Hey, people of Smogon. Just this morning my friend BlazinKickinChicken and I created an OU team that we specifically named "The Team". That's basically all I have to say...
Enjoy.
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At A Glance:
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Team Building Process:
Right off the bat we knew we'd need a solid lead start off The Team. Looking around in QC and whatnot I found an Anti-lead Rotom set that was rejected. However, I found it very interesting and wanted to try it. Rotom-W here has worked out fantastically so far.
Next we needed a sleep absorber that can take on Roserade, who Rotom loses to. We picked Heatran for its offensive capability and great defensive typing.
A bulky water should be a staple on every team, and ours is no exception. We needed something to take on opposing Water-types that can't reliably be handled by Rotom. We chose Offensive Cune for its surprise factor and surprising capability.
Just by looking at our team, an idea popped up. "Toxic Spikes would work amazingly!" And so they do. With the semi-stally nature of our team, they've proven useful, as has Forretress' defensive abilities and Rapid Spin support. And having a Pokemon with Explosion adds a bit of comfort in tricky situations.
"WHAT? NO ROCKS?" Obviously we needed SR support, as well as a special wall to cope with our various physical tanks. Blissey fit the description nicely, and also provides our team with Aromatherapy support, which is a nice plus.
Looking at our team, we have a Blissey problem. SubPainSplit Gengar could beat the pink menace every time, and the extra speed was an immense help.
However, after playtesting, we found that we STILL couldn't beat Blissey. We needed a reliable physical attacker, and Gengar wasn't cutting it. We found that we couldn't fix the team by replacing just one Pokemon, so we ditched Blissey too.
Losing Blissey meant losing SR. So, after changing a bit around, we settled with this: ResTalk Heatran changed to Lead ShucaTran (only not a lead), and we put Metagross as our sleep absorber. Metagross handles Roserade nicely, as well as being a threat to Breloom. With the EV spread we have, Metagross always survives DD Mence's +1 EQ and OHKOes in return with Ice Punch. We still wanted an even physical/special balance, and we needed speed, so CB Azelf solved our dilemma in that scenario.
And now, without further ado, here's our team: in-depth!
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The Squad:
OxiClean (Rotom-W) @ Colbur Berry
Trait: Levitate
EVs: 252 HP / 136 Def / 32 SpA / 88 Spe
Bold Nature (+Def, -Atk)
- Thunderbolt
- Shadow Ball
- Hydro Pump
- Will-O-Wisp
Rotom-W starts things off with a BANG and gets my momentum going. I've found to be a very effective anti-lead (and by that I don't mean preventing rocks; I mean KOing the opposing lead while taking little/no damage). Here's how I roll:
Honestly I love how this works out, I can KO almost every lead with ease. Although it may have lost some health and (unfortunately) doesn't have a recovery move, Rotom can come back in late-game to take on Scizor, Metagross and friends.
SYNERGY:
Dark: Heatran, Forretress
Ghost: Heatran, Forretress
HotTempered (Heatran) (M) @ Shuca Berry
Trait: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature (+Spe, -Atk)
- Fire Blast
- Earth Power
- Hidden Power [Grass]
- Stealth Rock
Reliably sets up SR. Honestly that's the main point of this guy. Because most people lead with ShucaTran and therefore don't have it mid/late-game, I can bluff a Scarf coming in later. HP Grass is useful against Swampy, but I'm considering Explosion for when I'm in trouble. Plus, who doesn't love going out with a literal EXPLOSION? Heatran also serves as a ScarfTran check and does well against CB Scizor and Metagross, too, provided they're not locked into Superpower and Earthquake, respectively.
SYNERGY:
Water: Suicune, + Rotom helps
Fighting: Rotom, Azelf
Ground: (Shuca Berry) Rotom, Azelf, + Suicune helps
Suikun (Suicune) @ Leftovers
Trait: Pressure
EVs: 60 HP / 252 SpA / 196 Spe
Timid Nature (+Spe, -Atk)
- Calm Mind
- Surf
- Hidden Power [Electric]
- Ice Beam
Ah, yes, Offensive Cune. Love it. For some strange reason people thing Gyarados is a good switch in to Cune, by all means, go for it! I'll be happy to take them out with an HP Electric. The power Suicune packs is really useful, combined with its natural bulk and fantastic typing, this thing is hard to stop after a CM or two. Switches into Heatran with relative ease, and takes on Gyarados and Mence quite nicely, if you ask me. Most people expect the mono-attacking CroCune, so this thing's got a nice surprise factor to it as well. I've used it with success.
New EV spread: Outspeeds +Spe Heatran and neutral Luc.
SYNERGY:
Grass: Forretress, Heatran, Metagross
Electric: Rotom
Turret (Forretress) (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 112 Atk / 144 Def
Relaxed Nature (+Def, -Spe)
- Toxic Spikes
- Rapid Spin
- Gyro Ball
- Explosion
Ah, those ever-useful Toxic Spikes. They help me take on Blissey and other defensive threats, and with the lack of grounded Poison-types in OU as well as Rotom-W's spinblocking ability, they're usually up for the whole game. Despite not having a ridiculous SR weakness, Rapid Spin support is always a plus. Gyro Ball from such a slow Pokemon does more damage than you would expect to many offensive threats. And I've already mentioned Explosion's potential. Forretress is further backup to Metagross, Scizor and the like as well as DD Mence lacking Fire Blast.
SYNERGY:
Fire: Heatran, Suicune
Gross Metal (Metagross) @ Leftovers
Trait: Clear Body
EVs: 252 HP / 16 Atk / 164 Def / 76 SpD
Impish Nature (+Def, -SpA)
- Rest
- Sleep Talk
- Meteor Mash
- Ice Punch
My sleep absorber. Takes on Breloom pretty well thanks to bulk and Sleep Talk, and survives +1 DD Mence's Earthquake while OHKOing with Ice Punch. Even with a lack of Atk EVs, Metagross still packs a punch. Does well against Ttar, but Flamethrower/Fire Blast hurts, as it hits Metagross' weaker specially defensive side. Metagross is pretty solid, and my team really doesn't fear Heatran, who can take on my Metagross for years.
New EV spread: Rather useless Spe EVs thrown into SpD for more bulk to combat special attackers.
SYNERGY:
Fire: Heatran, Suicune
Ground: Rotom, Azelf
An Elf! (Azelf) @ Choice Band
Trait: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature (+Spe, -SpA)
- Zen Headbutt
- U-turn
- Trick
- Explosion
A slightly altered version of CB Azelf, to pack both Trick and U-Turn. Azelf is a fantastic scout and finishes off many Pokemon. A hard hit on the omnipresent Celebi is welcome anywhere, too. Trick screws up so many walls it's hilarious; I've ruined plenty. Zen Headbutt is my obligatory STAB move, and its flinch chance coupled with Azelf's high speed has proven useful. Azelf draws in Blissey, who assumes a Nasty Plotter, and gets smacked ridiculously hard with a physical move. Oh, right, and how many times have I mentioned Explosion in this RMT?
SYNERGY:
Dark: Heatran, Forretress
Ghost: Heatran, Forretress
Bug: Heatran, Forretress, Rotom
---
A Last Glance:
---
Heh, that was fun, albeit it took me awhile to make... ._.
Constructive criticism is appreciated greatly. Thanks for reading!
Enjoy.
---
At A Glance:
---
Team Building Process:
Right off the bat we knew we'd need a solid lead start off The Team. Looking around in QC and whatnot I found an Anti-lead Rotom set that was rejected. However, I found it very interesting and wanted to try it. Rotom-W here has worked out fantastically so far.
Next we needed a sleep absorber that can take on Roserade, who Rotom loses to. We picked Heatran for its offensive capability and great defensive typing.
A bulky water should be a staple on every team, and ours is no exception. We needed something to take on opposing Water-types that can't reliably be handled by Rotom. We chose Offensive Cune for its surprise factor and surprising capability.
Just by looking at our team, an idea popped up. "Toxic Spikes would work amazingly!" And so they do. With the semi-stally nature of our team, they've proven useful, as has Forretress' defensive abilities and Rapid Spin support. And having a Pokemon with Explosion adds a bit of comfort in tricky situations.
"WHAT? NO ROCKS?" Obviously we needed SR support, as well as a special wall to cope with our various physical tanks. Blissey fit the description nicely, and also provides our team with Aromatherapy support, which is a nice plus.
Looking at our team, we have a Blissey problem. SubPainSplit Gengar could beat the pink menace every time, and the extra speed was an immense help.
However, after playtesting, we found that we STILL couldn't beat Blissey. We needed a reliable physical attacker, and Gengar wasn't cutting it. We found that we couldn't fix the team by replacing just one Pokemon, so we ditched Blissey too.
Losing Blissey meant losing SR. So, after changing a bit around, we settled with this: ResTalk Heatran changed to Lead ShucaTran (only not a lead), and we put Metagross as our sleep absorber. Metagross handles Roserade nicely, as well as being a threat to Breloom. With the EV spread we have, Metagross always survives DD Mence's +1 EQ and OHKOes in return with Ice Punch. We still wanted an even physical/special balance, and we needed speed, so CB Azelf solved our dilemma in that scenario.
And now, without further ado, here's our team: in-depth!
---
The Squad:
OxiClean (Rotom-W) @ Colbur Berry
Trait: Levitate
EVs: 252 HP / 136 Def / 32 SpA / 88 Spe
Bold Nature (+Def, -Atk)
- Thunderbolt
- Shadow Ball
- Hydro Pump
- Will-O-Wisp
Rotom-W starts things off with a BANG and gets my momentum going. I've found to be a very effective anti-lead (and by that I don't mean preventing rocks; I mean KOing the opposing lead while taking little/no damage). Here's how I roll:
Azelf: Thunderbolt on their SR to break the Sash and hope for parahax, then finish it off with Shadow Ball. If no parahax, take a Psychic that fails to KO, then finish it with Shadow Ball.
Aerodactyl: Thunderbolt on the SR / Taunt, hope for parahax. Finish it with Shadow Ball. If Taunt + no parahax, finish it as they set up SR. If SR + no parahax, easily take a Rock Slide and finish it off.
Swampert: WoW on the Rocks, then either fire away with Shadow Ball or go to Forry to get up my TSpikes.
Metagross: WoW on the SR, if Lum, Hydro Pump on the switch to Heatran. (You have no idea how many times I've done this, it seems people like to use Heatran and Metagross together.) If no Lum, spam TBolt after WoWing.
Jirachi: WoW. If the SR, great, that thing can't do much now. If U-Turn, something not named Heatran or Infernape gets burned, which is always nice. If they Trick, that's fine, Rotom never minds a Scarf.
Infernape: TBolt on the Rocks, hope for parahax (again, rofl, obviously I don't have to do this, but this way I'm doing more than just breaking the Sash). If parahax, finish it. If no parahax, live the Overheat and finish it or go to Cune to take it and work from there.
Machamp: WoW to wreck the Lum as their Payback doesn't do squat thanks to Colbur Berry, and depending on how I'm feeling either WoW again or predict a switch and attack.
Roserade: Switch to Metagross to take the sleep and fire off some Meteor Mashes and Ice Punches by using Sleep Talk.
Tyranitar: WoW as they Pursuit / Crunch / Payback / whatever for fail damage (once again, thanks Colbur Berry!), if they used a move other than Pursuit, go to Cune or Forry to set up TSpikes, if Pursuit, stay in and Hydro Pump.
Gliscor: Hydro Pump on the SR / Taunt. Bye.
Heatran: Hydro Pump + Tbolt on their Rocks + Fire Blast. This is why I use Rotom-W with Hydro Pump rather than Rotom-H with Overheat.
Hippowdon: WoW on the SR, then fire off some Hydro Pumps as they fail to do significant damage to me.
Aerodactyl: Thunderbolt on the SR / Taunt, hope for parahax. Finish it with Shadow Ball. If Taunt + no parahax, finish it as they set up SR. If SR + no parahax, easily take a Rock Slide and finish it off.
Swampert: WoW on the Rocks, then either fire away with Shadow Ball or go to Forry to get up my TSpikes.
Metagross: WoW on the SR, if Lum, Hydro Pump on the switch to Heatran. (You have no idea how many times I've done this, it seems people like to use Heatran and Metagross together.) If no Lum, spam TBolt after WoWing.
Jirachi: WoW. If the SR, great, that thing can't do much now. If U-Turn, something not named Heatran or Infernape gets burned, which is always nice. If they Trick, that's fine, Rotom never minds a Scarf.
Infernape: TBolt on the Rocks, hope for parahax (again, rofl, obviously I don't have to do this, but this way I'm doing more than just breaking the Sash). If parahax, finish it. If no parahax, live the Overheat and finish it or go to Cune to take it and work from there.
Machamp: WoW to wreck the Lum as their Payback doesn't do squat thanks to Colbur Berry, and depending on how I'm feeling either WoW again or predict a switch and attack.
Roserade: Switch to Metagross to take the sleep and fire off some Meteor Mashes and Ice Punches by using Sleep Talk.
Tyranitar: WoW as they Pursuit / Crunch / Payback / whatever for fail damage (once again, thanks Colbur Berry!), if they used a move other than Pursuit, go to Cune or Forry to set up TSpikes, if Pursuit, stay in and Hydro Pump.
Gliscor: Hydro Pump on the SR / Taunt. Bye.
Heatran: Hydro Pump + Tbolt on their Rocks + Fire Blast. This is why I use Rotom-W with Hydro Pump rather than Rotom-H with Overheat.
Hippowdon: WoW on the SR, then fire off some Hydro Pumps as they fail to do significant damage to me.
Honestly I love how this works out, I can KO almost every lead with ease. Although it may have lost some health and (unfortunately) doesn't have a recovery move, Rotom can come back in late-game to take on Scizor, Metagross and friends.
SYNERGY:
Dark: Heatran, Forretress
Ghost: Heatran, Forretress
HotTempered (Heatran) (M) @ Shuca Berry
Trait: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature (+Spe, -Atk)
- Fire Blast
- Earth Power
- Hidden Power [Grass]
- Stealth Rock
Reliably sets up SR. Honestly that's the main point of this guy. Because most people lead with ShucaTran and therefore don't have it mid/late-game, I can bluff a Scarf coming in later. HP Grass is useful against Swampy, but I'm considering Explosion for when I'm in trouble. Plus, who doesn't love going out with a literal EXPLOSION? Heatran also serves as a ScarfTran check and does well against CB Scizor and Metagross, too, provided they're not locked into Superpower and Earthquake, respectively.
SYNERGY:
Water: Suicune, + Rotom helps
Fighting: Rotom, Azelf
Ground: (Shuca Berry) Rotom, Azelf, + Suicune helps
Suikun (Suicune) @ Leftovers
Trait: Pressure
EVs: 60 HP / 252 SpA / 196 Spe
Timid Nature (+Spe, -Atk)
- Calm Mind
- Surf
- Hidden Power [Electric]
- Ice Beam
Ah, yes, Offensive Cune. Love it. For some strange reason people thing Gyarados is a good switch in to Cune, by all means, go for it! I'll be happy to take them out with an HP Electric. The power Suicune packs is really useful, combined with its natural bulk and fantastic typing, this thing is hard to stop after a CM or two. Switches into Heatran with relative ease, and takes on Gyarados and Mence quite nicely, if you ask me. Most people expect the mono-attacking CroCune, so this thing's got a nice surprise factor to it as well. I've used it with success.
New EV spread: Outspeeds +Spe Heatran and neutral Luc.
SYNERGY:
Grass: Forretress, Heatran, Metagross
Electric: Rotom
Turret (Forretress) (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 112 Atk / 144 Def
Relaxed Nature (+Def, -Spe)
- Toxic Spikes
- Rapid Spin
- Gyro Ball
- Explosion
Ah, those ever-useful Toxic Spikes. They help me take on Blissey and other defensive threats, and with the lack of grounded Poison-types in OU as well as Rotom-W's spinblocking ability, they're usually up for the whole game. Despite not having a ridiculous SR weakness, Rapid Spin support is always a plus. Gyro Ball from such a slow Pokemon does more damage than you would expect to many offensive threats. And I've already mentioned Explosion's potential. Forretress is further backup to Metagross, Scizor and the like as well as DD Mence lacking Fire Blast.
SYNERGY:
Fire: Heatran, Suicune
Gross Metal (Metagross) @ Leftovers
Trait: Clear Body
EVs: 252 HP / 16 Atk / 164 Def / 76 SpD
Impish Nature (+Def, -SpA)
- Rest
- Sleep Talk
- Meteor Mash
- Ice Punch
My sleep absorber. Takes on Breloom pretty well thanks to bulk and Sleep Talk, and survives +1 DD Mence's Earthquake while OHKOing with Ice Punch. Even with a lack of Atk EVs, Metagross still packs a punch. Does well against Ttar, but Flamethrower/Fire Blast hurts, as it hits Metagross' weaker specially defensive side. Metagross is pretty solid, and my team really doesn't fear Heatran, who can take on my Metagross for years.
New EV spread: Rather useless Spe EVs thrown into SpD for more bulk to combat special attackers.
SYNERGY:
Fire: Heatran, Suicune
Ground: Rotom, Azelf
An Elf! (Azelf) @ Choice Band
Trait: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature (+Spe, -SpA)
- Zen Headbutt
- U-turn
- Trick
- Explosion
A slightly altered version of CB Azelf, to pack both Trick and U-Turn. Azelf is a fantastic scout and finishes off many Pokemon. A hard hit on the omnipresent Celebi is welcome anywhere, too. Trick screws up so many walls it's hilarious; I've ruined plenty. Zen Headbutt is my obligatory STAB move, and its flinch chance coupled with Azelf's high speed has proven useful. Azelf draws in Blissey, who assumes a Nasty Plotter, and gets smacked ridiculously hard with a physical move. Oh, right, and how many times have I mentioned Explosion in this RMT?
SYNERGY:
Dark: Heatran, Forretress
Ghost: Heatran, Forretress
Bug: Heatran, Forretress, Rotom
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A Last Glance:
---
Heh, that was fun, albeit it took me awhile to make... ._.
Constructive criticism is appreciated greatly. Thanks for reading!