Work-in-Progress Weatherless Offensive Team

Ok, editing my team that I had into a more balanced and non-sand team (as I can't really stop other weathers effectively). Ironically, I just battled a guy with a similar team to my Sand team which I easily ran through. I kept half my team: Deo-S my lead, Scarf Chomp my revenge killer, and LO Mewtwo my main attacker. I also kept Arceus, but I changed his form (I can't really decide on one, so I'm testing some out). I like trying out different sets constantly, so ideas from others are welcome of what to change, as well as what to keep. Anyways, here we go...


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Arceus-Electric @ Zap Plate
Trait: Multitype
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Thunderbolt
- Ice Beam
- Recover
Bolt-Beam is perfect coverage, while being mono-Electric gives only one weakness (albeit a very common attack type; Ground; being usually physical too). He's not perfect, but he does very well if given a CM or two. He has troubles with other Arceus like Normal, and is walled by special sponges like Blissey/Chansey, statuses severely shorten a sweep.

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Ferrothorn (F) @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 48 Atk / 208 SDef
Sassy Nature (+SDef, -Spd)
- Spikes
- Leech Seed
- Power Whip
- Gyro Ball
Recently put him on my team; I didn't want to because I end up always needing a Ferro, but he still does his job extremely well. Standard build. Spikes are there because there should never be a time where Deo-S gets all 3 layers of Spikes (unless they're gonna Spin it), and hazards are crucial to my team. He can switch into the Dragon attacks that would otherwise hurt me pretty badly, same with Water and other misc attacks. He can still deal decent damage, but everyone knows his set and usually have at least 2 counters to him, so he doesn't have it that easy.

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Rayquaza @ Life Orb
Trait: Air Lock
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Dragon Dance
- Outrage
- Earthquake
- ExtremeSpeed
I love DDancers, and Rayquaza is arguably the best at it. It has enough offensiveness to somewhat revenge pokes with ES if need be. Again, people usually know his set, and is really fragile. Still, he almost always proves to be worth the sacrifice if he does die, taking enemies with him. SR is annoying for this Dragon, and I thought about a Spinner for my team, but with just 1 weakness it seems unnecessary, although the rest of my guys hate (T)Spikes.

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Deoxys-S @ Focus Sash
Trait: Pressure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Stealth Rock
- Taunt
- Spikes
- Hidden Power [Fire]
Here he is, my lead for almost every game; Deo-S succeeds in its job pretty much 4/5 battles. I strapped on HP Fire because I hate enemy Forretress and Ferrothorn, I guess I could change it to Fire Punch or even just another move entirely, but the 4th slot is just a filler. I almost always get SR up with this guy which is my prime goal. He has some counters that I can't really stop unless I predict right, and Taunt would be useful later besides leading, but he is probably the best lead for my team.

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Mewtwo @ Life Orb
Trait: Pressure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Fire Blast
- Ice Beam
- Aura Sphere
- Psystrike
Although I keep switching around my first move-slot, Mewtwo is extremely solid at destroying teams. Unless my opponent has a Scarf or Deo-A/S, Mewtwo will outspeed them and kill the majority of pokes out there. For him to be entirely effective, he needs hazards (I know, I sound like a broken record) to net key KO's. Mewtwo is probably my MVP most games, as many common counters are destroyed by him. Fire Blast is great for the Steels that plague the tier, but I kind of like Thunder(bolt) for Kyogre and Flying so it's a toss up. I have to be careful not to give up this monster too early in a game.

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Garchomp (M) @ Choice Scarf
Trait: Sand Veil
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Outrage
- Earthquake
- Dragon Claw
- Stone Edge
Yes... My second contender for MVP. Garchomp gets me out of a lot of messes, revenge killing extremely well. He also functions great as late-game cleanup and is frequently my last pokemon in matches. Stone Edge gets the least usage and I'd like to replace it with a Fire Blast or something, but his SA is meh. Fire Fang his really weak (and physical), so that's a no go. Edge is useful for birds though, so I'll probably keep it.

Normal Arceus is usually my most-hated enemy, as his Extremespeed hurts a lot, and he can be hard to switch into/revenge because of this, and I don't run any status pokemon as burn would be greatly appreciated against him. Kyogre and Groundon are always a menace, but I can usually take care of them alright if I weaken them enough and figure out their set. Sash Darkrai is also pretty annoying because he's practically guaranteed to remove at least one pokemon for the rest of the match. Opposing Mewtwo are a burden as I lack any Ghost/Dark/Bug Moves, but my Chomp takes care of him nicely after a bit of attacks.. I can take care of a lot of the other Ubers and common OU's, but BP teams always scare me. I'm sure I can improve my team a lot, as I've been floating in and out of the top hundred for a bit now, just need some suggestions.
 
I think opposing weather really hourts your team. The only thing you have to take on Groudon is that grass knot on your arceus and even then it can be dealt with. Kyogre is also on a similar boat and giratina can wall a big part of your team. Rayquaza and extremekiller Arceus can also have a field day.

So you are pretty much vulnerable to the entire metagame. That´s not exactly the deffinition of a good team
 
im gonna recommend hippo over ttar like i always do
> = beats

ttar < groudon
ttar < kyogre
ttar < hippo

hippo > groudon (due to reliable recovery)
hippo < kyogre
hippo > ttar

weather wars is something u want to win and i dont see u doing that

while u lose a special sponge, arceus rock functions well enough by itself
 
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