Trainer Au
Insert custom title here
(Can‘t bold on my phone.)
Mixed Jirachi
SubDisable Gengar
Mixed Jirachi
SubDisable Gengar
Your votes must be on seperate submissions.Mixed Jirachi
Mixed Jirachi
I would ditch recover on here, and (dont have time to do calcs) consider ebelt if it secures kos. Psyshock and ice beam are just too good to pass up
Starmie @ Leftovers
Trait: Natural Cure
EVs: 28 HP / 252 SAtk / 228 Spd
Timid Nature
IVs: 2 Atk / 30 SAtk / 30 Spd
- Hydro Pump
- Hidden Power [Fire]
- Recover
- Rapid Spin
I think that this Starmie is a decent option for this team. Starmie prevent any hazard on our team and kills luring Ferrothorn (which walls 100% this jirachi and with leech seed is annoying for landorus-t) and Abomasnow one of the best checks of Land-t doble boost, also can kill some annoying threats on early such Scizor which beats Jirachi or can kill Landorus-T when is weak. I know that Hidden Power Fire is less effective against some threats like Jelli (Thunderbolt), Keldeo / Tenta (Psyshock) or Dragonite / Lati@s (Ice Beam) but is a good utility mon, check hail teams and rain, and preventing hazards on the field, we have another 3 slots to fixed the rest of the things and with a spinner support will be easier :]
btw, for now my favourite is Rotom-W
Seconding SDef Rotom-W as a solid submission.Right so I believe we have a really solid core here. Jirachi lures in a lot of Landorus-T's counters (Skarmory, Gliscor, Hippowdon) very well, and takes a very nice chunk of their health or out right KO them. I feel that a good addition to this team would be...
Rotom-Wash @ Chesto Berry
Trait: Levitate
EVs: 248 HP / 28 SAtk / 232 SDef
Calm Nature
- Rest
- Volt Switch
- Hydro Pump
- Will-O-Wisp
Rotom-W! Rotom-W beats basically all of Landorus-T's counters. It can switch into Skarmory, Gliscor, Hippowdon, and water type attacks aimed at Landorus-T. This is a pretty standard set, but that doesn't mean it isn't effective in this metagame. Rotom-W allows us to check top threats, namely Keldeo, Politoed, and Scarf Jirachi. Rotom-W's main switch in's (Lati@s, Celebi, and Kyurem-B) are all "checked" moderately well by Jirachi. So, lets talk through the EVs and move set. 28 SpAtk are used to OHKO Gliscor with Hydro Pump. The rest of the EVs are placed into HP and SpDef, allowing it easily tank special attacks like Jolteon's Volt Switch, Starmie's Thunder, and Politoed's Hydro Pump. Rest allows Rotom-W semi-reliable recovery along with Chesto Berry. Volt Switch is STAB and provide momentum in the form of switch advantage. Hydro Pump is STAB, and hits pretty hard in Rain. Hydro Pump also stops Ground types (bar Gastrodon) from switching into Volt Switch in fear of being hit hard by Hydro Pump. Will-O-Wisp allows Rotom-W to cripple a lot of Rotom-W switch ins, mainly Breloom and Ferrothorn.
Rotom-W is just a solid Pokemon in this Rain infested metagame, and I believe it would be a great addition to this team.
-Zandgaiaaka, the one and only truely handsome bastard of a man who many in the world has accepted as their one and only savior and messiah.@ Halcyon of Light, youre entitled to your personal opinion but please dont discourage others from voting for Gorebyss by speaking on behalf of everyone - "dont think any of us..".
I agree that saying that 'everyone' thinks something is a bad way of giving one's opinion (though I do it too, it's just something we say when we find something obvious, you've done it yourself too I bet, AMDIT IT).
The entire team wouldnt be reliant on SmashPass, youre missing the point,
What point : <?
both the mixed Jirachi and Double Dance Landorus-T can function perfectly well without the boosts,
Then why use smashpass? Mono-attack leaves so much weakness, it's obviously used to support an offensive mon..
just almost every opponent's team has something you can set up on,
What exactly means 'almost'?
and there really arent many ways to deal with SmashPass, (I mean of course there's Taunt and Roar etc. but you wouldnt setup on a Pokemon that potentially has those moves)
1) Attacking a gorebyss seems like something obvious, unless it's only attack is a mono-water or something..
2) Taunt, whirlwind, dragon tail if it doesn't have sub, scarf. Enough ways to work around it tbh.
3) What pokémon can Gorebyss set up on that a) doesn't have roar/taunt/phazing move b) does not at least have a neutral attack that deals 25%-ish damage? and c) can't set-up against it as well
for example:
Scenario 1: You use Shell Smash against your opponents Tentacruel/Heatran/Jellicent/Keldeo etc. as they switch out into a Pokemon with Taunt, Roar, Whirlwind or Perish Song, knowing youre going to set up (if they even have one)
Keldeo's hydro-pump deals at least 35% if it's scarf, without rain, secret sword almost 2HKO's: again scarf. Only HP-Ice/Icy Wind deal pitiful damage, even the other HPs deal more than 25% on the scarf set. Note: Scarf is technically the weakest offensively of all it's sets. Unless it runs waterfall/return/aquajet/megahorn...
Heatran shouldn't be in against Gorebyss, but offensive sets' Fire Blast and Earth Power deal good enough damage and some sets carry roar...
Tentacruel again, is set-up bait against quite a bit of things as long as they have recovery/don't care about burn/are resistant against scald, as is Jellicent generally speaking.
Perish Song goes through baton pass, NITPICKING
Next turn, you can either Baton Pass the boosts to Jirachi or Landorus-T depending on the predicted attacking move,
So, where is the part where Gorebyss's use is not being entirely excluded to setting up for Jirachi or Lando-T?
most Pokemon with Roar/Whirlwind in OU, Gorebyss can actually defeat with a +2 Surf ie. Heatran, Skarmory, Hippowdon etc.,
You're using pokémon that are obviously weak to a +2 surf (and skarmory) to elaborate it's strengths? I'm sorry, but Politoed can do the same without the real boost, as can Rotom-W, and most other offensive-water types..
Taunt is useless because at +2 youll be faster than any opposing Taunt user,
All Prankster users (except Riolu, but fuck that guy) wave with cute little flags around you, the flags say "We exist! We exist! Believe in us! We exist!"
and Perish Song from Politoed does admittedly prevent you doing anything but you can still get a KO off within the 3 turns almost anything can kill politoed in three turns and it doesnt really get your opponent anywhere. It stopped Gorebyss's only use?
Even without the boosts Drypassing or passing a sub can be valuable momentum, but they are an excellent asset
Drypassing is the same as using U-turn or using BP on Celebi, why does Gorebyss does it better : <? What is an excellent asset, it's ability to use Baton Pass, no shit man (no offense, but I like to be blunt)
~ScarlequinTheImmortalGod
Lololololol. Implying topping the ladder makes you good. That sentence alone shows you don't know much ;-; I'm smelling a trollSmashPass is cheap, Ive never denied that, and it is predictable I know that, Im actually an immortal almighty pro player who has formerly topped the OU ladder, not a useless scrub (I realise writing Vaporeon made me look like that, it was a mistake, edited now) , its predictable and cheap yes, but undeniably effective and the only reason people rage over it so much is because they are furious that it is about to destroy their pathetic team. By all means disagree with the suggestion y'all , but please dont mock or question me as a player because I am highly skilful and the Immortal Almighty God Scarlequin, cower beneath my might pathetic worthless slave wh*** scrub ass bitches.
(Also you say its predictable, which is true, but so far youve come up with only TWO solutions to prevent the SmashPassing - Taunt Toxicroak and Roar Vaporeon, neither of which are ultra common in OU, nearing the bottom of the usage statistics for OU pokemon, and they have to have those specific moves, which not all of them will, plus I did mention Ice Beam over Surf as an option, for Grass Types and Dragons, which would also prevent Toxicroak setting up on you (you would have achieved the +2 +2 +2 against something else before the opponent switched Toxicroak in.) Roar Vaporeon whilst preventing your SmashPass doesnt get the opponent anywhere either. Perhaps the more offensive set I mentioned with Ice Beam Surf Baton Pass and Shell Smash would be more to you guys' preference but please dont be nasty about the suggestion because it took a lot of time and thought and it upsets me
~ScarlequinTheImmortalGod
There we go, this is the only useful part of your post and you know it. You've just skimmed what we (and most importantly me, since you attempt to reply to that) have posted. Alternative options are a no-no now, taunt toxicroak doesn't exist either, and roar is the standard on quite a lot of vaporeon because it would be set-up bait otherwise.it is predictable I know that,
Perhaps the more offensive set I mentioned with Ice Beam Surf Baton Pass and Shell Smash would be more to you guys' preference but please dont be nasty about the suggestion because it took a lot of time and thought and it upsets me
~ScarlequinTheImmortalGod
Do I find that sad? Yes, should I feel offended about it? Heck no. This is a discussion (a rather average one at best right now to be honest) about choosing members to a succesful team: a succesful team both in theory and practice, that (I assume) makes the player rely on skillful plays without being obviously weak to standard match-ups.
Divide et impera
Liepard @ Lagging Tail
Trait: Prankster
EVs: 252 HP / 4 Atk / 252 Spd
Jolly Nature
- U-turn
- Trick
- Taunt/T-wave
- Yawn
Yes the joke of the coffee-corner of NU: Liepard. It has some potential that is, I feel, unused: Prankster is along with Multiscale, Magic Bounce and some other abilities one of the undeniably bestabilities in Pokémon. This makes use of it's ability to it's fulliest without it becoming a burden:
Trick coupled with a crippling item like a specs, band or Lagging Tail is an incredible combo that can easily cripple an opposing pokémon. For example: it can easily trick a tail unto a terrakion whilst it's setting up an 'easy SR' or is killing shit, or trick said tail on Keldeo for similiar effect. Whilst there are a fair amount of crippling items that can be tricked: Lagging Tail is the better all-around choice in the offensive metagame that favors power and speed without any real down-sides to Liepard, as Prankster ignores Lagging Tail's effect, save for such specific situations that they might as well be ignored because you made a massive mistake in that case. Along with that, tricking a Lagging Tail will 999999/1000000 give you an advantage: the holder of Lagging Tail will always move last, unless they have a priority move or prankster themselves. A threatening sweeper like Volcarona, Keldeo, Breloom or Terrakion are far less scary once they have lost their favorable item and have it get replaced by the Lagging Tail of imment doom, as it will make your pokémon always faster, even Ferrothorn will be faster than them. Meanwhile a bulky attacker like Kyurem suddenly loses it's Roost-Sub combo if it relies on being faster than it's opponent, not to mention the loss of Lefties, which will hurt their survivability. Additional fun with this set can be extracted by tricking a lagging tail on a choice user, switch out, then proceed to later trick it on a pokémon that will far from benefit from it: like Ferrothorn.
In the Third Slot, I can't make a real decision: either Taunt or T-wave, both have incredible uses but it will depend on what the team will need. Taunt can be used to stop defensive tanks/stallers and set-uppers from doing their thing, most importantly IMO being Gengar and Kyurem who suddenly lose their uses whilst taunted. Meanwhile T-wave is an incredible move that lowers the speed of an opposing pokémon, much like lagging tail, giving you a semi-revenge option, unless the opponent has a ground type or lum berry. Prankster T-wave can easily break a sweep, no matter how bad (to an extend).
T-wave meanwhile provides a semi-revenge option against anything powerful that lacks a ground typing or has a lum berry: after a kill against one of your pokémon you can quite easily switch in Liepard and either Trick (if you haven't already) it's Heavy Tail against it, or T-wave it to massively reduce it's sweeping potential. T-wave can also be used as a double-status set for Liepard.
Then there's the last slot: go for Yawn, Yawn provides another semi-revenge annoying move to aid your team: it forces the opponent to sleep or forces them to switch out to negate it, potentially putting you in a better position, allowing you to yawn again, status or trick them: but you can also use U-turn if you don't know for sure whether they'll switch or if you want to advantage in a double-switch. Yawn pretty much acts as an indirect roar, Which will be incredible helpful to you. Whether you use it the first turn of the entire battle, as a breather move against the opponent, as a way to stop the opponent from setting up or as a semi-revenge tool. Yawn has incredible potential if coupled by a prankster user: allowing to act as an indirection roar or whirlwind, except that it has priority, puts the opponent to sleep if it doesn't switch, let's the opponent choose a switch, and can't be used if another pokémon is already at sleep: ok it's not all that much alike to the likes of roar, but the idea is the same.
U-turn is there just because Liepard needs at least some form of damage and because it is a reliable way to switch out in case you expect an incoming switch for a favorable match-up. Though Liepard is slower than some notable threats, if the opponent has the almighty Lagging Tail or has been Paralyzed it's easy to use it. Not to mention that base 106 may not be the fastest thing on the planet, it'll still be in the top 50 of the OU Marathon.
EV's other than speed honestly don't matter that much: Liepard is too weak to be a threat offensively and it's defenses leave a lot to be desired, but simply can't be remedied with defensive EV's with some quick calcs that I ran. If somebody manages to get a build that avoids a single KO's, then please do share it.
The biggest problem with Liepard, other than not being a major offensive or defensive threat, is that it is affected by all types of hazards and does not have a lot of switch-in options: it'll either have to wait for an incoming psychic attack, a double switch or a free switch through the death of one of your own pokémon.
However Liepard provides incredible support to the team and doesn't ask for much in return: because it simply can not be supported, unless you count Stealth Rock as massive support, or support at all. Liepard is a text-book example of a high-risk, high-reward annoyer without relying on hax. It's biggest boon is the ability to cripple an opposing threat (or two) by using a little bit of smart play, not too much as otherwise you probably would not understand it and it would be deemed 'too weak'. And is one of the few Pokémon that can even stop a +6/+6 threat from damaging your ranks even more, if you're willing to sacrifice Liepard that is.
Sacrifice and utility are keywords to this Liepard set, due to Liepard's frailness, do not expect it to survive a lot, or anything really. It's paper-thin defenses are worse than Sableye, which at least has three immunities and recover to help it. But it's support/cripple movepool is somewhat better than Sableye's thanks to not having to act as a wall and having acces to U-Turn. T-wave and Yawn.
This set can be used on both Defensive and Offensive teams to provide a 'plan B' in case you get swept, but it's best use is simply being capable of crippling opposing pokémon in such a way that they won't be considered a threat anymore: even if Liepard has to sacrifice itself to do so.
What I am interested in seeing is what can be done with it in the hands of better (or just, you know, skilled) players, and what an opponent could possibly do against it, both in battle and in teambuilding. Magic Bounce seems obvious, but is it really? Xatu is limited in it's possibilities and Espeon is U-Turn weak and still suspectible to Trick if I recall correctly. This set focuses on using an obvious niche set and how an 'opponent', can prepare for something like it if it knows beforehand that it can AT LEAST cripple one opposing pokémon in some way. For an added bonus: it can be seen as an experiment for High-Risk High-Reward without going the obvious sweeper route and how a true-support, whether it's for an offensive or defensive team, can work in today's metagame.
Edit: changed some of the text to reflect having less slashed moves, but I honestly can't choose for the third slot as both have uses and depend more on the preference of the team/the people