Hi guys! So I’m new to Smogon, and decided that I have been using it a lot that I’ll join and actually see if anyone has some advice on my OU deck! Again, I’m new to Smogon, so I am sorry if I do miss some of the posting rules, though don’t go easy on my selections J
So, a brief history of this team. I started competitive ou with my first team, which was terrakion, weavile, gliscor, volcarona, alakazam, and rotom-w. I played with that team a lot, and I found myself playing in “ou-no stealth rocks” (this is on showdown btw) because I feared entry hazards. So one of my friends said that that would not be a solution to my problem. I decided to start from scratch, or maybe start off with some of the pokemon that worked. So, I present to you my deck(TEAM! I'm so used to Yu-Gi-Oh >.>)!
Haxorus @ Lum Berry
Ability: Mold Breaker
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Dragon Dance
- Outrage
- Superpower
- Taunt
Well, what to say. I guess I can say haxorus is my lead, at least to pesky set-up pokemon (volcarona, cloyster). Taunt isn’t really expected, and max speed to be able to utilise it to “full speed”. Otherwise, pretty common set I would say? Dragon dance – outrage + superpower to counter ice (except ice shard). I maxed out speed and attack, unlike showdown that auto-splits attack-speed-hp approximately equally. Lum berry's good to screw around with sporers. He’s my nice physical sweeper.
Gliscor @ Flying Gem
Ability: Poison Heal
EVs: 184 Def / 252 HP / 72 Spd
Impish Nature
- Acrobatics
- Earthquake
- Toxic
- Substitute
I love gliscor, as it was originally on my team. I use sub-toxic set. Though one question may arise to his other moves + item. Though he has the ability poison heal (cause why not), I use a flying gem instead of a toxic orb. Here’s why: I find that after toxic orb is set up, its no value to gliscor after he’s poisoned. Don’t misinterpret that, I love toxic orb + poison heal combo, but if gliscor had trick or something to pass it off after then I would be down for that. The other reason I don’t run that is because I’ve grown fond of flying gem – acrobatics. Though not with technician, it is my only flying move and is good for counter, things that need flying. I remember I was playing a game once, gliscor vs. gliscor. My opponent’s gliscor was poisoned already, but it was acrobatics that fated my win in that show-down. And earthquake cause its necessary. Showdown-based stats, and he’s my defensive go-to.
Gengar @ Choice Scarf
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 HP
Modest Nature
- Trick
- Disable
- Psychic
- Shadow Ball
Trick Gengar… Well, in a nutshell that’s what it is… I used to have this ever-longed battle between gengar and alakazam. I have always kept the “ghost-psychic-dark-fighting” corner to one of these fellows. I had been using alakazam for 2 good reasons: higher speed and special attack, as well as magic guard which prevents entry hazard damage and more-utilization of focus sash. But I decided to go back to gengar. Reason being, ghost type immunity to fake out and rapid spin and other random things. Plus, trick set has been an interest to me. Disable used to be focus blast as another fighting type, but with haxorus’ superpower its kinda redundant. And disable is always good to keep my opponent in a lock for whatever reason. I’ve wanted to keep the sub-set for gengar, but it really isn’t good against a alakazam, and choice scarf sub = wtf. Gengar is kind-of a breaker for the “ghost-psychic-dark-fighting” family, and is a quick switch-in for a quick-kill.
Forretress @ Custap Berry
Ability: Sturdy
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Explosion
- Rapid Spin
- Stealth Rock
- Spikes
This guy is a real problem for me. Not move-set-wise, but choice wise. The problem for me was forretress or scizor? I knew both had advantages and disadvantages. In a nutshell, entry hazards are important, and custap explosion for the lolz. I was really looking forward to scizor because of trap-pursuit, as well as swords dance bullet punch. But entry hazards seemed a bit better to me, and I tried to cover-up bullet punch with another priority move for another one of my pokemon… as well, rapid spin. Defensive wall, and I only withdraw him if there is either a fire-type threat switched-in, or there are entry hazards that can pull me down to ¼ hp for my custap berry.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Discharge
- Hydro Pump
- Pain Split
- Will-O-Wisp
Rotom wash may not be my favorite Pokemon, but I can’t say that he’s not amazing… Special wall, first of all. Weakness to electric and grass, and correct me if I’m wrong, but both types have moves that are mainly on the special-attack side. Stab hydro-pump and discharge, with decent special attack. Pain split for some kind-of hp gaining, but I am considering changing that to volt switch. Will-o-wisp to mess-up hard physical attackers. The only problem with him is his speed. Showdown-stats as given. I don't know whether Rotom's a sweeper or a breaker, but i do believe he can perform either role.
Infernape @ Air Balloon
Ability: Iron Fist
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Flare Blitz
- Close Combat
- Stone Edge
- Mach Punch
Infernape, my last guy. I love infernape in 2 ways: because he was my first starter for my very first pokemon game, and because he has the stupidest role on the team. Infernape was the last-added pokemon, and acts like the glue for this team. I make my teams based on keeping move coverage. By the time I finished my 5 pokemon (before a few edits after infernape’s addition…), I found out that I was missing a few types, namely ice, fire, fighting, grass, and rock. I didn’t give ice much paying attention, and I guess I kinda regret that (maybe a little) for my team as a whole. But, I found one pokemon that could fit close combat, flare blitz, stone edge, and grass knot, to cover my last moves: in a word, infernape. That is not to say that he is useless. Balloon just to slightly get rid of one weakness. But otherwise, he’s pretty strong. I replaced grass knot because, even though now my team has no grass-type moves, its wasn’t worth the low-amount of damage it gave. I then proceeded to replace knot with fake out ,then I just told myself it wouldn’t work. Now from my dilemma before, omitting sizor meant that I need a prority attack, and I happened that infernape had mach punch (plus iron fist for a little boost). So yeah, infernape is my last breaker, to break things.
So yeah that’s my attempt as an ALMOST SUCCESSFUL ou team :D. I would love all the criticism I could get. Again, please excuse me maybe missing a few rules and please do inform me about that so that I do not make the same mistake again. If you could test the deck, see what’s good and what’s bad, edits, anything that can help me team. In advance, I appreciate everyone’s help! I hope to hear soon!
So, a brief history of this team. I started competitive ou with my first team, which was terrakion, weavile, gliscor, volcarona, alakazam, and rotom-w. I played with that team a lot, and I found myself playing in “ou-no stealth rocks” (this is on showdown btw) because I feared entry hazards. So one of my friends said that that would not be a solution to my problem. I decided to start from scratch, or maybe start off with some of the pokemon that worked. So, I present to you my deck(TEAM! I'm so used to Yu-Gi-Oh >.>)!
Haxorus @ Lum Berry
Ability: Mold Breaker
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Dragon Dance
- Outrage
- Superpower
- Taunt
Well, what to say. I guess I can say haxorus is my lead, at least to pesky set-up pokemon (volcarona, cloyster). Taunt isn’t really expected, and max speed to be able to utilise it to “full speed”. Otherwise, pretty common set I would say? Dragon dance – outrage + superpower to counter ice (except ice shard). I maxed out speed and attack, unlike showdown that auto-splits attack-speed-hp approximately equally. Lum berry's good to screw around with sporers. He’s my nice physical sweeper.
Gliscor @ Flying Gem
Ability: Poison Heal
EVs: 184 Def / 252 HP / 72 Spd
Impish Nature
- Acrobatics
- Earthquake
- Toxic
- Substitute
I love gliscor, as it was originally on my team. I use sub-toxic set. Though one question may arise to his other moves + item. Though he has the ability poison heal (cause why not), I use a flying gem instead of a toxic orb. Here’s why: I find that after toxic orb is set up, its no value to gliscor after he’s poisoned. Don’t misinterpret that, I love toxic orb + poison heal combo, but if gliscor had trick or something to pass it off after then I would be down for that. The other reason I don’t run that is because I’ve grown fond of flying gem – acrobatics. Though not with technician, it is my only flying move and is good for counter, things that need flying. I remember I was playing a game once, gliscor vs. gliscor. My opponent’s gliscor was poisoned already, but it was acrobatics that fated my win in that show-down. And earthquake cause its necessary. Showdown-based stats, and he’s my defensive go-to.
Gengar @ Choice Scarf
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 HP
Modest Nature
- Trick
- Disable
- Psychic
- Shadow Ball
Trick Gengar… Well, in a nutshell that’s what it is… I used to have this ever-longed battle between gengar and alakazam. I have always kept the “ghost-psychic-dark-fighting” corner to one of these fellows. I had been using alakazam for 2 good reasons: higher speed and special attack, as well as magic guard which prevents entry hazard damage and more-utilization of focus sash. But I decided to go back to gengar. Reason being, ghost type immunity to fake out and rapid spin and other random things. Plus, trick set has been an interest to me. Disable used to be focus blast as another fighting type, but with haxorus’ superpower its kinda redundant. And disable is always good to keep my opponent in a lock for whatever reason. I’ve wanted to keep the sub-set for gengar, but it really isn’t good against a alakazam, and choice scarf sub = wtf. Gengar is kind-of a breaker for the “ghost-psychic-dark-fighting” family, and is a quick switch-in for a quick-kill.
Forretress @ Custap Berry
Ability: Sturdy
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Explosion
- Rapid Spin
- Stealth Rock
- Spikes
This guy is a real problem for me. Not move-set-wise, but choice wise. The problem for me was forretress or scizor? I knew both had advantages and disadvantages. In a nutshell, entry hazards are important, and custap explosion for the lolz. I was really looking forward to scizor because of trap-pursuit, as well as swords dance bullet punch. But entry hazards seemed a bit better to me, and I tried to cover-up bullet punch with another priority move for another one of my pokemon… as well, rapid spin. Defensive wall, and I only withdraw him if there is either a fire-type threat switched-in, or there are entry hazards that can pull me down to ¼ hp for my custap berry.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Discharge
- Hydro Pump
- Pain Split
- Will-O-Wisp
Rotom wash may not be my favorite Pokemon, but I can’t say that he’s not amazing… Special wall, first of all. Weakness to electric and grass, and correct me if I’m wrong, but both types have moves that are mainly on the special-attack side. Stab hydro-pump and discharge, with decent special attack. Pain split for some kind-of hp gaining, but I am considering changing that to volt switch. Will-o-wisp to mess-up hard physical attackers. The only problem with him is his speed. Showdown-stats as given. I don't know whether Rotom's a sweeper or a breaker, but i do believe he can perform either role.
Infernape @ Air Balloon
Ability: Iron Fist
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Flare Blitz
- Close Combat
- Stone Edge
- Mach Punch
Infernape, my last guy. I love infernape in 2 ways: because he was my first starter for my very first pokemon game, and because he has the stupidest role on the team. Infernape was the last-added pokemon, and acts like the glue for this team. I make my teams based on keeping move coverage. By the time I finished my 5 pokemon (before a few edits after infernape’s addition…), I found out that I was missing a few types, namely ice, fire, fighting, grass, and rock. I didn’t give ice much paying attention, and I guess I kinda regret that (maybe a little) for my team as a whole. But, I found one pokemon that could fit close combat, flare blitz, stone edge, and grass knot, to cover my last moves: in a word, infernape. That is not to say that he is useless. Balloon just to slightly get rid of one weakness. But otherwise, he’s pretty strong. I replaced grass knot because, even though now my team has no grass-type moves, its wasn’t worth the low-amount of damage it gave. I then proceeded to replace knot with fake out ,then I just told myself it wouldn’t work. Now from my dilemma before, omitting sizor meant that I need a prority attack, and I happened that infernape had mach punch (plus iron fist for a little boost). So yeah, infernape is my last breaker, to break things.
So yeah that’s my attempt as an ALMOST SUCCESSFUL ou team :D. I would love all the criticism I could get. Again, please excuse me maybe missing a few rules and please do inform me about that so that I do not make the same mistake again. If you could test the deck, see what’s good and what’s bad, edits, anything that can help me team. In advance, I appreciate everyone’s help! I hope to hear soon!
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