Squirtlemasterr
Well-Known Member
Voting for Excadrill.
OU TOURNAMENT
Yes, come one, come all! In the last chance to test your OU mettle in the last Gen 6 OU tourney we'll ever have! Or maybe not, it depends prolly. But deff the last before Gen 7 is official! Can you show me what you're made of?
Rules:
1. Standard Smogon OU Ruleset and Best of 3!
2. Sableye-Mega is allowed! i guess...
3. Battles will be conducted either PS or Wi-Fi!
4. Please be courteous and respectful regardless of the outcome!
5. This tour shall not start without a minimum of 8 participants! If you'd like to be in the tour just say "in" and give your timezone as well.
And as always, this tour shall have a prize! All OU battles will be counted as regular battle points as well.
~~~
The prize for the mightiest of tours shall beee....
25 BATTLE POINTS
or
a Pokemon of your choosing
WINNER TAKE ALL
Think you can show us what you've learned? Can you handle the prize?
Sign Up!
Gardevoir-Mega @ Gardevoirite
Ability: Trace
EVs: 16 HP / 8 Def / 232 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Focus Blast
- Taunt/Will-O-Wisp
So this thing is the bane of stall, being a pretty dam good wallbreaker with Pixilate boosted Hyper Voice for huge hits on the special side and Psyshock for huge hits on the defensive side. From what I can gather, the meta seems kinda bulky atm so its a good opportunity for Gardevoir to shine. Focus Blast is there for coverage, hitting stuff that resists its stabs like Ferrothorn or Heatran although I suppose you could replace it with HP Ground or HP Fire if you really wanted to. Taunt gives it even more wallbreaking potential, preventing stuff from recovering, using status moves, setting up hazards, and the like. However, Will-o-wisp provides residual damage and can really cripple physical attackers. There aren't that many mons that can safely switch into Gardevoir, it's biggest detriments are its lack luster speed and it's frail defense. You can also run Modest if you want the power over the extra speed.
GLITCH (Tyranitar) (F) @ Choice Scarf
Ability: Sand Stream
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Stone Edge
- Pursuit
- Fire Punch / Superpower
ScarfTar is fun to use and is a powerful, useful teammate for M-Garde. First and foremost, it can help tremendously against Talonflame whom is usually a very popular check to Garde. ScarfTar is also able to give us a very potent answer against birdspam in general which is very helpful right now. It's also very notable in its ability Pursuit trap Garde problems like Gengar, Jirachi, and Mega-Metagross. Though Jirachi is very commonly scarf itself and Metagross may run BP so be wary. I feel like we can deff afford Fire Punch over Superpower this time around due to the fact we're playin with a Gardevoir as it can be used to lure and rekk Scizor for 65'ish% at least on its commonly bulkiest spreads. A lot of players may see a ScarfTar as easy set ups for Sciz only to get roasted! Same for Ferro, but Tar loses out on its ability to severely dent Heatran and OHKO opposing T-Tar, however, Gardevoir should be able to finish those two granted the first has a bit of prior damage on it. Superpower is still an option if you feel naked without it. In return, Gardevoir can mow down ScarfTar checks and counters such as Lando-T, Tangrowth, Clefable, Keldeo, Rotom, and Chomp thanks to her amazing wallbreaking prowess. ScarfTar just makes a good answer to a great many mons due to its boosted speed, raw power, and infamous Pursuit which can force a mon out of the game for our teams benefit and forms a nice offensive core with Garde.
Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance
Since we got t tar and steel is kind of a need for our team and mega gard covers keldo a little why not use drill with sand rush ability. max speed and attack so we can crush anything scarf in sand. Iron head covers the clefable and with drill being a ground type he stops t wave punishment for anybody that would want to cripple us.We can switch sword dance with rapid spin if we need the hazards remove or keep it for the mid to late game sweep. Another small not with Tar being on the team drill is also safe from mega chard y since its base speed is higher then drill if not in sand storm
hey meta sign me up for the tourney i just don't want to fill the thing out rn
also:
http://replay.pokemonshowdown.com/ou-470297682
i swept with parasect
Im in for the tourney
Ohh the spicy Lurachi+Lope core, very nice.
1 2 3 and 4 those replays are in! That's 10 points to you, Lugia-sama! I imagine it mighta been kinda tricky gettin it all to go down, so i'm glad you managed to! Congrats! You defeated my tricky treats chall for sure! That last guy just wasn't able to comprehend safe plays.
http://replay.pokemonshowdown.com/ou-470827219
Icy Wind on Jirachi killed Lando and Tbolt on Jirachi weakened Empoleon
Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 60 Def / 180 SpD / 16 Spe
Calm Nature
- Thunderbolt
- Roost
- Heat Wave
- Defog
Alright since skarm is a wall to our team I like to put up this guy as a counter. Zapdos covers a lot of threats we will have problems with like scizor, skarm, manphy, and most fighting types since mega gard doesnt want to come into to much. We got a defogger, that will help with gard coming in or out of battle since rocks will wear it down. Mega scizor and normal scizor will uturn and bullet punch the stuffing out of our core that we have right now and zapdos covers him.With keldeo having a huge impact on us zapdos and gard make for a good pair since icy wind hurts dos and gard can take it and dish out a hyper voice to take it down. With dos being sp def he can take scald and secret sword that would hurt tar and drill. I know this might not make sense but we want our gard to take less dmg in battle as possible so it can take a give out as much as possible and zapdos helps us take care of our number one threat with scizor running around
Klefki @Leftovers
Ability: Prankster
Nature: Calm
EVs: 252 HP / 4 Def / 252 SpD
-Spikes
-Thunder Wave
-Magnet Rise/Toxic
-Foul Play
Klefki is an amazing support Pokemon, with access to Spikes, Thunder Wave, Magnet Rise, and Toxic with Prankster. With it's amazing typing of Steel/Fairy, it's immune to Poison and Dragon, so it can not only absorb Outrages from a Dragonite or Zard-X, it can also stop Toxic abusers like Amoonguss. It also resists Bug, Dark, Fairy, Ice, Normal, Rock, Flying, Grass, and Psychic types which gives it defense to well over half the type chart. Thunder Wave is a great status move, it can stop fast sweepers like Serperior or M-Lopunny in their tracks and give you the upper hand. Spikes is standard hazard for Klefki that hits very hard when stacked all three up. Magnet Rise can help Klefki avoid ALL ground moves. Toxic can be used to whittle opposing Pokemon's HP down and in some cases force them to switch out. Foul Play is a nice counter to Pokemon that like to boost their attack, as we can punish them by using Foul Play.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 240 HP / 224 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
So other sand teams, Scizor, and Skarmory are problematic for us. Rotom-W deals with them via Will-o-wisp, Hydro Pump, and Volt Switch. It also provides the team with a secondary Tflame check and a pivot to safely bring in Gardevior for some heavy damage. It can also act as check to Keldeo and Azumaril, which we currently don't have a switch in for. Can check and weaken Heatran for Gardevior, can check and weaken physical walls like Lando for Excadril and Tyranitar. Tyranitar pursuit traps Rotom-W checks like the Lati twins. Pain Split is there mainly for recovery. The 44 speed EVs let it outspeed Jolly Azumaril on like Belly Drum sets or something.