"green with vegetation; covered with growing plants or grass"
"inexperienced; unsophisticated" -Dictionary.com
Verdant
Hi there, after using this team since the days of X/Y and having fairly solid success with it, I have decided to bring it to the forums to see if I can improve on it any further. The team is based around the combination of M-Venusaur and the rest of the team to weaken the opponents, and pave the way for a Volcarona sweep. While I have not reached amazing ladder heightsbecause of my own stupidity,mostly due to a lack of time for laddering and the fact that while I'm fairly seasoned in competitive battling, I still have a lot to learn in the way of not making stupid mistakes in comparison to some who've been doing this a lot longer than I. Nevertheless, I'd like get some fresh eyes and see if there's anything else that can be done team building wise. So, come at me.
(The name is a reference to the fact that excluding Dragonite, my team's types are related to nature and living things. And it's a symptom for green. Venusaur is the king, here.)
Sapsaur (Venusaur) (M) @ Venusaurite"inexperienced; unsophisticated" -Dictionary.com
Verdant
Hi there, after using this team since the days of X/Y and having fairly solid success with it, I have decided to bring it to the forums to see if I can improve on it any further. The team is based around the combination of M-Venusaur and the rest of the team to weaken the opponents, and pave the way for a Volcarona sweep. While I have not reached amazing ladder heights
(The name is a reference to the fact that excluding Dragonite, my team's types are related to nature and living things. And it's a symptom for green. Venusaur is the king, here.)
Ability: Chlorophyll
EVs: 232 HP / 252 SpA / 4 SpD / 20 Spe
Modest Nature
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis
What an awesome thing it is when you're favorite/first pokemon is completely competitively viable.
Bias aside, Venusaur is the cream between the cookie slices that holds my team together. Not only does he eliminate many of the water types that scare Volcarona, but he provides a great deal of support to the team in the way of wearing down or switching into threats. Fairly standard offense M-Venusaur here, Giga Drain is my grass STAB of choice and is decent healing when Tyranitiar's sand is messing with Synthesis. Sludge Bomb is a wonderfully spammable move that I frequently rely on to hurt common enemy switch ins. I opted for Hidden Power Fire so I could hit Ferrothorn instead of Heatran; as you'll see later on I have plenty of Earthquakes to deal with the fire toad. Synthesis is my main way of keeping Sapsaur alive in between the moves I have to switch him it on and it absolutely necessary in many cases to give him the staying power he requires to check what I need him to.
Dragonite (F) @ Choice Band
Ability: Multiscale
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Outrage
- Extreme Speed
- Fire Punch
- Earthquake
Dragonite is my 463.0 lbs battering ram. The amount of damage she can do with that choice banded Outrage has been my saving grace against against the bulkier opponents that my other pokemon just can't break past. Her Extreme Speed is also vital in compensating for my team's lack of speed (if you haven't noticed, the fastest pokemon I have is Excadrill and that's saying something.) Revenge killer, wall breaker, and backup win condition, I couldn't honestly see my team without her. As previously mentioned, I need Outrage over Dragon Claw just because while power, my pokemon don't always have the ability to get past some of OU's tanks, walls, and other bulky pokemon, a specific example being enemy M-Venusaur (detailed further in my threat list.) Extreme Speed is a great tool for revenge killing and picking off frailer/weakened but faster pokemon. Fire Punch is simply for coverage against Steel types and honestly doesn't see much action, and Earthquake deals with the rest, including Heatran.
Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Rest
My team is not fond of M-Metagross. Or M-Pinsir. Or Scizor. Or certain other physical based attackers. I have ways of dealing with them without Wash, yes, but its presence makes my life much easier. And the synergy works, so I have no complaints with having it around. I know I could have gone with Pain Split and Leftovers, but I honestly have found Pain Split unreliable and the status absorption is a nice bonus, especially because I frequently find Will-O-Wisps coming my way. A Volt Switch is a Wash's best friend and is a good way to provide a safe entrance for Venusaur. Hydro Pump adds much needed water type coverage to diversify my ability to beat Fire/Rock/Ground types. Will-O-Wisp is of course there for crippling some of the physical attackers that are strong enough to get past my team's bulk. Rest gives me a one chance to heal Rotom's damage and continue to pivot and counter threats.
Tyranitar (M) @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Stealth Rock
- Crunch
- Ice Beam
- Earthquake
In what I think might be the most common scene in an OU battle, Tyranitar's typical job is coming out, either using Stealth Rock or Ice Beaming/Earthquaking my enemy's lead, then fleeing into his pokeball into I need him to check something later on or take a hit. He has a bit of a case of four move slot syndrome because sometimes I wish I could have him check Talonflame/Charizard Y in one blow with a Stone Edge instead of two Crunches, but otherwise he checks what I need him to. Volcarona cannot tolerate birds and fellow Fire types ruining her fun, so keeping Stealth Rock up is important to my success. Also, as I said earlier, while my team hits hard and gets kills by wearing down the enemy and finishing them off later, the rocks can nag me a few extra KOs. My team isn't fond of the Lati twins, particularly Latios with Surf, so Crunch gets them and is a good way to eliminate other pesky psychics. Ice Beam is for incoming Garchomps, Landorus-Ts, and Gliscors, all which trample on Volcarona's parade. Earthquake is for more Heatran beating action and for Charizard X and its dancing shenanigans.
Excadrill (M) @ Choice ScarfAbility: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
No Sand Rush? Yes, I'm serious. 90% of people including myself expect Sand Rush Excadrill when they see it on a team with T-tar, but no, I tried it, didn't like it, and now he does a lot better in a supportive role. Besides, if my enemy blinks and doesn't see the little "Excadrill has broken the mold!" message, I can effectively bluff that set and take out that Rotom-W or Gengar they sent in to deal with him. One down, 5 to go. The Choice Scarf is a blessing and a curse; my team REALLY isn't the fastest out there and sometimes I need him to play the revenge killer, but it also means I can't Rapid Spin as well as I wish he could. Excadrill holds the final Earthquake of my team, since that lovely move is my STAB and as mentioned earlier is great for eliminating his natural predators. Iron Head is for the Fairies; Venusaur can usually handle a good deal of them with his Sludge Bomb, but occasionally I need him to take out the faster ones or if Venusaur is too injured to take a hit. The birdspam trio is frightening if Rotom-W is down, and Rock Slide is one way to give me a little extra protection against them. Rapid Spin is there for obvious reasons.
Monarch (Volcarona) (F) @ Leftovers
Ability: Flame Body
EVs: 248 HP / 136 Def / 124 Spe
Bold Nature
IVs: 0 Atk
- Quiver Dance
- Fiery Dance
- Giga Drain
- Roost
Like the queen in Chess, Monarch here holds the power, the final piece of the puzzle, the pokemon I send in at the last moment to end it all and hoping win the match-up. She lacks in immediate power, and sometimes I manage to win before she can come in, but I generally have found her useful, and if she can't do her job, I can always have her come in and have my fingers crossed that she can burn her opponent. I am using an older move set on her, a bulky roost set. A Quiver Dance later and she can take a lot more hits than you'd expect, although she lacks in immediate power. Quiver Dance is my set up move and is really needed for extra speed and Sp. Attack. Fiery Dance plays along with this theme too, and in some cases is the nail in the coffin for my opponent. Giga Drain is mostly for Water types and to hit Rock types if I for some reason have had to send her out before they're taken care of. Roost helps her set up in peace.
The Threats:
M-Venusaur: Ironically, the pokemon that brings my team together is also a big threat. My best bet is usually to either have a Venusaur vs Venusaur showdown and pray that I out speed it, or to have Dragonite knock it down to low health with Outrage, but both of these scenarios are risky.
Fast Setup Sweepers: My team really isn't amazing fast and if such pokemon is able to set up, it can rip holes in my team before I can take it down. I have Sword Dance Garchomp in mind specifically; this things gets in and my only hope is that I can get it locked into Outrage and have Tyranitar come in with Ice Beam. Dragonite can't revenge it well either due to Rough Skin. M-Lopunny is dangerous too at full health as I can't OHKO it with Extreme Speed and Ice Punch puts Dragonite down. Alazakam and Gengar can be painful, too.
Starmie: More of a nuisance than a threat because Starmie generally play supporting roles, these guys can hurt me with their Water/Psychic/Ice coverage, which basically hurt all of my pokemon.
Lati@s: Similar to Starmie, the Latis have the right moves to hurt me. Latias to a lesser extent, I get more worried about Latios, especially if he's carrying Surf for Tyranitar. Not sure about their Mega forms, haven't really encountered them on the battlefield often.
M-Sableye: I lack in Fairy coverage, so if this one sets up on me, it can be an awful pain to take down. In these cases, I put Excadrill in after it Mega Evolves and tries to flinch it to death with Iron Head. If it burns me, I'm done.
Options:
Excadrill (M) @ Leftovers
Ability: Mold Breaker
EVs: 220 HP / 4 Atk / 252 SpD / 32 Spe
Careful Nature
- Earthquake
- Iron Head
- Toxic
- Rapid Spin
I am currently testing out this set with Excadrill so he can deal with the Latis and M-Sableye for me. It's been going okay so far, but if I do change him to this, my team will be even slower than ever. Give me your thoughts on this.
Also, I am thinking of changing Volcarona over to the standard Timid set.
Thanks in advance, Rate My Team users.
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