Hey everyone! I haven't played Pokemon in a while and as I'm currently in Spring break I've decided to take it up once again. So, here is the team that I've created to start once again. I usually played Ubers, but I've decided to dabble in some OU to start off again. I'll appreciate all help for this team as it has definitely been a while since I've actually played in any tiers.
Sets changed:
Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 160 Atk / 98 SpA / 252 Spe
Lonely Nature Hasty Nature
IVs: 29 HP
- Hyperspace Fury - Dark Pulse
- Drain Punch
- Gunk Shot
- Psychic
Latios @Choice Scarf Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
-Trick Hidden Power Fire
-Defog Roost
Rotom-Wash @ Leftovers
Ability: Levitate
EVs:252 214 HP / 252 Def / 8 44 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Talonflame @Liechi Berry Sharp Beak
Ability: Gale Wings
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Jolly Nature
- Brave Bird
- Flare Blitz
-Natural Gift Swords Dance
- Roost
Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 160 Atk / 96 SpA / 252 Spe
Hasty Nature
IVs: 29 HP
- Dark Pulse
- Gunk Shot
- Drain Punch
- Psychic
With balance and stall teams being found on all parts of the ladder, I've decided to put Hoopa-Unbound on the team. This Life Orb set isn't made to take out quicker threats. Instead it's goal is to take out various walls and hit hard on switches. The mixed set allows for Hoop-Unbound to become a wallbreaker. The four moves chosen here provide coverage for nearly all the types. Dark Pusle was chosen over Hyperspace Fury to take advantage of Hoopa-Unbound's special attack stat and it's ability to 2HKO Skarmory. Drain Punch is especially useful for Chansey/Blissey while providing recovery from Life Orb damage. Psychic is useful for Physical walls, such as Rotom, or bulky Pokemon like Chestnaught, Venusaur, and Conkeldurr.
Lopunny @ Lopunnite
Ability: Limber
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Frustration
- Fake Out
- Ice Punch
The Pokemon the team is based around. A powerful physical threat. Here is the standard Lopunny without any deviation. High Jump Kick is Lopunny's strongest fighting STAB. Frustration provides a strong Normal STAB with added coverage thanks to Scrappy. Fake out is when mega evolving to get a free flinch, or to get free damage off on an opposing scarf pokemon. Power-Up Punch was chosen over Ice Punch as the team needed a win condition. Ice Punch was chosen over Power-Up Punch and any other elemental punches for coverage against Dragon, Flying, and Ground types. I do not need another physical Pokemon to set up as I have Talonflame for its role as late game physical sweeper.
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psychic
- Hidden Power [Fire]
- Roost
The team is lacking a strong special attacker. Enter Latios, one of the best special attackers in the tier. Draco Meteor is ubiquitous. Drop a Draco never fails to hit anything hard after all. Psyshock is used to hit fighting types and special walls which want to come in on a Draco Meteor. Hidden Power Fire is used to hit Steel types such as Ferrothorn hard. Roost is used to recover from damage from opposing Pokemon and Life Orb damage.
Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Rapid Spin
- Earthquake
- Iron Head
- Stealth Rock
In order for the team to be considered a balance team, it needs two walls to switch into moves and take minimal damage. Here is my special wall, Excadrill. It has Rapid Spin for getting rid of Hazards, especially Stealth Rock for Talonflame. Earthquake is used to deal with Manectric, which the team otherwise has problems with. Iron Head also deals with a fairy weakness, especially Diancie. Stealth Rocks are hazards to set on my opponents side of the field.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 214 HP / 252 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
The physical wall to be couple with Heatran must have great synergy with it. Hippowdown and Landorus wouldn't have worked as they allow a significant water weakness on the team. Instead, I chose Rotom. Rotom and Heatran work especially well together as they can account for each other's weaknesses. Again, here is a standard moveset. Volt Switch allows for electric STAB and provides for momentum to be gained on switches. Hydro Pump is a powerful water STAB. Will-O-Wisp provides repeated damage and cripples physical Pokemon. Pain Split allows Rotom to recover on a myriad of Pokemon coupled with leftovers at Rotom has especially low base HP. 44 speed EVs are used here to outspeed and burn Azumarill.
Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost
To round out the team, I needed physical priority. Talonflame with Gale Wings provides this. as it is able to outspeed and revenge kill opposing fast and Choice Scarf Pokemon. Brave Bird and Flare Blitz are two strong physical STAB moves with excellent coverage found on most Talonflame. Roost is used to regain HP from hazards or repeated recoil from these moves. Swords Dance was chosen here as Talonflame can become a formidable late game physical sweeper. Once it sets up, it is ready to spring into action and deal with the rest of my opponent's team.
Thank you for spending the time rating my team!
Sets changed:
Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 160 Atk / 98 SpA / 252 Spe
IVs: 29 HP
- Drain Punch
- Gunk Shot
- Psychic
Latios @
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
-
-
Rotom-Wash @ Leftovers
Ability: Levitate
EVs:
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Talonflame @
Ability: Gale Wings
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
- Brave Bird
- Flare Blitz
-
- Roost
Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 160 Atk / 96 SpA / 252 Spe
Hasty Nature
IVs: 29 HP
- Dark Pulse
- Gunk Shot
- Drain Punch
- Psychic
With balance and stall teams being found on all parts of the ladder, I've decided to put Hoopa-Unbound on the team. This Life Orb set isn't made to take out quicker threats. Instead it's goal is to take out various walls and hit hard on switches. The mixed set allows for Hoop-Unbound to become a wallbreaker. The four moves chosen here provide coverage for nearly all the types. Dark Pusle was chosen over Hyperspace Fury to take advantage of Hoopa-Unbound's special attack stat and it's ability to 2HKO Skarmory. Drain Punch is especially useful for Chansey/Blissey while providing recovery from Life Orb damage. Psychic is useful for Physical walls, such as Rotom, or bulky Pokemon like Chestnaught, Venusaur, and Conkeldurr.
Lopunny @ Lopunnite
Ability: Limber
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Frustration
- Fake Out
- Ice Punch
The Pokemon the team is based around. A powerful physical threat. Here is the standard Lopunny without any deviation. High Jump Kick is Lopunny's strongest fighting STAB. Frustration provides a strong Normal STAB with added coverage thanks to Scrappy. Fake out is when mega evolving to get a free flinch, or to get free damage off on an opposing scarf pokemon. Power-Up Punch was chosen over Ice Punch as the team needed a win condition. Ice Punch was chosen over Power-Up Punch and any other elemental punches for coverage against Dragon, Flying, and Ground types. I do not need another physical Pokemon to set up as I have Talonflame for its role as late game physical sweeper.
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psychic
- Hidden Power [Fire]
- Roost
The team is lacking a strong special attacker. Enter Latios, one of the best special attackers in the tier. Draco Meteor is ubiquitous. Drop a Draco never fails to hit anything hard after all. Psyshock is used to hit fighting types and special walls which want to come in on a Draco Meteor. Hidden Power Fire is used to hit Steel types such as Ferrothorn hard. Roost is used to recover from damage from opposing Pokemon and Life Orb damage.
Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Rapid Spin
- Earthquake
- Iron Head
- Stealth Rock
In order for the team to be considered a balance team, it needs two walls to switch into moves and take minimal damage. Here is my special wall, Excadrill. It has Rapid Spin for getting rid of Hazards, especially Stealth Rock for Talonflame. Earthquake is used to deal with Manectric, which the team otherwise has problems with. Iron Head also deals with a fairy weakness, especially Diancie. Stealth Rocks are hazards to set on my opponents side of the field.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 214 HP / 252 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
The physical wall to be couple with Heatran must have great synergy with it. Hippowdown and Landorus wouldn't have worked as they allow a significant water weakness on the team. Instead, I chose Rotom. Rotom and Heatran work especially well together as they can account for each other's weaknesses. Again, here is a standard moveset. Volt Switch allows for electric STAB and provides for momentum to be gained on switches. Hydro Pump is a powerful water STAB. Will-O-Wisp provides repeated damage and cripples physical Pokemon. Pain Split allows Rotom to recover on a myriad of Pokemon coupled with leftovers at Rotom has especially low base HP. 44 speed EVs are used here to outspeed and burn Azumarill.
Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost
To round out the team, I needed physical priority. Talonflame with Gale Wings provides this. as it is able to outspeed and revenge kill opposing fast and Choice Scarf Pokemon. Brave Bird and Flare Blitz are two strong physical STAB moves with excellent coverage found on most Talonflame. Roost is used to regain HP from hazards or repeated recoil from these moves. Swords Dance was chosen here as Talonflame can become a formidable late game physical sweeper. Once it sets up, it is ready to spring into action and deal with the rest of my opponent's team.
Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 160 Atk / 96 SpA / 252 Spe
Hasty Nature
IVs: 29 HP
- Dark Pulse
- Gunk Shot
- Drain Punch
- Psychic
Lopunny @ Lopunnite
Ability: Limber
Shiny: Yes
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Frustration
- Fake Out
- Ice Punch
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Hidden Power [Fire]
- Roost
Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Rapid Spin
- Earthquake
- Iron Head
- Stealth Rock
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 214 HP / 252 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Talonflame @ Sharp Beak
Ability: Gale Wings
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost
Ability: Magician
EVs: 160 Atk / 96 SpA / 252 Spe
Hasty Nature
IVs: 29 HP
- Dark Pulse
- Gunk Shot
- Drain Punch
- Psychic
Lopunny @ Lopunnite
Ability: Limber
Shiny: Yes
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Frustration
- Fake Out
- Ice Punch
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Hidden Power [Fire]
- Roost
Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Rapid Spin
- Earthquake
- Iron Head
- Stealth Rock
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 214 HP / 252 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Talonflame @ Sharp Beak
Ability: Gale Wings
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost
Thank you for spending the time rating my team!
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