Deoxys-D: The TeamRediamond here, with a newly formed incarnation of my previous team. NOTE: I did not hack a Deoxy into OU. The team is named Deoxys-D as a metaphor. The last team/RMT was my take on a fast, frail, hyper-offensive team. This team is a different form of the team, taking on several aspects of stall, similar to Deoxys and Deoxys-D.
Strategy: The team is mostly a stall team that relies on entry-hazards to deal damage. I operate in three stages. In the first stage, Electrode keeps rocks from getting up. This starts the opponent with a state of confusion: What willl it do? After that, Donphan, Skarmory, and Spiritomb get and keep hazzards up and shuffle the opponent. After this, Weaville and Gyarados kill of whatever survives of the opponent's team. I seldom lose anymore, and can outstall a lot. As a general rule. I do not use choice pokes.
The Team:
??? 1: Electrode
Electrode@ Focus Sash
4HP/252Spe/252SpAtt
Timid
-Thunder Wave
-Thunderbolt
-HP Grass
-Taunt
Strategy: This is my first attempt to throw the opponent off-balance. If the lead normally carries rocks, I taunt it. If it normally is used as an anti-lead that is dependent on speed, I switch Tbolt, HP Grass, or Twave it, depending on what it is.
Moveset: Taunt helps Trode to be a great stallbreaker in later stages of the game. Taunt ensures that I seldom have rocks to deal with, and Thunder Wave wrecks any speed dependant attacker. HP Grass deals with ground types, and Thunderbolt hits everything else.
Why Electrode?: Electrode is faster than all of OU, except Ninjask. This essentially means that I almost always keep entry hazards off of the field. It's speed and rarity keep the opponent somewhat pressured and confused.
Drawbacks: Power and redundancy. It doesen't hit very hard, and I can spin away rocks anyway. I don't see any major problems, though, and it is still one of my favorite parts of this team.
Spinner and Stealth Rock Support: Donphan
Donphan@ Leftovers
252H/252Att/4Spd
Adamant
-Stealth Rock
-Rapid Spin
-EQ
-Ice Shard
Strategy: Spin everything that gets into play out, and set up rocks of my own. I use Donphan over other spinners as its bulky AND can give quite a hit in return. Overall, it serves as a supporter and a wall. I need rocks to make my shuffling attempts with Skarmory hurt floaters and flyers. A nice UU throws off some totally inexperienced battlers.
Moveset: Stealth Rock and Rapid Spin are givins. EQ hits hard, and Ice Shard works as a way to revenge kill.
Drawbacks: None as far as I can see.
Staller and Steel: Skarmory
Skarkmory@ Leftovers
252HP/4Def/252SpDef
Impish[INDENT
-Brave Bird
-Spikes
-Roost
-Whirlwind
Strategy: If I can ever get an opening after Donphan sets up, I spike up to three layers, roosting as necessary. After that, Whirlwind and Roost are used in tangent to reveal the opponents team and deal huge amounts of damage. Brave Bird is to finish off crippled Pokemon. It's astonishing how much of a hit this can take. Also with nuetral SR and three layers of spikes, all dies after switching in three times. This allows Rhyperior, Gyarados, and Weaville to destroy the opposition later in the match.
Moveset: See above
Drawbacks: Magnezone. That alone makes Shed Shell worth considering.
Why a-OH ****: Weaville
Weaville@ Focus Sash
252Spe/252Att/4HP
Jolly
-Ice Shard
-Counter
-Low Kick
-Night Slash
Strategy: Why Weaville? Ask anybody that's lost a Scizor to this thing. The nearly certain absence of hazards allows me to fully use Weaville as an escape button. Whenever anything sets up, I can wait for it to KO something, and then use counter to take the threat down. It's also very good at bluffing choice or hyper offense. Weaville is also a very nice Scizor check and sweeper in its own right, although it ruins the stall nature of the team.
Moveset: Night Slash, Ice Shard, and Low Kick have been proven time after time. Counter is the signature trick of this set.
Drawbacks: Now that the team is bulky enough, I don't need to rely on it's gimmicks. It's good, but something might be better. SD Scizor perhaps?
Special Wall and Tank: Spiritomb
252HP/252SpDef/4HP
Bold
-Dark Pulse
-Calm Mind
-Substitute
-Will-o-Wisp
Strategy: Spiritomb allows me to take hits from the Special side, an tank through those unprepared to deal with it's suprising power. It can CM on Special sweepers, and burn Physical ones. It can also outstall some bulky Pokemon; and Blissey. At +6 SpAtt if I'm lucky enough to set up... I say gg and open the floodgates.
Moveset: CM and substitute outstall Special sweepers. Will-o-Wiso deals with threats on the Physical Side. Dark Pulse is my only attack.
Drawbacks: Speed, but it's gotten me further than the Rhyperior it replaced, so I'm pretty good with it.
Wait... two sweepers and a Weaville... I thought this was stall: Gyarados
Gyarados@ Leftovers
252Att/252Spe/4HP
Jolly
-Waterfall
-EQ
-Stone Edge
-Dragon Dance
Strategy: After Rhyperior's down, the opponent normally gets lulled into a sense of safety. And then Gyara switches in. I get in one-two DD's and pull of a sweep. I can't really say much more, but an average of 37% damage per switch-in, and Skarm's shuffling leave very little to oppose my sweep.
Moveset: DD needs no explaining. Same goes for Waterfall. EQ hits a lot really hard. SE has really unreliable accuracy, but is far better than other options I have tested.
Drawbacks: Gyarados is a drawback to the opponent.
Requirements/Considered Changes: With my reliance on hazards, I might replace Rhyperior with CM Spiritomb. I need a spin-blocker now that the team has taken a more defensive incarnation.
Threats:
LO Starmie: If Weaville and Trode are down, I normally ragequit.
Jolteon: Same story, but I have a few EQ users in this case.
Breloom: Uh... well... if it sets up, it's annoying, but its always annoying anyways.
HAX abusers: I can beat them, but I really hate them a lot. (Once again universal).
Conclusion: Well, there it is. It's really bluff and prediction dependant right now. I only ask that no choice items are suggested, and please, don't make the team predictable