Intro:
Well this is a team that I have been using a lot recently. It has had a good run, but for now I’m going to retire it and create something new. My main reason for posting it is just to get some thoughts and opinions about the team. I may also use it in the future so I might make a few changes to test out at some point in time. Without further ado here it is.
The Team:
In Depth:
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 80 HP/252 Atk/176 Spe
Nature: Jolly (+Spe, -Sp.Atk)
- Iron Head
- Stealth Rock
- Trick
- U-Turn
Jirachi has been my lead of choice (quite literally) for some of my most recent teams. It is a very solid choice as it can handle some of the most common leads and prevent them from getting up Stealth Rocks sometimes, and can even get Rocks of its own placed. It matches favorably against Azelf, the most common lead in OU at this time, as well as other common suicide leads such as Aerodactyl and Roserade. It can also come back later in the game and finish off slower opponents with Iron Head.
Jirachi’s Iron Head flinches things like Azelf 60% of the time and prevents it from getting down SR, and even if it doesn’t flinch Starmie can come clean up the mess. Trick can cripple many leads such as Swampert or Bronzong who get forced into switching as if they use SR there is no point in sticking around, plus if they can only use the same move it helps make them easy to predict around later in the game. U-Turn lets me see what they switch out to so that I can safely bring in a counter to whatever they have.
Gliscor @ Leftovers
Ability: Sand Veil
EVs: 252 HP/40 Def/216 Spe
Nature: Jolly (+Spe, -Sp.Atk)
- Earthquake
- Taunt
- Roost
- U-Turn
Gliscor is the most defensive player on my team. He is simply amazing at destroying stall teams, as well as shutting down common offensive threats with his great typing and using Taunt to prevent stat boosting. Despite this being a defensive pokemon on an offensive team he can still win me battles single handedly against unprepared teams as he is surprisingly fast.
Taunt prevents Gyarados, and other Dragon Dancers from setting up against Gliscor, and then I can U-Turn out to something to counter them. U-Turn is very fun especially when you have two pokemon with it, such as my Jirachi lead. Going back and forth can wear opponents down gradually and be annoying to deal with. Gliscor even comes complete with reliable STAB Earthquake, and recovery from Roost.
Salamence @ Life Orb
Ability: Intimidate
EVs: 16 Atk/240 Sp.Atk/252 Spe
Nature: Naive (+Spe, -Sp.Def)
- Draco Meteor
- Outrage
- Fire Blast
- Earthquake
Good ol’ MixMence. It helps break down walls and punch holes in teams. This thing is the best pokemon in OU simply because of how difficult it is to predict. If they expect a DDMence and run into this it could possibly be game over for predicting incorrectly. This set can take out anything in one or two hits, which makes switching difficult, yet at the same time it forces a lot of switches.
Draco Meteor followed by Outrage is enough to destroy even the sturdiest things out there such as Cresselia. Fire Blast takes out Steel types who try to come in on Draco Meteor and can even finish off Scizor and Skarmory after the Sp.Atk drop from DM. Earthquake is to deal with things such as Heatran and Magnezone who are better handled by it as opposed to Fire Blast.
Heatran @ Life Orb
Ability: Flash Fire
EVs: 4 Def/252 Sp.Atk/252 Spe
Nature: Timid (+Spe, -Atk)
- Fire Blast
- Earth Power
- Toxic
- Substitute
SubTran is one of the many sets Heatran can pull off and destroy teams with. Most Heatran are stopped cold by bulky Water types such as Swampert, Suicune, Vaporeon, and things of that sort, however when Heatran sets up a Sub while its counters switch in it can safely hit them with Toxic and stall them by spamming Sub. This effectively allows Heatran to defeat its most common counters and take them completely by surprise.
Fire Blast and Earth Power are found on nearly every Heatran and for good reason; it provides it with a great STAB and amazing coverage. Toxic and Substitute is a deadly combination which allows Heatran to be difficult to counter without losing a pokemon. It is more deadly than Explosion because it allows Heatran to defeat counters without sacrificing itself.
Starmie @ Life Orb
Ability: Natural Cure
EVs: 4 HP/252 Sp.Atk/252 Spe
Nature: Timid (+Spe, -Atk)
- Hydro Pump
- Thunderbolt
- Ice Beam
- Rapid Spin
Starmie makes an effective Rapid Spinner and revenge killer in one package. Many things such as Gyarados, Salamence, and Heatran can be dealt with by Starmie should they manage to take out one of my other pokes. Rotoms that try to stop Rapid Spin can end up eating a Hydro Pump instead and being finished off by the second attack, leaving me free to get rid of SR and other hazards without a problem.
While Hydro Pump is inaccurate it helps Starmie destroy Rotoms that want to keep SR up for my opponents, which is something Surf just doesn’t have the power to do. Boltbeam gives good coverage, and allows me to get revenge kills on many common sweepers to prevent them from destroying my team.
Machamp @ Leftovers
Ability: No Guard
EVs: 252 HP/252 Atk/4 Spe
Nature: Adamant (+Atk, -Sp.Atk)
- Dynamicpunch
- Payback
- Stone Edge
- Substitute
Let’s face it… Machamp just might be the most annoying pokemon out there. It’s sure up there with things such as Breloom (Spore) and Jirachi (Iron Head.) Nothing likes to switch into Dynamicpunch not only because of raw power, it also confuses everything it hits other then ghosts. Even ghosts think twice about switching in because it has Payback. If this gets a Substitute up it can safely abuse Dynamicpunch without having to worry about incoming ghosts because if they come in it can safely use Payback while the Sub soaks up the damage. It also prevents the pesky ghosts from using Will o’ Wisp which most of them have.
Dynamicpunch and Payback provide it with nearly perfect coverage. Heracross and Toxicroak are the only things that resist both attacks, while Heracross would be hit by Stone Edge for neutral damage, and while Toxicroak resists everything it doesn’t have the bulk to come in anytime soon. There are few things scarier than a Machamp behind a Sub because of how annoying Dynamicpunch is when it has perfect accuracy thanks to Machamps amazing ability, No Guard.
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This is my team… If you have any interesting ideas post them here and I may test them out sometime whenever use this team again.
Well this is a team that I have been using a lot recently. It has had a good run, but for now I’m going to retire it and create something new. My main reason for posting it is just to get some thoughts and opinions about the team. I may also use it in the future so I might make a few changes to test out at some point in time. Without further ado here it is.
The Team:
In Depth:
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 80 HP/252 Atk/176 Spe
Nature: Jolly (+Spe, -Sp.Atk)
- Iron Head
- Stealth Rock
- Trick
- U-Turn
Jirachi has been my lead of choice (quite literally) for some of my most recent teams. It is a very solid choice as it can handle some of the most common leads and prevent them from getting up Stealth Rocks sometimes, and can even get Rocks of its own placed. It matches favorably against Azelf, the most common lead in OU at this time, as well as other common suicide leads such as Aerodactyl and Roserade. It can also come back later in the game and finish off slower opponents with Iron Head.
Jirachi’s Iron Head flinches things like Azelf 60% of the time and prevents it from getting down SR, and even if it doesn’t flinch Starmie can come clean up the mess. Trick can cripple many leads such as Swampert or Bronzong who get forced into switching as if they use SR there is no point in sticking around, plus if they can only use the same move it helps make them easy to predict around later in the game. U-Turn lets me see what they switch out to so that I can safely bring in a counter to whatever they have.
Gliscor @ Leftovers
Ability: Sand Veil
EVs: 252 HP/40 Def/216 Spe
Nature: Jolly (+Spe, -Sp.Atk)
- Earthquake
- Taunt
- Roost
- U-Turn
Gliscor is the most defensive player on my team. He is simply amazing at destroying stall teams, as well as shutting down common offensive threats with his great typing and using Taunt to prevent stat boosting. Despite this being a defensive pokemon on an offensive team he can still win me battles single handedly against unprepared teams as he is surprisingly fast.
Taunt prevents Gyarados, and other Dragon Dancers from setting up against Gliscor, and then I can U-Turn out to something to counter them. U-Turn is very fun especially when you have two pokemon with it, such as my Jirachi lead. Going back and forth can wear opponents down gradually and be annoying to deal with. Gliscor even comes complete with reliable STAB Earthquake, and recovery from Roost.
Salamence @ Life Orb
Ability: Intimidate
EVs: 16 Atk/240 Sp.Atk/252 Spe
Nature: Naive (+Spe, -Sp.Def)
- Draco Meteor
- Outrage
- Fire Blast
- Earthquake
Good ol’ MixMence. It helps break down walls and punch holes in teams. This thing is the best pokemon in OU simply because of how difficult it is to predict. If they expect a DDMence and run into this it could possibly be game over for predicting incorrectly. This set can take out anything in one or two hits, which makes switching difficult, yet at the same time it forces a lot of switches.
Draco Meteor followed by Outrage is enough to destroy even the sturdiest things out there such as Cresselia. Fire Blast takes out Steel types who try to come in on Draco Meteor and can even finish off Scizor and Skarmory after the Sp.Atk drop from DM. Earthquake is to deal with things such as Heatran and Magnezone who are better handled by it as opposed to Fire Blast.
Heatran @ Life Orb
Ability: Flash Fire
EVs: 4 Def/252 Sp.Atk/252 Spe
Nature: Timid (+Spe, -Atk)
- Fire Blast
- Earth Power
- Toxic
- Substitute
SubTran is one of the many sets Heatran can pull off and destroy teams with. Most Heatran are stopped cold by bulky Water types such as Swampert, Suicune, Vaporeon, and things of that sort, however when Heatran sets up a Sub while its counters switch in it can safely hit them with Toxic and stall them by spamming Sub. This effectively allows Heatran to defeat its most common counters and take them completely by surprise.
Fire Blast and Earth Power are found on nearly every Heatran and for good reason; it provides it with a great STAB and amazing coverage. Toxic and Substitute is a deadly combination which allows Heatran to be difficult to counter without losing a pokemon. It is more deadly than Explosion because it allows Heatran to defeat counters without sacrificing itself.
Starmie @ Life Orb
Ability: Natural Cure
EVs: 4 HP/252 Sp.Atk/252 Spe
Nature: Timid (+Spe, -Atk)
- Hydro Pump
- Thunderbolt
- Ice Beam
- Rapid Spin
Starmie makes an effective Rapid Spinner and revenge killer in one package. Many things such as Gyarados, Salamence, and Heatran can be dealt with by Starmie should they manage to take out one of my other pokes. Rotoms that try to stop Rapid Spin can end up eating a Hydro Pump instead and being finished off by the second attack, leaving me free to get rid of SR and other hazards without a problem.
While Hydro Pump is inaccurate it helps Starmie destroy Rotoms that want to keep SR up for my opponents, which is something Surf just doesn’t have the power to do. Boltbeam gives good coverage, and allows me to get revenge kills on many common sweepers to prevent them from destroying my team.
Machamp @ Leftovers
Ability: No Guard
EVs: 252 HP/252 Atk/4 Spe
Nature: Adamant (+Atk, -Sp.Atk)
- Dynamicpunch
- Payback
- Stone Edge
- Substitute
Let’s face it… Machamp just might be the most annoying pokemon out there. It’s sure up there with things such as Breloom (Spore) and Jirachi (Iron Head.) Nothing likes to switch into Dynamicpunch not only because of raw power, it also confuses everything it hits other then ghosts. Even ghosts think twice about switching in because it has Payback. If this gets a Substitute up it can safely abuse Dynamicpunch without having to worry about incoming ghosts because if they come in it can safely use Payback while the Sub soaks up the damage. It also prevents the pesky ghosts from using Will o’ Wisp which most of them have.
Dynamicpunch and Payback provide it with nearly perfect coverage. Heracross and Toxicroak are the only things that resist both attacks, while Heracross would be hit by Stone Edge for neutral damage, and while Toxicroak resists everything it doesn’t have the bulk to come in anytime soon. There are few things scarier than a Machamp behind a Sub because of how annoying Dynamicpunch is when it has perfect accuracy thanks to Machamps amazing ability, No Guard.
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This is my team… If you have any interesting ideas post them here and I may test them out sometime whenever use this team again.