Hello, so around 3 months ago I posted on here with my team, and it was good. It was rated, and A V2 was born from it, which I used from then onward. The V2 of the team did surprisingly well, with a peak on the ladder of 1727, which may not seem so impressive to some, but its the highest I've ever managed considering how poor I am at the game. However, despite all this, I thought I could return and show the V2 of the team to get it rated, and maybe produce a v3 of the team. So with that, here is the team:
Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- Spikes
- Water Shuriken
First off, Ash Greninja. This is my Special sweeper, which is able to hit some bulky mons extra hard thanks to the combination of its powerful STAB Hydro Pump, and the boost from specs. Dark Pulse is also a main STAB, and it can also get me some lucky flinches, which is always good. Water Shuriken is for priority and gets a boost after greninja transforms, and spikes are simply for extra hazards. EV spread is fairly basic. I sometimes run Surf over HP just for sure fire accuracy, but I'm always willing to test my luck, as missing is just a part of the game. Unless it misses 3 times in a row, that's what we call bullshit.
Mawile-Mega @ Mawilite
Ability: Intimidate
EVs: 112 HP / 228 Atk / 168 Spe
Adamant Nature
- Sucker Punch
- Play Rough
- Thunder Punch
- Fire Fang
Next up we have Mega Mawile, my Physical Wallbreaker and Mega for the team. Play rough is its main attack, with STAB and huge power, it hits pretty much anything for good damage, and gets decent chip on stuff like ferrothorn. Sucker punch is simply for priority. Thunder punch is so mawile can hit steela and pex hard, and is a solid 2hko. Fire Fang is also useful, being able to take down ferrothorn, m-scizor, kartana, and sometimes even magnezone if it lives a hp fire. Mawile is also able to switch in to some physical attackers and get off an intimidate, which helps mawile to take some attacks better after a switch-in. 112 HP EV's are to give it a bit of extra bulk, as its hp is quite poor, but it manages decent defences. 168 in speed to allow it to outspeed some slower mons in the tier and get a heavy hit on them. The rest is dumped into attack just for extra attacking power.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 68 Def / 192 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Now, there is Rotom. Rotom is a special wall and quite an important part of the team as it can switch into a lot of things and still hit for decent damage with hydro pump even without any investment in spA. Hydro pump is of course its main STAB attack, and volt switch is STAB and allows rotom to safely pivot out and provide the rest of the team with momentum. Will o Wisp is of course to cripple any physical attackers that could otherwise be a threat. Pain Split is its recovery, even though at times it can be unreliable. Item is Lefties simply for a bit of extra recovery, as I previously mentioned, pain split is sometimes unreliable, but can help with extra damage on those bulky mons.
Tornadus-Therian @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
- Taunt
- Hurricane
- Knock Off
- Defog
Flying in next is Torno-T. Torno is the teams hazard remover as well as some utility. Hurricane is its main stab attack which, despite its low accuracy, is effective against most things that take it neutral. Knock off is to remove items, as well as scout for Z-Crystals. Taunt can be detrimental to some stally mons like ferro, pex, and chansey, which allows Torno to be a decent stallbreaker thanks to a combination of Taunt and Knock Off. Defog is of course, to remove hazards. Hurricane can sometimes be bad due to its awful accuracy, however as I stated before, I'm willing to test my luck. This set notably, is a bit of a wild card, being that it either works really well or just gets offed in a couple of turns. I've had games where it has successfully shut down stalls, some where it hit 5 hurricanes in a row and ko'd half their team, and some where it missed all its hurricanes and got pood on by stone edge.
Magearna @ Leftovers
Ability: Soul-Heart
EVs: 248 HP / 28 Def / 232 SpD
Calm Nature
IVs: 6 Spe
- Heart Swap
- Pain Split
- Volt Switch
- Flash Cannon
Next to take the stage: Magearna. Mag is my defensive steel type for the team, mainly special. This set isn't very offensive, but given the right situation it can really put the work in.
Flash Cannon is just a standard stab move, which can also drop spdef. Volt switch is to pivot out safely into another teammate. Pain split is for extra recovery, heart swap is to erase any boosts, especially Z-Move Kommo-O and Victini. Once it steals some speed, it can sweep the opponents team pretty nicely, with a +1 for every ko thanks to its ability. 6 speed ivs are to underspeed celesteela so that I volt switch out after it leech seeds, so my switch in doesnt become seeded.
Garchomp @ Rockium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Swords Dance
- Earthquake
- Stone Edge
The final member of the team, it's Garchomp. Chomp is the teams rocker, which is essential for team to get chip on switch ins and break any sashes. He is also the teams Z-Move User, with Rockium-Z and stone edge. Chomp can quite easily get up a Swords Dance nab a ko or two with EQ and Continental Crush, making it the teams physical sweeper as well. However, it is prone to being outsped by scarfers on the opposing team, which will usually end its run, but not before it get a couple of kos. EQ is main STAB, SE is coverage and Z-Move, Rocks are for hazards, and SD is setup. I refused to use Outrage and/or Dragonium Z due to the massive amounts of fairies running around in OU such as Clef and Mag, which can easily switch in and absorb my Z-Move, making it far too risky to run. EV'S are self-explanatory.
So, that's about it, I look forward to reading the feedback, I'm open to all sort of suggestions on how to improve :)
And of course, here is my proof of peak, and an importable version of the team!
https://pokepast.es/ae861047b158acc7
Thanks for reading!
Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- Spikes
- Water Shuriken
First off, Ash Greninja. This is my Special sweeper, which is able to hit some bulky mons extra hard thanks to the combination of its powerful STAB Hydro Pump, and the boost from specs. Dark Pulse is also a main STAB, and it can also get me some lucky flinches, which is always good. Water Shuriken is for priority and gets a boost after greninja transforms, and spikes are simply for extra hazards. EV spread is fairly basic. I sometimes run Surf over HP just for sure fire accuracy, but I'm always willing to test my luck, as missing is just a part of the game. Unless it misses 3 times in a row, that's what we call bullshit.
Mawile-Mega @ Mawilite
Ability: Intimidate
EVs: 112 HP / 228 Atk / 168 Spe
Adamant Nature
- Sucker Punch
- Play Rough
- Thunder Punch
- Fire Fang
Next up we have Mega Mawile, my Physical Wallbreaker and Mega for the team. Play rough is its main attack, with STAB and huge power, it hits pretty much anything for good damage, and gets decent chip on stuff like ferrothorn. Sucker punch is simply for priority. Thunder punch is so mawile can hit steela and pex hard, and is a solid 2hko. Fire Fang is also useful, being able to take down ferrothorn, m-scizor, kartana, and sometimes even magnezone if it lives a hp fire. Mawile is also able to switch in to some physical attackers and get off an intimidate, which helps mawile to take some attacks better after a switch-in. 112 HP EV's are to give it a bit of extra bulk, as its hp is quite poor, but it manages decent defences. 168 in speed to allow it to outspeed some slower mons in the tier and get a heavy hit on them. The rest is dumped into attack just for extra attacking power.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 68 Def / 192 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Now, there is Rotom. Rotom is a special wall and quite an important part of the team as it can switch into a lot of things and still hit for decent damage with hydro pump even without any investment in spA. Hydro pump is of course its main STAB attack, and volt switch is STAB and allows rotom to safely pivot out and provide the rest of the team with momentum. Will o Wisp is of course to cripple any physical attackers that could otherwise be a threat. Pain Split is its recovery, even though at times it can be unreliable. Item is Lefties simply for a bit of extra recovery, as I previously mentioned, pain split is sometimes unreliable, but can help with extra damage on those bulky mons.
Tornadus-Therian @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
- Taunt
- Hurricane
- Knock Off
- Defog
Flying in next is Torno-T. Torno is the teams hazard remover as well as some utility. Hurricane is its main stab attack which, despite its low accuracy, is effective against most things that take it neutral. Knock off is to remove items, as well as scout for Z-Crystals. Taunt can be detrimental to some stally mons like ferro, pex, and chansey, which allows Torno to be a decent stallbreaker thanks to a combination of Taunt and Knock Off. Defog is of course, to remove hazards. Hurricane can sometimes be bad due to its awful accuracy, however as I stated before, I'm willing to test my luck. This set notably, is a bit of a wild card, being that it either works really well or just gets offed in a couple of turns. I've had games where it has successfully shut down stalls, some where it hit 5 hurricanes in a row and ko'd half their team, and some where it missed all its hurricanes and got pood on by stone edge.
Magearna @ Leftovers
Ability: Soul-Heart
EVs: 248 HP / 28 Def / 232 SpD
Calm Nature
IVs: 6 Spe
- Heart Swap
- Pain Split
- Volt Switch
- Flash Cannon
Next to take the stage: Magearna. Mag is my defensive steel type for the team, mainly special. This set isn't very offensive, but given the right situation it can really put the work in.
Flash Cannon is just a standard stab move, which can also drop spdef. Volt switch is to pivot out safely into another teammate. Pain split is for extra recovery, heart swap is to erase any boosts, especially Z-Move Kommo-O and Victini. Once it steals some speed, it can sweep the opponents team pretty nicely, with a +1 for every ko thanks to its ability. 6 speed ivs are to underspeed celesteela so that I volt switch out after it leech seeds, so my switch in doesnt become seeded.
Garchomp @ Rockium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Swords Dance
- Earthquake
- Stone Edge
The final member of the team, it's Garchomp. Chomp is the teams rocker, which is essential for team to get chip on switch ins and break any sashes. He is also the teams Z-Move User, with Rockium-Z and stone edge. Chomp can quite easily get up a Swords Dance nab a ko or two with EQ and Continental Crush, making it the teams physical sweeper as well. However, it is prone to being outsped by scarfers on the opposing team, which will usually end its run, but not before it get a couple of kos. EQ is main STAB, SE is coverage and Z-Move, Rocks are for hazards, and SD is setup. I refused to use Outrage and/or Dragonium Z due to the massive amounts of fairies running around in OU such as Clef and Mag, which can easily switch in and absorb my Z-Move, making it far too risky to run. EV'S are self-explanatory.
So, that's about it, I look forward to reading the feedback, I'm open to all sort of suggestions on how to improve :)
And of course, here is my proof of peak, and an importable version of the team!
https://pokepast.es/ae861047b158acc7
Thanks for reading!