Danmire
its okay.
OU TEAM COMPLETE!
I've been practicing with this team for a long time, and at the same time, I've been tweaking it, trying to remove any threats. Still, it comes as no surprise that there is no "Perfect Team". But still, I'm posting this RMT to see if this teams any good enough. If you guys have any recommendations to help this team, feel free to post. Changes are in bold.
At a glance:
Building Process:
Starting off with the lead. Gliscor lays Stealth Rocks, and U-Turn can let me switch freely, and then switch back. Also helps me with synergy.
Next up, I'll need a Rapid Spinner, just in case any opponents set up.
But of course, with every Rapid Spinner, theres an Anti-Spinner. Rotom-W has enough bulk to take hits, and with Choice Scarf, can outspeed Starmies to hit it with a powerful STAB Thunderbolt.
Next up, my Wall and pHazer, non other than Skarmory. With Spikes at hand, it can lay a layer to deal some damage.
Something I always find trouble with is Bulky Waters. Vaporeon, Swampert, Suicune. I hate those guys. So, I decided to use a counter. Let's roll with Shaymin! Shaymin can also use Earth Power to destroy any Heatrans. Mostly for F/W/G cores.
And finally, my Sweeper. ChestoResto is good, giving me free health with Rest, and waking me up.
So, thanks to Faladran, I decided to switch Shaymin for Flygon. Flygon can help me out with various problems, like steel types. It can also work as a good scout.
Now let's begin, shall we?
Gliscor @ Yache Berry
Ability: Sand Veil
EVs: 252 HP/ 4 Def/ 252 Spd
Jolly nature (+Spe, -SAtk)
- Stealth Rock
- Earthquake
- Taunt
- U-Turn
Switching Gliscor back to the front, as the advent of Machamp leads is really declining. With Taunt, I'll do the same as everything. Taunt slower leads, and use U-Turn to quickly escape, and set up some rocks. Earthquake can help me out later, and so will Taunt, in-case of Blisseys or Skarms, or etc. Still, it's good so I won't have things setting up 99.99% of the time. I also gave him the Yache Berry, so Ice-Type moves won't do anything.
Synergy:
Ice-
Water-
-
Starmie @ Life Orb
Ability: Natural Cure
EVs: 4 HP/252 SAtk/252 Spd
Timid nature (+Spd, -Atk)
- Rapid Spin
- Thunderbolt
- Ice Beam
- Hydro Pump
I won't be needing Starm as a lead anymore, due to the Machamp lead usage declining. I can still use him as a great Spinner, and something to deal some damage with. Bolt-Beam is a really good combo, and STAB Hydro Pump nails them hard in the face. Ice Beam is for anything that doesn't resist it, and it gets combo'd by Thunderbolt. STAB Hydro Pump is the same, but with more "oomf" to it, in-case it does not miss.
Synergy:
Grass-
Dark-
Ghost-
Bug-
-
-
-
(Keeping Rotom-W)
Rotom-W @ Choice Scarf
Ability: Levitate
252 HP / 252 Spe / 4 SpAtk
Timid nature (+Spe, -Atk)
- Thunderbolt
- Hydro Pump
- Will-o-wisp
- Trick
With Smith's advice taken to great consideration, this ghostly washing machine allows me to mess up Spinners. With Choice Scarf, it can outspeed Starmie, and hit it with a STAB Thunderbolt, making quick work of it. It can also trick Scarf onto Forretress, and then take it out with whatever I can. With Hydro Pump, I can hit Pokemon who don't resist it, and in a very fast way..
Synergy:
Ghost-
Dark-
Skarmory (F) @ Shed Shell
Ability: Keen Eye
EVs: 252 HP/240 SDef/16 Spd
Impish nature (+Def, -SAtk)
- Whirlwind
- Roost
- Brave Bird
- Spikes
Blocking both Special Attacks and Physical attacks, Skarmory allows me to block common things like Shaymin and Gengar, etc. I can also set up 3 layers of spikes in-case I want to inflict more damage. He can also pHaze any boost Special Attackers, such as Nasty Plots, or Charge Beams, or Calm Minds.
Synergy:
Fire-
-
-
Electric-
-
Flygon (M) @ Choice Scarf
Ability: Levitate
EVs: 252 Atk/252 Spd/4 SDef
Jolly nature (+Spd, -SAtk)
- Earthquake
- Outrage
- U-turn
- Fire Blast
So with some very thoughtful recommendations, I've decided to go with Flygon. I've been having a constant problem with Steel types, like Bronzongs, who just don't get hit hard enough. Fire Blast does the trick. Also, a problem with ScarfTran. Flygon outspeeds it, delivering a nasty Earthquake. It can also be a reliable scouter, incase I need to predict the opponents moves.
Synergy:
Dragon-
Ice-
Kingdra (M) @ Chesto Berry
Ability: Swift Swim
EVs: 144 HP/160 Atk/40 SDef/164 Spd
Adamant nature (+Atk, -SAtk)
- Rest
- Dragon Dance
- Waterfall
- Outrage
Ah, Kingdra. Frickin love this Dragon. Resisting both Fire and Water, this guy is wicked crazy. Taking up Smith's(thanks man!)advice, changing it to the Chesto'Resto' set. While setting up Dragon Drances an the threat removing some health, I can restore most, if not all of that health back using Rest, whilst waking up from the Chesto Berry's effect, giving me a chance to sweep.
Synergy:
Dragon-
Conclusion:
Like I said, I've tweaked this team trying to eliminate any threats that might harm the team. I like this team very much, but I still do think it can do better.
So without further a do....RATE!
My Team of late 4th gen is almost, if not fully, complete. I'd like to thank everyone who helped me fix this team up.
I've been practicing with this team for a long time, and at the same time, I've been tweaking it, trying to remove any threats. Still, it comes as no surprise that there is no "Perfect Team". But still, I'm posting this RMT to see if this teams any good enough. If you guys have any recommendations to help this team, feel free to post. Changes are in bold.
At a glance:
Building Process:
Starting off with the lead. Gliscor lays Stealth Rocks, and U-Turn can let me switch freely, and then switch back. Also helps me with synergy.
Next up, I'll need a Rapid Spinner, just in case any opponents set up.
But of course, with every Rapid Spinner, theres an Anti-Spinner. Rotom-W has enough bulk to take hits, and with Choice Scarf, can outspeed Starmies to hit it with a powerful STAB Thunderbolt.
Next up, my Wall and pHazer, non other than Skarmory. With Spikes at hand, it can lay a layer to deal some damage.
Something I always find trouble with is Bulky Waters. Vaporeon, Swampert, Suicune. I hate those guys. So, I decided to use a counter. Let's roll with Shaymin! Shaymin can also use Earth Power to destroy any Heatrans. Mostly for F/W/G cores.
And finally, my Sweeper. ChestoResto is good, giving me free health with Rest, and waking me up.
So, thanks to Faladran, I decided to switch Shaymin for Flygon. Flygon can help me out with various problems, like steel types. It can also work as a good scout.
Now let's begin, shall we?
Gliscor @ Yache Berry
Ability: Sand Veil
EVs: 252 HP/ 4 Def/ 252 Spd
Jolly nature (+Spe, -SAtk)
- Stealth Rock
- Earthquake
- Taunt
- U-Turn
Switching Gliscor back to the front, as the advent of Machamp leads is really declining. With Taunt, I'll do the same as everything. Taunt slower leads, and use U-Turn to quickly escape, and set up some rocks. Earthquake can help me out later, and so will Taunt, in-case of Blisseys or Skarms, or etc. Still, it's good so I won't have things setting up 99.99% of the time. I also gave him the Yache Berry, so Ice-Type moves won't do anything.
Synergy:
Ice-
Water-
Starmie @ Life Orb
Ability: Natural Cure
EVs: 4 HP/252 SAtk/252 Spd
Timid nature (+Spd, -Atk)
- Rapid Spin
- Thunderbolt
- Ice Beam
- Hydro Pump
I won't be needing Starm as a lead anymore, due to the Machamp lead usage declining. I can still use him as a great Spinner, and something to deal some damage with. Bolt-Beam is a really good combo, and STAB Hydro Pump nails them hard in the face. Ice Beam is for anything that doesn't resist it, and it gets combo'd by Thunderbolt. STAB Hydro Pump is the same, but with more "oomf" to it, in-case it does not miss.
Synergy:
Grass-
Dark-
Ghost-
Bug-
Rotom-W @ Choice Scarf
Ability: Levitate
252 HP / 252 Spe / 4 SpAtk
Timid nature (+Spe, -Atk)
- Thunderbolt
- Hydro Pump
- Will-o-wisp
- Trick
With Smith's advice taken to great consideration, this ghostly washing machine allows me to mess up Spinners. With Choice Scarf, it can outspeed Starmie, and hit it with a STAB Thunderbolt, making quick work of it. It can also trick Scarf onto Forretress, and then take it out with whatever I can. With Hydro Pump, I can hit Pokemon who don't resist it, and in a very fast way..
Synergy:
Ghost-
Dark-
Skarmory (F) @ Shed Shell
Ability: Keen Eye
EVs: 252 HP/240 SDef/16 Spd
Impish nature (+Def, -SAtk)
- Whirlwind
- Roost
- Brave Bird
- Spikes
Blocking both Special Attacks and Physical attacks, Skarmory allows me to block common things like Shaymin and Gengar, etc. I can also set up 3 layers of spikes in-case I want to inflict more damage. He can also pHaze any boost Special Attackers, such as Nasty Plots, or Charge Beams, or Calm Minds.
Synergy:
Fire-
Electric-
Flygon (M) @ Choice Scarf
Ability: Levitate
EVs: 252 Atk/252 Spd/4 SDef
Jolly nature (+Spd, -SAtk)
- Earthquake
- Outrage
- U-turn
- Fire Blast
So with some very thoughtful recommendations, I've decided to go with Flygon. I've been having a constant problem with Steel types, like Bronzongs, who just don't get hit hard enough. Fire Blast does the trick. Also, a problem with ScarfTran. Flygon outspeeds it, delivering a nasty Earthquake. It can also be a reliable scouter, incase I need to predict the opponents moves.
Synergy:
Dragon-
Ice-
Kingdra (M) @ Chesto Berry
Ability: Swift Swim
EVs: 144 HP/160 Atk/40 SDef/164 Spd
Adamant nature (+Atk, -SAtk)
- Rest
- Dragon Dance
- Waterfall
- Outrage
Ah, Kingdra. Frickin love this Dragon. Resisting both Fire and Water, this guy is wicked crazy. Taking up Smith's(thanks man!)advice, changing it to the Chesto'Resto' set. While setting up Dragon Drances an the threat removing some health, I can restore most, if not all of that health back using Rest, whilst waking up from the Chesto Berry's effect, giving me a chance to sweep.
Synergy:
Dragon-
Conclusion:
Like I said, I've tweaked this team trying to eliminate any threats that might harm the team. I like this team very much, but I still do think it can do better.
So without further a do....RATE!
My Team of late 4th gen is almost, if not fully, complete. I'd like to thank everyone who helped me fix this team up.