers
Sand Veil Impish

Moveset EVs

~ Earthquake
~ Ice Fang
~ Stealth Rock
~ Roost

Gliscor is one of the best Heracross counters in the game. The best Heracross can muster, Stone Edge, does 36% max (barring a critical hit). Aerial Ace allows Gliscor to destroy Heracross in one hit, but even without it Gliscor will still triumph against variants of Heracross without Swords Dance or Bulk Up. Stone Edge and Ice Fang both offer good coverage when combined with Earthquake; the former is better for hitting Gyarados on the switch and for Flying-types in general, while the latter is better against Dragons, 2HKOing Garchomp, Dragonite, and Salamence. Be sure that that you're up against a physical set first, though. Stealth Rock and Knock Off are both useful support moves on defensive Pokemon, and Taunt can be useful for stopping Skarmory from using Spikes / Stealth Rock, Weezing from using Will-O-Wisp, and Gyarados from using Dragon Dance (though you have to Taunt Gyarados on the switch).
Dropping your secondary attack and using two support moves is a viable option, though you're more easily walled. Fortunately, Flying-types that avoid Earthquake will be worn down by Stealth Rock or end up with no item.


Heatran
over Exxeggutor.

Heatran

Rest + Sleep Talk

252 HP / 96 Def / 100 SpA / 60 SpD
Leftovers / Life Orb Modest Moveset EVs

~ Rest
~ Sleep Talk
~ Lava Plume
~ Earth Power

With its sky high Special Attack stat coupled with a strong offensive movepool, Heatran's excellent defenses and useful resistances are often overlooked. This set makes Heatran a fantastic status absorber, as well as a solid special wall.
Lava Plume is a great move on this set, as the 30% burn rate further adds to its survivability, and also discourages Gyarados from freely switching in on it. Earth Power keeps other Fire-types from walling you, and provides the Fire / Ground attacking combo that is resisted by very few Pokemon. The Special Defense drop also allows you to outstall other walls, such as Blissey, 1 on 1. If you don't care about hitting opposing Heatrans, Dragon Pulse is a viable option, as it gives good coverage while also hitting the dragons that resist your main form of attack. It should be noted that Lava Plume's burn rate should already make physical attacking dragons think twice before switching in on Heatran.
Life Orb recoil may seem unwelcome on a set that is meant to take hits, but being able to Rest off the recoil damage makes it a solid alternative to Leftovers.


Vaporeon over Lapras.

Vaporeon

188 HP / 252 Def / 68 SpA
Leftovers Bold

~Wish
~ Surf
~ Ice Beam
~ Hidden Power Electric


Vaporeon is a very effective Wish passer. His high HP and Special Defense help him take hits very well and his respectable Special Attack makes him no small threat offensively either. Surf and Ice Beam are the basis of many a Water types moveset and both are highly recommended for Vaporeon. However, Toxic is a good alternative on something that can stall quite effectively; it's useful for wearing down his fellow Water types and other defensive Pokémon, like Dusknoir. In the last slot, you can use Protect to both heal Vaporeon and scout what your opponent is planning to throw at you. Yawn can induce sleep, but is also somewhat effective at causing switches. Hidden Power Electric deserves consideration to surprise the ever-threatening Gyarados, who can only 3HKO the little aquatic dog even after a boost from Dragon Dance.
 
^^^^^
Did you read the first paragraph?

Might be worth noting ahead of time that I don't like competitively using overused or legendary Pokemon and that reflects on all of my choices here
 
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