The K1NG






I decided to retire this team a few days ago. This has been my favorite DPP OU team so far, combing offense and defense in one team. It also has been my most succesful team so far, peaking #1 on the Smogon server of Pokemon Online. This obviously doesn't mean that much anymore as not much players actively play DPP OU, but I'm still proud of it.
I made the early versions of the team with SOMALIA, who used to be my tutor. This is also why this team is named The K1NG, as a tribute to K1NG SOMALIA!

Jirachi @ Choice Scarf
Trait: Serene Grace
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Trick
- Stealth Rock
- Iron Head
- U-turn
Jirachi leads off the team, and sets up the always-important Stealth Rock. Usually though, I don't Stealth Rock first turn as, while it does give me the advantage of getting rocks up turn one, I lose a lot of momentum by being forced to switch out. Instead, I use the fact that Jirachi can threaten common leads such as Azelf and Aerodactyl, or U-Turn against leads that threaten me such as Heatran, and switch in Starmie to have the advantage, even though I don't have rocks up. Most of the leads that threaten Jirachi are usually beaten by Starmie, so I can spin those hazards away early. Heatran usually Explodes turn 2 when Starmie is in, so my opponent won't be able to get rocks up while I do.
Trick also is a move I like to use Turn 1, locking my opponent in a move, meaning I can either switch to a Pokemon on my team who can take advantage of that move in case it's an attacking move, or Stealth Rock or U-turn on the switch when it's a supporting move like Stealth Rock. Iron Head is my STAB move, and is also useful for revenge killing stuff like Tyranitar or Dragonite in case I mess up. Iron Head can also be used in case I'm in a losing position, and hope to get a couple of flinches.
Basically, I just try to use Jirachi in a way that gives me momentum from the start. If I can set up Stealth Rock along the way, that's just a bonus. It's usually not that hard to get Stealth Rock up some turns later in the game, and I like to have the game's momentum right from the start. I usually only use Stealth Rock when I can still get the momentum while using it, or if I expect my opponent to use U-turn as well.

Skarmory (M) @ Leftovers
Trait: Keen Eye
EVs: 252 HP / 4 Def / 252 SDef
Impish Nature (+Def, -SAtk)
- Spikes
- Roost
- Whirlwind
- Brave Bird
Skarmory sets up Spikes, adding more to the residual damages. This is useful as my team forces a lot of switches with Infernape, Starmie and Shaymin and making the opponent take Spikes damage every time they switch wears them down pretty quickly. Skarmory gets ton of opportunities to set them up, as he has great physical bulk, even with no Defense EVs, and great typing to wall most physical attackers. The only physical attackers this thing can't beat are Infernape, and Swords Dance users such as Lucario. The first is walled by Starmie, while the second is walled by Rotom-W. He also has decent special bulk when invested, and cool typing too to set up on the majority of special attackers, such as Gengar and Celebi. Of course, strong special attackers still force him out, such as Jolteon or Starmie, but they are handled by the rest of the team.

Rotom-W @ Leftovers
Trait: Levitate
EVs: 252 HP / 200 Def / 56 SDef
Bold Nature (+Def, -Atk)
- Rest
- Sleep Talk
- Thunderbolt
- Will-O-Wisp
Every team with Spikes needs a spinblocker. Rotom-W was really the only one I considered for this slot, as I wanted one that's bulky, and has a way of recovering when it's low on health to avoid being easily taken down, and getting my precious entry hazards spinned away after. RestTalk is obviously the set I chose to have that recovery, as well as great bulk. With his great physical bulk, as well as Will-O-Wisp, there's no way Tyranitar is trapping this guy. He can also handle the physical threats Skarmory can't, burning them with Will-O-Wisp. Will-O-Wisp is really useful here as it effectively neuters most physical attackers, and also adds to the residual damage. I chose Thunderbolt over Shadow Ball as my STAB move, because it's more powerful, and also hits important threats like Scizor and Tyranitar harder.

Infernape (M) @ Choice Scarf
Trait: Blaze
EVs: 60 Atk / 252 SAtk / 196 Spd
Naive Nature (+Spd, -SDef)
- Fire Blast
- Close Combat
- U-turn
- Hidden Power [Ice]
This guy is easily my MVP. He forces a lot of switches, and abuses that with U-turn to rack up entry hazard damage and switch to an appriopate for the mon they switched in. He forms a great core with Jirachi doing that, as they rack up hazard damage quite quickly. Infernape can also revenge kill a lot of dangerous threats, as with his great STAB moves, U-turn and Hidden Power Ice, there's really only one thing that can't be revenge killed by this guy, and that is Gyarados, who is easily handled by the rest of my team.
Another thing I love about this Infernape is that he often do a lategame sweep for me. With Spikes and Stealth Rock up, Infernape in Blaze range, and the opponent's team weakened, there's not much that is able to take a Fire Blast. I can usually scout the opponent's team fairly early in the battle, and see if Infernape can get a lategame sweep like that, whether it is with Fire Blast, Hidden Power Ice or Close Combat. After that, I try to weaken the members that are able to take that attack while setting up entry hazards, and Infernape can usually finish the opposing team in the lategame.

Starmie @ Life Orb
Trait: Natural Cure
EVs: 56 HP / 200 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Surf
- Thunderbolt
- Rapid Spin
- Recover
Starmie basically has two roles on this team: countering Fire-types and spinning. If my opponent uses a Stealth Rock Heatran as a lead, I have no problem sacrificing Starmie when Heatran has already fainted to spin away the hazars, as their entry hazard setter is gone, as well as Heatran, so the need for Starmie is minimal then.
While Starmie is mainly used for spinning, he can also force quite some switches with his Life Orb-boosted Surf and Thunderbolt, as well as deal out good damage to anything that's not a Grass-type, who are usually setup fodder for Skarmory.
Surf is chosen as my STAB move over Hydro Pump as missing against Heatran or Infernape could be crucial and could cost me the match. Thunderbolt is my coverage move, as hitting Water-types is more important to me, as Grass and Dragon-types are usually setup fodder for Skarmory.

Shaymin @ Leftovers
Trait: Natural Cure
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Leech Seed
- Earth Power
- Seed Flare
- Hidden Power [Fire]
Shaymin helps me beat Water-types, and heals my team members up with Leech Seed. I was doubting between Wish and Leech Seed, but in the end, I decided that Leech Seed was the better choice as it adds to the residual damage and also helps forcing switches. Shaymin was chosen over any other Grass-type because of Seed Flare. Seed Flare has that nifty SpD drop, and it forces a lot of switches.
I can sometimes also sweep with Shaymin against slower, bulkier teams. Not much can take an attack from this at -2 besides Dragonite, who is setup fodder for Skarmory. After Shaymin has swept, Infernape can usually finish off the team if there is anything left, as Shaymin can take out the Water-types Infernape has trouble with.
Earth Power is my main coverage move, hitting Heatran and hitting most Steel-types in general for hard damage. Hidden Power Fire hits Skarmory and Scizor, and is chosen over Hidden Power Ice because Dragonite is usually setup fodder for Skarmory, or can easily be revenge killed by Infernape.