Sup guys, I'm AceStar! At the moment, I'm 54th (1834) on the ladder. My problem with my old teams was that the weren't prepared for uncommon Pokemon, such as Mixed Thundurus, or Substitute Kyruem-B. However, I made a new team that is 4-0 so I figured I would ask for some tips on how I can improve it, or if I just was lucky X]
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM (Chansey)
@ Eviolite
Ability: Natural Cure
EVs: 252 Def / 216 SDef / 40 HP
Bold Nature
IVs: 0 Atk / 0 SAtk
- Wish
- Protect
- Heal Bell
- Seismic Toss
Most of my teams have a Chansey on them nowadays; she sets up rocks and she clerics. The 216 SP.DEF + 40 HP is to avoid a 2HKO on +6 Manaphy, who severely gave me problems at one point. Wish is very helpful, as it gives everybody on the team 100% of their health back! The main issue, however, is the lack of Leftovers and the susceptibility to Knock Off D:
MMMMMMMMMMMMMMMMMMMMMMMMMMM (Keldeo)
@ Leftovers
Ability: Justified
EVs: 252 Spd / 240 SAtk / 16 Def
Timid Nature
IVs: 30 SAtk / 3 Atk
- Secret Sword
- Hidden Power [Electric]
- Scald
- Calm Mind
Without Keldeo, I would have serious problems with defense teams, but fortunately enough, I have one. Scald is due to Pokemon usually switching out on Keldeo, and having the 30% burn chance upon switch in. I am walled by Celebi, so instead of Calm Mind, I am considering Icy Wind. the 16 Defense is to survive Jolly Charizard X's Dragon Claw at +1. Calm Mind is allows Keldeo to late game sweep very effectively. Leftovers are for consistent recovery, as Keldeo also has an excellent defensive typing (>BISHARP).
MMMMMMMMMMMMMMMMMMMMMMMMMMM (Jolteon)
@ Expert Belt
Ability: Volt Absorb
EVs: 252 Spd / 252 SAtk / 4 Def
Modest Nature
IVs: 2 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Shadow Ball
- Hidden Power [Ice]
Jolteon is a beast for this team. He is an excellent lead with Volt Switch, which allows momentum. The Modest nature is because Jolteon outspeeds most of OU while Modest and all other faster threats, like Greninja and Talonflame, my other Pokes can take care of. Expert Belt is to bait Choice Specs, surprising Gliscors and Landorus-Ts after they get HP Ice'd. Thunderbolt is an OHKO on Manaphy, being a huge plus. Shadow Ball is now neutral to steel, allowing Jolteon to attack more freely. Like previously stated, I only switch moves and reveal Expert Belt if 100% necessary. I am now considering Assault Vest.
MMMMMMMMMMMMMMMMMMMM (Ferrothorn)
@ Leftovers
Ability: Iron Barbs
EVs: 168 Def / 244 HP / 96 SDef
Relaxed Nature
IVs: 0 Spd
- Leech Seed
- Gyro Ball
- Protect
- Stealth Rock
Ferrothorn is a phenomenal wall in OU and is my answer to most Dragon Types, namely Latios without Hidden Power Fire. Leech Seed + Protect gives a nice 12%+ (Unless Liquid Ooze) which gives Ferro some nice vital health. With an added bonus, Protect can check if opponents have moves that super effectively hit Ferrothorn. Gyro Ball is to prevent Taunt bait and hurt Fairies, and Stealth Rock helps this team immensely, going well with Jolteon's Volt Switching. Rocky Helmet is an option to detour opponents from Rapid Spinning away Ferro's Leech Seed and Rocks, yet, I feel Leftovers is still the better option.
MMMMMMMMMMMMMMMMMMMMMMMMM (Tentacruel)
@ Leftovers
Ability: Liquid Ooze
EVs: 252 Def / 248 HP / 8 Spd
Bold Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Haze
- Toxic
Tentacruel forms a nice core with Chansey and Ferrothorn, stopping nearly every form of offense. Rapid Spin is key for eliminating ents, while Scald is a good based power move with that legendary chance to burn. Haze is 100% necessary due to the prominence of Baton Pass teams. Finally, Toxic is good, consistent damage on most Pokemon, and go well with Chansey and Ferrothorn's Protect, and even further with the latter goes for Leech Seed.
MMMMMMMMMMMMMMMMMMMMMMMMMmm (Charizard-Mega-X) (M)
@ Charizardite X
Ability: Tough Claws
EVs: 216 Spd / 252 Atk / 40 HP
Adamant Nature
IVs: 0 SAtk
- Dragon Claw
- Fire Punch
- Roost
- Earthquake
Finally, Charizard X is my trusty wall-breaker/tank. With max Attack, Charizard will be able to fire off monumentally powerful attacks. 216 speed is to out-speed Adamant Kyruem B among others. Roost is amazing, as it allows Charizard to retain its bulk after getting damaged by possible Stealth Rocks. Surprisingly, Charizard X has a fantastic defensive AND offensive typing. Added bonus, the item can't get Knocked Off =] Fire Punch and Dragon Claw are not only STAB, but have excellent offensive presence. Earthquake is for Heatrans, however, I try my best to make opponents believe that my last move is Dragon Dance. Thunderpunch is also a consideration to replace Earthquake to hit Water types, mainly Azumarill, super effectively
The glaring issue with my team is the weakness to Fighting, Ground, and Physical Set-Up sweepers. For this reason, I'm highly considering adding a Landorus-T, but I'm reluctant to do so, due to my then huge vulnerability to Bisharp.
OVERALL, I hope you guys can give me some fabulously insightful information about this team!
Thanks in advance =]
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM (Chansey)
@ Eviolite
Ability: Natural Cure
EVs: 252 Def / 216 SDef / 40 HP
Bold Nature
IVs: 0 Atk / 0 SAtk
- Wish
- Protect
- Heal Bell
- Seismic Toss
Most of my teams have a Chansey on them nowadays; she sets up rocks and she clerics. The 216 SP.DEF + 40 HP is to avoid a 2HKO on +6 Manaphy, who severely gave me problems at one point. Wish is very helpful, as it gives everybody on the team 100% of their health back! The main issue, however, is the lack of Leftovers and the susceptibility to Knock Off D:
MMMMMMMMMMMMMMMMMMMMMMMMMMM (Keldeo)
@ Leftovers
Ability: Justified
EVs: 252 Spd / 240 SAtk / 16 Def
Timid Nature
IVs: 30 SAtk / 3 Atk
- Secret Sword
- Hidden Power [Electric]
- Scald
- Calm Mind
Without Keldeo, I would have serious problems with defense teams, but fortunately enough, I have one. Scald is due to Pokemon usually switching out on Keldeo, and having the 30% burn chance upon switch in. I am walled by Celebi, so instead of Calm Mind, I am considering Icy Wind. the 16 Defense is to survive Jolly Charizard X's Dragon Claw at +1. Calm Mind is allows Keldeo to late game sweep very effectively. Leftovers are for consistent recovery, as Keldeo also has an excellent defensive typing (>BISHARP).
MMMMMMMMMMMMMMMMMMMMMMMMMMM (Jolteon)
@ Expert Belt
Ability: Volt Absorb
EVs: 252 Spd / 252 SAtk / 4 Def
Modest Nature
IVs: 2 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Shadow Ball
- Hidden Power [Ice]
Jolteon is a beast for this team. He is an excellent lead with Volt Switch, which allows momentum. The Modest nature is because Jolteon outspeeds most of OU while Modest and all other faster threats, like Greninja and Talonflame, my other Pokes can take care of. Expert Belt is to bait Choice Specs, surprising Gliscors and Landorus-Ts after they get HP Ice'd. Thunderbolt is an OHKO on Manaphy, being a huge plus. Shadow Ball is now neutral to steel, allowing Jolteon to attack more freely. Like previously stated, I only switch moves and reveal Expert Belt if 100% necessary. I am now considering Assault Vest.
MMMMMMMMMMMMMMMMMMMM (Ferrothorn)
@ Leftovers
Ability: Iron Barbs
EVs: 168 Def / 244 HP / 96 SDef
Relaxed Nature
IVs: 0 Spd
- Leech Seed
- Gyro Ball
- Protect
- Stealth Rock
Ferrothorn is a phenomenal wall in OU and is my answer to most Dragon Types, namely Latios without Hidden Power Fire. Leech Seed + Protect gives a nice 12%+ (Unless Liquid Ooze) which gives Ferro some nice vital health. With an added bonus, Protect can check if opponents have moves that super effectively hit Ferrothorn. Gyro Ball is to prevent Taunt bait and hurt Fairies, and Stealth Rock helps this team immensely, going well with Jolteon's Volt Switching. Rocky Helmet is an option to detour opponents from Rapid Spinning away Ferro's Leech Seed and Rocks, yet, I feel Leftovers is still the better option.
MMMMMMMMMMMMMMMMMMMMMMMMM (Tentacruel)
@ Leftovers
Ability: Liquid Ooze
EVs: 252 Def / 248 HP / 8 Spd
Bold Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Haze
- Toxic
Tentacruel forms a nice core with Chansey and Ferrothorn, stopping nearly every form of offense. Rapid Spin is key for eliminating ents, while Scald is a good based power move with that legendary chance to burn. Haze is 100% necessary due to the prominence of Baton Pass teams. Finally, Toxic is good, consistent damage on most Pokemon, and go well with Chansey and Ferrothorn's Protect, and even further with the latter goes for Leech Seed.
MMMMMMMMMMMMMMMMMMMMMMMMMmm (Charizard-Mega-X) (M)
@ Charizardite X
Ability: Tough Claws
EVs: 216 Spd / 252 Atk / 40 HP
Adamant Nature
IVs: 0 SAtk
- Dragon Claw
- Fire Punch
- Roost
- Earthquake
Finally, Charizard X is my trusty wall-breaker/tank. With max Attack, Charizard will be able to fire off monumentally powerful attacks. 216 speed is to out-speed Adamant Kyruem B among others. Roost is amazing, as it allows Charizard to retain its bulk after getting damaged by possible Stealth Rocks. Surprisingly, Charizard X has a fantastic defensive AND offensive typing. Added bonus, the item can't get Knocked Off =] Fire Punch and Dragon Claw are not only STAB, but have excellent offensive presence. Earthquake is for Heatrans, however, I try my best to make opponents believe that my last move is Dragon Dance. Thunderpunch is also a consideration to replace Earthquake to hit Water types, mainly Azumarill, super effectively
The glaring issue with my team is the weakness to Fighting, Ground, and Physical Set-Up sweepers. For this reason, I'm highly considering adding a Landorus-T, but I'm reluctant to do so, due to my then huge vulnerability to Bisharp.
OVERALL, I hope you guys can give me some fabulously insightful information about this team!
Thanks in advance =]
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