Redfeatherz
formerly ArgentumSentinel
Been having more success than usual with this OU team I made, so wanted to share my experience with it. Would appreciate any suggestions you might make to improve it further, so I can get better at teambuilding.
Offensive Core
Darkrai @ Choice Specs
Ability: Bad Dreams
Tera Type: Dark
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Trick
- Hypnosis
- Sludge Bomb
Breaks or cleans pretty consistently with Specs Dark Pulse, thanks to its speed, power and flinch chance. Trick and Hypnosis are useful disruption options that can make things much harder for teams reliant on the support of Clefable, Blissey etc. Sludge Bomb to actually wear down fairies if necessary, particularly Clefable which poses a larger threat to this team without it.
Lokix @ Heavy-Duty Boots
Ability: Tinted Lens
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- First Impression
- U-turn
- Knock Off
- Sucker Punch
Like Darkrai, a consistent cleaner and breaker, as thanks to tinted lens, weakened targets cannot simply tera into a defensively advantageous type.
Compliments Darkrai rather well by threatening faster targets (though the magnitude of 4* bug resistances in OU that need to be weakened first can hold it back at times).
Defensive Core
Chesnaught @ Leftovers
Ability: Bulletproof
Tera Type: Poison
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Spiky Shield
- Body Press
- Spikes
- Giga Drain
Chesnaught seems to get spikes up fairly easily against Great Tusk, as well as deter any spin attempts with spiky shield and a strong hit in.It's at its best where it can keep its leftovers, naturally. However, with Giga Drain and the wealth of other grass-weak physical walls, (Dondozo, Alomomola), it can last even longer and apply a lot of steady pressure.
Garganacl @ Leftovers
Ability: Purifying Salt
Tera Type: Fairy
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Explosion
- Salt Cure
- Stealth Rock
- Recover
I haven't really used Garganacl, and wanted to try using it as an Explosion hazard-setter, so as not to be too passive. But there are many occassions where it just stays in and spams Salt Cure. Explosion is still a great option to have though, in the face of setup sweepers for a priority move revenge KO from Lokix, but as important as it is to progressing against the opponent otherwise (especially off the back of its tera fairy), there are games when there is negative incentive to do so.
Filler Slots (They're cool and fun, but I'm unconvinced that they are good fits as teammates to the other four)
Metagross @ Assault Vest
Ability: Clear Body
Shiny: Yes
Tera Type: Steel
EVs: 152 HP / 212 Atk / 44 Def / 100 Spe
Quirky Nature
- Psychic Noise
- Knock Off
- Meteor Mash
- Bullet Punch
I wanted to try Psychic Noise, and something immune to toxic damage. Metagross ticked that box, provided some nice extra utility in Bullet Punch,Knock off and a needed fairy switchin. It's done some cool things, really helps break stall teams apart. Yet it also gets worn down fast, not helped by the fact I'm not settled on what nature/spread it should have. It needs speed to outspeed semi-slow roost/recover users, wants defences for tanking the special hits it needs to, and sort of values both offences for the value of both Psychic Noise and Bullet Punch. The game is often lost to fairies if it takes too much damage too quickly (Scarf Enamorus / Iron Valiant with Booster Speed can call out the switchin and really limit it)
Moltres @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Fire
EVs: 84 HP / 80 Atk / 180 SpD / 164 Spe
Careful Nature
- Will-O-Wisp
- Temper Flare
- Roost
- U-turn
I also wanted to try Temper Flare, and Moltres uses it quite well by forcing already statused targets into wisp. It forces many switches, allowing it to uturn into its teammates, and acts as nice insurance for Kingambit and the like with wisp. Temper Flare notably deals consistent physical damage into Volcarona, and bypassing its boosts, it often only weakens the bulkier ones, and doesn't manage to totally wall it on occassion, which puts more pressure on the likes of Garganacl and Lokix to finish it off. Unsure whether Brave Bird might just be better, in spite of the recoil.
Offensive Core
Darkrai @ Choice Specs
Ability: Bad Dreams
Tera Type: Dark
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Trick
- Hypnosis
- Sludge Bomb
Breaks or cleans pretty consistently with Specs Dark Pulse, thanks to its speed, power and flinch chance. Trick and Hypnosis are useful disruption options that can make things much harder for teams reliant on the support of Clefable, Blissey etc. Sludge Bomb to actually wear down fairies if necessary, particularly Clefable which poses a larger threat to this team without it.
Lokix @ Heavy-Duty Boots
Ability: Tinted Lens
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- First Impression
- U-turn
- Knock Off
- Sucker Punch
Like Darkrai, a consistent cleaner and breaker, as thanks to tinted lens, weakened targets cannot simply tera into a defensively advantageous type.
Compliments Darkrai rather well by threatening faster targets (though the magnitude of 4* bug resistances in OU that need to be weakened first can hold it back at times).
Defensive Core
Chesnaught @ Leftovers
Ability: Bulletproof
Tera Type: Poison
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Spiky Shield
- Body Press
- Spikes
- Giga Drain
Chesnaught seems to get spikes up fairly easily against Great Tusk, as well as deter any spin attempts with spiky shield and a strong hit in.It's at its best where it can keep its leftovers, naturally. However, with Giga Drain and the wealth of other grass-weak physical walls, (Dondozo, Alomomola), it can last even longer and apply a lot of steady pressure.
Garganacl @ Leftovers
Ability: Purifying Salt
Tera Type: Fairy
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Explosion
- Salt Cure
- Stealth Rock
- Recover
I haven't really used Garganacl, and wanted to try using it as an Explosion hazard-setter, so as not to be too passive. But there are many occassions where it just stays in and spams Salt Cure. Explosion is still a great option to have though, in the face of setup sweepers for a priority move revenge KO from Lokix, but as important as it is to progressing against the opponent otherwise (especially off the back of its tera fairy), there are games when there is negative incentive to do so.
Filler Slots (They're cool and fun, but I'm unconvinced that they are good fits as teammates to the other four)
Metagross @ Assault Vest
Ability: Clear Body
Shiny: Yes
Tera Type: Steel
EVs: 152 HP / 212 Atk / 44 Def / 100 Spe
Quirky Nature
- Psychic Noise
- Knock Off
- Meteor Mash
- Bullet Punch
I wanted to try Psychic Noise, and something immune to toxic damage. Metagross ticked that box, provided some nice extra utility in Bullet Punch,Knock off and a needed fairy switchin. It's done some cool things, really helps break stall teams apart. Yet it also gets worn down fast, not helped by the fact I'm not settled on what nature/spread it should have. It needs speed to outspeed semi-slow roost/recover users, wants defences for tanking the special hits it needs to, and sort of values both offences for the value of both Psychic Noise and Bullet Punch. The game is often lost to fairies if it takes too much damage too quickly (Scarf Enamorus / Iron Valiant with Booster Speed can call out the switchin and really limit it)
Moltres @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Fire
EVs: 84 HP / 80 Atk / 180 SpD / 164 Spe
Careful Nature
- Will-O-Wisp
- Temper Flare
- Roost
- U-turn
I also wanted to try Temper Flare, and Moltres uses it quite well by forcing already statused targets into wisp. It forces many switches, allowing it to uturn into its teammates, and acts as nice insurance for Kingambit and the like with wisp. Temper Flare notably deals consistent physical damage into Volcarona, and bypassing its boosts, it often only weakens the bulkier ones, and doesn't manage to totally wall it on occassion, which puts more pressure on the likes of Garganacl and Lokix to finish it off. Unsure whether Brave Bird might just be better, in spite of the recoil.
Darkrai @ Choice Specs
Ability: Bad Dreams
Tera Type: Dark
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Trick
- Hypnosis
- Sludge Bomb
Lokix @ Heavy-Duty Boots
Ability: Tinted Lens
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- First Impression
- U-turn
- Knock Off
- Sucker Punch
Chesnaught @ Leftovers
Ability: Bulletproof
Tera Type: Poison
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Spiky Shield
- Body Press
- Spikes
- Giga Drain
Garganacl @ Leftovers
Ability: Purifying Salt
Tera Type: Fairy
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Explosion
- Salt Cure
- Stealth Rock
- Recover
Metagross @ Assault Vest
Ability: Clear Body
Shiny: Yes
Tera Type: Steel
EVs: 152 HP / 212 Atk / 44 Def / 100 Spe
Quirky Nature
- Psychic Noise
- Knock Off
- Meteor Mash
- Bullet Punch
Moltres @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Fire
EVs: 84 HP / 80 Atk / 180 SpD / 164 Spe
Careful Nature
- Will-O-Wisp
- Temper Flare
- Roost
- U-turn
Ability: Bad Dreams
Tera Type: Dark
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Trick
- Hypnosis
- Sludge Bomb
Lokix @ Heavy-Duty Boots
Ability: Tinted Lens
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- First Impression
- U-turn
- Knock Off
- Sucker Punch
Chesnaught @ Leftovers
Ability: Bulletproof
Tera Type: Poison
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Spiky Shield
- Body Press
- Spikes
- Giga Drain
Garganacl @ Leftovers
Ability: Purifying Salt
Tera Type: Fairy
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Explosion
- Salt Cure
- Stealth Rock
- Recover
Metagross @ Assault Vest
Ability: Clear Body
Shiny: Yes
Tera Type: Steel
EVs: 152 HP / 212 Atk / 44 Def / 100 Spe
Quirky Nature
- Psychic Noise
- Knock Off
- Meteor Mash
- Bullet Punch
Moltres @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Fire
EVs: 84 HP / 80 Atk / 180 SpD / 164 Spe
Careful Nature
- Will-O-Wisp
- Temper Flare
- Roost
- U-turn
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