Admittedly, 2000 means nothing on the super inflated ladder. The things people use can be pretty funny... I'm not the best player, but mostly UU and under pokemon got me to 2000? Tells you something. So please, give me your thoughts. (:
Funny thing is, they actually cover a lot of relevant threats in the metagame.
This didn't start off as a serious team (and... still isn't really, it just does well). It was like -- let's see what happens when I put 6 pressure pokemon on one team. Then I realize I couldn't find a 6th I wanted so I put in ditto to prevent set up sweeping.
The goal of this team was to just experiment with some of the pokemon that could really shine in OU. I want some diversity, not Rotom-W, Talonflame, and Genesect + Offensive mega on every team. There are plenty of viable pokemon out there.
Team at a glance:
TheOne (Deoxys-Defense) @ Leftovers
Ability: Pressure
EVs: 200 SDef / 252 HP / 56 Def
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Magic Coat
- Spikes
- Recover
My lead. Magic Coat is the best freaking move on deoxys-d. Everyone expects an uninvested base 90 taunt or just simply stealth rocks or spikes. Magic Coat pretty much beats all other leads, as even landorus-t or tyranitar set up rocks before going for the u-turn or crunch/pursuit respectively. It usually gets way more than SR + 1 layer, a lot of times it has gotten all 3 layers of spikes up. I honestly couldn't care less for defog, as my goal is to pressure stall -- not rack up residual damage. Most defog users can't do any damage to deoxys-d anyway, as I can recover off the damage. Even when scizor comes in to defog + u-turn, I just recover after the u-turn and keep setting up, while sucking up all the pp. I like to keep deoxys-d alive just to use as a pivot, while of course draining pp. It doesn't matter that it doesn't have an attacking move, that's not the point. I've never been in a situation where I've needed to attack.
Aureolin (Zapdos) @ Leftovers
Ability: Pressure
EVs: 240 SDef / 252 HP / 16 Spd
Calm Nature
IVs: 0 Atk
- Substitute
- Roost
- Heat Wave
- Discharge
Zapdos is honestly amazing. It's my special wall, easily either pressure or toxic stalling out everything that it outspeeds. A lot of moves like hydro pump and stone edge only have 8 pp, meaning I only need to sub 3 times and roost once and it's gone. Even stuff that has 24 pp doesn't scare me at all. I don't need any speed investment as most Rotom-W don't run any speed, but will-o-wisp honestly wouldn't matter that much anyway. It easily checks special lucario, resisting both its stabs. This set is walled by excadrill, but suicune laughs at it. Zapdos takes all the special hits (grass & water aimed at suicune), and Suicune in return takes the ice and rock moves (we all know rock moves are physical).
Cerulean (Suicune) @ Leftovers
Ability: Pressure
EVs: 252 Def / 252 HP / 4 SDef
Bold Nature
IVs: 0 Atk
- Calm Mind
- Scald
- Rest
- Sleep Talk
CroCune is back, I don't care what everyone else says. With no 100% accurate thunders and nearly no grass moves lying around (except giga drain mega venusaur, solar beam mega charizard-y and energy ball genesect), Suicune easily sets up late game and most of the time sweeps. It has huge physical bulk, and if you want a benchmark, +2 Cloyster rock blast does like 40%. Easily the star of my team, a status absorber and great physical wall. Rotom-W doesn't actually scare it since it has to switch out, and after a calm mind boost it doesn't matter anyway.
FieryLight (Entei) @ Choice Band
Ability: Pressure
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- Sacred Fire
- Extreme Speed
- Iron Head
- Bulldoze
So Entei got sacred fire this gen, so I had to try it out. The banded set works great, and I lead with it if I know they're leading with genesect, simple as that. Burning things only adds to the bulk of all my pokemon, extreme speed is extremely nice for late game cleaning (usually I don't need to). I really only switch this in against steels (save heatran) and nothing else since I don't want it taking too much damage. The most important role entei serves is breaking dragonite's multiscale or breaking a sub last minute so ditto can transform. I've never had a game where ditto can't transform, so it's all about smart thinking.
Dianthus (Venusaur) @ Venusaurite
Ability: Overgrow
EVs: 4 SDef / 252 HP / 252 Def
Bold Nature
- Earthquake
- Giga Drain
- Synthesis
- Sludge Bomb
Mega Venusaur, THE stall pokemon. This guy replaced dusclops, who had a very important niche, but whatever. I now have one of the best conkeldurr counters in the game, as well as a physical wall to switch into bisharp (annoying af). Earthquake owns heatran and bisharp, sludge bomb for nice stab with chansey to poison and giga drain and synthesis are staples IMO.
DreamFlight (Ditto) @ Choice Scarf
Ability: Imposter
Happiness: 0
EVs: 252 Def / 248 HP / 8 SDef
Bold Nature
IVs: 30 Atk / 30 Def
- Transform
I don't have a mega, but most games I end up having a scarfed one at +2. Not bad, huh. IVs give hidden power ice. The mere presence of this thing prevents setting up beyond +1. Slow CM / bulk up users are pressure stalled by zapdos, and volcarona is handled by zapdos (toxic, then stall as long as possible), then either sending in ditto or extreme speed entei. Ditto does its job by preventing setting up and revenge killing. Without setting up, very few things are getting past the 4 bulky pokemon, and the ones that can get through one are frail enough to be revenge killed by extremespeed after some damage.
Relevant threats:
Rotom-W is stalled out by Zapdos, and Suicune after a CM boost.
Talonflame is beaten by Suicune.
Genesect -> Entei & Dusclops (Scarfed genesect can't really sweep, it just u-turns lol)
Mega Lucario (Special) -> Zapdos, Mega Lucario (Physical) -> Dusclops easily takes 2 crunches and burns
Mega Charizard-Y is hard for me to handle if I don't have stealth rocks up. Sometimes I'll just pain split with dusclops until dusclops dies, then revenge kill with extreme speed. If rocks are up Char-y isn't a problem.
Mega Charizard-X -> Suicune, if it sets up ditto eats everything alive on the other team.
Mega Venusaur -> stalled out by zapdos, deoxys-d can actually just recovery every two turns, can't hurt dusclops which can burn it
Aegislash (physical) -> burned by scald or will-o-wisp from Suicune or dusclops respectively.
Aegislash (special) -> stalled and just killed by zapdos.
Deoxys-S -> isn't that powerful at all (anything can take a hit from that), and never expects magic guard on deo-d when it tries to taunt it. Not really a threat at all, suicune has scald, dusclops has shadow sneak, etc.
Heatran -> Heatran is the worst. If it has roar I can't hit it with suicune much, but since everything has a decent way of healing it doesn't matter too much.
Garchomp -> Suicune, ditto if it sets up.
Manaphy -> Ditto if it sets up, Zapdos can take a hit and use thunderbolt as either ditto or entei revenge kills.
Thundurus-I -> Zapdos, hp ice is weak.
Lati@s -> anything, really.
Mega Pinsir -> Suicune, Zapdos, and Dusclops can all switch in an retaliate, Entei and Ditto can both revenge kill.
Funny thing is, they actually cover a lot of relevant threats in the metagame.
This didn't start off as a serious team (and... still isn't really, it just does well). It was like -- let's see what happens when I put 6 pressure pokemon on one team. Then I realize I couldn't find a 6th I wanted so I put in ditto to prevent set up sweeping.
The goal of this team was to just experiment with some of the pokemon that could really shine in OU. I want some diversity, not Rotom-W, Talonflame, and Genesect + Offensive mega on every team. There are plenty of viable pokemon out there.
Team at a glance:
TheOne (Deoxys-Defense) @ Leftovers
Ability: Pressure
EVs: 200 SDef / 252 HP / 56 Def
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Magic Coat
- Spikes
- Recover
My lead. Magic Coat is the best freaking move on deoxys-d. Everyone expects an uninvested base 90 taunt or just simply stealth rocks or spikes. Magic Coat pretty much beats all other leads, as even landorus-t or tyranitar set up rocks before going for the u-turn or crunch/pursuit respectively. It usually gets way more than SR + 1 layer, a lot of times it has gotten all 3 layers of spikes up. I honestly couldn't care less for defog, as my goal is to pressure stall -- not rack up residual damage. Most defog users can't do any damage to deoxys-d anyway, as I can recover off the damage. Even when scizor comes in to defog + u-turn, I just recover after the u-turn and keep setting up, while sucking up all the pp. I like to keep deoxys-d alive just to use as a pivot, while of course draining pp. It doesn't matter that it doesn't have an attacking move, that's not the point. I've never been in a situation where I've needed to attack.
Aureolin (Zapdos) @ Leftovers
Ability: Pressure
EVs: 240 SDef / 252 HP / 16 Spd
Calm Nature
IVs: 0 Atk
- Substitute
- Roost
- Heat Wave
- Discharge
Zapdos is honestly amazing. It's my special wall, easily either pressure or toxic stalling out everything that it outspeeds. A lot of moves like hydro pump and stone edge only have 8 pp, meaning I only need to sub 3 times and roost once and it's gone. Even stuff that has 24 pp doesn't scare me at all. I don't need any speed investment as most Rotom-W don't run any speed, but will-o-wisp honestly wouldn't matter that much anyway. It easily checks special lucario, resisting both its stabs. This set is walled by excadrill, but suicune laughs at it. Zapdos takes all the special hits (grass & water aimed at suicune), and Suicune in return takes the ice and rock moves (we all know rock moves are physical).
Cerulean (Suicune) @ Leftovers
Ability: Pressure
EVs: 252 Def / 252 HP / 4 SDef
Bold Nature
IVs: 0 Atk
- Calm Mind
- Scald
- Rest
- Sleep Talk
CroCune is back, I don't care what everyone else says. With no 100% accurate thunders and nearly no grass moves lying around (except giga drain mega venusaur, solar beam mega charizard-y and energy ball genesect), Suicune easily sets up late game and most of the time sweeps. It has huge physical bulk, and if you want a benchmark, +2 Cloyster rock blast does like 40%. Easily the star of my team, a status absorber and great physical wall. Rotom-W doesn't actually scare it since it has to switch out, and after a calm mind boost it doesn't matter anyway.
FieryLight (Entei) @ Choice Band
Ability: Pressure
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- Sacred Fire
- Extreme Speed
- Iron Head
- Bulldoze
So Entei got sacred fire this gen, so I had to try it out. The banded set works great, and I lead with it if I know they're leading with genesect, simple as that. Burning things only adds to the bulk of all my pokemon, extreme speed is extremely nice for late game cleaning (usually I don't need to). I really only switch this in against steels (save heatran) and nothing else since I don't want it taking too much damage. The most important role entei serves is breaking dragonite's multiscale or breaking a sub last minute so ditto can transform. I've never had a game where ditto can't transform, so it's all about smart thinking.
Dianthus (Venusaur) @ Venusaurite
Ability: Overgrow
EVs: 4 SDef / 252 HP / 252 Def
Bold Nature
- Earthquake
- Giga Drain
- Synthesis
- Sludge Bomb
Mega Venusaur, THE stall pokemon. This guy replaced dusclops, who had a very important niche, but whatever. I now have one of the best conkeldurr counters in the game, as well as a physical wall to switch into bisharp (annoying af). Earthquake owns heatran and bisharp, sludge bomb for nice stab with chansey to poison and giga drain and synthesis are staples IMO.
DreamFlight (Ditto) @ Choice Scarf
Ability: Imposter
Happiness: 0
EVs: 252 Def / 248 HP / 8 SDef
Bold Nature
IVs: 30 Atk / 30 Def
- Transform
I don't have a mega, but most games I end up having a scarfed one at +2. Not bad, huh. IVs give hidden power ice. The mere presence of this thing prevents setting up beyond +1. Slow CM / bulk up users are pressure stalled by zapdos, and volcarona is handled by zapdos (toxic, then stall as long as possible), then either sending in ditto or extreme speed entei. Ditto does its job by preventing setting up and revenge killing. Without setting up, very few things are getting past the 4 bulky pokemon, and the ones that can get through one are frail enough to be revenge killed by extremespeed after some damage.
Relevant threats:
Rotom-W is stalled out by Zapdos, and Suicune after a CM boost.
Talonflame is beaten by Suicune.
Genesect -> Entei & Dusclops (Scarfed genesect can't really sweep, it just u-turns lol)
Mega Lucario (Special) -> Zapdos, Mega Lucario (Physical) -> Dusclops easily takes 2 crunches and burns
Mega Charizard-Y is hard for me to handle if I don't have stealth rocks up. Sometimes I'll just pain split with dusclops until dusclops dies, then revenge kill with extreme speed. If rocks are up Char-y isn't a problem.
Mega Charizard-X -> Suicune, if it sets up ditto eats everything alive on the other team.
Mega Venusaur -> stalled out by zapdos, deoxys-d can actually just recovery every two turns, can't hurt dusclops which can burn it
Aegislash (physical) -> burned by scald or will-o-wisp from Suicune or dusclops respectively.
Aegislash (special) -> stalled and just killed by zapdos.
Deoxys-S -> isn't that powerful at all (anything can take a hit from that), and never expects magic guard on deo-d when it tries to taunt it. Not really a threat at all, suicune has scald, dusclops has shadow sneak, etc.
Heatran -> Heatran is the worst. If it has roar I can't hit it with suicune much, but since everything has a decent way of healing it doesn't matter too much.
Garchomp -> Suicune, ditto if it sets up.
Manaphy -> Ditto if it sets up, Zapdos can take a hit and use thunderbolt as either ditto or entei revenge kills.
Thundurus-I -> Zapdos, hp ice is weak.
Lati@s -> anything, really.
Mega Pinsir -> Suicune, Zapdos, and Dusclops can all switch in an retaliate, Entei and Ditto can both revenge kill.
Code:
Entei @ Choice Band
Ability: Pressure
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- Sacred Fire
- Extreme Speed
- Iron Head
- Bulldoze
Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 240 SDef / 16 Spd
Calm Nature
IVs: 0 Atk
- Substitute
- Roost
- Heat Wave
- Discharge
Deoxys-Defense @ Leftovers
Ability: Pressure
EVs: 252 HP / 200 Def / 56 SDef
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Magic Coat
- Spikes
- Recover
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature
- Giga Drain
- Sludge Bomb
- Earthquake
- Synthesis
Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
IVs: 0 Atk
- Calm Mind
- Scald
- Rest
- Sleep Talk
Ditto @ Choice Scarf
Ability: Imposter
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
IVs: 30 Atk / 30 Def
- Transform
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