1.Teambuilding Process
Firstly, I started out with Pawmot and Salamence. Salamence was added due to it's incredible intimidate as well as its survivability. Though there are a lot of Garg's and fairies running around, this mon's ability to counter most defensive tusks and lower offensive tusk is fun. I also miss using offensive flying types. Pawmot is here because I want him to unleash havoc upon teams with double shocks and close combats.
I then added Hatterene because I wanted to cause pressure with Magic Bounce and I enjoy using her calm mind set. It's solid and functions around most teams pretty well. She, in my experience, can 1v1 most gargs because of calm mind+draining kiss. I also like lighting Corviknights ablaze.
Then I added Cinderace. He allowed me to get hazards off of my side of the field if necessary while still pressuring the opposing mon due to its high speed stat. It's damage isn't terrible as well. I mainly use it for will-o-wisp support against bulkier teams so I can actually whittle down some strong attackers in the metagame
Next I added Clodsire basically because I know my team has no real way to deal with any special pressure and, thank arceus, Clodsire covers a lot of the special threats.
Lastly I added Rotom-W for it's natural bulk as well as having a good water type with a pivot move and access to speed control with thunder wave. Though I've experienced its inaccuracy, it is a great mon to just have on the team.
2. Pokémon Descriptions
Tank★ (Pawmot) @ Life Orb
Ability: Iron Fist
Tera Type: Electric
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Double Shock
- Close Combat
- Mach Punch
- Revival Blessing
Role on Team: Pawmot is my heavy hitter. Whenever I can secure Pawmot in a position to hit hard and then either switch out into a safe option or to scare pokemon into a position where I can press Revival blessing for free or for minimal risk. Double shock as its hardest hitting electric stab , cc for stab fighting and mach punch as my priority. RB is there to help mons that I misuse get back into a position. But mostly it's just to create more positions for me to win rather than to fix my screw ups. I am using life orb so that I can choose different moves but I was running CB beforehand. Life Orb just felt easier to use than CB.
Lunari★ (Salamence) @ Heavy-Duty Boots
Ability: Intimidate
Tera Type: Water
EVs: 40 HP / 252 SpA / 216 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Draco Meteor
- Hurricane
- Roost
Role on Team: Salamence is here as intimidate support and a strong Flying Dragon type with dual stab that hits hard. Salamence offers solid defensive utility against mons like Great Tusk and Kingambit, mainly by being able to beat Bulk Up Tusk as well as Defensive Tusk easily and by lowering the attack of SO Kingambit. Flamethrower for steel types like Corvi, Draco for stab and Hurricane for stab as well. Roost was for survivability and I used tera water to resist ice moves. Though Tera steel is an option, I don't like having more weaknesses to ground on this team. There is already enough. EV'd Salamences speed to outspeed any 317 mons as a just because I don't think max speed is that important for this mon.
Enchantress★ (Hatterene) @ Leftovers
Ability: Magic Bounce
Tera Type: Fire
EVs: 252 HP / 216 Def / 40 Spe
Bold Nature
IVs: 0 Atk
- Draining Kiss
- Mystical Fire
- Psyshock
- Calm Mind
Role on Team: Hatterene, along with being a great early game problem versus set up, also has a really nice end game plan with calm mind and consistent healing in Draining Kiss. I've found myself in many a positive position due to calm mind. This mon is also my main way of getting hazards off of my side of the field. It's solid bulk allows it to take a couple physical hits as well and that's combined with a very nice typing. Great against Tusk and other setters in OU. EV'd specifically for the extra jump in defense it gets from 212 to 216. 204 was a bit low and there wasn't really anything this was outspeeding with the extra speed on the regular clam mind set. Mystical fire to slow down spatk boosting mons and Iron Valiant. Psyshock to beat those pesky poison walls like Iron Moth, TD Glimmora and Clodsire.
Chigiri★ (Cinderace) @ Heavy-Duty Boots
Ability: Blaze
Tera Type: Fire
EVs: 224 HP / 32 Atk / 252 Spe
Jolly Nature
- Pyro Ball
- U-turn
- Will-O-Wisp
- Court Change
Role on Team: Cinderace is my lil set up stance changer. He is so good at coming in threatening powerful libero options and then just pressing funny court change or will-o-wisp on mons that don't expect it. Though it is very high in popularity for Cinderace sets, his pivoting and just ability to start momentum is very much enjoyed. Also great at getting in Pawmot against mons if he forces a switch. Cinderace is EV'd to do this:
[32 Atk Cinderace Pyro Ball vs. 0 HP / 0 Def Gholdengo: 318-374 (100.9 - 118.7%) -- guaranteed OHKO]
Cloddi★ (Clodsire) @ Leftovers
Ability: Unaware
Tera Type: Fairy
EVs: 252 HP / 32 Def / 224 SpD
Careful Nature
- Earthquake
- Stealth Rock
- Recover
- Toxic
Role on Team: Clodsire is the premier spdef tank in Gen 9 OU and I intend to use it as such. It is excellent at soaking up hits and just being a general nuisance to those spdef mons wondering if it will or won't come out on their next attack. It excels at setting up it's hazards, tanking hits and setting up toxic on incoming mons and doing chip to a few mons. Unaware to beat volcarona and tera fairy so that I don't have to cry and ff against Walking Wake teams. EV'd to do cool surviving thing:
[0 Atk Great Tusk Earthquake vs. 252 HP / 32 Def Clodsire: 390-462 (84 - 99.5%) -- guaranteed 2HKO after Leftovers recovery]
Washingtons★ (Rotom-Wash) @ Leftovers
Ability: Levitate
Tera Type: Steel
EVs: 252 HP / 244 Def / 12 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Protect
- Thunder Wave
Role on Team: Rotom-W is just my defensive tank. He takes hits amazingly from steel, physical liquidation Iron Valiant, which I've been seeing a weird amount of, as well as spreading that paralysis to control the speed better and allow Pawmot to wreak havoc. His defenses and ability are just too good to not use. Levitate giving me another ground immunity and its typing is just excellent, basically only having a weakness to grass which is a bit scarce at the moment, other than the rare Meowscarada. I didn't EV this for anything, just pressed import and then defensive Rotom. Lovely as a physdef wall.
>>That is all! Thanks for reading and I appreciate all feedback and criticism. I'd like to use this team before home where I get to destroy everyone with specs Zapdos (:D) and I really want to understand teambuilding.
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