Hello all, y4f (yay4failure) here with my first OU RMT (standard ruleset and 1v1). What inspired me to make this team was the presence of walls and bulky waters on many teams I played against. These walls were able to shut down the majority of my sweepers. I also noticed that some of the best players who were able to overcome such walls and bulky pokes utilized their own bulky pokemon and entry hazards in order to wear down the opponents team via the aforementioned entry hazards and status. SO, I made this team, using a basic setup of 1 lead, 3 core defensive pokemon, 1 revenge killer, and 1 mixed sweeper. In general, my revenge killer and mixed sweeper aren't seen until late game when my opponents walls have been worn down, as well as my own.
(Original) Team Building Process:
Let's get into the movesets! (Original Team)
This team has worked very well for me. In a day of laddering, I've jumped 200 points and beaten a lot of 1500-1600 CRE users, the highest opponent being a 1652 whom I 4-0d. There ARE some very significant weaknesses, however, most notably NP Ape and Gengar / SubCM Ghost types. Please help out with any tips / suggestions, thanks!
Arnold (Skarmory) (M) @ Lum Berry
Ability: Sturdy
EVs: 252 HP/4 Spd/252 SDef
Impish nature (+Def, -SAtk)
- Roost
- Taunt
- Spikes
- Whirlwind
---
This unique Skarmory hit takes into account some of the things many of the original team raters have said. First of all, Taunt Skarmory was suggested as it allowed me to stop slower leads, sleep inducing leads, and set-up leads running Taunt. The job of this Skarmoy is to come in on the lead, Taunt anything slower than it similar to Taunt Skarm, and then set up Spikes. This works quite well against leads like Swampert, Hippowdon, Metagross, and more. If I encounter faster / trick leads, I will immediate switch into Flygon in order to negate their trick and threaten a switch / break sash with U-Turn. This works especially well against leads like Aerodactly or Azelf, since I can switch in on their Taunt and then threaten serious damage -hopefully- forcing a switch. U-Turn will allow me to switch into an appropriate counter and set up.
John (Gyarados) (M) @ Leftovers
Ability: Intimidate
EVs: 156 HP/72 Atk/96 Def/184 Spd
Adamant nature (+Atk, -SAtk)
- Taunt
- Waterfall
- Stone Edge
- Dragon Dance
---
This beautiful Gyarados set is my replacement for Vaporeon. Since I took out Spikes on Skarm, phasing is no longer such an essential part of the team, and Gyarados can switch in a lot more easily. It provides a crucial resistance to both Fighting and Fire, allowing me to easily come in on non-NP Ape, force the switch, set up, and wreak havoc. I rely on Gyarados to counter most set-up physical sweepers, due to Intimidate, defense EVs, Taunt to stop further set-up, and optimum coverage. Stone Edge takes out opposing Dragon types or other Gyarados. Provided I can get in quick enough and get off a Taunt, I can also use CS Flygon to revenge kill with Outrage / Thunderpunch.
Franny (Blissey) (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP/252 Def/4 SDef
Bold nature (+Def, -Atk)
- Stealth Rock
- Thunder Wave
- Softboiled
- Seismic Toss
---
Pretty much the same Blissey set. Blissey is the crucial special wall, easily shrugging off the vast majority of special attacks and even a fair share of physical attacks. The moveset allows for me to cripple switchers who attempt to switch in on Bliss, recover health, absorb status, set up entry hazards, and peck away at big walls via Seismic Toss. My only problem with Blissey is substituting Ghost-types, as they resist Seismic Toss. I may try to fit in Ice Beam in this set in order to take out switch-in Dragons and break subs on those gosh darn Ghosts.
Jack (Jirachi) @ Leftovers
Ability: Serene Grace
EVs: 252 HP/224 Def/32 Spd
Bold nature (+Def, -Atk)
- Wish
- Calm Mind
- Thunderbolt
- Psychic
---
This Jirachi is one of the key Pokemon on this team. Not only does this set provide considerable physical bulk with the 224 Def EVs, it has enough speed to outpace TTar, Scizor, Machamp, and packs considerable punch. Wish and Calm Mind are crucial when used in combination as they allow me to boost my stats up continuously while replenishing health and continuing my sweep. Psychic and TBolt provide great coverage (only resisted by Magnezone, who poses no threat anyways since I have acces to CM and recovery). Thanks to the many people who suggested this, it's a very effective Jirachi set.
A Woman (Rotom-w) @ Choice Specs
Ability: Levitate
EVs: 4 HP/252 Spe/252 SAtk
Bold nature (+Def, -Atk)
- Hydro Pump
- Thunderbolt
- Shadow Ball
- Trick
---
Self explanatory Rotom set is self explanatory. Choice Specs allow Rotom to OHKO a lot of Pokemon it could normally only 2HKO, and 2HKO and lot of pokes it could normally 3HKO.. and so on. This set not only has a lot of surprise factor, but also packs a gigantic punch, is an effective revenge killer, and cripples walls that get too comfortable via Trick. Also, I can switch in and OHKO pretty much all the standard Rapid Spinners, making this one of the most effective spin blockers. Starmie? Thunderolt. Surf won't OHKO (neither will LO Hydro Pump). Donphan? Hydro Pump. Claydol? same. Tentacruel? Thunderbolt. Foretress? I can 2KO with TBolt, sometimes OHKO with residual damage, and can cripple with trick. Anyways, this is my favorite spin blocker simply because it can force so many switches and punish incoming Pokes, making it crucial for accumulating entry hazard damage and sweeping after other Pokes have been worn down.
Robert (Flygon) (M) @ Choice Scarf
Ability: Levitate
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Earthquake
- Outrage
- U-turn
- Thunderpunch
---
This Flygon is my late-game sweeper / revenge killer. Provides a check for Gyarados, as I can switch in after a DD and OHKO with Thunderpunch against non-bulky variants. I will always OHKO BulkyDos after SR support with Thunder Punch as well. Earthquake provides a check for ScarfTran, U-Turn for general scouting and for Celebi, and Outrage for finishing off weakened pokes late in the game.
(Original) Team Building Process:
The main defensive core of a team is what holds it together, so that's what I decided to start with. I wanted a solid pairing of a specal wall and a physical wall, so I went with the incredibly common yet relentlessly effective SkarmBliss combination.
Next, I wanted something that could cover for the combined weaknesses of Skarmory and Blissey. The main thing that popped out at me was physical sweepers that run Fire Blast to get rid of Skarm (Infernape, Dragonite, Flygon). The main way to counter those pokes is through the use of bulky water types. Vaporeon is my bulky water of choice, so I decided to throw it in there.
Another crucial point of any team is the lead. I wanted a bulky lead, so it could survive somewhat as a fourth wall, so I went with a Physical Tank Jirachi. Not only can Jirachi set up rocks, it can also inflict status using Body Slam + Serene Grace and hax people to death with the increased flinch rate of Iron Head. A final plus to Jirachi is that many people won't Trick it, as many Jirachis carry choice items anyways. And even if they do, Choice Scarf Jirachi can be a formidable revenge killer.
Next, I needed a trusty revenge killer, one that not only had decent bulk, but a good deal of type coverage and the ability to outspeed many pokemon via the use of Choice Scarf. Also, it needed to have access to Trick. I immediately thought of Rotom-w because of its access to Hydro Pump. Hydro Pump is an immensely powerful move with a great deal of neutral coverage making it a great choice on a scarfed poke. Rotom also is a crucial spin-blocker and resists Normal and Fighting moves that are very detrimental to my Blissey and Vaporeon. Also takes Ground-type moves directed at my Jirachi.
Finally, I needed a mixed sweeper. One that could at least 2HKO if not OHKO formidable steel-type pokes like Nattorei, Skarm, Foretress, and Scizor. Also, I needed one with stat-boosting ability and powerful physical stab so that it could sweep teams without needing massive type coverage. The choice was clear - Dragonite. Not only is Dragonite bulky, but it has great Attack and SAtk, combined with Dragon Dance and a nice movepool. Dragonite was my ace in the hole. Dragonite also provides another Ground immunity, resistance to Fighting moves that could harm Blissey, as well as another Fire resist (to cover for Skarm).
Next, I wanted something that could cover for the combined weaknesses of Skarmory and Blissey. The main thing that popped out at me was physical sweepers that run Fire Blast to get rid of Skarm (Infernape, Dragonite, Flygon). The main way to counter those pokes is through the use of bulky water types. Vaporeon is my bulky water of choice, so I decided to throw it in there.
Another crucial point of any team is the lead. I wanted a bulky lead, so it could survive somewhat as a fourth wall, so I went with a Physical Tank Jirachi. Not only can Jirachi set up rocks, it can also inflict status using Body Slam + Serene Grace and hax people to death with the increased flinch rate of Iron Head. A final plus to Jirachi is that many people won't Trick it, as many Jirachis carry choice items anyways. And even if they do, Choice Scarf Jirachi can be a formidable revenge killer.
Next, I needed a trusty revenge killer, one that not only had decent bulk, but a good deal of type coverage and the ability to outspeed many pokemon via the use of Choice Scarf. Also, it needed to have access to Trick. I immediately thought of Rotom-w because of its access to Hydro Pump. Hydro Pump is an immensely powerful move with a great deal of neutral coverage making it a great choice on a scarfed poke. Rotom also is a crucial spin-blocker and resists Normal and Fighting moves that are very detrimental to my Blissey and Vaporeon. Also takes Ground-type moves directed at my Jirachi.
Finally, I needed a mixed sweeper. One that could at least 2HKO if not OHKO formidable steel-type pokes like Nattorei, Skarm, Foretress, and Scizor. Also, I needed one with stat-boosting ability and powerful physical stab so that it could sweep teams without needing massive type coverage. The choice was clear - Dragonite. Not only is Dragonite bulky, but it has great Attack and SAtk, combined with Dragon Dance and a nice movepool. Dragonite was my ace in the hole. Dragonite also provides another Ground immunity, resistance to Fighting moves that could harm Blissey, as well as another Fire resist (to cover for Skarm).
Let's get into the movesets! (Original Team)
iHax (Jirachi) @ Leftovers
Ability: Serene Grace
EVs: 252 HP/252 Def/4 Spe
Impish nature (+Def, -SAtk)
Impish nature (+Def, -SAtk)
- Stealth Rock
- Fire Punch
- Body Slam
- Iron Head
---
- Fire Punch
- Body Slam
- Iron Head
---
My Jirachi is designed to come out at the start of the battle with a positive matchup against most leads. Against common Tauntt leads like Azelf, Aerodactyl, Erufuun, and more, Jirachi can deal heavy damage via Body Slam (with 60% paralysis chance) and stab Iron Head. Fire Punch can get decent damage on those pesky steel types. Against bulky physically oriented leads such as Metagross, Swampert, and Hippowdon, I will generally set up Rocks then switch out into Skarmory to -hopefully- get up Spikes layers and phase.
Vaporizers (Vaporeon) (M) @ Leftovers
Ability: Water Absorb
EVs: 252 HP/252 Def/4 Spe
EVs: 252 HP/252 Def/4 Spe
Bold nature (+Def, -Atk)
- Toxic
- Wish
- Protect
- Surf
---
- Toxic
- Wish
- Protect
- Surf
---
This is my favorite wishpassing set for Vaporeon. Surf provides a solid stab move coming off of 110 base SpA, which can deal heavy damage to threats like Tyranitar, Heatran, Infernape, and more. Toxic is lethal in conjunction with Protect, and Wish can help restore the health of some of the less bulky pokes on my team. This Vaporeon also safely switches in to pretty much any special attack directed at my Skarmory, sans Electric type attacks (which is what Blissey and Rotom are for). If I had to sum up Vaporeon in three words, it would be "mixed backup wall".
iLikeToPhase (Skarmory) (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP/252 Def/4 Spe
EVs: 252 HP/252 Def/4 Spe
Impish nature (+Def, -SAtk)
- Brave Bird
- Roost
- Whirlwind
- Spikes
---
- Brave Bird
- Roost
- Whirlwind
- Spikes
---
This Skarmory set is one I've used on many teams in my 5-day battling history... Max / Max +nature allows it to take super effective physical hits and shrug them off like nothing. I can then proceed to set up Spikes, Roost off residual damage, and use Brave Bird to hit unsuspecting pokes who think they can easily set up on Skarm. Whirlwind is crucial in this set for accumulating damage off of Stealth Rock and Spikes, as well as temporarily getting rid of sweepers that I've let set up too long. That's all there is to say!
iAmAFatHo (Blissey) (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP/252 Def/4 Spe
EVs: 252 HP/252 Def/4 Spe
Bold nature (+Def, -Atk)
- Softboiled
- Seismic Toss
- Thunder Wave
- Aromatherapy
---
- Softboiled
- Seismic Toss
- Thunder Wave
- Aromatherapy
---
This Blissey set allows me to provide cleric support to the team, as well as to pester the opponents team by spamming T-Wave and paralyzing any sweepers or physical attackers that try to switch in on Blissey. Seismic Toss is there for solid damage, and Softboiled for ensuring Blissey survives. Finally, Blissey not only serves as my specal tank, but also my status tank, as I can happily switch into any burn / paralysis that would be directed at my sweepers.
iWashYoClothes (Rotom-w) @ Choice Scarf
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
EVs: 4 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Hydro Pump
- Thunderbolt
- Shadow Ball
- Trick
---
- Hydro Pump
- Thunderbolt
- Shadow Ball
- Trick
---
This Rotom set deals more damage than would be expected for your standard tank Rotom, thanks to SAtk EVs and +nature. Movepool allows me to come in on Gengar, bulky waters / Gyarados, weakened TTar, and a lot of other pokes, and finish them off. Fits the roll of revenge killer quite well. Trick also helps me cripple walls who think they have a free switch in.
Cutiepie (Dragonite) (M) @ Expert Belt
Ability: Inner Focus
EVs: 176 Atk/252 Spd/80 SAtk
EVs: 176 Atk/252 Spd/80 SAtk
Hasty nature (+Spd, -Def)
- Fire Blast
- Outrage
- Dragon Dance
- Earthquake
---
- Fire Blast
- Outrage
- Dragon Dance
- Earthquake
---
Expert Belt DDNite helps me bluff choice and get a free DDance up against unsuspecting pokes who assume I will switch. EV spread allows for a more powerful Fire Blast to OHKO weakened Skarm, Scizor, Foretress, Breloom, and more, and ensures that I outspeed most pokes after a DDance. The move setup allows me to take out most special walls with stab Outrage or EQ, and Fire Blast takes out bulky Steels.
This team has worked very well for me. In a day of laddering, I've jumped 200 points and beaten a lot of 1500-1600 CRE users, the highest opponent being a 1652 whom I 4-0d. There ARE some very significant weaknesses, however, most notably NP Ape and Gengar / SubCM Ghost types. Please help out with any tips / suggestions, thanks!
Modifed Team
CHANGES FROM ORIGINAL TEAM
- Skarmory moved to lead + changed set.
- Dragonite taken out for Scarf Flygon.
- Vaporeon taken out for Gyarados
- Dragonite taken out for Scarf Flygon.
- Vaporeon taken out for Gyarados
Arnold (Skarmory) (M) @ Lum Berry
Ability: Sturdy
EVs: 252 HP/4 Spd/252 SDef
Impish nature (+Def, -SAtk)
- Roost
- Taunt
- Spikes
- Whirlwind
---
This unique Skarmory hit takes into account some of the things many of the original team raters have said. First of all, Taunt Skarmory was suggested as it allowed me to stop slower leads, sleep inducing leads, and set-up leads running Taunt. The job of this Skarmoy is to come in on the lead, Taunt anything slower than it similar to Taunt Skarm, and then set up Spikes. This works quite well against leads like Swampert, Hippowdon, Metagross, and more. If I encounter faster / trick leads, I will immediate switch into Flygon in order to negate their trick and threaten a switch / break sash with U-Turn. This works especially well against leads like Aerodactly or Azelf, since I can switch in on their Taunt and then threaten serious damage -hopefully- forcing a switch. U-Turn will allow me to switch into an appropriate counter and set up.
John (Gyarados) (M) @ Leftovers
Ability: Intimidate
EVs: 156 HP/72 Atk/96 Def/184 Spd
Adamant nature (+Atk, -SAtk)
- Taunt
- Waterfall
- Stone Edge
- Dragon Dance
---
This beautiful Gyarados set is my replacement for Vaporeon. Since I took out Spikes on Skarm, phasing is no longer such an essential part of the team, and Gyarados can switch in a lot more easily. It provides a crucial resistance to both Fighting and Fire, allowing me to easily come in on non-NP Ape, force the switch, set up, and wreak havoc. I rely on Gyarados to counter most set-up physical sweepers, due to Intimidate, defense EVs, Taunt to stop further set-up, and optimum coverage. Stone Edge takes out opposing Dragon types or other Gyarados. Provided I can get in quick enough and get off a Taunt, I can also use CS Flygon to revenge kill with Outrage / Thunderpunch.
Franny (Blissey) (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP/252 Def/4 SDef
Bold nature (+Def, -Atk)
- Stealth Rock
- Thunder Wave
- Softboiled
- Seismic Toss
---
Pretty much the same Blissey set. Blissey is the crucial special wall, easily shrugging off the vast majority of special attacks and even a fair share of physical attacks. The moveset allows for me to cripple switchers who attempt to switch in on Bliss, recover health, absorb status, set up entry hazards, and peck away at big walls via Seismic Toss. My only problem with Blissey is substituting Ghost-types, as they resist Seismic Toss. I may try to fit in Ice Beam in this set in order to take out switch-in Dragons and break subs on those gosh darn Ghosts.
Jack (Jirachi) @ Leftovers
Ability: Serene Grace
EVs: 252 HP/224 Def/32 Spd
Bold nature (+Def, -Atk)
- Wish
- Calm Mind
- Thunderbolt
- Psychic
---
This Jirachi is one of the key Pokemon on this team. Not only does this set provide considerable physical bulk with the 224 Def EVs, it has enough speed to outpace TTar, Scizor, Machamp, and packs considerable punch. Wish and Calm Mind are crucial when used in combination as they allow me to boost my stats up continuously while replenishing health and continuing my sweep. Psychic and TBolt provide great coverage (only resisted by Magnezone, who poses no threat anyways since I have acces to CM and recovery). Thanks to the many people who suggested this, it's a very effective Jirachi set.
A Woman (Rotom-w) @ Choice Specs
Ability: Levitate
EVs: 4 HP/252 Spe/252 SAtk
Bold nature (+Def, -Atk)
- Hydro Pump
- Thunderbolt
- Shadow Ball
- Trick
---
Self explanatory Rotom set is self explanatory. Choice Specs allow Rotom to OHKO a lot of Pokemon it could normally only 2HKO, and 2HKO and lot of pokes it could normally 3HKO.. and so on. This set not only has a lot of surprise factor, but also packs a gigantic punch, is an effective revenge killer, and cripples walls that get too comfortable via Trick. Also, I can switch in and OHKO pretty much all the standard Rapid Spinners, making this one of the most effective spin blockers. Starmie? Thunderolt. Surf won't OHKO (neither will LO Hydro Pump). Donphan? Hydro Pump. Claydol? same. Tentacruel? Thunderbolt. Foretress? I can 2KO with TBolt, sometimes OHKO with residual damage, and can cripple with trick. Anyways, this is my favorite spin blocker simply because it can force so many switches and punish incoming Pokes, making it crucial for accumulating entry hazard damage and sweeping after other Pokes have been worn down.
Robert (Flygon) (M) @ Choice Scarf
Ability: Levitate
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Earthquake
- Outrage
- U-turn
- Thunderpunch
---
This Flygon is my late-game sweeper / revenge killer. Provides a check for Gyarados, as I can switch in after a DD and OHKO with Thunderpunch against non-bulky variants. I will always OHKO BulkyDos after SR support with Thunder Punch as well. Earthquake provides a check for ScarfTran, U-Turn for general scouting and for Celebi, and Outrage for finishing off weakened pokes late in the game.
Thanks for taking a look at the team!