i have to get back into the ou "swing of things" again since i have been very focused on uu lately so i made this team yesterday and had some moderate success on ladder playtesting. this team has trouble with some common threats such as gyarados and mence though, if they successfully get a dragon dance in. i havent been able to find a pokemon yet that fits into the team and stops them so i usually resort to just quickly sending in scarfers and attacking, one for before they get a dd, and the other scarfer for after.
team:
so here is an in-depth look:
Metagross @ Choice Band
Ability: Clear Body
EVs: 252 Atk/4 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Bullet Punch
- Earthquake
- Trick
- Explosion
i chose metagross as my lead for a couple of reasons: 1.) he has the ability to pretty much at least ko all the sr leads before they do anything other than Stealth Rock, or even kill some before they do SR and 2.) Trick isn't that common of a lead strategy and its nice to screw with stuff like trick jirachi or slower stuff like bronzong and swampert (this lets me avoid the hassle of predicting the protect so i dont waste an explosion (and a pokemon in the process).
Jolly Metagross hits 262 Speed or so, which is enough to outspeed and ohko modest heatran stealth rock leads. this obviously is a risky idea because some choose timid but for those that do choose timid, they usually stealth rock first. jolly metagross also allows me to get the jumpstart on slower adamant gross so i can trick them the choice band as they SR which allows me to get a free attack in. this also has backfires if they get smart and try to sweep me with it, which is why keeping infernape, forry, and my meta alive are very vital to success.
against common leads such as Azelf, Jirachi, Aerodactyl, and Infernape, I can actually come out on top against pretty much all of them. infernape is the only one who should win but most people automatically assume occa metagross and decide stealth rocking is more important that fire blast after fake out. For slow stuff, I will usually trick and then attack from there, either exploding their switch-in or attacking and then exploding.
if i dont get the trick off, cb bullet punch is needed for lategame as it can really hurt salamence and opposing flygon.
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Infernape (M) @ Life Orb
Ability: Blaze
EVs: 32 Atk/252 Spd/224 SAtk
Naive nature (+Spd, -SDef)
- Close Combat
- Fire Blast
- Hidden Power [Ice]
- Grass Knot / Thunderpunch
this is just your common Life Orb Infernape which sweeps unprepared teams. obviously lo infernape has many ways it can go on its moveset, including timid nasty plot, mixed nasty plot, mixed swords dance, and jolly swords dance. i chose mixed all out attacker. i absolutely needed a blissey killer who also could beat skarmory since my team has trouble dealing with both (if they only have 1 of this combo, the rest of the team can pretty much always win). this also seems to be forgotten as a threat and can sweep other offensive teams.
the moves may be somewhat obvious but ill go through them to show the importance of each one. fire blast is great for killing stuff like zapdos and magnezone, both of whom give togekiss (who this team ultimately revolves around) trouble. close combat is for blissey and probably more important, tyranitar, both of whom once again give me trouble (although they are handled somewhat easier, i absolutely hate sandstorm.) Hidden Power Ice is great for salamence since its essential i had a way to kill him and it also deals with a few other things such as gliscor (because i dont trust fire blast in most cases and will avoid using it unless its needed). grass knot or thunderpunch are still up in the air, im considering thunderpunch as a gyarados and tentacruel killer, however grass knot is great for hippowdon and swampert that survive metagross. the more i consider it, the more i want thunderpunch, but this is in need of help.
infernape resists bullet punch from scizor which is more than enough to make me consider it on my team but realizing that infernape pretty much beats everything togekiss has trouble with, i just had to use it.
---
Togekiss (M) @ Choice Scarf
Ability: Serene Grace
EVs: 8 HP/244 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Air Slash
- Aura Sphere
- Flamethrower
- Tri Attack
star of the team, Togekiss will pretty much flinch hax you to death. i became interested in this because of my own tournament where i learned choice scarf togekiss was one of the favorite strategies. realizing it could work as well in 6 vs 6 play as it does in 1 vs 1, i made my team from there. togekiss hits 385 speed with this and since more isnt needed, i dumped it into hp. i think it helps a bit, because it allows togekiss to avoid a sr number (313 hp i believe).
air slash is such a great move but all the others are equally important. aura sphere makes sure stuff like ddtar and hail mamoswine run rampant (mamoswine will try to ice fang as ice shard wont even 2hko a defensive full health togekiss). flamethrower lets me just make fun of scizor and lucario. tri attack is just more stab (cant have enough of the s-t-a-b) and has a good chance of dealing status which is even more annoying.
---
Forretress (M) @ Leftovers
Ability: Sturdy
EVs: 248 HP/8 Def/252 SDef
Careful nature (+SDef, -SAtk)
- Rapid Spin
- Stealth Rock
- Spikes / Payback
- Explosion
the only real reason i have this thing is to rapid spin so togekiss and weavile can sweep. i usually avoid rapid spinners but i realized i needed one and i decided to pick one that can actually do other stuff while still keeping this an offensive team. stealth rock is so important in giving some kos to infernape, weavile, and togekiss.
i currently use spikes as the third slot but with the increase of rotom-gAys everywhere, payback looks nice for eliminating them on switch-ins. payback would also give me one more form of offense. spikes is nice though for weakening cune and everything.
explosion goes boom, but in all seriousness, this is a pure offensive team and i needed it to keep the upbeat tempo.
---
Weavile (M) @ Life Orb
Ability: Pressure
EVs: 252 Atk/4 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Ice Punch
- Swords Dance
- Night Slash
- Brick Break
oh im sorry, you forgot this existed? yeah swords dance weavile baby, the most deadly sweeper in the game ... well not quite. this guy is really good for sweeping up stuff like latias and infernape later in the game but obviously, he needs the support which is what forry and kiss give him. however, swords dance ice punch is scary strong and im glad most people dont really run weavile as much of a threat anymore.
brick break is just another way to kill steel-types since weavile is lacking in that department. also helps eliminate the vicious screen zongs and whatnot, and then allows me to really just do away with the strategy as ice punch should ohko gliscor (sd ice punch should if it has yache berry). havent run into this yet but i feel im ready for it.
---
Flygon (M) @ Choice Scarf
Ability: Levitate
EVs: 252 Atk/4 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- U-turn
- Earthquake
- Outrage
- Dragon Claw / Thunderpunch
flygon! yeah, cant have a good offensive team without this, jolteon, or electivire. i needed an electric immunity because otherwise, stuff like thunder wave porygon 2 and blissey could cause me some trouble. this is a scarf flygon meant to take out stuff after 1 dd / agility (heres looking at you empoleon)
uturn is for quick scouting obviously but it also deals some nice damage to latias and celebi in the earlygame, and outrage / dragon claw can finish them off for later. earthquake is for stuff like ddtar and more important agility empoleon (sweeps my team). obviously outrage and dragon claw are just power moves for some lategame sweeping (makes a nice cleaner near the end)
thunderpunch would be so awesome at it completely eliminates my ddgyara problems (most people wouldnt switch a ddgyara out of flygon if they have 1 dd up because most flygon run outrage as their most powerful gyara attack), unfortunately, its coverage is fucking terrible lol. im still considering this.
---
how i decided on team (apparently we should do this in rmts now?_)
started:
togekiss was what i wanted to base the team around, specifically scarfkiss so i put this as the centerpeice. togekiss is really good but sadly the ice, rock, and sr weaknesses hinder him alot. realizing this, i needed to add something to eliminate sr and resist ice and not be weak to rock. i decided on:
so now i had, 2 members and realized i still had a weakness to fire and cb stone edge from tar. nape and tar are really annoying as it twave blissey so i figured a revenge killer who resisted all of their attacks would be best:
i already had been considering weavile for a while since i thought it would really shined and i still lacked a good ghost counter, making it hard for forry to spin. weaviles "pursuit" will make most ghosts stay in which just allows me to hit them with night slash. weavile though is weak to sr and rock and fire and fighting which didnt bode well for my team so i made sure i put infernape in there as well who could ko most users of those attacks and finish off blissey for good:
I liked how this team looked but i obviously had troubles with common leads. funnily enough i found all 5 of my pokemon could be pretty good leads but none of them should be. they all had qualities i needed. i decided that fire was somewhat rare in ou and that with 2 fire resists i shouldnt worry as much as i was. with this in mind, i wanted something to trick and hit hard. at first i considered scarf jirachi but cb metagross and his prioity + explosion just really was meant to be used on an offensive team:
Threat List: *
Defensive:
Blissey - to test out its set, i will usually bring in forretress or metagross, depending on whos on low health. usually it will probably toxic if its togekiss thats switching out (hes the only one who would be switching out of blissey) but if its the odd thunder wave i will try to blow up blissey right there so it can paralyze one of my main 3 sweepers. if the situation occurs again, i simply bring in flygon instead since i know twave is coming. i can then uturn out from the expected ice beam or scout the switch and bring in infernape / appropiate counter.
Bronzong -
*this is still a WIP, im getting tired and want to be bright eyed and bushy to make sure it looks ok
team:
so here is an in-depth look:
Metagross @ Choice Band
Ability: Clear Body
EVs: 252 Atk/4 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Bullet Punch
- Earthquake
- Trick
- Explosion
i chose metagross as my lead for a couple of reasons: 1.) he has the ability to pretty much at least ko all the sr leads before they do anything other than Stealth Rock, or even kill some before they do SR and 2.) Trick isn't that common of a lead strategy and its nice to screw with stuff like trick jirachi or slower stuff like bronzong and swampert (this lets me avoid the hassle of predicting the protect so i dont waste an explosion (and a pokemon in the process).
Jolly Metagross hits 262 Speed or so, which is enough to outspeed and ohko modest heatran stealth rock leads. this obviously is a risky idea because some choose timid but for those that do choose timid, they usually stealth rock first. jolly metagross also allows me to get the jumpstart on slower adamant gross so i can trick them the choice band as they SR which allows me to get a free attack in. this also has backfires if they get smart and try to sweep me with it, which is why keeping infernape, forry, and my meta alive are very vital to success.
against common leads such as Azelf, Jirachi, Aerodactyl, and Infernape, I can actually come out on top against pretty much all of them. infernape is the only one who should win but most people automatically assume occa metagross and decide stealth rocking is more important that fire blast after fake out. For slow stuff, I will usually trick and then attack from there, either exploding their switch-in or attacking and then exploding.
if i dont get the trick off, cb bullet punch is needed for lategame as it can really hurt salamence and opposing flygon.
---
Infernape (M) @ Life Orb
Ability: Blaze
EVs: 32 Atk/252 Spd/224 SAtk
Naive nature (+Spd, -SDef)
- Close Combat
- Fire Blast
- Hidden Power [Ice]
- Grass Knot / Thunderpunch
this is just your common Life Orb Infernape which sweeps unprepared teams. obviously lo infernape has many ways it can go on its moveset, including timid nasty plot, mixed nasty plot, mixed swords dance, and jolly swords dance. i chose mixed all out attacker. i absolutely needed a blissey killer who also could beat skarmory since my team has trouble dealing with both (if they only have 1 of this combo, the rest of the team can pretty much always win). this also seems to be forgotten as a threat and can sweep other offensive teams.
the moves may be somewhat obvious but ill go through them to show the importance of each one. fire blast is great for killing stuff like zapdos and magnezone, both of whom give togekiss (who this team ultimately revolves around) trouble. close combat is for blissey and probably more important, tyranitar, both of whom once again give me trouble (although they are handled somewhat easier, i absolutely hate sandstorm.) Hidden Power Ice is great for salamence since its essential i had a way to kill him and it also deals with a few other things such as gliscor (because i dont trust fire blast in most cases and will avoid using it unless its needed). grass knot or thunderpunch are still up in the air, im considering thunderpunch as a gyarados and tentacruel killer, however grass knot is great for hippowdon and swampert that survive metagross. the more i consider it, the more i want thunderpunch, but this is in need of help.
infernape resists bullet punch from scizor which is more than enough to make me consider it on my team but realizing that infernape pretty much beats everything togekiss has trouble with, i just had to use it.
---
Togekiss (M) @ Choice Scarf
Ability: Serene Grace
EVs: 8 HP/244 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Air Slash
- Aura Sphere
- Flamethrower
- Tri Attack
star of the team, Togekiss will pretty much flinch hax you to death. i became interested in this because of my own tournament where i learned choice scarf togekiss was one of the favorite strategies. realizing it could work as well in 6 vs 6 play as it does in 1 vs 1, i made my team from there. togekiss hits 385 speed with this and since more isnt needed, i dumped it into hp. i think it helps a bit, because it allows togekiss to avoid a sr number (313 hp i believe).
air slash is such a great move but all the others are equally important. aura sphere makes sure stuff like ddtar and hail mamoswine run rampant (mamoswine will try to ice fang as ice shard wont even 2hko a defensive full health togekiss). flamethrower lets me just make fun of scizor and lucario. tri attack is just more stab (cant have enough of the s-t-a-b) and has a good chance of dealing status which is even more annoying.
---
Forretress (M) @ Leftovers
Ability: Sturdy
EVs: 248 HP/8 Def/252 SDef
Careful nature (+SDef, -SAtk)
- Rapid Spin
- Stealth Rock
- Spikes / Payback
- Explosion
the only real reason i have this thing is to rapid spin so togekiss and weavile can sweep. i usually avoid rapid spinners but i realized i needed one and i decided to pick one that can actually do other stuff while still keeping this an offensive team. stealth rock is so important in giving some kos to infernape, weavile, and togekiss.
i currently use spikes as the third slot but with the increase of rotom-gAys everywhere, payback looks nice for eliminating them on switch-ins. payback would also give me one more form of offense. spikes is nice though for weakening cune and everything.
explosion goes boom, but in all seriousness, this is a pure offensive team and i needed it to keep the upbeat tempo.
---
Weavile (M) @ Life Orb
Ability: Pressure
EVs: 252 Atk/4 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Ice Punch
- Swords Dance
- Night Slash
- Brick Break
oh im sorry, you forgot this existed? yeah swords dance weavile baby, the most deadly sweeper in the game ... well not quite. this guy is really good for sweeping up stuff like latias and infernape later in the game but obviously, he needs the support which is what forry and kiss give him. however, swords dance ice punch is scary strong and im glad most people dont really run weavile as much of a threat anymore.
brick break is just another way to kill steel-types since weavile is lacking in that department. also helps eliminate the vicious screen zongs and whatnot, and then allows me to really just do away with the strategy as ice punch should ohko gliscor (sd ice punch should if it has yache berry). havent run into this yet but i feel im ready for it.
---
Flygon (M) @ Choice Scarf
Ability: Levitate
EVs: 252 Atk/4 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- U-turn
- Earthquake
- Outrage
- Dragon Claw / Thunderpunch
flygon! yeah, cant have a good offensive team without this, jolteon, or electivire. i needed an electric immunity because otherwise, stuff like thunder wave porygon 2 and blissey could cause me some trouble. this is a scarf flygon meant to take out stuff after 1 dd / agility (heres looking at you empoleon)
uturn is for quick scouting obviously but it also deals some nice damage to latias and celebi in the earlygame, and outrage / dragon claw can finish them off for later. earthquake is for stuff like ddtar and more important agility empoleon (sweeps my team). obviously outrage and dragon claw are just power moves for some lategame sweeping (makes a nice cleaner near the end)
thunderpunch would be so awesome at it completely eliminates my ddgyara problems (most people wouldnt switch a ddgyara out of flygon if they have 1 dd up because most flygon run outrage as their most powerful gyara attack), unfortunately, its coverage is fucking terrible lol. im still considering this.
---
how i decided on team (apparently we should do this in rmts now?_)
started:
togekiss was what i wanted to base the team around, specifically scarfkiss so i put this as the centerpeice. togekiss is really good but sadly the ice, rock, and sr weaknesses hinder him alot. realizing this, i needed to add something to eliminate sr and resist ice and not be weak to rock. i decided on:
so now i had, 2 members and realized i still had a weakness to fire and cb stone edge from tar. nape and tar are really annoying as it twave blissey so i figured a revenge killer who resisted all of their attacks would be best:
i already had been considering weavile for a while since i thought it would really shined and i still lacked a good ghost counter, making it hard for forry to spin. weaviles "pursuit" will make most ghosts stay in which just allows me to hit them with night slash. weavile though is weak to sr and rock and fire and fighting which didnt bode well for my team so i made sure i put infernape in there as well who could ko most users of those attacks and finish off blissey for good:
I liked how this team looked but i obviously had troubles with common leads. funnily enough i found all 5 of my pokemon could be pretty good leads but none of them should be. they all had qualities i needed. i decided that fire was somewhat rare in ou and that with 2 fire resists i shouldnt worry as much as i was. with this in mind, i wanted something to trick and hit hard. at first i considered scarf jirachi but cb metagross and his prioity + explosion just really was meant to be used on an offensive team:
Threat List: *
Defensive:
Blissey - to test out its set, i will usually bring in forretress or metagross, depending on whos on low health. usually it will probably toxic if its togekiss thats switching out (hes the only one who would be switching out of blissey) but if its the odd thunder wave i will try to blow up blissey right there so it can paralyze one of my main 3 sweepers. if the situation occurs again, i simply bring in flygon instead since i know twave is coming. i can then uturn out from the expected ice beam or scout the switch and bring in infernape / appropiate counter.
Bronzong -
*this is still a WIP, im getting tired and want to be bright eyed and bushy to make sure it looks ok