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OU "Rag-Tag" team

Discussion in '6th Gen RMT' started by ModelT, Dec 3, 2013.

  1. ModelT

    ModelT The Normal Trainer

    This is a team I'm working on building for Wi-Fi battles, but I'm testing and playing it in simulators in OU, making sure it's competatively capable. There isn't a gimmick, and the name was given by a friend who was watching me test it, rather successfully a few times. (Images from Serebii)

    Also, I included their nicknames. I feel they're important.


    Nickname: Raider
    Arcanine @ Life Orb
    Ability: Flash Fire
    EVs: 252 HP / 252 Attack / 4 Speed
    Nature: Adamant
    - Extreme Speed
    - Wild Charge
    - Flare Blitz
    - Close Combat

    This guy does a few things on this team. For starters, I went w/ Flash Fire rather than Intimidate to allow him to switch in on Fire moves (Which threaten Mawile and hurt Dry Skin Heliolisk) without penalty, because of his rather suicidal build, it certainly helps keep him alive, and that 240 base Flare Blitz isn't something to be scoffed at. He's also a beast vs. Sun threats. Generally though, he acts as an early heavy hitter or a great cleaner.
    Nickname: Got the nickname idea from Berzerk


    Nickname: Vigilante
    Gliscor @ Toxic Orb
    Ability: Toxic Heal
    EVs: 252 HP / 252 Def / 4 Speed
    Nature: Impish
    - Earthquake
    - Rock Slide
    - Toxic
    - Protect / Roost

    Who hasn't seen this set before? Okay. No big surprises here. This guy is my big ol beefy physical wall, my go to switch vs. SE EQ (Good cover for Arcanine and Mawilel), and otherwise just cancer for everybody. I run Rock Slide because it gives me some more coverage, and a way to deal w/ Talonflame, and pop the occasional Ballon, and with his higher base speed he can get a flinch in if I'm lucky, helping the Stall out. He's a good answer to Sunny problems that kill Arcanine, as well as immune to Sand. Roost is great surviablity. The cap to this guy is that he is also a status Sponge w/ Poison Heal and Toxic Orb protecting him from Sleep, Burn, etc.
    Nickname: I ain't sayin he's Batman, but I've never seen him and Batman together


    Nickname: Valkyrie
    Mawile @ Mawilite
    Ability: Intimidate -> Huge Power
    EVs: 124 HP / 252 Attack / 132 Speed
    Nature: Impish
    - Sucker Punch
    - Play Rough
    - Swords Dance
    - Fire Fang

    This guy fills a similar role to Arcanine in that he put a lot of physical pressure on the field, and cleans up rather nicely. There have, however, been battles where I would just switch him in and out for the intimidate. On my team, he answers physical walls well. Fire Fang gets the 4x agsinst Forretress and Ferrothorn and is great coverage on this guy. Sucker Punch is his saving grace though, with his low speed, he needs priority. Play Rough is my STAB of choice. Swords Dance is great if Intimidate forces the switch, and getting that +2 on Mawile can be a huge game changer.
    Nickname: All of my usable Mawiles have been female... The name seemed only right


    Nickname: Frank the Tank
    Goodra @ Assault Vest
    Ability: Gooey
    EVs: 252 HP / 4 Sp. Attack / 252 Sp. Def
    Nature: Modest
    - Draco Meteor
    - Thunderbolt
    - Sludge Bomb
    - Ice Beam

    With max investment in HP and Sp. Def, he can eat Ice Beams and Dazzling Gleams with the best of them, and turn around and kill any opposing Fairy types sitting in front of him with Sludge Wave. Ice Beam and Thunderbolt are coverage that help him deal with threats and add coverage to my team, and Draco Meteor is Goodra's best friend for massive STABs. His base 80 speed keeps him up with a lot of things, and with Gooey and the HP investment, he can even threaten physical attackers who rely on speed a lot. As far as team synergy goes, he is my go to switch when dealing with special attackers. Though Arcanine, Gligar and Heliolisk can absorb Fire, Electric and Water attacks (repectively), they are fragile and Goodra provides an alternative in cases where my prediction might be off or if I'm down one of them, as well as being able to deal w/ Psychics
    Nickname: The nickname is based on a character my friend made in DnD. It was a Dwarven Wizard that wore Full Platemail Armor who walked around "shooting" spells out of a staff he carried like a gun.


    Nickname: Drifter
    Mienshao @ Leftovers
    Ability: Regenerator
    EVs: 200 HP / 56 Attack / 252 Speed
    Nature: Jolly
    - Fake Out
    - Knock Off
    - High Jump Kick
    - U-Turn

    Mienshao adds an odd element to the team. He's my scout. Fake Out and Knock Off are great tools when out speeding my opponent, and can realy hurt a Stall team. High Jump Kick is the obvious STAB of choice for good damage even without the EV investment. U-Turn is the common pair up with Regenerator. Leftovers add another element of survival, and the HP EV number is a leftovers number, allowing him to do his job more often before his inevitable death. Even without the great Attack EV investment, HJK does his best damage, Fake Out is great for a bit of free damage and to see if an ability triggers, and Knock Off not only removes items, but gives him a great tool for predicting Ghost switches. This set up makes him excellant at running out into Stall mons, greatly hindering their ability to stall, and allowing me to pick the appropriate answer with a U-Turn.
    Nickname: I've seen Bunraku about seven or eight times now, and the "cowboy with no guns" character is one of my favorites, and is listed in the credits as "The Drifter."


    Nickname: The Bard
    Heliolisk @ Choice Specs
    Ability: Dry Skin
    EVs: 252 Sp. A / 252 Speed / 4 Sp. Def
    Nature: Timid
    - Surf
    - Thunderbolt
    - Dark Pulse
    - Volt Switch

    Pure Speed on top of awesome coverage and the ability to suck up a water hit for no money down. I loved this guy the first time I saw him. Packing surf to counter his only weakness for predictable switches, Dark Pulse for additional coverage, and two awesome Electric moves, makes even the most Jolly Gyradoes cry, doubly so for Azumarill.

    My primary goal here was to try to work a lot of synergy into the team. Every choice on each mon is based not only on the mon itself, but also how it effects the team as a whole. The team has enough immunities to each others' weaknesses to provide excellant switching capabilities: Aracnine can eat fire moves for free for Mawile, Heliolisk can eat water moves for Arcanine, Gliscor can eat Earthquakes for the whole team. As for status effects, almost my whole team is packing immunities. Arcanine not only cannot be burned, but (save Scald) gets a buff from burn attemps; Heliolisk is immune to Paralysis; Maw is immune to Poison; Gliscor, when already poisoned, is effectivly immune to all the major status effects. I've enjoyed the use of this team with careful decesion making and earned many rewarding victories. Goodra and Meinshao are the only ones who needs to worry about status effects, and they have a lot of switch options in those scenarios.
    Ultimatly, unless I run into Uber tiers or make poor life choices, I don't ever get quickly swept, and have the fun sort of battles that I love from this game.

    12/6/2013: Replaced Meinshao w/ Hariyama ("Critility" Build)
    12/11/2013: Replaced Heliolisk w/ Skarmory ("Rock/Phazer" Build)
    12/18/2013: Altered Harmiyama's EV spread: Full HP -> 16 HP and 240 Defense (Leftovers number and Defense for taking hits) and swapped Skarmory and Starmi for Heliolisk and Scissor
    12/25/2013: Swapped Scissor for Mandibuzz. Decided on Thick Fat Hariyama.
    1/3/2014: Fixed the post overall.
    1/14/2014: Removed Hariyama and Mandibuzz. Added Goodra and Mienshao.
    1/23/2014: Retired team.
    Last edited: Jan 23, 2014

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