Hello, this is my first attempt an an OU team since gen 4. As you can imagine, this means I'll be a bit behind in the metagame and so I expect things to be a bit harsh. This team has been heavily revamped since its posting, with the OP being constantly changed to reflect the alterations.
Summary
The main idea behind this team is to start with Scolipede to baton pass as many speed boosts and sword dances as possible. Then move on to a transitional baton pass to one of my tanky duo, Sylveon or Vaporeon, based on what I need or can survive a few hits with. They will also provide additional def or s.def to the chain. The second baton pass will end the chain with my sweepers. Espeon can be switched in against hazards or as a special sweeper with enough boosts.
Noted Problems
* Talonflame Lead with more than 12 EVs invested in HP
*Phasers
Questions
*Should I remove 4 HP EVs from Scolipede and place them in defense? This would reduce my number of substitutes to three, but would allow Starf Berry to activate on the third instead of the fourth.
*Vaporeon currently acts as a risky check to Talonflame leads. Beyond this, both of my tanks are mixed with roughly equal def and s.def. Would I be better off making Sylveon a dedicated special tank and trading Vaporeon for a Poison Heal Gliscor?
* Should Scolipede's Starf Berry be traded for a Lum Berry to help against lead Klefkis?
*Should Espeon's Leftovers be traded for a Salac berry? This could be used to get a final hit in with a more powerful Stored Power or baton pass it on to something else.
Team Breakdown
Janna (Ninjask) (F) @ Red Card
Fiddlesticks (Scolipede) (F) @ Starf Berry
Ability: Speed Boost
EVs: 24 Spe / 236 Def / 248 HP
EVs: 252 HP/ 116 Def / 140 Spe
Bold Nature
Timid Nature
- Baton Pass
- Protect
- Substitute
- Swords Dance
Sona (Sylveon) (F) @ Leftovers
Ability: Pixelate
EVs: 252 HP / 4 SDef / 252 Def
Bold Nature
- Baton Pass
- Calm Mind
- Wish
- Draining Kiss
- Moon Blast
- Hyper Voice
Sylveon is set up as a mixed defensive wall relying on Wish and Leftovers to keep it healthy long enough to pass on a few Calm Minds to either Espeon or Infernape. I've also considered Celebi for this position, though I ended up with some issues against fast fire types with that change. Moon Blast gives it a little more power over Draining Kiss, who's healing is typically overkill.
Nami (Vaporeon) (F) @ Leftovers
Ability: Water Absorb
EVs: 244 HP / 136 Def / 128 Spd
EVs: 238 HP / 228 Def / 44 S.Atk
Bold Nature
- Baton Pass
- Surf
- Aqua Ring
- Scald
- Acid Armor
Vaporeon has been remade for a single reason: Talonflame. I've noticed that this is a common starter that my Scoliopede simply can't handle even a single hit from. Assuming Talonflame runs 252 Atk 252 Speed 4HP and Life Orb, I can take two priority Brave Birds on the switch and get off a single Surf that will hit for 100% damage. That situation aside, Vaporeon's primary use is to pass Aqua Ring (where I would prefer Ingrain) and Acid Armor to one of my sweepers as the second part of a 3-man baton pass chain.
Lulu (Espeon) (F) @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 56 Spd / 200 Def
EVs: 252 HP / 200 SpA / 56 Spe
Bold Nature
- Calm Mind
- Stored Power
- Baton Pass
-Signal Beam
- Shadow Ball
Espeon's primary purpose is as a check to hazard teams with Magic Bounce. It also serves as a fairly powerful special sweeper with a few stat boosts in place. After a set of two Speed Boosts and a single Calm Mind, Stored Power is already more powerful than Psychic. Shadow Ball rounds out the type coverage, while Baton Pass allows it to retreat if checked.
Wukong (Infernape) (M) @ Life Orb
Ability: Iron Fist
EVs: 252 Spd / 180 Atk / 76 SAtk
Naive Nature
- Close Combat
- Mach Punch
- Thunder Punch
- Overheat
Infernape was added to take advantage of every stat boost I could possibly pass while having great type coverage. Overheat takes advantage of passed Calm Minds and nukes most physical walls I've encounted. I prefer not to send him out with at least one speed boost and either a Substitute or a mix of Acid Armor and Calm Mind. 76 S.Atk EVs will allow him to kill a fully defensive (252 HP and S.Def) Aegislash in shield mode in two hits, taking into account Overheat's reduced second hit, as a worst-case-scenario.
Thresh (Mawile) @ Mawilite
Ability: Intimidate / Huge Power
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Iron Head
- Sucker Punch
- Play Rough
- Ice Punch
- Fire Fang
Mega Mawile rounds out my team as the end of the line for my Baton Passes. Huge Power coupled with Speed Boost and Swords Dance is absurd while the Intimidate on switch in gives it a buffer against faster physical attackers. I'm not sure if I want to stick with four attacking moves or trade one for a bit of safety/utility. I'm also a bit worried that it's going to get run over if I'm unable to pass it a solid set of stat boosts.
Summary
The main idea behind this team is to start with Scolipede to baton pass as many speed boosts and sword dances as possible. Then move on to a transitional baton pass to one of my tanky duo, Sylveon or Vaporeon, based on what I need or can survive a few hits with. They will also provide additional def or s.def to the chain. The second baton pass will end the chain with my sweepers. Espeon can be switched in against hazards or as a special sweeper with enough boosts.
Noted Problems
* Talonflame Lead with more than 12 EVs invested in HP
*Phasers
Questions
*Should I remove 4 HP EVs from Scolipede and place them in defense? This would reduce my number of substitutes to three, but would allow Starf Berry to activate on the third instead of the fourth.
*Vaporeon currently acts as a risky check to Talonflame leads. Beyond this, both of my tanks are mixed with roughly equal def and s.def. Would I be better off making Sylveon a dedicated special tank and trading Vaporeon for a Poison Heal Gliscor?
* Should Scolipede's Starf Berry be traded for a Lum Berry to help against lead Klefkis?
*Should Espeon's Leftovers be traded for a Salac berry? This could be used to get a final hit in with a more powerful Stored Power or baton pass it on to something else.
Team Breakdown
Fiddlesticks (Scolipede) (F) @ Starf Berry
Ability: Speed Boost
EVs: 252 HP/ 116 Def / 140 Spe
Timid Nature
- Baton Pass
- Protect
- Substitute
- Swords Dance
I recently changed my lead from Ninjask to a Scolipede of the same set. The initial loss of speed is negligible as a first turn protect will put my on par with most starters allowing for a safe sustitute. The main draw is that I can now handle priority using leads. A single bullet punch from a life orbed scizor with once swords dance will hit for 99% damage, while one without will deal 49%. This allows for a safe baton pass regardless of which route they take. Generally the random stat boost from Starf is a gamble, but I have a diverse enough set of baton pass recipients that this is actually beneficial.
Sona (Sylveon) (F) @ Leftovers
Ability: Pixelate
EVs: 252 HP / 4 SDef / 252 Def
Bold Nature
- Baton Pass
- Calm Mind
- Wish
- Hyper Voice
Sylveon is set up as a mixed defensive wall relying on Wish and Leftovers to keep it healthy long enough to pass on a few Calm Minds to either Espeon or Infernape. I've also considered Celebi for this position, though I ended up with some issues against fast fire types with that change. Moon Blast gives it a little more power over Draining Kiss, who's healing is typically overkill.
Nami (Vaporeon) (F) @ Leftovers
Ability: Water Absorb
EVs: 238 HP / 228 Def / 44 S.Atk
Bold Nature
- Baton Pass
- Surf
- Aqua Ring
- Acid Armor
Vaporeon has been remade for a single reason: Talonflame. I've noticed that this is a common starter that my Scoliopede simply can't handle even a single hit from. Assuming Talonflame runs 252 Atk 252 Speed 4HP and Life Orb, I can take two priority Brave Birds on the switch and get off a single Surf that will hit for 100% damage. That situation aside, Vaporeon's primary use is to pass Aqua Ring (where I would prefer Ingrain) and Acid Armor to one of my sweepers as the second part of a 3-man baton pass chain.
Lulu (Espeon) (F) @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 200 SpA / 56 Spe
Bold Nature
- Calm Mind
- Stored Power
- Baton Pass
- Shadow Ball
Espeon's primary purpose is as a check to hazard teams with Magic Bounce. It also serves as a fairly powerful special sweeper with a few stat boosts in place. After a set of two Speed Boosts and a single Calm Mind, Stored Power is already more powerful than Psychic. Shadow Ball rounds out the type coverage, while Baton Pass allows it to retreat if checked.
Wukong (Infernape) (M) @ Life Orb
Ability: Iron Fist
EVs: 252 Spd / 180 Atk / 76 SAtk
Naive Nature
- Close Combat
- Mach Punch
- Thunder Punch
- Overheat
Infernape was added to take advantage of every stat boost I could possibly pass while having great type coverage. Overheat takes advantage of passed Calm Minds and nukes most physical walls I've encounted. I prefer not to send him out with at least one speed boost and either a Substitute or a mix of Acid Armor and Calm Mind. 76 S.Atk EVs will allow him to kill a fully defensive (252 HP and S.Def) Aegislash in shield mode in two hits, taking into account Overheat's reduced second hit, as a worst-case-scenario.
Thresh (Mawile) @ Mawilite
Ability: Intimidate / Huge Power
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Iron Head
- Sucker Punch
- Play Rough
- Fire Fang
Mega Mawile rounds out my team as the end of the line for my Baton Passes. Huge Power coupled with Speed Boost and Swords Dance is absurd while the Intimidate on switch in gives it a buffer against faster physical attackers. I'm not sure if I want to stick with four attacking moves or trade one for a bit of safety/utility. I'm also a bit worried that it's going to get run over if I'm unable to pass it a solid set of stat boosts.
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