Team Y: Y the heck is Earthquake so annoying....

Welcome to another one of my teams:

This team was built mostly around Muk; I found that having a poison-type handy was good for taking out things like Ludicolo and their pesky rain-dance teams; however, I learned that Muk could use Fire-punch, so he's also my main anti-spiker, taking out the usual spiking candidates: Skarmory and Roserade.

There are a few issues I'd like to go over:

1: Should I get rid of something and put in a rapid-spinner / spin blocker / both, or not...

2: Is there any way of getting rid of this ground-type weakness I seem to be running into...

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Question 1:

My team was built with one thing in mind: taking down those pesky-entry-hazard-producers. I thought Muk would be a good choice because:

1: He can absorb Toxic Spikes
2: His Minor Bulk and Black-Sludge lets him heal off damage from other entry hazards...
3: He can take down hazard-makers

However, I found that I had no way of taking out the entry-hazards once they were there....so I was pondering spinners and spin-blockers; any ideas?


Question 2:

When I began making the team, I found that Muk had an outstandingly big weakness against two things: Physical Psychic attacks, and Ground-type attacks.

Physical psychic attacks were easy; just find a check for both Gallade and Medicham; I found Cresselia had the ability to nullify their stab, and back-lash with some neutral-attacks to drive them away. This also mean that pokemon like Roserade and Skarmory had to fear ice beam (the former of which takes more damage than the latter).

However, many times I ran into a common problem when looking for a counter for ground-types (which were, more often than not, Rock and Ground types): Steel types.

As we all know, Scizor can bullet-punch his way through the enemies, and Bronzong has the ability to use the ever-powerful Grass Knot. However, this gave me a 3 pokemon weakness where something like Gyarados could Earthquake his way and sweep my team!

So I ask that when you reply, please address these questions! Thanks!

and now, without further ado...MY TEAM!

Dragonite (M) @ Life Orb
Ability: Inner Focus
EVs: 252 Atk/4 Spd/252 SAtk
Quiet nature (+SAtk, -Spd)
- Draco Meteor
- Fire Blast
- Extremespeed
- Earthquake

My Anti-Lead Dragonite is here to possibly rid myself of steel-types and other dragon-types; things that Muk can't handle....Earthquake is also there for the land-bound Rock types, which are also a problem for Muk. Since Dragonite also has that 134 base attack, he can take out anything in the enemy-front position and disrupt enemy biorhythm.

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Cresselia (F) @ Leftovers
Ability: Levitate
EVs: 252 HP/252 Def/4 SAtk
Bold nature (+Def, -Atk)
- Reflect
- Moonlight
- Ice Beam
- Thunder Wave

As aforementioned, Cresselia is there partially for taking down the Gallade and Medicham that may attempt to take down Muk by launching something like Psycho Cut. Cresselia can also stall using T-Wave, and support the rest of the team with Reflect, which is nice. Reflect also assists Muk's rather mediocre defense, which is a common problem when facing up against ground-attackers.
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Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP/86 Atk/80 SpA/92 SDef
Sassy nature (+SDef, -Spd)
- Stealth Rock
- Grass Knot
- Payback
- Earthquake

This Bronzong was slightly modified to carry Grass Knot effectively; with Grass Knot on there, I can easily counter the occasional Ground or Rock type (more so Ground-Waters). If Bronzong can do that, then he shouldn't have much problem; his ONLY real problem would have to be the fact that he is susceptible against Moltres and Charizard, both of which resist Earthquake, and both of which can have a foot-hold against Bronzong (in the form of Fire Blast). If there is a way of getting Bronzong to NOT get killed, or if there's even an alternate option of countering Water-grounds while keeping grass-attacks, then please post!
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Scizor (M) @ Life Orb
Ability: Technician
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Swords Dance
- Bullet Punch
- Superpower
- Roost

Scizor is really awkwardly placed; I really have no clue why I put him there. I was looking for an alternate way of countering things like Rhyperior; however, I found out soon that Scizor was really the only thing that could do that.....and that was coming in on a predicted attack, so I guess he's more of a check than a counter. Scizor can easily revenge kill, as we all know, but I don't think that's enough to counter heavy-and-powerful rock-grounders like Rhyperior...
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Ludicolo (M) @ Leftovers
Ability: Rain Dish
EVs: 232 HP/60 Spd/216 SDef
Calm nature (+SDef, -Atk)
- Substitute
- Leech Seed
- Surf
- Protect

Ludicolo was the answer to my water-ground countering problem; or so I thought...it turns out that many things in the metagame today have LOTS OF FLYING TYPE MOVES! Specifically TOGEKISS SWEEPS....I swear, that Ludicolo always gets victimized by that! I thought that I was smart by putting a sub-seeding set to slowly take down those bulky-rocks and bulky-grounds and bulky ground-waters....but nooo....Togekiss always moved in! So if it's possible to mix in an effective ground-water-rock counter while keeping a check on Togekiss, that'd be great!
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Muk (M) @ Choice Band
Ability: Sticky Hold
EVs: 224 HP/252 Atk/32 Def
Adamant nature (+Atk, -SAtk)
- Gunk Shot
- Brick Break
- Fire Punch
- Explosion

And finally, we get to Muk; the core of this team. Like I said, this team is meant almost entirely to take down those who enjoy putting in entry-hazards.

Two things about Muk:

1: I'm not sure whether to put him in the lead position, where most people place their entry hazards; I'm also afraid that he can't do much, since he's usually out-sped by Skarmory and Roserade, which means that Muk usually gets whirl-winded away before his first move. I'm also thinking he could be a viable suicide lead, taking down the lead before the enemy moves, but I'm not sure if he's fast enough or even powerful enough to pull a suicide, even with that Choice Band...if somebody could help me address this concern, thank you very much!

2: Should I keep Fire punch on him? I learned that Fire Punch was really good against Roserades and Skarmories, so I thought that keeping Fire Punch would be effective! Is that a viable option at all?
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And that's my team! Please reply! (wow...short conclusion)
 
It really does not sound like you have tested this team, especially since you're concerned about Moltres, Charizard, Gallade, Medicham, Ryhperior...all easily countered, rarely seen threats. You also say that Fire Punch handles Skarmory, but here's the calc:

41.3% - 49.1% 47.3% - 55.7%

You fall short of 2HKOing the standard spiker, though you do 2HKO Specially defensive Skarmory. Just for fun, here's the calc against max defense, impish Skarmory:

39.5% - 46.7%

While you do actually land quite a bit of damage, Muk simply isn't fit for OU play. If I've guessed correctly and you haven't actually tested this, I'd highly suggest that you go back and do so.

You have an absolutely horrific weakness to BabiriTar, who can set up on Muk using any move other than Explosion and Brick Break and proceed to OHKO every member of your team bar Cresselia (high chance for OHKO after Stealth Rock). Your Bronzong is OHKO'd by Fire Punch after Stealth Rock thanks to you taking the EVs out of defense.
 
Yes, you seem not to have laddered much, as I haven't seen any Medichams lately. XD
But, this team would really appreciate toxic spikes support,
So I would switch your lead to TS Roserade.
 
I DID test it...

Yes, I DID test it....so I guess that means the last people I was up against were all complete and utter noobs....

I was mostly anticipating the coming of those threats that I mentioned above...

As a Disclaimer, Muk is my late game attacker; I didn't mean for him to come in and revenge kill anything; just clean up the rest of the enemy team.

Thanks for your suggestions!
 
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