I'm still waiting for Smogon to update their main site with 5th Gen data, sets, etc. But it seems like it will take a while so I might as well look at what I can do otherwise. I am new-ish to this generation, so competent ratings and constructive criticism is more than welcome, especially since I can't find Smogon usage statistics (which would be incredibly helpful if someone knows where they are).
The ability Regenerator seems awesome, possibly the best user being Mienshao. Knowing this, I decided to build my team around a core of Regenerator users while filling in the gaps. Since my team will be focused on using Mienshao to punch through the opponents team with heavy High Jump Kicks, part of my strategy is luring out Ghost-types earlier rather than later and dealing with them.
Mienshao@Life Orb
Jolly, Regenerator
4 HP / 252 Attack / 252 Speed
- Fake Out
- U-turn
- High Jump Kick
- Stone Edge
Maybe my favorite addition of 5th Gen, the Regenerator scout. With Fake Out and U-turn, he bounces around and causes plenty of annoying free turns. Life Orb recoil will be almost non-existant to him until mid-late game where I actually start attacking. Early game I'll be using him to scout for Ghost-types to prevent an early demise via High Jump Kick. Once those are down, I'll be using Mienshao's huge STAB to bust through everything else. Entry hazard support from other members of the team should help those heavy hits finish off foes quickly, too. Stone Edge is for coverage and to make sure I can keep Chandelure at bay, since I don't have the best answer for him right now.
Chansey@Eviolite
Impish, Natural Cure
248 HP / 252 Defense / 8 Special Defense
- Seismic Toss
- Stealth Rock
- Protect / Softboiled
- Wish
-Suggestion by Blue_Harvest-
Chansey is one of the few viable users of Eviolite in OU, and boy does she make full use of it. I don't plan on Chansey being the 'glue' of my team, but more of a back up plan to special sweepers and a tank for some weaker physical hits. Though I don't like limiting my movepools, I need to open Skarmory's moveslots up so I decided to throw Stealth Rock on Chansey. The way I see it, Chansey doesn't have a huge issue switching in and it's not a true game breaker late game, so I don't see any harm in using it early on for Stealth Rock support. Wish is to help my team stay alive, and with Wish and Regenerator active, I plan on keeping my core around as long as I can. Seismic Toss is obligatory, but it also contributes to the team's strategy: get Ghost-types out early. Protect will then give me the chance to see what they are packing before switching out. However, in a hectic situation I may prefer Softboiled for immediate recovery. Chansey is okay for the time being, but there might be a better option as I don't like the thought of Chansey being my last Pokemon. EV's are set so residual damage will deal the least amount possible while keeping the most HP. The 8 EVs gives Chansey a solid 248 before Eviolite (ending on an even number) in Special Defense. Tons invested in Defense will prevent things like Tyranitar from destroying her in a single hit.
Tangrowth@Leftovers
Impish, Regenerator
252 Hp / 40 Attack / 216 Defense
- Power Whip
- Earthquake
- Leech Seed
- Protect / Sleep Powder
The physical tank of the new age. With Regenerator, Leech Seed, and Leftovers, I hope to keep this gargantuan fed and alive well into each match. Leech Seed is one of my favorite moves and the added residual damage is great against non-Grass-types (and Reuniclus). Power Whip and Earthquake provide decent coverage though Flying-types will be a hassle. Protect helps by giving Tangrowth extra turns while Sleep Powder could give my team some Sleep support. However, since my next member has another status ailment, I am quite hesitant. The EVs are just built for general tanking, and if I'm not scoring any new major kills then I can ignore the attack. I simply feel a little push with the attack may help with other residual damage to score KOs.
Slowbro@Leftovers
Bold, Regenerator
252 HP / 252 Defense / 4 Special Defense
- Scald
- Flamethrower
- Slack Off
- Thunder Wave / Toxic
The last of my Regenerator core is Slowbro. Thanks to its resistance to Fighting-type and terrible Speed to reduce Payback damage, Slowbro is protection from a lot of the Fighting-type sweepers out there. Access to Scald gives him even more status options which I plan on throwing around. The statuses will help with either residual damage or dropping the opponent's Speed so Mienshao has an easier time. Though I did think about the uses of Ice Beam, Flamethrower makes sure Ferrothorn, Forretress, and Scizor can't continually waltz in on Slowbro. I am torn between Thunder Wave and Toxic, since I would like a reliable residual damage status but having two moves that cause it might be overkill. EVs are just set to prevent as much physical damage as possible, since I may be having to take Flare Blitzes and the like.
Skarmory@Leftovers
Impish, Sturdy
252 HP / 76 Defense / 180 Special Defense
- Brave Bird
- Roost
- Spikes
- Whirlwind
-Suggestion by Blue Harvest-
Though I did like the notion of Deoxys-D on my team, Skarmory gives me a needed Dragon-type resists and an immunity to Earthquake. At the same time, with Stealth Rock on Chansey, I have room for all the necessary moves for this set. Brave Bird hits Fighting-types hard so Psychic isn't necessary on Slowbro and smashes any frail attacker who is neutral to Flying-type. Roost provides Skarmory with instant recovery, keeping up with the rest of my heal-obsessed team. With huge bulk, Skarmory has little trouble laying Spikes around the opposing team to help my heavy hitters score easier KO's. Whirlwind gives me some much needed phazing. Skarmory, like other members of my team, does its part of the team strategy by throwing the opponents around and finding those pesky Ghost-types. EVs are an old build I used to use, which gives me plenty of defense and invest into Special Defense enough to prevent weaker neutral hits from slowing the Spike process.
Tentacruel@Leftovers
Careful, Rain Dish
252 HP / 140 Defense / 116 Special Defense
- Scald / Surf
- Ice Beam
- Rapid Spin
- Toxic Spikes
Though I have failed to use Tentacruel to much success, I believe it is a great addition to my team. I have issues with Volcarona, and since Tentacruel can give it a hard time, I can have a much easier time with it. At the same time, my team is open to Toxic Spikes and with Tentacruel I won't have an issue with Stealth Rock or Spikes either. On top of this, it was brought to my attention by d0nut that weather teams would be a hassle, so Rain Dish and Toxic Spikes are useful counter measures. With Chansey's Fighting-type weakness comes Tentacruel's ability to switch into Wish well. This way I don't have to be too paranoid about Tentacruel's health. I am not sure if I should go for the status overkill or a small boost in power for Tentacruel's STAB, though I am leaning towards extra status. Tentacruel, unfortunately, does not keep the team's theme of making switching out advantageous and thus is on the chopping block. On top of this, a single Rapid Spin user like Forretress could give my team a headache while I try to set up since each individual entry hazard has a specific user. Even if switching around is the team's strategy, I don't want to waste a lot of turns pumping out entry hazards mid-game.
And there's the team. I was thinking about including a Ghost-type of my own, perhaps over Tentacruel, to block Rapid Spin. Thanks for your time.
The ability Regenerator seems awesome, possibly the best user being Mienshao. Knowing this, I decided to build my team around a core of Regenerator users while filling in the gaps. Since my team will be focused on using Mienshao to punch through the opponents team with heavy High Jump Kicks, part of my strategy is luring out Ghost-types earlier rather than later and dealing with them.
Mienshao@Life Orb
Jolly, Regenerator
4 HP / 252 Attack / 252 Speed
- Fake Out
- U-turn
- High Jump Kick
- Stone Edge
Maybe my favorite addition of 5th Gen, the Regenerator scout. With Fake Out and U-turn, he bounces around and causes plenty of annoying free turns. Life Orb recoil will be almost non-existant to him until mid-late game where I actually start attacking. Early game I'll be using him to scout for Ghost-types to prevent an early demise via High Jump Kick. Once those are down, I'll be using Mienshao's huge STAB to bust through everything else. Entry hazard support from other members of the team should help those heavy hits finish off foes quickly, too. Stone Edge is for coverage and to make sure I can keep Chandelure at bay, since I don't have the best answer for him right now.
Chansey@Eviolite
Impish, Natural Cure
248 HP / 252 Defense / 8 Special Defense
- Seismic Toss
- Stealth Rock
- Protect / Softboiled
- Wish
-Suggestion by Blue_Harvest-
Chansey is one of the few viable users of Eviolite in OU, and boy does she make full use of it. I don't plan on Chansey being the 'glue' of my team, but more of a back up plan to special sweepers and a tank for some weaker physical hits. Though I don't like limiting my movepools, I need to open Skarmory's moveslots up so I decided to throw Stealth Rock on Chansey. The way I see it, Chansey doesn't have a huge issue switching in and it's not a true game breaker late game, so I don't see any harm in using it early on for Stealth Rock support. Wish is to help my team stay alive, and with Wish and Regenerator active, I plan on keeping my core around as long as I can. Seismic Toss is obligatory, but it also contributes to the team's strategy: get Ghost-types out early. Protect will then give me the chance to see what they are packing before switching out. However, in a hectic situation I may prefer Softboiled for immediate recovery. Chansey is okay for the time being, but there might be a better option as I don't like the thought of Chansey being my last Pokemon. EV's are set so residual damage will deal the least amount possible while keeping the most HP. The 8 EVs gives Chansey a solid 248 before Eviolite (ending on an even number) in Special Defense. Tons invested in Defense will prevent things like Tyranitar from destroying her in a single hit.
Tangrowth@Leftovers
Impish, Regenerator
252 Hp / 40 Attack / 216 Defense
- Power Whip
- Earthquake
- Leech Seed
- Protect / Sleep Powder
The physical tank of the new age. With Regenerator, Leech Seed, and Leftovers, I hope to keep this gargantuan fed and alive well into each match. Leech Seed is one of my favorite moves and the added residual damage is great against non-Grass-types (and Reuniclus). Power Whip and Earthquake provide decent coverage though Flying-types will be a hassle. Protect helps by giving Tangrowth extra turns while Sleep Powder could give my team some Sleep support. However, since my next member has another status ailment, I am quite hesitant. The EVs are just built for general tanking, and if I'm not scoring any new major kills then I can ignore the attack. I simply feel a little push with the attack may help with other residual damage to score KOs.
Slowbro@Leftovers
Bold, Regenerator
252 HP / 252 Defense / 4 Special Defense
- Scald
- Flamethrower
- Slack Off
- Thunder Wave / Toxic
The last of my Regenerator core is Slowbro. Thanks to its resistance to Fighting-type and terrible Speed to reduce Payback damage, Slowbro is protection from a lot of the Fighting-type sweepers out there. Access to Scald gives him even more status options which I plan on throwing around. The statuses will help with either residual damage or dropping the opponent's Speed so Mienshao has an easier time. Though I did think about the uses of Ice Beam, Flamethrower makes sure Ferrothorn, Forretress, and Scizor can't continually waltz in on Slowbro. I am torn between Thunder Wave and Toxic, since I would like a reliable residual damage status but having two moves that cause it might be overkill. EVs are just set to prevent as much physical damage as possible, since I may be having to take Flare Blitzes and the like.
Skarmory@Leftovers
Impish, Sturdy
252 HP / 76 Defense / 180 Special Defense
- Brave Bird
- Roost
- Spikes
- Whirlwind
-Suggestion by Blue Harvest-
Though I did like the notion of Deoxys-D on my team, Skarmory gives me a needed Dragon-type resists and an immunity to Earthquake. At the same time, with Stealth Rock on Chansey, I have room for all the necessary moves for this set. Brave Bird hits Fighting-types hard so Psychic isn't necessary on Slowbro and smashes any frail attacker who is neutral to Flying-type. Roost provides Skarmory with instant recovery, keeping up with the rest of my heal-obsessed team. With huge bulk, Skarmory has little trouble laying Spikes around the opposing team to help my heavy hitters score easier KO's. Whirlwind gives me some much needed phazing. Skarmory, like other members of my team, does its part of the team strategy by throwing the opponents around and finding those pesky Ghost-types. EVs are an old build I used to use, which gives me plenty of defense and invest into Special Defense enough to prevent weaker neutral hits from slowing the Spike process.
Tentacruel@Leftovers
Careful, Rain Dish
252 HP / 140 Defense / 116 Special Defense
- Scald / Surf
- Ice Beam
- Rapid Spin
- Toxic Spikes
Though I have failed to use Tentacruel to much success, I believe it is a great addition to my team. I have issues with Volcarona, and since Tentacruel can give it a hard time, I can have a much easier time with it. At the same time, my team is open to Toxic Spikes and with Tentacruel I won't have an issue with Stealth Rock or Spikes either. On top of this, it was brought to my attention by d0nut that weather teams would be a hassle, so Rain Dish and Toxic Spikes are useful counter measures. With Chansey's Fighting-type weakness comes Tentacruel's ability to switch into Wish well. This way I don't have to be too paranoid about Tentacruel's health. I am not sure if I should go for the status overkill or a small boost in power for Tentacruel's STAB, though I am leaning towards extra status. Tentacruel, unfortunately, does not keep the team's theme of making switching out advantageous and thus is on the chopping block. On top of this, a single Rapid Spin user like Forretress could give my team a headache while I try to set up since each individual entry hazard has a specific user. Even if switching around is the team's strategy, I don't want to waste a lot of turns pumping out entry hazards mid-game.
And there's the team. I was thinking about including a Ghost-type of my own, perhaps over Tentacruel, to block Rapid Spin. Thanks for your time.
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