Well this team could use you're rating

Well, my new team has been doing pretty well on Shoddy, and i just want to see what everyone thinks of it. And while it's not necessarily novelty, it definitely is different than all of the offensive teams flying around.

Team at a glance:
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Smeargle @ Choice Scarf
Jolly: 252 HP, 252 Spe, 6 Def
Spore
Trick
Trick Room
Baton Pass

This is my starter pokemon, and it works wonders. It outspeeds the now ever-so-common Aerodactyl, and tricks it. This basically works to get a speedy debilitation or Trick room on the opponents team. Baton Pass to see what they switch too (usualy after Trick, TR or spore they switch)

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Marowak @ Thick Club (Rock Head)
Brave: 252 HP, 252 Atk, 6 Def
Earthquake
Double Edge
Fire Punch
Rock Slide

This thing is an animal. reaches 568 Atk, and outspeeds alot in trick room. Movepool is for coverage, because it can OHKO alot of pokemon. This usually needs TR to operate, but i've finished a game with Marowak without TR up.

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Clamperl @ DeepSeaTooth
Quiet: 252 SAtk, 252 HP, 6 Def
Surf
Hidden Power Electric
Ice Beam
Confuse Ray

Well, Clamperl. 540 SAtk, extremely fast in trick room, and a special sweeper to complement Marowak. As you can see, the main premise of this team is to get TR up and get a couple of kills quickly. HP electric because Grass is already on celebi.

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Celebi @ Leftovers
Bold: 252 HP, 252 Def, 6 Spe
Grass Knot
Leech Seed
Trick Room
Recover

My defensive wall. Takes hits well, Leech Seeds to sap HP, and stalls. Celetran is vital to this team because it provides a resistance to every type, and takes all of the hits. Also sets up trick room. YAAAAYYYY

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Heatran @ Leftovers
Modest: 252 HP, 252 SDef, 6 SAtk
Lava Plume
Earth Power / Metal Sound
Rest
Sleep Talk

Ahh heatran. the 2nd part of the celetran combo. Resttalk for durability, and to take status. I am unsure of what to use, Metal Sound or Earth Power. i have used both effectively, but am leaning towards earth power.
Also, i know the EV's are for straight defene, i want them that way.

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Deoxys-E @ Life Orb
Hasty: 160 Atk, 252 SAtk, 96 Spe
Psychic / Shadow Ball
Thunderbolt
Ice Beam
Superpower

Late Game Sweeper, Just to kill the strong walls after they have been weakened by one of the 2 beastly TR sweepers. Also for outspeeding very fast pokemon when there is no TR. Psychic for Hera (which rapes my team) Tbolt for Gyra, Ice beam for chomp, Superpower for T-tar. May use shadow ball, not sure though.

So that's it, Rate it and help me! So yes, if you were wondering before you read this, this is a Themed team (around TR) Some weakness that can be adressed: Chomp: (celebi can seed it when it SD's, which severely limits it's life span) and then deoxys can Kill it. SDcario: celebi can take an SD crunch and seed it. Unfortunately, most threats kill a pokemon before they are stopped by Deoxys. also, very surprisingly, Marowak is very bulky and can take a few hits thanks to it's 252 HP (ie priority moves)
 
No real criticisms from me (except your title is grammatically incorrect). Without trick room your sweepers are pretty useless (though this is the folly of many TR teams) and your team becomes very D-S weak, especially if you face another D-S that outspeeds yours and has shadow ball.
 
lack of sr is gonna bit you in the ass, as some focus sashers will easily stall out of trick room, and then big threats like agiligross, who can KO most of your team can hurt. I also see a problem with scarftran, who OHKO's everyone while surviving a superpower.

what most people like to do when they see trick room get set up is bring out their walls and try to stall it out. for this reason, I suggest replacing double edge on marowack with swords dance and making him neutral natured. this way, he can outspeed some of the common walls and smash them in little time, while still having a turn or two to kill other stuff before leaving and setting tr again.
 
I agree with nitnit(pick, lol). A lot of your team is useless if TR isn't up, and nearly everything can demolish you when it isn't. On Maro, I always suggest SD, since Maro can force switches and can pack a nasty surprise to whatever switches in, use it over DE which is somewhat useless in OU. Dump Clamperl for something sturdier, possibly Cursing Lapras. I have no comment on anything else, because I don't play OU. Good luck!
 
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