UU (with a sprinkle of BL)

First I would like to start out by saying im playing PBR 3 vs 3, most of the over used pokes you see flaunthing their power around OU you will not see on PBR usually UU players, and sucky players, and your random good player. Furthermore there is no need for a lead but the that doesnt mean this team wont be constructed to work together. Well here we go.

The Team:
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Lapras @ Grip Claw/ Wide Lens
Ability: Water Absorb
EVs: 196 HP/ 234 Def/ 80 SDef
Calm Nature
-Whirlpool
-Sheer Cold
-Perish Song
-Confuse Ray

Credit for this move set idea goes to Brigg of Eden, though I changed it a great deal. The basic idea is to trap with Whirlpool, then Perish Song, Grip Claw ensures the K.O. w/ Perish song. The alternate route is to Whirlpool then use Sheer Cold to OHKO hopefully (I get a few trys). Confuse Ray can be used in a scenario where im facing super-effective hits. EVs make her very bulky coming in at 450 HP/ 254 Def/ 270 SDef. Water Absorb can be used to heal on the switch in which lets her set up with ease, but Shell Armor could help lower the risk factor involved with random critical hits.



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Flygon @ Life Orb
Ability: Levitate
EVs: 252 Atk/ 40 SAtk/ 216 Spe
Naive Nature
-Earthquake
-Draco Meteor
-Thunder Punch
-Roost

Flygon, geesh BL, when I saw how Flygon works I had to have it. Earthquake for STAB allowing me to hit Fire, Rock, and Steel for super-effective; Draco Meteor, mixed part, another STAB to hit Dragons and other things resistent to EQ; Thunder Punch a variation of my own i wanted to be able to hit waters and Flyers, Stone Edge hits one but most waters carry an ice attack so T-Punch was added. Flygon if you didnt know is immune to Ground and Electric and resistant to Rock, Fire, and Poison, all these resistances/immunities help my team avoid taking hard hits.




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Ampharos @ Light Clay
Ability: Static
EVs: 252 HP/ 96 Def/ 160 SDef
Bold Nature
-Charge Beam
-Hidden Power [Ice]
-Reflect
-Light Screen

Dual Screen Ampharos, with only one weakness (Ground) he makes a great Screener. The basic idea is to set up the correct screen the preceed to attack using Bolt-Beam coverage. I choose Charge Beam to help him with long draw out stalls. Helps Lapras with her stalling a great deal as well as shrugging off Electric attacks aimed at her. Screens protect the whole team so getting at least one up helps a great deal.



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Flareon @ Choice Band
Ability: Flash Fire
EVs: 252 HP/ 252 Atk/ 4 Spe
Adamant Nature
-Fire Fang
-Return
-Superpower
-Bite

Although having a very shallow, movepool Flareon has a very big Attack and what better item to abuse it than .....Choice Band. Fire fang although a very weak STAB move is all she has, and she is still yearning for Flare Blitz (5th gen maybe). Return used to be the most powerful move she has not any more though, but i decided to still keep in on the set it allows her to hit a very wide range of things for very high damage. Superpower now gaining the name Flareon's most powerful physical move barring Giga Impact, she can now hit those pesky Rock types as well as score super effective hits on Darks. Bite's, like Fire Fang, base power is really low coming in at 60 but still scores a KO on Gengar, and Starmie, as well as all many others Psychic/Ghost, bulky types like Slowking, Cressilia will take 2. Flareon serves an alternate role as a Water lurer for Lapras allowing her to coming in on Stealth Rock un-scathed, and w/ good prediction can be used to lure WoW as well as Fire Blast/Flamethrowers aimed at Steelix.



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Mespirit @ Leftovers
Ability: Levitate
EVs: 252 HP/ 56 Def/ 200 Spe
Timid Nature
-Calm Mind
-Psychic
-Shadow Ball
-Thunderbolt

Calm Mind Mespirit, yet another levitator, now you be wondering why I didnt go for the convential Bolt Beam coverage? I needed to be able to hit other Psychic/and Bulky waters so i just replaced Ice beam. Calm Mind up then sweep is the basic plan. Avoiding ground and resisting fighting helps out the team alot by allowing Flareon to get a free switch out, and saving Lapras from a Close Combat.


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Steelix @ Leftovers
Ability: Sturdy
EVs: 252 HP/ 252 SDef/ 4 Atk
Impish Nature
-Earthquake
-Toxic
-Stealth Rock
-Roar

Steelix, Physical Wall, basically the set consists of Toxic-Shuffling w/ Stealth Rocks out. Earthquake for STAB and over Gyro Ball to prevent walling by Scizor and other Steels. I was reluctant about trying out Steelix at first but the set under a Light Screen works pretty well. Steelix generally serves a role at crippling walls, and walling; Can be used to help Flygon avoid and Outrage/Dragon Claw or and Ice Punch. Generally tends to draw Water, Fire and Ground moves all which are absorbable, immune, or resistant to others the last being Fighting but those tend to come from Physical types who can be roared away.

So this is my team things I think you should know.
Sheer Cold-Don't get all upset yes it's an OHKO yes is adds a bit of randomness to the game but who cares. Im not really into changing pokemon just suggestions on the current ones. This team was started UU but that proved too hard so i mixed it with BL 4/6 UU so thats pretty solid.
 
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