Too Gen 4?

Hello, I am a returning player who has had much success with this team during the first few suspect testing rounds, and am hoping it continues to be competitive in the present format.

I'm not going to pretend to be an expert on the current metagame, tbh I looked at the OU usage stats a couple days ago and was bewildered at many of the choices (dragonite #2 wtf? and where is blissey o.O)

Onto the Team:

Machamp @ Choice Band

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No Guard
Adamant (+Atk -SpAtk)
252 Atk 252 HP 4 SpDef

Dynamic Punch
Bullet Punch
Ice Punch
Thunder Punch

I really have no justification for this guy, other than he covers my team member's weakness to Dark and Bug type moves. I used him as my lead in Gen 4, which is why I decided to try him in Gen 5, and he has not disappointed. The 252 HP EVs combined with his already solid base defenses make him decently bulky and can easily switch in on neutral and resisted attacks and then punish with a DynamicPunch coming off of a 588 Atk stat. Few pokemon in the meta resist fighting (and most that do will still be 2HKO by DynamicPunch, not to mention confusion) and even Gliscor takes >25% + rocks and confusion, making it weary of switching in. Every time I am able to safely switch in the champ, my opponent is losing a poke.

Ice Punch is for pesky dragons and Gliscor, allowing easy kills with a bit of prediction. Bullet Punch although base 40 and without stab still hits hard thanks to his massive attack, and can clean up weakened sweepers with ease. Thunder Punch is for punishing Jellicent, as well as giving bolt/beam coverage with Ice Punch. I chose ThunderPunch over EQ since Stab DynamicPunch hitting neutrally provides almost the same coverage, especially since there are no bulky fire/lightning pokemon (minus Zapdos).


Vaporeon @ Leftovers

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Water Absorb
Bold (+Def -Atk)
248 HP 216 Def 44 SpDef

Scald
Protect
Wish
Roar

Vaporeon is my bulky water of choice. I prefer it over Jellicent because of it's unparalleled ability to tank physical hits, as well as brush off neutral special attacks, with little investment. It also has a great healing move, which combined with protect, provides for good mind-games and compliments its burn status spreading. Machamp and Infernape greatly appreciate Wish support as well. Roar is for set-up sweepers, and is used often in place of protect if I expect my opponent to set up that turn i.e. mind games :P It also helps spreading burn and rocks damage. Vaporeon would greatly appreciate toxic to deal with other bulky waters, as I usually have to switch to jirachi, but move space is too tight :/ how I wish I could use Heal Bell and Toxic on this set...


Jirachi @ Leftovers

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Serene Grace
Careful (+SpDef -SpAtk)
252 HP 224 SpDef 32 Spe

Iron Head
Thunder Wave
Stealth Rocks
Wish

The standard para-flinch-rage-quit-inducing Jirachi. As much as I hate its moar hax ability, its effective as always. Standard EV spread as well, although I'm not sure if the 32 Spe are even necessary anymore as I NEVER see jolly Tytar...Rocks over Protect for Ferro, and Iron Head works as a Protect with damage if they're paralyzed. Jirachi and Latios cover each other's weaknesses near perfectly, and is my way of crippling sweepers if Vaporeon is gone. It forces switches like nobody's business, so if my opponent has a ground type or status absorber, I can set up rocks on the switch. Admittedly not the most effective mon to lay rocks, but I usually send it out fairly early game, and my heavy hitters dont require rocks to make a sweep, so their presence isnt crucial enough for me to require a designated entry hazard mon.


Tangrowth @ Leftovers

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Regenerator
Relaxed (+Def -Spe)
252 HP 176 Def 80 SpDef

Leech Seed
Sleep Powder
Power Whip
HP Ice

This is the set Meru gave me. It's physical bulk is phenominal, it tanks and can 2HKO dragonite/terrakion, and 1HKO gliscor/landorus all of which are threats to my team. The 80 SpDef EVs help it take Hydro Pumps/Tbolt from Rotom W, and Draco Meteor from Latios. Leech Seed along with Regenerator greatly increases the longevity of my other mons, and Sleep Powder can cripple threats to Tangrowth, and provide free switch-ins for Infernape or Machamp. Power Whip is for Terrakion and Rotom, and HP Ice is for dragons and gliscor/landy.


Latios @ Expert Belt

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Levitate
Timid (+Spe -Atk)
252 Spe 252 SpAtk 4 Def

Draco Meteor
HP Fire
Surf
Psyshock

Scizor bait. Expert Belt can kill unsuspecting Ferro, Scizor, and Heatran when im assumedly locked into a Draco/Psyshock. Although most good players can immediately tell that I'm not rocking specs, it will still cause extra switches and spread damage with consecutive attacks, or if they just assume that I'm scarfed 9.9 EV spread and moves are all self explanatory, very standard.


Infernape @ Life Orb

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Blaze
Jolly (+Spe -SpAtk)
252 Spe 252 Atk 4 Def

Swords Dance
Fire Punch (thinking of switching to Blaze Kick)
Close Combat
Thunder Punch (thinking of going back to Mach Punch)

IMO the best Swords Dancer in OU. While it lacks the defenses of Terrakion, it resists bullet punch, is immune to Will O Wisp, and dual stabs give it amazing neutral coverage. My team is very unfriendly to Scizor and Dragonite, so priority moves become less of a threat to my already frail defenses being further lowered by CC and life orb recoil. Fire Punch over Flare Blitz because of its accuracy, and doesnt punish me for breaking walls. Thunder Punch over Mach Punch because of the threats of Tentacruel and Jellicent, and most scarfers/ddancers are unphazed by Mach Punch besides terrakion, which is countered by Tangrowth.

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Any suggestions/comments/fixes/rates are appreciated, thanks ;)
 
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