How did this team come to be? Well I was all frustrated with scizor being such a beast and beating his counters by u-turning and wearing them down and with his technician bullet punch that was oh so beast too. I thought to myself, "moltres would take basically nothing from u-turn and no one expects those things anyway" and I had the start of this team. Basically what it does is use pokemon you wouldn't expect to see in the OU environment while still countering the top threats in OU. This way, I counter my opponents pokes, but they aren't prepared for mine. Anyway, onto the team at a glance:
And now up close:
Moltres@ Choice Scarf ** Hot Wings
Modest
Ability: Pressure
EVs: 252 SpA, 216 Spe, 40 Def
Moveset:
~ Overheat
~ Air Slash
~ U-turn
~ Will-o-wisp
Moltres serves three purposes on my team: beat the opposing lead, scout, wreak massive pain. An overwhelming amount of common leads are OHKOd by Overheat or Air Slash including the common azelf, metagross, jirachi, bronzong, etc. if they aren't holding the Occa Berry. Air Slash lets me flinch some leads before they can SR too, which is a nice added bonus. U-turn lets me scout their switches or flee from a bad matchup and isn't that wimpy in terms of damage, coming from a respectable base 100 attack (although hurt by moltres' nature) Later in the match, moltres can come in with its many useful resistances and deal massive damage with Overheat or Air Slash. Will-o-wisp is for lack of a better move and gives me something to do to a tyranitar switch-in - moltres' greatest nemesis after stealth rock.
Speaking of stealth rocks...
Hitmontop@ Leftovers ** Beyblade
Impish
Ability: Intimidate
EVs: 252 HP, 72 Spe, 184 Def
Moveset:
~ Rapid Spin
~ Close Combat
~ Toxic
~ Stone Edge
Hitmontop is Moltres' best friend. He's one of the best t-tar counters with intimidate and resistance to its STABs, and he can rapid spin away those dreaded stealth rocks. Close Combat is so this team can do something to that fat Blissey and it's also his strongest attack. Toxic lets me beat the ghosts that block my spin. SE is almost filler, but it has good type coverage with close combat. Now the big question - why not a better spinner? Well, I think that Hitmontop is better for my team than starmie, forrey, or tentacruel because intimidate helps a lot, it answers t-tar, and no one expects this thing. It also has a handy bug resist for scizor. Speed EVs are to outrun adamant 252 speed t-tar.
Porygon2@ Leftovers ** The Ugly Duckling
Bold
Ability: Trace
EVs: 252 HP, 216 Def, 40 SpA
Moveset:
~ Discharge
~ Ice Beam
~ Recover
~ Thunder Wave
Standard P2 works really well. It is one of the game's best answers to the dragon dancers Gyara and Mence, it beats flygon's EQ, checks vaporeon, jolteon, heatran and the like, and even has revenged a dugtrio for me with arena trap. Discharge is for the paralysis chance and to take out gyarados. Ice beam gives me a boltbeam and lets me beat mence. Recover is for recovery (duh) and t-wave lets me control the field and helps because my team is pretty slow.
Slowbro@ Leftovers ** Once Bitten, Forever Smitten
Bold
Ability: Own Tempo
EVs: 252 HP, 216 Def, 40 SpA
Moveset:
~ Surf
~ Slack Off
~ Thunder Wave
~ Flamethrower / ?
In one word, slowbro is awesome. Surf is for STAB, slack off is for recovery, t-wave is to slow things down and give me control of the game, flamethrower is because I couldn't think of anything else to put in this slot, and it's helpful because scizor likes to switch in on Slowbro. I would like suggestions for move changes on Slowbro, because there's probably some good idea I hadn't thought of that could go here. For my team, slowbro is an awesome physical wall and can take fighting attacks all day.
Registeel@ Leftovers ** Chunks
Impish
Ability: Clear Body
EVs: 252 HP, 128 Def, 128 SpD
Moveset:
~ Stealth Rock
~ Explosion
~ Ice Punch / ?
~ Earthquake / ?
Registeel is a beast of a wall and is my answer to latias and other dragon-type attacks. Very few neutral attacks can 2HKO him, so he can usually be used as a sacrifice with explosion. Registeel forces switches nicely, so he can use that time to set up SR for me. EQ is a nice for hitting jolteon, heatran, etc. and ice punch hits dragons and such, but I don't find it doing that great damage. I'm considering changing the attacks on this thing and would appreciate your input on that.
Lanturn@ Leftovers ** Skippy
Bold
Ability: Volt Absorb
EVs: 40 HP, 80 Spe, 136 SpA, 252 SpD
Moveset:
~ Surf
~ Discharge
~ Ice Beam
~ Confuse Ray / ?
Lanturn acts as a kind of special wall through his unique typing and good resistances to the common special attacking types - electric, water, ice, and fire. Surf and discharge provide powerful dual stab, and ice beam covers stuff like zapdos and celebi. Grass Knot is pretty weak to him too. After all, Lanturn is the "Light Pokémon" according to the pokedex and GK only has 40 base power on him. Confuse ray is another filler but it's what I use when I'm having trouble predicting.
Well that's my team. It has a little trouble with OU stall teams because they can usually outlive my guys and I have no real sweepers. I win by gradually whittling down the opposing team to nothing, but that doesn't work with stall teams, so advice on that would be appreciated.
Threat List (and my way of handling them)
1 Scizor - Moltres, Registeel (for the u-turn), Slowbro (for the superpower), Hitmontop
2 Salamence - Porygon2, Registeel
3 Heatran - Moltres (dodge the earth power), Porygon2, Slowbro, Lanturn
4 Gyarados - Porygon2, Hitmontop (Intimidate), Slowbro (paralyze)
5 Metagross - Moltres, Registeel (takes explosion and MM), Slowbro
6 Infernape - Moltres (Mixed/Special versions), Slowbro (mixed to an extent and physical versions)
7 Tyranitar - Hitmontop, Registeel
8 Blissey - Hitmontop, Registeel (explode)
9 Latias - Registeel, Slowbro/Porygon2 (paralyze)
10 Swampert - Slowbro/Porygon2 (gradually whittle it down), moltres (burn the switchin)
11 Gengar - Lanturn, Slowbro (take focus blast), Registeel/Porygon2 (take Shadow Ball)
12 Lucario - Hitmontop, Moltres, Slowbro
13 Zapdos - Lanturn, Hitmontop (toxic)
14 Jirachi - Registeel, Slowbro, Moltres
15 Starmie - Lanturn, Registeel (do a little damage if lanturn is dead)
16 Azelf - Moltres (OHKO the lead with overheat or 2HKO with air slash hoping for a flinch), Registeel, Slowbro, Lanturn
17 Celebi - Registeel, Moltres
18 Bronzong - Moltres, Slowbro, Registeel (if it has heatproof)
19 Kingdra - Hitmontop, Slowbro (paralyze), lanturn (for a special set)
20 Vaporeon - Hitmontop (toxic), lanturn, porygon2
I can handle most things with this team, but the things I've had a little trouble with are in red. Blissey is tough to take down if I lose hitmontop, I can't easily kill swampert because I lack a grass move, I don't have much to switch in safely to genger, sub-CM jirachi is nearly impossible to take down with this team. I also have trouble with suicune, because I can't really hurt it that much and it can just calm mind up easily.
Well there it is. Hope to see some good advice in those rates. :)
------------
Discoboy
And now up close:
Moltres@ Choice Scarf ** Hot Wings
Modest
Ability: Pressure
EVs: 252 SpA, 216 Spe, 40 Def
Moveset:
~ Overheat
~ Air Slash
~ U-turn
~ Will-o-wisp
Moltres serves three purposes on my team: beat the opposing lead, scout, wreak massive pain. An overwhelming amount of common leads are OHKOd by Overheat or Air Slash including the common azelf, metagross, jirachi, bronzong, etc. if they aren't holding the Occa Berry. Air Slash lets me flinch some leads before they can SR too, which is a nice added bonus. U-turn lets me scout their switches or flee from a bad matchup and isn't that wimpy in terms of damage, coming from a respectable base 100 attack (although hurt by moltres' nature) Later in the match, moltres can come in with its many useful resistances and deal massive damage with Overheat or Air Slash. Will-o-wisp is for lack of a better move and gives me something to do to a tyranitar switch-in - moltres' greatest nemesis after stealth rock.
Speaking of stealth rocks...
Hitmontop@ Leftovers ** Beyblade
Impish
Ability: Intimidate
EVs: 252 HP, 72 Spe, 184 Def
Moveset:
~ Rapid Spin
~ Close Combat
~ Toxic
~ Stone Edge
Hitmontop is Moltres' best friend. He's one of the best t-tar counters with intimidate and resistance to its STABs, and he can rapid spin away those dreaded stealth rocks. Close Combat is so this team can do something to that fat Blissey and it's also his strongest attack. Toxic lets me beat the ghosts that block my spin. SE is almost filler, but it has good type coverage with close combat. Now the big question - why not a better spinner? Well, I think that Hitmontop is better for my team than starmie, forrey, or tentacruel because intimidate helps a lot, it answers t-tar, and no one expects this thing. It also has a handy bug resist for scizor. Speed EVs are to outrun adamant 252 speed t-tar.
Porygon2@ Leftovers ** The Ugly Duckling
Bold
Ability: Trace
EVs: 252 HP, 216 Def, 40 SpA
Moveset:
~ Discharge
~ Ice Beam
~ Recover
~ Thunder Wave
Standard P2 works really well. It is one of the game's best answers to the dragon dancers Gyara and Mence, it beats flygon's EQ, checks vaporeon, jolteon, heatran and the like, and even has revenged a dugtrio for me with arena trap. Discharge is for the paralysis chance and to take out gyarados. Ice beam gives me a boltbeam and lets me beat mence. Recover is for recovery (duh) and t-wave lets me control the field and helps because my team is pretty slow.
Slowbro@ Leftovers ** Once Bitten, Forever Smitten
Bold
Ability: Own Tempo
EVs: 252 HP, 216 Def, 40 SpA
Moveset:
~ Surf
~ Slack Off
~ Thunder Wave
~ Flamethrower / ?
In one word, slowbro is awesome. Surf is for STAB, slack off is for recovery, t-wave is to slow things down and give me control of the game, flamethrower is because I couldn't think of anything else to put in this slot, and it's helpful because scizor likes to switch in on Slowbro. I would like suggestions for move changes on Slowbro, because there's probably some good idea I hadn't thought of that could go here. For my team, slowbro is an awesome physical wall and can take fighting attacks all day.
Registeel@ Leftovers ** Chunks
Impish
Ability: Clear Body
EVs: 252 HP, 128 Def, 128 SpD
Moveset:
~ Stealth Rock
~ Explosion
~ Ice Punch / ?
~ Earthquake / ?
Registeel is a beast of a wall and is my answer to latias and other dragon-type attacks. Very few neutral attacks can 2HKO him, so he can usually be used as a sacrifice with explosion. Registeel forces switches nicely, so he can use that time to set up SR for me. EQ is a nice for hitting jolteon, heatran, etc. and ice punch hits dragons and such, but I don't find it doing that great damage. I'm considering changing the attacks on this thing and would appreciate your input on that.
Lanturn@ Leftovers ** Skippy
Bold
Ability: Volt Absorb
EVs: 40 HP, 80 Spe, 136 SpA, 252 SpD
Moveset:
~ Surf
~ Discharge
~ Ice Beam
~ Confuse Ray / ?
Lanturn acts as a kind of special wall through his unique typing and good resistances to the common special attacking types - electric, water, ice, and fire. Surf and discharge provide powerful dual stab, and ice beam covers stuff like zapdos and celebi. Grass Knot is pretty weak to him too. After all, Lanturn is the "Light Pokémon" according to the pokedex and GK only has 40 base power on him. Confuse ray is another filler but it's what I use when I'm having trouble predicting.
Well that's my team. It has a little trouble with OU stall teams because they can usually outlive my guys and I have no real sweepers. I win by gradually whittling down the opposing team to nothing, but that doesn't work with stall teams, so advice on that would be appreciated.
Threat List (and my way of handling them)
1 Scizor - Moltres, Registeel (for the u-turn), Slowbro (for the superpower), Hitmontop
2 Salamence - Porygon2, Registeel
3 Heatran - Moltres (dodge the earth power), Porygon2, Slowbro, Lanturn
4 Gyarados - Porygon2, Hitmontop (Intimidate), Slowbro (paralyze)
5 Metagross - Moltres, Registeel (takes explosion and MM), Slowbro
6 Infernape - Moltres (Mixed/Special versions), Slowbro (mixed to an extent and physical versions)
7 Tyranitar - Hitmontop, Registeel
8 Blissey - Hitmontop, Registeel (explode)
9 Latias - Registeel, Slowbro/Porygon2 (paralyze)
10 Swampert - Slowbro/Porygon2 (gradually whittle it down), moltres (burn the switchin)
11 Gengar - Lanturn, Slowbro (take focus blast), Registeel/Porygon2 (take Shadow Ball)
12 Lucario - Hitmontop, Moltres, Slowbro
13 Zapdos - Lanturn, Hitmontop (toxic)
14 Jirachi - Registeel, Slowbro, Moltres
15 Starmie - Lanturn, Registeel (do a little damage if lanturn is dead)
16 Azelf - Moltres (OHKO the lead with overheat or 2HKO with air slash hoping for a flinch), Registeel, Slowbro, Lanturn
17 Celebi - Registeel, Moltres
18 Bronzong - Moltres, Slowbro, Registeel (if it has heatproof)
19 Kingdra - Hitmontop, Slowbro (paralyze), lanturn (for a special set)
20 Vaporeon - Hitmontop (toxic), lanturn, porygon2
I can handle most things with this team, but the things I've had a little trouble with are in red. Blissey is tough to take down if I lose hitmontop, I can't easily kill swampert because I lack a grass move, I don't have much to switch in safely to genger, sub-CM jirachi is nearly impossible to take down with this team. I also have trouble with suicune, because I can't really hurt it that much and it can just calm mind up easily.
Well there it is. Hope to see some good advice in those rates. :)
------------
Discoboy


