Entrance To Victory
As you can probably tell, my team will be based around Victini! He's a veritable monster, being able to run many sets due to his Base Stats and movepool. I'll build my way down starting with him to show how I decided on the other members of my team. First up, here's the little guy in the flesh!
The Victor Himself
As you can probably tell, my team will be based around Victini! He's a veritable monster, being able to run many sets due to his Base Stats and movepool. I'll build my way down starting with him to show how I decided on the other members of my team. First up, here's the little guy in the flesh!
The Victor Himself
Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 SpAtk / 252 Spd / 6 HP
Nature: Timid (+Spd, -Atk)
Searing Shot
Psyshock
Thunder
Shadow Ball
Now, you may be saying to yourself, "Shouldn't a Timid Victini get a Life Orb instead, since he's supposed to be speedy anyway?". Well, sadly, he's got a low Speed IV, meaning I won't be able to outspeed threats such as LO Modest Gengar, and the like that are around 100 base speed. But don't worry, because his versatile movepool more than makes up for that! Scarftini checks those pesky Gengars/Scizors, and those who send out special walls (once they're aware my Victini is the special variant) to take a Psychic have a surprise in store for them. The use of Thunder is great because of Victory Star, and even better if I'm facing a rain team who think they've debilitated Victini. With STAB, Searing Shot gets extremely powerful and has a very nice chance to burn my opponent. It's the perfect way to counter commonly seen Scizor, Ferrothorn, Forrestress, etc once my opponent no longer has something to resist Fire moves. Look out into the ocean, it a...!
The Water god Reincarnate
Neptune
Tentacruel @ Leftovers
Ability: Clear Body
EVs: 252 HP / 252 SpDef / 6 SpAtk
Nature: Calm (+SpDef, -Atk)
Toxic Spikes
Rapid Spin
Ice Beam
Scald
I'm partial to a Defensive Core on my teams, so I decided to start by looking for a specially defensive poke. I wanted one that could resist Water (Victini's main weakness), Spin away hazards, and set them up, too. Who's more suited for the job than good 'ol Tentacruel? Surprisingly, I've had people become surprised themselves when they see I'm running a specially bulky Tentacruel, but I think that's what he's best at. In addition to a great HP stat, his two attacking moves have a chance to inflict two of the most hated status conditions: Burn and Freeze. Overall, he's great at what he does! But now my starting two members are open to EQs and Earth Powers. A defensive poke would do, and one that can resist Ground, too. Next up is...
The Impenetrable Wall
Red Baron
Skarmory @ Leftovers
Ability: Keen Eye
EVs: 252 HP / 252 Def / 6 Atk
Nature: Impish (+Def, -SpAtk)
Taunt
Whirlwind
Roost
Spikes
Not only does Skarm boast a Ground immunity, it falls into place as one of the most defensive pokes in OU. He's got a good Speed IV, so it can actually outspeed other Skarm (or other pokes around it's Base Speed) and Taunt, rendering them helpless. Phazing really helps against those who look to set up on Skarm, and Roost helps him survive much longer. With Spikes, I'm usually able to set up at least 1 layer before I have to switch, 3 layers if I've got my opponent in a bind. A great wall for this team so far. But now, two pokes on this team are weak to Electric. I think it's time for an offensive Pokemon to come on the scene. Particularly one with Volt Switch...
A Formidable Foe
Blasphemy
Rotom-W @ Choice Scarf
Ability: Volt Absorb
EVs: 252 SpAtk / 252 Spd / 6 HP
Nature: Timid (+Spd, -Atk)
Volt Switch
Trick
HP Ground
Hydro Pump
Ah, one of my favorites of the team. Similar to Skarm in the regard that it takes care of a weakness, Rotom-W can also cripple walls that can't live with a Scarf being Tricked onto them. Hydro Pump is a great STAB move, and it threatens Gliscor, Landorus, and the few fire types seen such as Rotom-H and Heatran. Volt Switch can really begin to get on people's nerves, especially since it's hard to outspeed a Scarfed Rotom-W. HP Ground is good for those that think they can wall Rotom (lookin' at you, Jolteon), but it can be interchangeable with Shadow Ball if I feel HP Ground isn't cutting it. The next guy up makes people a little...faint when they see him.
Eater of Souls
ShadowMoses
Dusknoir @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 SpDef / 6 HP
Nature: Careful (+SpDef, -SpAtk)
Ice Punch
Will-O-Wisp
Shadow Sneak
Earthquake
After catching a Dusclops with a Careful nature in Pearl, I soon found out through an IV calc that it's Def and SpDef IVs were particularly high. As such, I decided to use a caught Pokemon instead of breeding my Dusknoir. This means I miss out on Pain Split, and sometimes I wish I had it. Maybe I'll breed one using this guy one of these days...anyway, that aside, he's an amazing mixed wall. Despite the fact he has no investment at all in Defense, he's got nearly 300 in the stat (298). Since a Physical Sweeper will try to attack using, well, physical moves, Will-O-Wisp is a given for those types of pokes. If Scizor doesn't have Pursuit, I'm in the clear to burn it or whatever switches in on that turn. Ice Punch takes care of Dragon types (I even won a match because Ice Punch froze a Dragon), and Shadow Sneak helps in picking off weakened Psychic and Ghost types. EQ can wreck Jolteon, especially if my opponent thinks I have Pain Split after seeing Ice Punch on Noir. Oh, did I mention he takes Shadow Balls like a boss? The next candidate of my team has actually helped turn battles around for me! I always hear her say...
Need A Hand?
Handshakes
Ambipom @ Silk Scarf
Ability: Technician
EVs: 252 Atk / 252 Spd / 6 HP
Nature: Jolly (+Spd, -SpAtk)
Return
Fake Out
U-Turn
Taunt
Once more to my surprise, I've seen people not expect an Ambipom in OU. He performs very well (not to mention take care of Noir's weakness) as my lead, and it's enjoying to see her outspeed Modest LO Gengar, avoid Jolteon's Thunder, or survive CS Hydreigon's Dark Pulse, only to U-Turn out for another chance at messing my opponent up. Fake Out used in conjunction with Technician and the Silk Scarf does a lot more than people expect, and from their I can gauge whether my 120 Base power Return is enough to take an opponent out. Taunt isn't expected by many, and I'm able to fool those who think they'll get away with setting up while I U-Turn. This poke right here is my absolute favorite, and I've always been successful with it whilst battling.
Onward, My Soldiers
And so, there you have it. My team, Victorious Power, is based around Victini and a Defensive Core, with a great lead and a "shock absorber" to boot. Whew, I didn't know it took such a long time to write an RMT! Well, thanks for reading! Please tell me anything you think I should improve on, take out, etc.
- PK
Ability: Victory Star
EVs: 252 SpAtk / 252 Spd / 6 HP
Nature: Timid (+Spd, -Atk)
Searing Shot
Psyshock
Thunder
Shadow Ball
Now, you may be saying to yourself, "Shouldn't a Timid Victini get a Life Orb instead, since he's supposed to be speedy anyway?". Well, sadly, he's got a low Speed IV, meaning I won't be able to outspeed threats such as LO Modest Gengar, and the like that are around 100 base speed. But don't worry, because his versatile movepool more than makes up for that! Scarftini checks those pesky Gengars/Scizors, and those who send out special walls (once they're aware my Victini is the special variant) to take a Psychic have a surprise in store for them. The use of Thunder is great because of Victory Star, and even better if I'm facing a rain team who think they've debilitated Victini. With STAB, Searing Shot gets extremely powerful and has a very nice chance to burn my opponent. It's the perfect way to counter commonly seen Scizor, Ferrothorn, Forrestress, etc once my opponent no longer has something to resist Fire moves. Look out into the ocean, it a...!
The Water god Reincarnate
Neptune
Ability: Clear Body
EVs: 252 HP / 252 SpDef / 6 SpAtk
Nature: Calm (+SpDef, -Atk)
Toxic Spikes
Rapid Spin
Ice Beam
Scald
I'm partial to a Defensive Core on my teams, so I decided to start by looking for a specially defensive poke. I wanted one that could resist Water (Victini's main weakness), Spin away hazards, and set them up, too. Who's more suited for the job than good 'ol Tentacruel? Surprisingly, I've had people become surprised themselves when they see I'm running a specially bulky Tentacruel, but I think that's what he's best at. In addition to a great HP stat, his two attacking moves have a chance to inflict two of the most hated status conditions: Burn and Freeze. Overall, he's great at what he does! But now my starting two members are open to EQs and Earth Powers. A defensive poke would do, and one that can resist Ground, too. Next up is...
The Impenetrable Wall
Red Baron
Skarmory @ Leftovers
Ability: Keen Eye
EVs: 252 HP / 252 Def / 6 Atk
Nature: Impish (+Def, -SpAtk)
Taunt
Whirlwind
Roost
Spikes
Not only does Skarm boast a Ground immunity, it falls into place as one of the most defensive pokes in OU. He's got a good Speed IV, so it can actually outspeed other Skarm (or other pokes around it's Base Speed) and Taunt, rendering them helpless. Phazing really helps against those who look to set up on Skarm, and Roost helps him survive much longer. With Spikes, I'm usually able to set up at least 1 layer before I have to switch, 3 layers if I've got my opponent in a bind. A great wall for this team so far. But now, two pokes on this team are weak to Electric. I think it's time for an offensive Pokemon to come on the scene. Particularly one with Volt Switch...
A Formidable Foe
Blasphemy
Ability: Volt Absorb
EVs: 252 SpAtk / 252 Spd / 6 HP
Nature: Timid (+Spd, -Atk)
Volt Switch
Trick
HP Ground
Hydro Pump
Ah, one of my favorites of the team. Similar to Skarm in the regard that it takes care of a weakness, Rotom-W can also cripple walls that can't live with a Scarf being Tricked onto them. Hydro Pump is a great STAB move, and it threatens Gliscor, Landorus, and the few fire types seen such as Rotom-H and Heatran. Volt Switch can really begin to get on people's nerves, especially since it's hard to outspeed a Scarfed Rotom-W. HP Ground is good for those that think they can wall Rotom (lookin' at you, Jolteon), but it can be interchangeable with Shadow Ball if I feel HP Ground isn't cutting it. The next guy up makes people a little...faint when they see him.
Eater of Souls
ShadowMoses
Dusknoir @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 SpDef / 6 HP
Nature: Careful (+SpDef, -SpAtk)
Ice Punch
Will-O-Wisp
Shadow Sneak
Earthquake
After catching a Dusclops with a Careful nature in Pearl, I soon found out through an IV calc that it's Def and SpDef IVs were particularly high. As such, I decided to use a caught Pokemon instead of breeding my Dusknoir. This means I miss out on Pain Split, and sometimes I wish I had it. Maybe I'll breed one using this guy one of these days...anyway, that aside, he's an amazing mixed wall. Despite the fact he has no investment at all in Defense, he's got nearly 300 in the stat (298). Since a Physical Sweeper will try to attack using, well, physical moves, Will-O-Wisp is a given for those types of pokes. If Scizor doesn't have Pursuit, I'm in the clear to burn it or whatever switches in on that turn. Ice Punch takes care of Dragon types (I even won a match because Ice Punch froze a Dragon), and Shadow Sneak helps in picking off weakened Psychic and Ghost types. EQ can wreck Jolteon, especially if my opponent thinks I have Pain Split after seeing Ice Punch on Noir. Oh, did I mention he takes Shadow Balls like a boss? The next candidate of my team has actually helped turn battles around for me! I always hear her say...
Need A Hand?
Handshakes
Ambipom @ Silk Scarf
Ability: Technician
EVs: 252 Atk / 252 Spd / 6 HP
Nature: Jolly (+Spd, -SpAtk)
Return
Fake Out
U-Turn
Taunt
Once more to my surprise, I've seen people not expect an Ambipom in OU. He performs very well (not to mention take care of Noir's weakness) as my lead, and it's enjoying to see her outspeed Modest LO Gengar, avoid Jolteon's Thunder, or survive CS Hydreigon's Dark Pulse, only to U-Turn out for another chance at messing my opponent up. Fake Out used in conjunction with Technician and the Silk Scarf does a lot more than people expect, and from their I can gauge whether my 120 Base power Return is enough to take an opponent out. Taunt isn't expected by many, and I'm able to fool those who think they'll get away with setting up while I U-Turn. This poke right here is my absolute favorite, and I've always been successful with it whilst battling.
Onward, My Soldiers
And so, there you have it. My team, Victorious Power, is based around Victini and a Defensive Core, with a great lead and a "shock absorber" to boot. Whew, I didn't know it took such a long time to write an RMT! Well, thanks for reading! Please tell me anything you think I should improve on, take out, etc.
- PK